Difference between revisions of "Wand of charming"

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(Updated for 0.15, added History)
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{{flavour|A magical device which causes slavish obedience in a creature.}}
 
{{flavour|A magical device which causes slavish obedience in a creature.}}
  
A '''wand of enslavement''' will attempt to charm the creature it hits, temporarily making it fight for you.
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A '''wand of enslavement''' will attempt to charm the creature it hits, temporarily making it fight for you. If used upon the player, you will become [[confusion|confused]] instead. Targets may resist these effects with [[magic resistance]], and magic immune targets simply ignore them entirely.
  
Monsters cannot use this wand on a player. A player may zap it at themselves, which causes them to become [[confusion|confused]].
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==Strategy==
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This wand's uses are obvious, especially if you enslave the biggest monsters in a group. Many a [[big kobold]], [[orc knight]], and [[orc warrior]] has been robbed their chance to murder a low-to-mid level player this way, instead felling only their own weak allies. Packs of [[killer bee]]s are also a good target for enslavement to avoid being swarmed. Another popular technique for when you're fighting groups in a one tile wide corridor is to enslave the monster closest to you and let it block up traffic for several turns, giving you time to run and likely resulting in at least one opponent killed. If you're facing a highly magic resistant target, consider other options - it might be able to shrug off the effect, but other opponents in the room may not.
  
== Strategy ==
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Less obvious is that you should be liberal when using these wands. Again, their effect can be resisted, and if you save them until the mid- or late-game (where monsters tend to have more magic resistance), you may not get as much mileage out of them. They'll do you no good at all if you simply pick them up, drop them off in a [[stash]] somewhere, and forget they ever existed.
This wand's uses are obvious, especially if you enslave the biggest monsters in a group. Many a [[big kobold]], [[orc knight]], and [[orc warrior]] has been robbed their chance to murder a low-to-mid level player this way, instead felling only their own weak allies. Packs of [[killer bee]]s are also a good target for enslavement to avoid being swarmed. Another popular technique is when you're fighting groups in a one-tile corridor, by enslaving the "front" monster and letting it die blocking for you. Use this wand to help deal with casters, too - ''they'' might be able to shrug off the effect, but the dumb basher next to them probably won't!
 
  
Less obvious is that you should be liberal when using these wands. Again, their effect can be resisted, and if you save them until you're deep in the [[Dungeon]] (where monsters tend to have more magic resistance), you may not get as much mileage out of them.
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If you're a D&D veteran, be aware that unlike in that game, charm effects ''can'' work on the [[undead]] and "mindless" monsters like [[jelly|jellies]] in ''Crawl''.
  
That said, try to keep a charged wand of enslavement on hand at all times, in case you run into monsters that are problematic to kill yourself, such as [[mummy (monster)|mummies]].
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==History==
 
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Prior to [[0.15]], monsters could not use this wand (though players could still confuse themselves with it).
If you're a D&D veteran, be aware that unlike in that game, effects like this ''do'' work on the [[undead]] and "mindless" monsters like [[jelly|jellies]] in ''Crawl'', so don't be afraid to try that!
 

Revision as of 14:38, 14 January 2015

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of enslavement
Icon Wand of charming.png
A magical device which causes slavish obedience in a creature.

A wand of enslavement will attempt to charm the creature it hits, temporarily making it fight for you. If used upon the player, you will become confused instead. Targets may resist these effects with magic resistance, and magic immune targets simply ignore them entirely.

Strategy

This wand's uses are obvious, especially if you enslave the biggest monsters in a group. Many a big kobold, orc knight, and orc warrior has been robbed their chance to murder a low-to-mid level player this way, instead felling only their own weak allies. Packs of killer bees are also a good target for enslavement to avoid being swarmed. Another popular technique for when you're fighting groups in a one tile wide corridor is to enslave the monster closest to you and let it block up traffic for several turns, giving you time to run and likely resulting in at least one opponent killed. If you're facing a highly magic resistant target, consider other options - it might be able to shrug off the effect, but other opponents in the room may not.

Less obvious is that you should be liberal when using these wands. Again, their effect can be resisted, and if you save them until the mid- or late-game (where monsters tend to have more magic resistance), you may not get as much mileage out of them. They'll do you no good at all if you simply pick them up, drop them off in a stash somewhere, and forget they ever existed.

If you're a D&D veteran, be aware that unlike in that game, charm effects can work on the undead and "mindless" monsters like jellies in Crawl.

History

Prior to 0.15, monsters could not use this wand (though players could still confuse themselves with it).