Monster Spellcraft

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General

Spell ranges

Directed spells have a range which is a property of the monster. This range is the same for all directed spells, and is generally square; beware of diagonals. High level monsters gain 1 spell range per 4 levels. Chaotic and lawful spellcasters have one third less range on Silvernight and Darknight, respectively. Base ranges are a function of type as follows:

R Held by
3 kobold shaman
4 dark elven wizard, dark sage
5 black druid
6 great white wyrm, ogre magus
7 druid
8 great black wyrm, ki-rin, lich, master necromancer, skeletal king
10 ancient karmic wyrm, great blue wyrm, master lich, minotaur mage, multi-headed chaos dragon, priest
12 Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, great red wyrm, lich king, old crone, oracle, shadow wyrm
14 emperor lich
15 Chaos Archmage, ElDeR cHaOs GoD, ancient sage, quickling bard

Spell powers

The damage of spells is determined by another parameter of the monster, the spell power. Every additional level gives a monster +1 spell power; monsters get one third more spellpower on Darknight (for chaotic casters) and one third less on Silvernight; for lawful casters the rules are reversed, and neutral casters receive no lunar effect.


P Held by
3 kobold shaman
4 priest
5 master necromancer
6 black druid
8 ogre magus
12 cat lord, great white wyrm, shadow wyrm
13 druid, quickling bard
15 greater daemon
16 great black wyrm
18 black wizard, green hag
20 fairy dragon, great blue wyrm, lich, skeletal king
22 ancient karmic wyrm
24 great red wyrm
25 annis hag, master lich
30 Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, ki-rin, lich king, oracle
35 emperor lich
40 old crone
45 minotaur mage
50 multi-headed chaos dragon
63 Chaos Archmage, ElDeR cHaOs GoD, ancient sage

Avoiding spells

Your ability to avoid spells is not affected by DV, tactics, what you're avoiding, or even the level of the caster. There are five checks to evade spells; only one of them needs to pass. Most of the checks are much harder in the dark. First, you will avoid a spell on a (Dexterity + Luck) in (Dexterity + 50 (120 in dark)) chance. This factor will go up to about a third with reasonable high dexterities, potentially much higher with high luck. Second, you will avoid a spell on a (Mana + Luck) in 1000 check. The third check only applies if your speed is greater than 100; you have a (speed - 100) in 100 (200 in darkness) chance to avoid spells, capped one short of perfection (99% or 99.5%). Thus, if speed is boosted above 200, or 300 for darkfighting, effective immunity to bolts is achieved; this is useful to remember against dangerous spellcasters. Finally come the skill checks. First is a straight Dodge in 1000 (2000 if darkness) check. Finally, an Alertness check with a difficulty of 200 (400) is made. Since Alertness is a [+] skill, multiple checks are possible at high skill values; at 100, Alertness negates 7/8 of bolts that get this far. With 99 dexterity, 200 speed, and 100 alertness, 1 in 2400 spells will connect.

Directed spells

These spells have the property that they can be cast at range. Monsters will still use them in melee sometimes (chances need to be determined pending a full analysis of the AI).

Death Ray (25)

The Death Ray spell, described as an "energy bolt", attempts to instantly kill the target. It is a dodgable spell and has finite range. Even if it hits, the target still may make a saving throw and may have resistance; in either case, damage is done instead. There is no multiple resistance. The damage done by a resisted death ray is equal to Xd3+Y where X = max(15, spell power) and Y is 1d(spell power)-1. The player will save on a (Mana + Luck) in spell power chance; monster saves are a function of SR and level but are not exactly known.

Used by Resisted damage range
ki-rin, oracle 30-119
emporer lich 35-139
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 63-251

Stream of Energy (24)

This is a simple non-elemental damage spell. It is displayed as a yellow line segment and described as a "painful stream of energy", or "strong magical energies" when affecting monsters. It has finite range and can be dodged when affecting the player; against monsters, it can be shrugged like a bolt spell, with attack power equal to spell power. It does Nd4 damage where N is spell power + 2.

Used by Base damage range
dark elven wizard, dark sage 2-8 (2d4)
priest 6-24 (6d4)
Ancient Chaos Wyrm 32-128 (32d4)
old crone 42-168 (42d4)
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 65-260 (65d4)

Confusion (23)

This spell attempts to confuse its target. There is no path requirement; if the caster can see you and you are in range, you are fair game regardless of angle or anything in the middle. For monsters, success is on a SR check and something else based on level, duration is max(1, power/4)d2; for players the maths are much more involved and not worth detailing here in prose. Chance to resist confusion depends mainly on Willpower, with an effective +6 Willpower bonus per properly equipped -Conf item. Your Luck is also added to effective willpower. Confusion duration depends mostly on -Conf items, but there is a small Willpower influence; from 10 to 40 reduces average duration by 20% (no effect on maximum).

Willpower thresholds to resist confusion with a given probability
Users 50% 75% 90% 95% 99% 99.9% 99.9999%
black druid 3 4 5 5 6 8 11
great white wyrm, shadow wyrm 6 9 10 11 11 12 15
druid 7 10 11 12 12 13 16
great black wyrm 8 12 14 15 15 16 19
great blue wyrm, lich, skeletal king 10 15 18 19 19 20 22
ancient karmic wyrm 11 16 19 20 21 22 24
great red wyrm 12 18 21 22 23 24 26
master lich 13 19 22 23 24 25 27
Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, lich king 15 22 27 28 29 30 33
emperor lich 18 26 31 33 34 34 37
old crone 20 30 36 38 39 39 42
minotaur mage 23 34 40 42 44 44 47
multi-headed chaos dragon 25 37 45 47 49 49 52
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 32 47 56 59 62 62 64
Maximum confusion durations
Is a level 6 Mindcrafter No Yes
Number of -Conf items 0 1 2 3 4 5 0 1 2 3 4 5
black druid 2 1 1 1 1 1 1 1 1 1 1 1
great white wyrm, shadow wyrm 6 2 1 1 1 1 2 1 1 1 1 1
druid 6 2 1 1 1 1 2 1 1 1 1 1
great black wyrm 8 2 2 1 1 1 2 1 1 1 1 1
great blue wyrm, lich, skeletal king 10 3 2 1 1 1 2 1 1 1 1 1
ancient karmic wyrm 10 3 2 1 1 1 2 1 1 1 1 1
great red wyrm 12 3 2 2 1 1 2 1 1 1 1 1
master lich 12 3 2 2 1 1 2 1 1 1 1 1
Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, lich king 14 4 2 2 2 1 2 1 1 1 1 1
emperor lich 16 4 3 2 2 1 2 2 1 1 1 1
old crone 20 5 3 2 2 2 2 2 1 1 1 1
minotaur mage 22 6 4 3 2 2 3 2 1 1 1 1
multi-headed chaos dragon 24 6 4 3 2 2 3 2 2 1 1 1
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 30 8 5 3 3 2 3 2 2 1 1 1

Glowing Balls / Magic Missile (22)

This is attack spell which targets like an arrow. It is dodgable, and can be shrugged by SR exactly as a bolt spell. It displays as a blue * and is described as glowing balls, but in the endgame dump is named as magic missiles, leading many to beleive it non-elemental, but it actually does fire damage; it speeds up drakelings, can melt earwax, and is reduced significantly by fire resistance (divided by 1 + 6 if intrinsic + 3 per item).

Used by Damage
black druid 3-18 (3d6)
druid, great white wyrm, quickling bard, shadow wyrm 6-36 (6d6)
great black wyrm 8-48 (8d6)
great blue wyrm, lich, skeletal king 10-60 (10d6)
ancient karmic wyrm 11-66 (11d6)
great red wyrm, master lich 12-72 (12d6)
ancient blue wyrm, great karmic wyrm, lich king 15-90 (15d6)
emperor lich 17-102 (17d6)
old crone 20-120 (20d6)
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 31-186 (31d6)

Cone of Cold (21)

Shock Bolt (20)

Touch attack spells

These spells can only be used in melee range, so avoiding them is easy - just stay out of range.

Curse (12)

This spell will only be used by monsters against you, and has two possible results. An item is selected from your inventory completely at random. If you have no items, or your gold is the item chosen, you will be subjected to the curse; otherwise, the chosen item will.

If you are targetted, you must make a save identical to that for Stat Drain. If you pass, nothing happens, otherwise you will gain the Cursed intrinsic. If you already have the Cursed intrinsic, there is a 1 in 6 chance to gain the Doomed intrinsic instead.

If an item is targetted, you must make a different and easier save; a random number up to 1 less than the spell power must be greater than the sum of your Mana score and your luck. Thus, high mana can make you safe from item curses; the mana needed in this way is equal to the relevant spell power. With 25 or higher mana, your girdle of greed is safe from all cursing monsters that are not also stat drainers (if you are not cursed, and it is not Darknight).

Used by Spell power
black druid 6
quickling bard 13
great black wyrm 16
black wizard, green hag 18
annis hag, master lich 25
lich king 30
emperor lich 35
old crone 40
minotaur mage 45
multi-headed chaos dragon 50
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 63

Drain Stats (11)

This is a touch spell. Monsters will only use it against the player character, never other monsters. If successful, one random stat is lowered by 1d3 permanently. It is possible to save against this spell. The save will occur if your Luck, plus a random number from 0 to your Mana score minus 1, is greater than or equal to a random number from 0 to the monster's spell power minus one. High mana and luck are thus extremely beneficial, but cannot provide much safety from the spell.

Used by Power
black druid 6
great white wyrm 12
greater daemon 15
lich king 30
emperor lich 35
old crone 40
minotaur mage 45
multi-headed chaos dragon 50
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 63

Teleport Other (10)

Pretty self-explanatory effects, equivalent to zapping a wand of teleportation, but the save rules are different. Against the player, the save is the same as for item cursing. Against monsters, only a level-dependant save is used; low-level monsters will almost never resist regardless of SR. In principle this provides a way to teleport Khelevastar off the stairs; sadly, the monster AI will never make attacks against dying sages. No effect on non-teleport levels.

Used by Power
druid, quickling bard 13
fairy dragon 20
old crone 40
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 63

Non-targetted spells

These spells do not require an enemy at all.

Darkness (3)

Darkens an octagonal area around the caster. Diameter is equal to spell range.

Used by D
black druid 5
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 15

Greater Heal Self (2)

This spell restores a monster to full health and ends bleeding.

Used by
ancient sage
emporer lich
lich
lich king
master lich

Heal Self (1)

This spell heals up to (power)d5 damage, with no effect on any statuses.

Used by Amount
priest 4d5
black druid 6d5
druid 13d5
ancient karmic wyrm 22d5
Ancient Chaos Wyrm, ancient blue wyrm, ki-rin 30d5
old crone 40d5
ancient sage 63d5

Invisibility (0)

Turns the monster invisible for (spell power / 2)d4 turns.

Used by Duration
ogre magus 4d4
cat lord 6d4
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 31d4