Difference between revisions of "Fail"
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− | When '''[[spellcasting]]''' the '''Fail''' column appears in the menu which occurs when using the | + | When '''[[spellcasting]]''' the '''Fail''' column appears in the menu which occurs when using the {{kbd|Z}} [[commands|command]]. |
To calculate [[spell]] '''failure''', you first need to sum together the penalties marked with a number sign (#) below. An increasing total penalty is worse for spellcasting, and is limited to a maximum of 20. | To calculate [[spell]] '''failure''', you first need to sum together the penalties marked with a number sign (#) below. An increasing total penalty is worse for spellcasting, and is limited to a maximum of 20. |
Revision as of 21:16, 11 January 2011
When spellcasting the Fail column appears in the menu which occurs when using the Z command.
To calculate spell failure, you first need to sum together the penalties marked with a number sign (#) below. An increasing total penalty is worse for spellcasting, and is limited to a maximum of 20.
- The "BASE" value from the table below, depending on the character's class.
- If an "emergency" spell (noted with a + above), the "EMERG" field.
- If wearing any shield, the amount in the "SHIELD" field.
- If wearing metallic body armor, the amount in the "SUIT" field.
- If also wearing a robe, only add half the amount (rounded down).
- If wearing a robe without metallic armour, subtract the amount in the "SUIT" field.
- If wearing a metallic helmet other than the helm of brilliance, add 4.(Metal helmets interfere with the mind.)
- Metallic gloves add 6 (casting channels through the hands).
- Metallic boots add 2 (all metal interferes to some degree).
- Subtract 4 if the spell is special to that class (see table).
CLASS | BASE | EMERG | SHIELD | SUIT | STAT | SPECIAL SPELL |
---|---|---|---|---|---|---|
Archeologist | 5# | 0# | 2# | 10# | Int | Magic mapping |
Barbarian | 14# | 0# | 0# | 8# | Int | Haste self |
Caveman | 12# | 0# | 1# | 8# | Int | Dig |
Healer | 3# | -3# | 2# | 10# | Wis | Cure sickness |
Knight | 8# | -2# | 0# | 9# | Wis | Turn undead |
Monk | 8# | -2# | 2# | 20# | Wis | Restore ability |
Priest | 3# | -2# | 2# | 10# | Wis | Remove curse |
Ranger | 9# | 2# | 1# | 10# | Int | Invisibility |
Rogue | 8# | 0# | 1# | 9# | Int | Detect treasure |
Samurai | 10# | 0# | 0# | 8# | Int | Clairvoyance |
Tourist | 5# | 1# | 2# | 10# | Int | Charm monster |
Valkyrie | 10# | -2# | 0# | 9# | Wis | Cone of cold |
Wizard | 1# | 0# | 3# | 10# | Int | Magic missile |
Next, calculate a base chance of success, which is 5.5 times your
intelligence or wisdom STAT, depending on your class. This chance is
modified by the following factors:
- SKILL level (Unskilled = 0, Basic = 1, Skilled = 2, Expert = 3)
- spell level (LVL)
- experience level (XL)
according to this formula:
difficulty = (LVL * 4) - (SKILL * 6) - (XL/3) - 5
If this is positive, your chance is reduced according to another formula:
chance = base chance - square root of ((900 * difficulty) + 2000)
If it is negative, it will be increased with diminishing returns: the absolute value is multiplied by (15/LVL), capped at 20, and added to the base chance.
The resulting chance is clipped to the range of 0% to 120% success. If you are wearing a shield larger than a small shield, the chance is then reduced to 1/4 its amount (except if it is the special spell for your class -- then it is only halved).
Finally, the chance of success is adjusted by your total penalty using the following formula:
chance = (chance * (20-penalty) / 15) - penalty
The result is clipped to the range of 0% to 100% success.
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
- The original contributors to any spoiler must continue to be credited.
- Any modifications to the spoiler must be acknowledged and credited.