Difference between revisions of "Energy"

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(teleself costs 19 in vanilla and 30 in slashem. wizmoded + source ref.)
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Your '''power''', or "'''Pw'''", is the amount of magical '''energy''' you have:
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Your '''power''', or "'''Pw'''", is the amount of magical '''energy''' you have.  For example:
  
  Dlvl:3  $:43  HP:68(68) Pw:13(18) AC:-3  Xp:8/1295 T:2358
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  Dlvl:3  $:43  HP:68(68) '''Pw:13(18)''' AC:-3  Xp:8/1295 T:2358
  
The above status line shows a character whose current power is 13 and maximum power is 18.
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The above [[status line]] shows a character whose current power is 13 and maximum power is 18.
  
Power is consumed by casting spells, at a rate of 5 times the spell's level. When carrying the [[Amulet of Yendor]], you will expend a random amount from 1 to 3 times the amount you would otherwise. If you fail to cast a spell due to failure rate or confusion, you expend only half the energy required for a success. When you have [[teleportitis]], self-teleporting with '''^T''' always consumes 19 power points<ref>[[Source:Teleport.c#line517]]</ref> (although you need 20 to attempt one), but random teleports consume no power.
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== Uses of energy ==
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The main use of energy is to [[spellcasting|cast spells]].  You need 5 times the spell's level of energy to attempt casting a spell <ref>{{sourcecode|spell.c|737}}</ref>; otherwise “''You don't have enough energy to cast that spell.''” and nothing happens <ref>{{sourcecode|spell.c|757}}</ref>. If the attempt fails (“''You fail to cast the spell correctly.''”), only half of that energy is used up, rounded down <ref>{{sourcecode|spell.c|798}}</ref>.  For example, casting a level 3 spell requires 15 energy, but if you fail for some reason, only 7 points are used.
  
Power can be regained slowly over time, quickly by quaffing a non-cursed [[potion of gain energy]] or by invoking [[The Mitre of Holiness]], and fully by reading a [[scroll of charging]] (even a cursed one) while [[confused]]. The potion increases your maximum power by the same amount it does your current power; the scroll does so (by 5d4 points) only if your power is already at maximum when you read it. Eating a [[newt]] [[corpse]] occasionally raises your current Power by 1-3 points, with the message ''"You feel a mild buzz"''<ref>[[eat.c#line805]]</ref>. It will always raise your power if your current power is 2/3 or less of your maximum. If this increase puts you over your maximum power, the corpse instead has a 1/3 chance of raising your maximum power by 1.
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When carrying the [[Amulet of Yendor]], the energy cost is randomly increased by between 1 point and 2 times the usual amount (“''You feel the amulet draining your energy away.''”) <ref>{{sourcecode|spell.c|753}}</ref>. Thus to cast the same level 3 spell requires anywhere from 16 to 45 energy. If you do not have this extra amount of energy, you will not attempt the spell.
  
The rate at which power regenerates over time increases with your [[Wisdom]] and [[Intelligence]]. If your encumbrance level is [[stressed]] or higher it will not regenerate[[The Eye of the Aethiopica]] causes your power to regenerate at a much greater rate than usual (see below).
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If you have [[teleportitis]], self-teleporting using <tt>'''^T'''</tt> uses 19 energy <ref>{{sourcecode|teleport.c|517}}</ref>, but you need 20 energy to attempt it.  Having the Amulet of Yendor does not increase this.  The usual random teleportitis does not use energy.
  
== Energy regeneration ==
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When you are [[polymorph]]ed into a [[dragon]], [[iron golem]], [[winter wolf]] or [[hell hound]], you can [[breath]]e a magical blast using <tt>[[monster (command)|#monster]]</tt>; this requires 15 energy <ref>{{sourcecode|polyself.c|748}}</ref>.  Similarly, you can use 10 energy to summon help as a [[werecreature]] <ref>{{sourcecode|polyself.c|910}}</ref>, or emit a psychic blast as a [[mind flayer]] <ref>{{sourcecode|polyself.c|1075}}</ref>.
  
Your energy regenerates every <math>\lfloor (38 - \mathit{level}) \times 3 / 6 \rfloor</math> turns if you are a [[Wizard]], and every <math>\lfloor (38 - \mathit{level}) \times 4 / 6 \rfloor</math> turns for other roles.<ref>{{sourcecode|allmain.c|211}}</ref>  This regeneration is blocked if your [[encumbrance]] is at least Stressed.
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== Gaining energy ==
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You normally regain energy slowly over time, unless your [[encumbrance]] is <tt>Stressed</tt> or worse, which blocks normal energy regeneration. Having [[the Eye of the Aethiopica]] allows you to regain energy rapidly, even when stressed.
  
If you have '''energy regeneration''' (only granted by the carried [[Eye of the Aethiopica]]), you will instead regenerate energy every turn.
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=== Specific methods ===
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<!-- todo: move citations to respective linked articles? -->
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Quaffing a non-cursed [[potion of gain energy]] increases your current and maximum energy; a cursed potion decreases them.  <tt>[[invoke|#invoke]]</tt> [[the Mitre of Holiness]] to regain 120 energy.
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Reading any [[scroll of charging]] while [[confused]] recharges your energy to its maximum.  If it was already maximum, you gain 5d4 total energy instead <ref>{{sourcecode|read.c|1056}}</ref>.
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 +
Eating a [[newt]] corpse sometimes increases energy by 1 to 3 points.  If this would put you over the maximum, your maximum energy might also increase by 1.
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 +
If you trigger a [[magic trap]] and it explodes, “''Your body absorbs some of the magical energy!''” and your maximum energy is increased by 2; your energy is then completely refilled <ref>{{sourcecode|trap.c|1058}}</ref>.
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Attacking a spellcasting monster with [[Magicbane]] has a chance of [[cancellation|cancelling]] it and increasing your current and maximum energy by 1 (“''You absorb magical energy!''”) <ref>{{sourcecode|artifact.c|844}}</ref>.
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Lying with a [[foocubus]] may increase or decrease your energy.
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=== Energy regeneration ===
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The rate at which energy regenerates over time increases with your [[experience level]], [[wisdom]], and [[intelligence]].  If your [[encumbrance]] level is <tt>[[Stressed]]</tt> or higher it will not regenerate.
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Your energy normally regenerates every <math>\lfloor (38 - \mathit{level}) \times 3 / 6 \rfloor</math> turns if you are a [[Wizard]], and every <math>\lfloor (38 - \mathit{level}) \times 4 / 6 \rfloor</math> turns for other roles.<ref>{{sourcecode|allmain.c|211}}</ref>  If you carry [[the Eye of the Aethiopica]]), you regenerate energy every turn.
  
 
The amount of energy regenerated each time is between 1 and <math>\lfloor (\mathit{Wis} + \mathit{Int}) / 15 \rfloor + 1</math>, which for most spellcasters means ''1d2'' or ''1d3''.
 
The amount of energy regenerated each time is between 1 and <math>\lfloor (\mathit{Wis} + \mathit{Int}) / 15 \rfloor + 1</math>, which for most spellcasters means ''1d2'' or ''1d3''.
  
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Number of turns between regenerating energy:
 
{| class="prettytable"
 
{| class="prettytable"
 
! Level
 
! Level
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==SLASH'EM==
 
==SLASH'EM==
Self-teleport costs 30 points of power.<ref>[[Source:SLASH'EM_0.0.7E7F2/teleport.c#line790]]</ref>
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Self-teleport costs 30 points of power.<ref>{{sourcecode|SLASH'EM_0.0.7E7F2/teleport.c|790}}</ref>
  
 
== References ==
 
== References ==

Revision as of 16:09, 9 July 2011

Your power, or "Pw", is the amount of magical energy you have. For example:

Dlvl:3  $:43  HP:68(68) Pw:13(18) AC:-3  Xp:8/1295 T:2358

The above status line shows a character whose current power is 13 and maximum power is 18.

Uses of energy

The main use of energy is to cast spells. You need 5 times the spell's level of energy to attempt casting a spell [1]; otherwise “You don't have enough energy to cast that spell.” and nothing happens [2]. If the attempt fails (“You fail to cast the spell correctly.”), only half of that energy is used up, rounded down [3]. For example, casting a level 3 spell requires 15 energy, but if you fail for some reason, only 7 points are used.

When carrying the Amulet of Yendor, the energy cost is randomly increased by between 1 point and 2 times the usual amount (“You feel the amulet draining your energy away.”) [4]. Thus to cast the same level 3 spell requires anywhere from 16 to 45 energy. If you do not have this extra amount of energy, you will not attempt the spell.

If you have teleportitis, self-teleporting using ^T uses 19 energy [5], but you need 20 energy to attempt it. Having the Amulet of Yendor does not increase this. The usual random teleportitis does not use energy.

When you are polymorphed into a dragon, iron golem, winter wolf or hell hound, you can breathe a magical blast using #monster; this requires 15 energy [6]. Similarly, you can use 10 energy to summon help as a werecreature [7], or emit a psychic blast as a mind flayer [8].

Gaining energy

You normally regain energy slowly over time, unless your encumbrance is Stressed or worse, which blocks normal energy regeneration. Having the Eye of the Aethiopica allows you to regain energy rapidly, even when stressed.

Specific methods

Quaffing a non-cursed potion of gain energy increases your current and maximum energy; a cursed potion decreases them. #invoke the Mitre of Holiness to regain 120 energy.

Reading any scroll of charging while confused recharges your energy to its maximum. If it was already maximum, you gain 5d4 total energy instead [9].

Eating a newt corpse sometimes increases energy by 1 to 3 points. If this would put you over the maximum, your maximum energy might also increase by 1.

If you trigger a magic trap and it explodes, “Your body absorbs some of the magical energy!” and your maximum energy is increased by 2; your energy is then completely refilled [10].

Attacking a spellcasting monster with Magicbane has a chance of cancelling it and increasing your current and maximum energy by 1 (“You absorb magical energy!”) [11].

Lying with a foocubus may increase or decrease your energy.

Energy regeneration

The rate at which energy regenerates over time increases with your experience level, wisdom, and intelligence. If your encumbrance level is Stressed or higher it will not regenerate.

Your energy normally regenerates every \lfloor (38 - \mathit{level}) \times 3 / 6 \rfloor turns if you are a Wizard, and every \lfloor (38 - \mathit{level}) \times 4 / 6 \rfloor turns for other roles.[12] If you carry the Eye of the Aethiopica), you regenerate energy every turn.

The amount of energy regenerated each time is between 1 and \lfloor (\mathit{Wis} + \mathit{Int}) / 15 \rfloor + 1, which for most spellcasters means 1d2 or 1d3.

Number of turns between regenerating energy:

Level Non-wizard Wizard
1 24 18
2 24 18
3 23 17
4 22 17
5 22 16
6 21 16
7 20 15
8 20 15
9 19 14
10 18 14
11 18 13
12 17 13
13 16 12
14 16 12
15 15 11
16 14 11
17 14 10
18 13 10
19 12 9
20 12 9
21 11 8
22 10 8
23 10 7
24 9 7
25 8 6
26 8 6
27 7 5
28 6 5
29 6 4
30 5 4

SLASH'EM

Self-teleport costs 30 points of power.[13]

References