Energy

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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

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 cast a spell. When carrying the Amulet of Yendor, there is an additional random cost. See spellcasting cost.

If you have teleportitis, self-teleporting using ^T uses 19 energy [1], 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 [2]. Similarly, you can use 10 energy to summon help as a werecreature [3], or emit a psychic blast as a mind flayer [4].

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 half the energy you need to reach the maximum, but no more than 120 points.

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

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.[6]

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!”)[7]. Only the cancellation from Magicbane can absorb energy. This effect happens every time the cancellation attack hits, not just the first time, when the monster is actually cancelled.

Lying with a foocubus may increase or decrease your energy.

The polyself bug can be exploited to increase your maximum energy exponentially.

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.[8] If you carry the Eye of the Aethiopica, you regenerate energy every turn regardless of role.

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

Level gain

When you gain a level, both your current and maximum energy are increased based on various factors:[9]

First, a random number 0 \leq n < \left( \frac{\text{Wisdom}}{2} + \text{role modifier}\right) is chosen;[10] your race minimum is then added to the result.[11]

Your role modifier depends on whether your experience level (before the level gain) is lower than a certain cutoff which varies between roles. If it is, apply the "low-XL" modifier; else use the "high-XL" modifier.

The result of this is then multiplied with your energy modifier, which depends on your role, and rounded down.[12]

The final result will be added to both your current and maximum energy.

Role Cutoff low-XL
modifier
high-XL
modifier
energy modifier[13]
Arc 14 1 1 1
Bar 10 1 1 3/4
Cav 10 1 1 1
Hea 20 1 2 3/2
Kni 10 1 2 3/2
Mon 10 2 2 1
Pri 10 2 2 2
Rog 11 1 1 1
Ran 12 1 1 1
Sam 11 1 1 1
Tou 14 1 1 1
Val 10 1 1 3/4
Wiz 12 2 3 2
Race minimum gain
Human 2
Elf 3
Dwarf 0
Gnome 2
Orc 1

SLASH'EM

Self-teleport costs 30 points of power.[14]

The energy regeration frequency formula is changed to \lfloor (45 - \mathit{level}) \times 3 / 6 \rfloor turns if you are a Wizard, and every \lfloor (45 - \mathit{level}) \times 4 / 6 \rfloor for all other roles.

References

External links

This page may need to be updated for NetHack 3.6.0.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to {{nethack-360}} or {{noversion}} as appropriate.