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Mindcrafter Powers (Spoiler)

=== Mindcrafter Powers (spoiler) ===

Mindcrafters get their powers without needing spellbooks. These
powers become better and better as the player goes up levels. The
stat governing their mana and failure rate is Wisdom.

The following powers are available:

     Power                  Level  Cost  Fail Rate
     ---------------------------------------------
     Precognition              1     1    15
     Neural Blast              2     1    20
     Minor Displacement        3     2    25
     Major Displacement        7     6    35
     Domination                9     7    50
     Pulverise                11     7    30
     Character Armor          13    12    50
     Psychometry              15    12    60
     Mind Wave                18    10    45
     Adrenaline Channeling    23    15    50
     Psychic Drain            25    10    40
     Telenetic Wave           28    20    45

--- Something about spell failures ---

The rates listed above are the base failure percentages. From these,
subtract 3 for every experience level above the minimum level for
the spell. Also, decrease the rate depending on Wisdom (see table1
below). If you do not have enough mana, increase the percentage by 5
times the amount of mana you miss. Next, if it is below the minimum
failure rate for your Wisdom, set it to that (see table 2 below).
After that, if you're stunned: add 25 if your stun counter is more
than 50, otherwise add 15. And, at last, the maximum fail rate is 95%.

Even if the spell fails, if you didn't have enough mana, you're in
trouble. If m is the amount of points you missed (spell cost - current
mana), this will happen: you will be paralyzed for 1d(5*m+1) turns and
50% of the time your wisdom will be damaged.  There is a 1-in-2 chance
that this damage will be permanent (ie. it cannot be restored by usual
means).

Once you have failed, there is a chance of backfiring. The backfiring
chance is half the failure chance. If the spell backfires, these things
can happen:

     Chance    Effect
     ---------------------------------------------------------
      4%       Mind blank - forget everything.
     10%       Hallucinate for 5+1d10 turns.
     30%       Confusion for 1d8 turns.
     45%       Add 1d8 to the stun counter.
     11%       Mana Storm - damage level*2, radius 2+level/10,
               centered on player.


=== The Powers ===

--- Precognition ---

A detection spell, which detects more and more:
    at level 1 - detect monsters,
    at level 2 - detect traps,
    at level 15 - detect invisible,
    at level 20 - magic mapping,
    at level 25 - telepathy for (level) turns,
    at level 30 - detect all,
    at level 45 - light and know the whole level

--- Neural Blast ---

A nice low-level attack spell doing (3+(level-1)/4)d(3+level/15)
damage, but note that this is PSI damage. There is a paragraph
about PSI damage at the bottom of this page. Neural blast is not a
bolt, but a radius 0 ball spell. This means it can 'jump over'
monsters! There is also a (level*2-1)% chance that the spell beams,
in which case it hits every monster in the direction you fire it.

--- Minor Displacement ---

Teleports the player 10 squares in a random direction.

Note: If you have enabled the munchkin option to allow mindcrafters to
have dimension door then at level 25, Minor Displacement becomes the
Dimension Door power which is the same as the Sorcery and Trump spell.

--- Major Displacement ---

Teleports the player level*5 squares away. From level 30 on, it
also teleports monsters away (level) squares.

--- Domination ---

Below level 30, this tries to dominate (a weak form of charm) a
single monster, at power equal to your level. It is a radius-0
ball, so you can 'jump over' other monsters. This works as follows:
It has no effect on monsters that are already pets. Next, a monster
resists if it is a unique, if it has the 'can't be confused' flag,
or if (monster level)>10+random(player level-10). Undead and demons
that resist can harm the poor mindcrafter, see the 'Side effects
of psionic damage' paragraph. Otherwise, the domination succeeds.
Domination can make monsters your pets, but unfortunately only with
power > 29, so that is not possible with this spell. You get one of
these effects: Stun the monster level/2 turns (25% chance), Confuse
the monster level/2 turns (25% chance) or Scare the monster (50%
chance).

At level 30, it tries to charm all monsters in sight at power equal to
(level*2). This works as follows: The power is level*2 + a number
based on your CHR. Find this by applying your CHR stat to table 3
below.

A monster resists if it is unique, if it can't be confused, or if
(monster level) > random(power-10)+5. Also, monsters that are
aggravated can't be charmed. Otherwise, it becomes your pet.

--- Pulverise ---

This is a sound ball, with radius 0 below level 20, and radius
1+(level-20)/8 after that. Its damage is (8+(level-5)/4)d8. Sound
stuns monsters it hits for (10+1d15+r)/(r+1) turns, where r is the
distance of the monster to the center of the ball.

--- Character Armor ---

This gives stone skin (+50 AC), and temporary resistances at higher
levels as follows: At level 15 - acid, at level 20 - fire, at level
25 - cold, at level 30 - elec and at level 35 - poison. All of
these effects last (level) turns.

--- Psychometry ---

At level 40 and above, this identifies an item. Below that, it
gives a pseudo-identify. On things that can't usually be
pseudo-id'ed, like potions and scrolls, it will always say
{average}, unless the item is known to be bad, in which case it
will say {broken}. The items that are considered bad appear to be
the items that don't need confirmation when you try to destroy them
(if you have that option on).

--- Mindwave ---

Below level 25, this is a Psi ball, with radius 2+level/10, and
damage (level*3)/2, centered on the player. At level 25 or above,
hit all monsters in sight with (level*((level-5)/10+1)) points of
Psi damage. (See the paragraph 'Side effects of psionic damage').

--- Addrenaline Channeling ---

This has the following effects: Remove fear; Remove stunning; Heal
(level) hitpoints; Below level 35, heroism for 10+1d((level*3)/2)
turns or at level 35 or above, superheroism for the same duration;
Haste (+10 speed) the player for the same duration.

--- Psychic Drain ---

Fires a 'psychic drain' ball, damage (level/2)d6, and radius
(level-25)/10. If there was any noticeable effect, the spell takes
150 extra points of energy, *effectively paralyzing the player for
1.5 player turns. Psychic drain damage works as follows: Empty
minded monsters are immune; Stupid monsters, 'weird mind' monsters
and animals resist; if (monster level) > 1d(3*damage) the monster
resists. This means the damage is divided by 3. Demons and undead
can return fire, see 'Side effects of psionic damage'. Otherwise,
heal (5d(damage))/4 mana points.

--- Telekinetic Wave ---

Fires a 'telekinesis' ball, damage 3*level below level 40, 4*level
otherwise, and radius 3+level/10, centered on the player.
Telekinesis damage works as follows: Teleport the creature 7
squares. If the creature is unique, or (creature level) >
5+1d(damage), the creature resists. Otherwise, add
1+(3+level/10)d(damage) to the creature's stun count. As a welcome
side effect, sometimes the creature is teleported to a spot where
the ball hasn't been yet. This way, the  creature is hit twice.


=== Side effects of psionic damage ===

The corrupted minds of high-level demons and undead can react
aggressively to a mindcrafter's powers. Neural Blast and Mind Wave
are pure psi damage. This is what can happen. If the creature is a
demon or undead, and its level is more than half the player's
level, its mind will backlash 50% of the time. Next, you get a
standard saving throw. If it succeeds, no further effects.
Otherwise, this happens: You take the damage instead (since the
creature resisted it's already a third of what it was). And one of
the following, all with a 25% chance: You are confused 3+1d(damage)
turns, or 1d(damage) is added to your stun counter, or you become
'Afraid', unless you resist fear, or you become paralyzed for
1d(damage) turns, unless you have free action. The creature takes
0 damage.

Domination under level 30 does domination damage, which has the
same effect, except that the player can't be paralyzed - instead,
the 'Afraid' effect has a 50% chance of happening.

Psychic drain damage happens with the same monsters and with the
same chances and saving throw, but the effects are: Take the damage
instead (has already been /3), and loose (5d(damage))/2 mana
points.


=== Tables ===

Table 1 - Effect of Wisdom on failure rate. (Subtract this amount from
          the rate)

Stat  Amount  Stat           Amount  Stat           Amount
  3     0      16               6    18/110-18/119    27
  4     0      17               6    18/120-18/129    30
  5     0      18/00-18/09      9    18/130-18/139    33
  6     0      18/10-18/19      9    18/140-18/149    36
  7     0      18/20-18/29      9    18/150-18/159    39
  8     3      18/30-18/39      9    18/160-18/169    42
  9     3      18/40-18/49      9    18/170-18/179    45
 10     3      18/50-18/59     12    18/180-18/189    48
 11     3      18/60-18/69     12    18/190-18/199    51
 12     3      18/70-18/79     15    18/200-18/209    54
 13     3      18/80-18/89     18    18/210-18/219    57
 14     3      18/90-18/99     21    18/220+          60
 15     6     18/100-18/109    24


Table 2 - Minimum failure rate

Stat  Amount  Stat           Amount  Stat           Amount
----------------------------------------------------------
  3     99     16               8    18/110-18/119     2
  4     99     17               7    18/120-18/129     2
  5     99     18/00-18/09      6    18/130-18/139     2
  6     99     18/10-18/19      6    18/140-18/149     2
  7     99     18/20-18/29      5    18/150-18/159     1
  8     50     18/30-18/39      5    18/160-18/169     1
  9     30     18/40-18/49      5    18/170-18/179     1
 10     20     18/50-18/59      4    18/180-18/189     1
 11     15     18/60-18/69      4    18/190-18/199     1
 12     12     18/70-18/79      4    18/200-18/209     0
 13     11     18/80-18/89      4    18/210-18/219     0
 14     10     18/90-18/99      3    18/220+           0
 15      9    18/100-18/109     3


Table 3 - A number for creature charming depending on CHR.

Stat  Amount  Stat           Amount  Stat           Amount
----------------------------------------------------------
  3      0     16               1    18/110-18/119     4
  4      0     17               1    18/120-18/129     5
  5      0     18/00-18/09      2    18/130-18/139     6
  6      0     18/10-18/19      2    18/140-18/149     6
  7      0     18/20-18/29      2    18/150-18/159     7
  8      0     18/30-18/39      2    18/160-18/169     7
  9      0     18/40-18/49      2    18/170-18/179     8
 10      0     18/50-18/59      3    18/180-18/189     8
 11      0     18/60-18/69      3    18/190-18/199     8
 12      0     18/70-18/79      3    18/200-18/209     9
 13      0     18/80-18/89      3    18/210-18/219     9
 14      1     18/90-18/99      3    18/220+           9
 15      1    18/100-18/109     4
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