Difference between revisions of "Wand of confusion"
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==Tips & Tricks== | ==Tips & Tricks== | ||
The random behavior of a monster does not rule out the chance that it will randomly attack the tile you're in. Trying to stab a confused opponent in a one-tile hallway leaves it with a 50% chance of attacking you. Try to lure opponents into the open before confusing them if possible. | The random behavior of a monster does not rule out the chance that it will randomly attack the tile you're in. Trying to stab a confused opponent in a one-tile hallway leaves it with a 50% chance of attacking you. Try to lure opponents into the open before confusing them if possible. | ||
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Revision as of 19:37, 23 November 2017
A magical device which induces confusion and bewilderment in a target creature. |
Using a wand of confusion will attempt to confuse a single target, making it move and attack randomly, rendering it unable to cast spells or use special abilities, and leaving it susceptible to stabbing attacks for a few turns. This effect has to overcome the target's magic resistance to succeed, but having a high Evocations skill will increase your odds of success. In general, this wand is best used to disable dangerous natural animals with low MR or to trick opponents into drowning in deep water or lava (orc knights in the Bailey, for example). It can have at most 48 charges.
Tips & Tricks
The random behavior of a monster does not rule out the chance that it will randomly attack the tile you're in. Trying to stab a confused opponent in a one-tile hallway leaves it with a 50% chance of attacking you. Try to lure opponents into the open before confusing them if possible.
Wands |
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Acid / Light / Quicksilver • Iceblast / Roots / Warping • Charming / Paralysis Digging • Flame • Mindburst • Polymorph |