Difference between revisions of "Wand"

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m (High-tier wands)
m (on D:1-2, high tier wands generate with ISFLAG_NO_PICKUP flag (see _generate_wand_item() in makeitem.cc))
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==High-tier wands==
 
==High-tier wands==
Some wands<ref>{{source ref|0.30.1|makeitem.cc|1116}}</ref> are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No high tier wand flag|No high tier wand flag]] are also excluded. [[Ijyb]] is the exception to this rule. However, low HD monsters can still pick up these wands and use them normally.
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Some wands<ref>{{source ref|0.30.1|makeitem.cc|1116}}</ref> are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No high tier wand flag|No high tier wand flag]] are also excluded. [[Ijyb]] is the exception to this rule. However, low HD monsters can still pick up these wands and use them normally starting from D:3.
  
 
*[[Wand of charming]]
 
*[[Wand of charming]]

Revision as of 10:48, 1 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
An unusually magical sort of stick.

"[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases."

-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.

A wand is a magical device that contains several charges of a specific spell or effect.

A player may zap a wand in the inventory with the V key (that is, eVoking it). This releases its magical effect at a target of the player's choice and expends one charge. The number of charges on a wand is always known, and wands of the same type will merge when picked up, taking up only one inventory slot and having the combined number of charges that the two previous wands had.

Once a wand's charges are used up, the wand is destroyed.

A wand's spell power equals 15 + 3.5 * Evocations[1], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is 30 + hit dice. Some monsters, particularly uniques, may start with wands in their inventory, which are identified upon seeing a particular monster for the first time.

List of wands

Image Wand Description Max charges per instance[2][3] Type Monster version
Wand of acid.png Acid Fires a bolt of acid that may temporarily corrode targets 15 Beam
Wand of charming.png Charming Temporarily charms the target 15 Hex Confuses the player
Wand of digging.png Digging Creates a tunnel through rock walls 9 -
Wand of flame.png Flame Shoots a puff of flame at the target 32 -
Wand of iceblast.png Iceblast Creates a 3x3 explosion of cold damage that partially ignores cold resistance 15 Blast
Wand of light.png Light Fires a bolt of light that blinds the target. 24 Beam Confuses the player
Wand of mindburst.png Mindburst Deals damage to the target, no effect on mindless targets.
Ignores armour, but checks willpower.
24 -
Wand of paralysis.png Paralysis Temporarily paralyses the target 15 Hex
Wand of polymorph.png Polymorph Changes target into a random creature of similar strength 15 - Turns the player into a bad form
Wand of roots.png Roots Constricts the target; prevents movement
Deals increasing damage over time
15 Blast
Wand of quicksilver.png Quicksilver Fires a bolt of quicksilver that removes many status effects. 24 Beam

Item Types

Some wands may belong to an "item set", or type, of wand. Only one item from each type may generate in a specific game, though Artificers may start the game with wands that have not generated in a game.

Beam - highly damaging bolt

Blast - never misses, 3x3 area

Hex - status, checks willpower

High-tier wands

Some wands[4] are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the No high tier wand flag are also excluded. Ijyb is the exception to this rule. However, low HD monsters can still pick up these wands and use them normally starting from D:3.

Images

Wand bone.png Wand brass.png Wand bronze.png Wand copper.png
Wand glass.png Wand gold.png Wand iron.png Wand ivory.png
Wand lead.png Wand plastic.png Wand silver.png Wand wood.png

History

References

  1. evoke.cc:177 (0.30.1)
  2. Per item instance on the ground. You can hold as many wand charges as you find. Wand charges except digging are halved from D:8 onwards.
  3. item-prop.cc:1565 (0.30.1)
  4. makeitem.cc:1116 (0.30.1)
Wands
Acid / Light / QuicksilverIceblast / Roots / WarpingCharming / Paralysis
DiggingFlameMindburstPolymorph