Difference between revisions of "Rod"

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==Useful Info==
 
==Useful Info==
Rods are equivalent to [[club]]s in melee, without its [[stabbing]] bonus (including use of [[Maces & Flails]] skill).  
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Rods are equivalent to [[club]]s in melee (including use of [[Maces & Flails]] skill).  
  
When wielded, a rod can be e'''v'''oked for a variety of magical effects. Unlike spells, wand have their own MP pool. It replenishes and depletes independently from your own MP pool. [[Evocations]] skill increases the strength of cast spells, as well as the MP regeneration rate.
+
When wielded, a rod can be e'''v'''oked for a variety of magical effects. Unlike spells, rods have their own MP pool. It replenishes and depletes independently from your MP. [[Evocations]] skill increases the strength of cast spells, as well as the MP regeneration rate.
  
 
Rods are displayed as a <code>+X rod of <name> (Y/Z)</code>.
 
Rods are displayed as a <code>+X rod of <name> (Y/Z)</code>.
* +X is [[enchant]]ment of the rod. This increases a rods melee damage, as well as its MP recharge rate. A base +0 rod recharges at ~ 0.04 MP/turn, and each +1 adds +0.01 MP/turn. [[Evocations]] also increase recharge rate by 0.057 MP/turn.
+
* +X is [[enchant]]ment of the rod. This increases a rods melee damage, as well as its MP recharge rate. A base +0 rod recharges at ~ 0.04 MP/turn, and each +1 adds +0.01 MP/turn. [[Evocations]] also increases recharge rate, by 0.057 MP/turn per level.
* <name> is the type of rod, which influences the spells the rod can cast.
+
* <name> is the type of rod, which determines the spells the rod can cast.
 
* Y is the current MP of the rod, and Z is the maximum MP of the rod.
 
* Y is the current MP of the rod, and Z is the maximum MP of the rod.
  
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==List of rods==
 
==List of rods==
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''See also: [[List of rods]], for both rods and their spells''
 +
 
* [[Rod of clouds]]
 
* [[Rod of clouds]]
 
* [[Rod of ignition]]
 
* [[Rod of ignition]]
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* [[Rod of striking]] - removed in [[0.16]]
 
* [[Rod of striking]] - removed in [[0.16]]
 
* [[Rod of demonology]] - removed in [[0.14]]
 
* [[Rod of demonology]] - removed in [[0.14]]
* [[Rod of frigid destruction]] - removed in [[0.14]], replaced with rod of ignition
+
* [[Rod of fiery destruction]] - removed in [[0.14]], replaced with rod of ignition
 +
* [[Rod of frigid destruction]] - removed in [[0.14]]
 
* [[Rod of venom]] - removed in [[0.14]]
 
* [[Rod of venom]] - removed in [[0.14]]
 
* [[Rod of warding]] - removed in [[0.14]]
 
* [[Rod of warding]] - removed in [[0.14]]
* [[Rod of fiery destruction]] - removed in [[0.13]], replaced with rod of frigid destruction
 
 
* [[Rod of Summoning]] - removed in [[0.12]], replaced with rod of the swarm
 
* [[Rod of Summoning]] - removed in [[0.12]], replaced with rod of the swarm
 
* [[Rod of smiting]] - removed in [[0.11]]
 
* [[Rod of smiting]] - removed in [[0.11]]
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==Tips & Tricks==
 
==Tips & Tricks==
*While a +9 rod may seem appealing, it only hits as hard as a club. Rods are generally ineffectual as melee weapons.
+
*Rods are generally ineffectual as melee weapons. While a +9 rod may seem as an appealing weapon, it only hits as hard as a club.  
 
*Maxing out rods may require more scrolls of recharging than you have on hand, and you may wish to save some of those for useful wands. Nonetheless, it helps to at least tune useful rods up so that their max MP is an even multiple of the cost of the most frequently used spell.
 
*Maxing out rods may require more scrolls of recharging than you have on hand, and you may wish to save some of those for useful wands. Nonetheless, it helps to at least tune useful rods up so that their max MP is an even multiple of the cost of the most frequently used spell.
 
*Most rods found laying around in the dungeon have mediocre or even negative recharge rates, but a rod generated by a [[scroll of acquirement]] will usually have a high recharge rate. So long as Evocations higher than all your other magic skills, you have 80% chance to get a rod you don't already own if you request a staff. [[Trog]] worshipers who select a staff from an [[acquirement]] will either receive a rod or a [[staff of energy]].
 
*Most rods found laying around in the dungeon have mediocre or even negative recharge rates, but a rod generated by a [[scroll of acquirement]] will usually have a high recharge rate. So long as Evocations higher than all your other magic skills, you have 80% chance to get a rod you don't already own if you request a staff. [[Trog]] worshipers who select a staff from an [[acquirement]] will either receive a rod or a [[staff of energy]].
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===Advantages===
 
===Advantages===
*Rod use is independent of your stats or EV penalty. This allows heavy armoured players or those focused entirely on [[dexterity]] or [[strength]] to successfully cast some higher-level spells easily.
+
* Rods rely entirely on [[Evocations]]. Heavy [[body armour]], [[shields]], and low intelligence will not penalize casting. Many species are bad at magic, but at least competent at Evocations.
*Rod use only requires training in Evocations, which many magic-deficient races still have a decent aptitude in.
+
* Rods are not subject to the [[Spell Power#Formula|spellpower stepdown]], so it is easier to train rods past 50 spellpower.
*Rod spell power is not subject to stepdowns: it simply scales with your Evocations skill.
+
* Rods do not drain your own MP, leaving it free for other things.
*Rods do not drain your own MP, leaving it free for other things.
+
* Rods can be used while [[silence]]d.
*Spells from rods need not be memorized, leaving your spell levels free for other things.
 
*Rods can be used while [[silence]]d.
 
  
 
===Disadvantages===
 
===Disadvantages===
*Rod use is independent of your stats. Thus, high-stat races such as elves and [[Demigod]]s enjoy no advantage in spell power, failure rate, or hunger costs when using them.
+
* Rods are independent of your stats. High-stat races such as elves and [[Demigod]]s enjoy no advantage in spell power, failure rate, or hunger costs when using them.
*Rods must be wielded to evoke spells from them. This significantly decreases tactical flexibility in using rods, is annoying for weapon-wielders and can prove a real danger if the rod should end up [[curse]]d somehow.
+
* Rods must be wielded. This significantly decreases tactical flexibility in using rods, is annoying for weapon-wielders and can prove a real danger if the rod should end up [[curse]]d somehow.
*Rods are ultimately capped at 86 power. This has a significant impact on higher-level spells like [[Iron Shot]].
+
* Rods are ultimately capped at 86 power (at Evocations 27). This has a significant impact on higher-level spells like [[Iron Shot]].
*The hunger cost of rod use can be significant for some races. [[Spriggan]]s in particular may want to use rods sparingly.
+
* The hunger cost of rod use can be significant for some races. [[Spriggan]]s in particular may want to use rods sparingly.
**Rod hunger can never be entirely eliminated. While the 5 nutrition minimum is generally ignorable, the minimum costs for level 5 and 6 spells (80 and 280, respectively) from rods are not.
+
** Rod hunger can never be entirely eliminated. While the 5 nutrition minimum is generally ignorable, the minimum costs for level 5 and 6 spells (80 and 280, respectively) from rods are not.
*Rods have a fairly small pool of mana, capped at 17, which can limit the usefulness of spells that you will want to cast repeatedly, such as [[Abjuration]].
+
* Rods have a fairly small pool of mana, capped at 17, which can limit the usefulness of spells that you will want to cast repeatedly, such as [[Abjuration]].
*Rods have a somewhat limited selection of spells, and you must obtain relevant rods first.
+
* Rods have a somewhat limited selection of spells, and you must obtain the relevant rods first.
*Rods take up space in your inventory, whereas spells do not.
+
* Rods take up space in your inventory, whereas spells do not.
  
 
===Images===
 
===Images===
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==History==
 
==History==
All rod items were removed in [[0.20]]. The [[lightning rod]] was converted into an evocable, while the [[rod of clouds]] and [[iron rod]] were converted into wands.
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*All rod items were removed in [[0.20]]. The [[lightning rod]] was converted into an evocable, while the [[rod of clouds]] and [[iron rod]] were converted into wands.
 +
*Prior to [[0.16]], [[stab]]bing an enemy with a club/rod would inflict brief [[confusion]].
  
 
{{weapons}}
 
{{weapons}}
 
[[Category:Items]]  
 
[[Category:Items]]  
 
[[Category:Rod]]
 
[[Category:Rod]]

Latest revision as of 16:28, 30 September 2023

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.

A rod is a magical cudgel, similar to a wand or magical staff, but with some key differences.

Useful Info

Rods are equivalent to clubs in melee (including use of Maces & Flails skill).

When wielded, a rod can be evoked for a variety of magical effects. Unlike spells, rods have their own MP pool. It replenishes and depletes independently from your MP. Evocations skill increases the strength of cast spells, as well as the MP regeneration rate.

Rods are displayed as a +X rod of <name> (Y/Z).

  • +X is enchantment of the rod. This increases a rods melee damage, as well as its MP recharge rate. A base +0 rod recharges at ~ 0.04 MP/turn, and each +1 adds +0.01 MP/turn. Evocations also increases recharge rate, by 0.057 MP/turn per level.
  • <name> is the type of rod, which determines the spells the rod can cast.
  • Y is the current MP of the rod, and Z is the maximum MP of the rod.

A scroll of recharging will add +1d2 to enchantment and maximum mana. The Deep Dwarf recharging ability works in the same way. Rods have a limit of +9 enchantment and 17 max MP.

Spell power is solely based on Evocations skill; each spell cast by a rod has a power of 5 + 3 * Evocations.

Hunger cost

Hunger reduction works differently from spells. Rod spells have the same base hunger cost as a spell of its level, but this is reduced by 10 × Evocations, instead of Intelligence × Spellcasting. Additionally, spell hunger from rods cannot be fully eliminated; there will always be a hunger cost of at least 5.

The reported hunger cost can be decoded to the following:

Reported cost Per-casting cost
#...... 5-20
##..... 21-60
###.... 61-120
####... 121-200
#####.. 201-300
######. 301-420
####### 420+

For reference, a flesh chunk gives 1,000 nutrition, and meat ration gives 5,000.

List of rods

See also: List of rods, for both rods and their spells

Removed rods

Tips & Tricks

  • Rods are generally ineffectual as melee weapons. While a +9 rod may seem as an appealing weapon, it only hits as hard as a club.
  • Maxing out rods may require more scrolls of recharging than you have on hand, and you may wish to save some of those for useful wands. Nonetheless, it helps to at least tune useful rods up so that their max MP is an even multiple of the cost of the most frequently used spell.
  • Most rods found laying around in the dungeon have mediocre or even negative recharge rates, but a rod generated by a scroll of acquirement will usually have a high recharge rate. So long as Evocations higher than all your other magic skills, you have 80% chance to get a rod you don't already own if you request a staff. Trog worshipers who select a staff from an acquirement will either receive a rod or a staff of energy.

Comparison to Spellcasting

Rods do have advantages over regular spellcasting, but they also have several shortcomings.

Advantages

  • Rods rely entirely on Evocations. Heavy body armour, shields, and low intelligence will not penalize casting. Many species are bad at magic, but at least competent at Evocations.
  • Rods are not subject to the spellpower stepdown, so it is easier to train rods past 50 spellpower.
  • Rods do not drain your own MP, leaving it free for other things.
  • Rods can be used while silenced.

Disadvantages

  • Rods are independent of your stats. High-stat races such as elves and Demigods enjoy no advantage in spell power, failure rate, or hunger costs when using them.
  • Rods must be wielded. This significantly decreases tactical flexibility in using rods, is annoying for weapon-wielders and can prove a real danger if the rod should end up cursed somehow.
  • Rods are ultimately capped at 86 power (at Evocations 27). This has a significant impact on higher-level spells like Iron Shot.
  • The hunger cost of rod use can be significant for some races. Spriggans in particular may want to use rods sparingly.
    • Rod hunger can never be entirely eliminated. While the 5 nutrition minimum is generally ignorable, the minimum costs for level 5 and 6 spells (80 and 280, respectively) from rods are not.
  • Rods have a fairly small pool of mana, capped at 17, which can limit the usefulness of spells that you will want to cast repeatedly, such as Abjuration.
  • Rods have a somewhat limited selection of spells, and you must obtain the relevant rods first.
  • Rods take up space in your inventory, whereas spells do not.

Images

Rod00.png Rod01.png Rod02.png Rod03.png Rod04.png
Rod05.png Rod06.png Rod07.png Rod08.png Rod09.png

See Also

History

Weapons
Axes BattleaxeBroad axeExecutioner's axeHand axeWar axe
Maces & Flails ClubDemon whipDire flailEveningstarFlailGiant clubGiant spiked clubGreat maceMace (Hammer) • MorningstarSacred scourgeWhip
Long Blades Demon bladeDouble swordEudemon bladeFalchionGreat swordLong swordScimitarTriple sword
Polearms BardicheDemon tridentGlaiveHalberd (Scythe) • SpearTridentTrishula
Ranged Weapons ArbalestHand cannonLongbowOrcbowShortbowSlingTriple crossbow
Short Blades DaggerQuick bladeRapierShort sword
Staves LajatangMagical staffQuarterstaff
Throwing BoomerangDartJavelinLarge rockStoneThrowing net