diff options
Diffstat (limited to 'lib/mods/theme/help/magic.txt')
-rw-r--r-- | lib/mods/theme/help/magic.txt | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/lib/mods/theme/help/magic.txt b/lib/mods/theme/help/magic.txt new file mode 100644 index 00000000..93486f0b --- /dev/null +++ b/lib/mods/theme/help/magic.txt @@ -0,0 +1,143 @@ +|||||oy +~~~~~03|Magic +#####R === ToME Magic system === + +*****magic.txt*02[Wands and Staves] + +For the basics of how to use skills, please see *****skills.txt*0[Using Skills]. + +In ToME you have a basic *****skills.txt*21[Magic] skill. This skill is one of the most +important ones for a spellcaster, since it is responsible for how much mana you +have. You can never have too much of it. If you like magical devices, the +Magical Device skill is also important, since it controls the Magical +Device ability of your character. This ability again dictates the fail rates +of use of wands/rods/staffs and activation of random-artifacts/artifacts, and +it will also increase the power of these items. +~~~~~01|Magic|Schools +ToME uses skills to define the various schools of magic. There are 11 primary +schools: + *****m_mana.txt*0[Mana] *****m_fire.txt*0[Fire] *****m_water.txt*0[Water] + *****m_air.txt*0[Air] *****m_earth.txt*0[Earth] *****m_meta.txt*0[Meta] + *****m_convey.txt*0[Conveyance] *****m_divin.txt*0[Divination] *****m_tempo.txt*0[Temporal] + *****m_mind.txt*0[Mind] *****m_nature.txt*0[Nature] + +Other magical skills, generally being used primarily by characters of a +specific class, are: + *****m_demono.txt*0[Demonology] *****m_necrom.txt*0[Necromancy] *****skills.txt*36[Runecraft] + *****m_thaum.txt*0[Thaumaturgy] *****skills.txt*49[Alchemy] *****m_geoman.txt*0[Geomancy] + +The *****m_demono.txt*0[Demonology] skill is primarily used by *****c_demono.txt*0[Demonologists] for their special +spells, whereas the *****m_necrom.txt*0[Necromancy] skill is used by *****c_necro.txt*0[Necromancers] for their own set +of special spells. +The same goes for *****skills.txt*36[Runecraft], which is used by *****c_runecr.txt*0[Runecrafters] to allow use of more +difficult runes or rune-combinations. *****m_thaum.txt*0[Thaumaturgy] gives you randomly chosen +attack spells, and as such each game with it will be different. *****c_geoman.txt*0[Geomancers] +harness the powers of the elements using *****m_geoman.txt*0[Geomancy]. Lastly we have +*****skills.txt*49[Alchemy], which is used by *****c_alchem.txt*0[Alchemists]. + +In addition to the schools of magic, you can get access to special sets of +spells if you worship a God. There are currently four good Gods, +*****g_eru.txt*0[Eru Iluvatar], *****g_manwe.txt*0[Manwe Sulimo], *****g_yavann.txt*0[Yavanna Kementari] and *****g_tulkas.txt*0[Tulkas]. There is also an evil +god, *****g_melkor.txt*0[Melkor]. Each of them gives you access to different types of spells. + +*****c_pr_drk.txt*0[Worshippers of Melkor] also have access to the special *****m_udun.txt*0[Udun] school of magic, +whereas other *****c_priest.txt*0[Priests] and *****c_mindcr.txt*0[Mindcrafters] can use *****m_mindcr.txt*0[Mindcrafting Powers]. + +*****c_symbia.txt*0[Symbiants] have access to their own special brand of *****m_symbio.txt*0[magic powers], and *****c_bard.txt*0[Bards] have +access to *****m_music.txt*0[Songs], which affect creatures in ways that can appear to be magical. + +The 11 different primary schools give you access to different spells of +variable usefulness. The way they work is that adding skill points to a +specific school will enable you to get higher level spells for that specific +school. By level requirements for a specific spell you could actually say skill +requirement, since they correlate exactly. Let's take a simple example: +If you have the *****m_mana.txt*0[Mana] school skill at level 24.000, it means you can use any +spell in the mana school up to and including those requiring level 24. [[[[[BThere are] +[[[[[Balso some spells requiring a certain skill level in two schools, and there is a] +[[[[[Bpossibility of spells requiring three or more. For this kind of spells the ] +[[[[[Bspell level is determined by taking an average of the necessary skills. ] +When calculating spell level for spells which require more than one school, +sorcery (or god-granted access) can be used in place of the primary schools in +the normal way. Once the average has been calculated, any bonus from the +spell-power skill can also be applied as normal. If one of the schools required +is the Udun school, then the appropriate bonus from character level will be +applied. Lastly, if you look at a spell, and the spell level reads -2 or some +other negative value while it's also grayed out, that means you need to +increase the corresponding school's skill level by 3, since only 2 will have +it end up on spell level 0, where it still is unusable. If it reads n/a, you +currently have no skill points in that school. + +Another thing that should be explained about the skills and schools of magic +right now, is that the skill doesn't stop being useful only for gaining spells. +The higher the skill level, the higher the spell level will be, and the more +powerful your spells will be. For instance, say you have the *****m_mana.txt*0[Mana] skill at +level 24. Now, the Manathrust spell is one of the spells for that school +that only requires skill level 1, but since you've got skill at level 24, the +power of the spell is increased as well. For comparison, a level 1 +Manathrust costs 1 mana and does 4d2 damage, while at level 24 it costs 12 +mana and does a whopping 27d10 damage. + +The *****skills.txt*23[Sorcery] skill is a nice skill, since it gives you +access to all the 11 primary schools of magic, just as if you'd spent an equal +amount of skill points in all the skills. It's available to any mage character, +but only a *****c_sorcer.txt*0[Sorceror] will be able to be proficient in it. Also, having this +skill at level 1 will give you a hitpoint-penalty of 1%, all the way up to +skill level 50, with a hitpoint-penalty of 50%. There are also ToHit and ToDam +penalties for sorcery, so don't choose sorcery if you plan to do much fighting. + +There is also the *****skills.txt*22[Spell Power] skill. This skill is rather nice, since it +will augment the power of spells you already know. The distinction between this +and the others, is that it will not grant you new spells, but instead increases +the levels of spells. At level 50 it grants 20 extra spell levels. [[[[[BThis skill ] +[[[[[Bonly affects the 11 primary schools] (Mana, Earth, Air, Fire, Water, Meta, +Mind, Temporal, Conveyance, Divination and Nature) as well as Geomancy and the +spells granted by the Gods. + +There is also the Magic-Device skill which affects your ability to use wands, +staves, rods and to activate special objects. It also affects the spell-levels +of the staff and wand spells, as explained below. +~~~~~02|Wands +~~~~~04|Magic|Wands and Staves +~~~~~05|Staves +#####GWands and Staves + +Wands and staves (sticks) operate in a similar fashion, and in fact most of +them use the same spells with the same effects. When you pick up a stick, you'll +see it has two numbers in the format [x|y] in addition to the number of charges +it holds. By increasing your magic-device skill you can increase the level (and +hence the power) of the spell in that stick. The x value are skill level +bonuses which the staff itself holds, and these are added onto your existing +magic-device skill for the purpose of using the staff. The y value is the +maximum possible skill level for that stick. Things are balanced by the use of a +"minimum magic-device skill level required to raise spell level". Here's an +example: +A Staff of Sense Hidden [1|10]. Your magic device skill is at 6. If you were to +identify the staff and then 'I'nspect it, you would see the following +information: + +&&&&&w wSwpwewlwlw wdwewswcwrwiwbwtwiwownw:w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w +&&&&&w wDwewtwewcwtwsw wtwhwew wtwrwawpwsw wiwnw waw wcwewrwtwawiwnw wrwawdwiwuwsw wawrwowuwnwdw wywowuw w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w +&&&&&w wAwtw wlwewvwewlw w1w5w wiwtw wawlwlwowwwsw wywowuw wtwow wswewnwswew wiwnwvwiwswiwbwlwew wfwowrw waw wwwhwiwlwew w w w w w w w w w w w w w w w w w w w w w w +&&&&&w wSwpwewlwlw wlwewvwewlw:w B3w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w +&&&&&w wMwiwnwiwmwuwnw wMwawgwiwcw wDwewvwiwcwew wlwewvwewlw wtwow wiwnwcwrwewawswew wswpwewlwlw wlwewvwewlw:w B5w w w w w w w w w w w w w w w w w w w w w w w w w w +&&&&&w wSwpwewlwlw wfwawiwlw:w g2g3w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w +&&&&&w wSwpwewlwlw wiwnwfwow:w yryaydy y1y3w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w + +The Spell level is the level at which the spell will actually be cast. +Spell fail is the spell fail percentage. The spell info may contain the radius +of effect, amount of damage, or duration the spell might last. +The Minimum Magic Device level to increase your spell level is just that. If +your magic device skill was less than this level, then the staff would be +casting the spell at level one. Our magic device skill is 6. Therefore we are +casting at level 2 (at skill level 5, we should be casting the spell at level +1). Then we add the bonus from the staff of 1, which gives us our spell level +of 3. If our magic device in this example had been 14, this would have given us +a spell level of 1 + (14 - 5 + 1) = 11. This is calculated from the formula: +spell level = staff bonus + (magic device - minimum magic device + 1)). +However given that the maximum spell level with this staff is 10, you'll be +casting with a spell level of 10. +As you get deeper into the dungeons, you will find sticks with higher bonuses +and maximum spell levels. + + Written by: vrak AKA Per-Arne Holtmon Akoe + Wands and Staves section added by fearoffours |