wmud/doc/OLD-DOCS/spell_info.doc
2012-03-03 21:35:30 +01:00

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/* ************************************************************************
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
OFFENSIVE SPELL AVERAGE DAMAGE CHARTS
Upon learning a new spell, the manauser will always be able to cast
two of these spells. For each level, the manauser will be abel to cast
one additional spell of the type learned. The maximum abel to learn is
different between each spell, but for most offensive spells it is 7.
The number of spells that can be cast assume that everybody has got
100 mana points.
General Idea:
A M.U. Should be abel to kill a victim 3 levels below himself, by
using all his MANA points for offensive spells. This include
saving_throw calculations.
Saving throw has effect (level of victim = L, damage of spell = D)
Actual_Average_Damage = (L/20*(D/2))+(((20-L)/20)*D)
where L in [1..18] (Means saving never better than 2)
If you want to know how much dam, say E, a L level victim,
get from D dam, then:
Effective_Dam (E) = D/(1-(L/40))
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TABLE:
LVL is level of victim.
HP is hit_points.
ERM is spell damage to effectively remove HPR
SAV is assumed saving throw
A.DIF. is Aprroximate adjusted difference.
LVL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
SAV 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 2
HP 22 35 47 60 72 85 97 110 122 135 147 160 172 185 197 210 222 235 247 260
ERM 22 37 51 67 82 100 118 138 157 180 203 229 255 285 315 350 386 427 470 495
A.DIF 15 15 16 16 18 18 20 20 23 23 26 26 30 30 35 35 41 43 -
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Table of WHEN a MU can kill a Level X opponent by using 100 MANA points only.
MU Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Opponent 0 0 0 1 2 3 5 6 7 8 9 10 12 13 14 15 16 17 18 20
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Magic Users New Damage Table. The damage listed by each spell shows how
much damage can be given by using 100 mana points at the apropriate level.
To make it worth-while to learn new damaging spells, a spell which is
"overlapped" by a new spell will give less damage than the exact calculated
average.
Spell 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mag Mis 6 10 16 18 32 45 " " " " " " " " " " " " " "
Chill* 16 22 34 47 76 93 " " " " " " " " " " " "
Burn Han 37 51 79 96 112 132 " " " " " " " " " "
Shock 82 100 115 135 151 174 " " " " " " " "
Lightb 118 138 154 177 225 251 " " " " " "
Spray 157 180 229 255 280 310 " " " "
Energy 11 17 22 28 33 39 39 39(11)
Fireb 285 315 350 386 427 495
*Chill Touch may reduce STR by -1 when failing saving throw.
Clerics
Spell 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Earthq *
Dispel Evil *
Call Lightn X
Harm X
Dispel Evil is special (0..100) (7 Max)
Earthquake is special (7 Max)
Call Lightning is special (7 Max)
Harm is fairly special (3 Max)
*** NEW *** Spell listing By Level and Class
LEVEL Magic User Cleric
(1) Magic Missile (1) Armor
(1) Ventriloquate (1) Cure Light
(2) Detect Magic (2) Create Water
(2) Detect Invisible (2) Detect Poison
(3) Chill Touch (3) Create Food
(3) - (3) Detect Magic
(4) Invisibility (4) Cure Blind
(4) - (4) Detect Evil
(5) Burning Hands (5) Bless
(5) Armor (5) Detect Invisible
(6) Locate Object (6) Blindness
(6) - (6) Protection from Evil
(7) Shocking Grasp (7) Earthquake
(7) Strength (7) Sense Life
(8) Blindness (8) Summon
(8) Teleport with Error (8) Poison
(9) Lightning Bolt (9) Cure Critic
(9) - (9) Remove Poison
(10) Control Weather (10) Locate Object
(10) - (10) Dispel Evil
(11) Color Spray (11) Word of Recall
(11) - (11) -
(12) Enchant Weapon (12) Call Lightning
(12) Curse (12) Remove Curse
(13) Energy Drain (13) Control Weather
(13) - (13) Sanctuary
(14) Sleep (14) Heal
(14) Charm Person (14) -
(15) Clone (15) Harm
(15) Fireball (15) -