Difference between revisions of "Spells"
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Latest revision as of 13:14, 21 December 2012
- Time to read spellbooks based specifically on the base cost to cast it
Contents
[hide]Spellbook Generation Rate
- Wizards, Priests, Druids, Necromancers: 20000
- Paladins: 5000
- Everybody else: 2000
(Insert data for chances of specific spellbooks here)
Spell Probabilities
Arcane
0.031%: Wish
0.123%: Create Item, Earthquake, Greater Identify, Heal, Identify, Petrification
0.613%: Cure Critical Wounds, Cure Serious Wounds, Death Ray, Destroy Undead, Improved Fireball, Mystic Shovel, Summon Monsters
1.225%: Acid Ball, Acid Bolt, Bless, Cure Disease, Disarm Trap, Farsight, Fireball, Ice Ball, Know Alignment, Lightning Ball, Magic Map, Neutralize Poison, Remove Curse, Revelation, Scare Monster
3.063%: Burning Hands, Calm Monster, Cure Light Wounds, Fire Bolt, Frost Bolt, Invisibility, Lightning Bolt, Magic Lock, Slow Poison, Strength of Atlas, Stun Ray, Teleportation, Web
6.126%: Knock, Magic Missile, Slow Monster
9.188%: Darkness, Light
Druids & Priests
0.029%: Wish
0.117%: Acid Ball, Create Item, Fireball, Greater Identify, Ice Ball, Identify, Improved Fireball, Lightning Ball
0.586%: Death Ray, Earthquake, Heal, Invisibility, Mystic Shovel, Summon Monsters
1.172%: Acid Bolt, Cure Critical Wounds, Farsight, Knock, Magic Lock, Magic Map, Magic Missile, Petrification, Remove Curse, Scare Monster, Slow Monster, Strength of Atlas, Teleportation, Web
2.930%: Burning Hands, Calm Monster, Cure Serious Wounds, Disarm Trap, Fire Bolt, Frost Bolt, Know Alignment, Lightning Bolt, Neutralize Poison, Revelation, Stun Ray
5.860%: Bless, Cure Disease, Cure Light Wounds, Destroy Undead, Slow Poison
8.790%: Darkness, Light
Starting Books
- Salamander Wizards always starts with Fire Bolt
- Necromancers always get Frost Bolt
- Druids always get Lightning Bolt
Learning Spells
Well, here's a basic overview of what is factored in (in order of application) to what determines if you successfully read the book: We start off with a difficulty based on the specific spellbook (Darkness and Light are rather low, Wish is really high) The 'shelves and books' room effect helps. Learning is counted in next. Druids, Priests, Wizards, and Necromancers get a bonus. You get a minus if drunk. Cursed gets a minus, blessed gets a bonus. Then Druids, Priests, Wizards, Necromancers, and Elementalists get another bonus (Elementalists for the first time) based on the PC's level. Then most classes get a smaller bonus based on their level. Mindcrafters and Trolls, however, don't get this bonus at all. Next, Literacy and Concentration are factored in. Necromancers and druids both get a bonus for their guaranteed starting books, frost bolt and lightning bolt, respectively. After that you get a bonus if you're born in the month of the book. All of this combines together for some kind of base value. It's pretty complicated so I'm just giving an overview for now instead of specifics. Now you choose whether to cast or read the book. If you read it... Now there's a straight up literacy roll. Basically, your literacy skill is a percentage chance of successfully reading the book. If you fail the check, you 'cannot decipher the runes' and nothing else happens. Now the base value is checked against a d100. If you succeed, I think it then starts counting up how much to increase your knowledge of the spell: There's a check that's gives you a better bonus if you already have at least 30 skill points in the book, and also depends on learning. Next your PC's level is factored in again. Continuing on, The Cup birthsign is now factored in - so Book increases the chances of successfully reading a book, while Cup increases how much you learn from reading it. After that the good & great book learning talents are factored in. (so they, too, only increase the amount learned, not the chance of learning). If you fail to read the book successfully, it depends on all these previous factors plus a base value for each class (shown below) your chances of the book doing something nasty versus your chances to just not learning anything. 50 - Wizard, Elementalist 40 - Priest, Necromancer 35 - Healer 30 - Bard, Druid 25 - Paladin, Ranger 20 - Thief, Assassin, Monk, Weaponsmith, Beastfighter, Merchant 15 - Fighter, Archer 10 - Farmer -10 - Mindcrafter -20 - Barbarian Do note that this only determines the chances for something bad happening here, nothing else. If you fail this check, random chance of: Spellbook bursting into flames, power drained, feel hollow, confused, stunned, life force drained, explodes in a fireball, blindness, dizzy, drains health (this lowers toughness by 1), spellbook vanish, or pit creation. A few other side notes: If a pit is created from reading a book while you're standing on a grave, it'll dig the grave =) If you have 0 knowledge in a spell, your learning stat appears to be trained about 4 times as much as it would be otherwise. (The training is based on the spell's difficulty) To sum up, it depends on: Class (pretty self explanatory to the extent spellcasters read better), birthsign, whether you're drunk, the difficulty of the spellbook, room effect, and if you're a troll. Also B/U/C status, Learning, Concentration, Literacy, and the PC's level factor in - the higher of these the better.
Spells
Magic Lock
- Will also close the door in addition to locking it, saving a turn.
Earthquake
- Anywhere Earthquake generates rocks will be turned into a normal ground tile -- this can be used to destroy water tiles and make them passable.