Difference between revisions of "Wand of charming"

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{{item
 
{{item
 
  |itemtype = Wand
 
  |itemtype = Wand
  |name = Wand of enslavement
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  |name = Wand of charming
 
  |cost = ?
 
  |cost = ?
 
  |weight = 10.0
 
  |weight = 10.0
 
}}
 
}}
{{flavour|A magical device which causes slavish obedience in a creature.}}
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{{flavour|A magical device which causes a creature to be fiercely, but briefly, loyal to its use.}}
  
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. Unlike [[summon]]ed monsters, a charmed monster remains charmed when you use the stairs; indeed, if adjacent, it will follow you through the stairs.
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A '''wand of charming''' will attempt to charm a creature, checking the target's [[willpower]]. If successful, it will become [[allied]] for a short time. Unlike [[summon]]ed monsters, charmed monsters can follow you up stairs, remaining loyal. Unlike most types of allies, charmed monsters can attack even if they are outside your [[line of sight]].
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If used on the player, this wand inflicts [[confusion]] instead.
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This wand is [[alternate items|mutually exclusive]] with the [[wand of paralysis]]; only one will appear in a given game.
  
 
==Strategy==
 
==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 of their chance to murder a low-to-mid level player this way, instead felling only their own flimsier 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 creatures - that monster might be able to shrug off the effect, but other opponents in the room may not.
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This wand's uses are straightforward:
 
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*Charm the biggest monster in the group, who'll kill surrounding monsters for you. In the early game, nothing has serious willpower, so try to charm the strongest monsters first. For instance, you can hit an [[orc warrior]], use it to destroy the orc pack, then fight the now-wounded orc warrior in a 1v1 fight. (You can attack allied monsters in melee with '''v''' or '''ctrl-direction'''.)
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.
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*Prevent a given monster from attacking you. When you charm a monster, it won't attack you, prevents other monsters from occupying its space, and even deals damage. In a hallway, a charmed creature will block traffic for a few turns. Great for dealing with pack enemies with low will, such as [[killer bee]]s and [[wolf spider]]s.
  
If you're a D&D veteran, be aware that unlike in that game, charm effects in ''Crawl''' ''can'' work on the [[undead]] and "mindless" monsters like [[jelly|jellies]]. However, if the monster you attempt to enslave hates your [[god]], the effect will always fail:
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As you progress, more and more tough creatures will have high willpower, making this wand harder to use. Even in the late game, though, "support" monsters like [[death cob]]s and [[hellion]]s often have low will (and are prime targets for this wand).
*[[Evil]] or [[unholy]] monsters hate [[good gods]].
 
*Corporeal [[undead]] and monsters that can cast [[List_of_spells_by_flag#Corpse_violating|corpse-violating]] spells hate [[Fedhas Madash]].
 
*[[Holy]] monsters hate [[evil gods]].
 
*Unclean and [[chaotic]] monsters hate [[Zin]].
 
*[[:Category:Actual_spells|Spellcasters]] hate [[Trog]].
 
  
==Tips & Tricks==
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===Tips & Tricks===
*To get rid of a troublesome monster, charm it, and then [[shout|order it]] to retreat. If you want to operate freely on the current level, go up/down the stairs with it following, order it to retreat, then use the stairs again.
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*If you charm a [[derived undead]] monster, it won't become hostile until the hex wears off. If there are no other enemies nearby to fight your new ally, you can safely punch the charmed monster until it's destroyed, and it won't turn hostile.
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*To get rid of a troublesome monster, you can charm it, and then [[shout|order i'''t''']] to '''r'''etreat. If you want to operate freely on the current level, go up/down the stairs with it following, order it to retreat, then use the stairs again.
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*If you're a D&D veteran, be aware that unlike in that game, charm effects in ''Crawl'' ''can'' work on the [[undead]] and "mindless" monsters like [[jelly|jellies]].
  
 
==History==
 
==History==
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*Prior to [[0.29]], this wand did not [[alternate items|alternate]] with the wand of paralysis.
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*Prior to [[0.27]], this wand was called the '''wand of enslavement'''.
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*Prior to [[0.19]], it was impossible to enslave enemies hated by your god. For example, followers of [[Trog]] couldn't enslave [[:Category:Actual_spells|spellcasters]].
 
*Prior to [[0.15]], monsters could not use this wand (though players could still confuse themselves with it).
 
*Prior to [[0.15]], monsters could not use this wand (though players could still confuse themselves with it).
  
 
{{wands}}
 
{{wands}}

Latest revision as of 17:03, 17 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of charming
Icon Wand of charming.png
A magical device which causes a creature to be fiercely, but briefly, loyal to its use.

A wand of charming will attempt to charm a creature, checking the target's willpower. If successful, it will become allied for a short time. Unlike summoned monsters, charmed monsters can follow you up stairs, remaining loyal. Unlike most types of allies, charmed monsters can attack even if they are outside your line of sight.

If used on the player, this wand inflicts confusion instead.

This wand is mutually exclusive with the wand of paralysis; only one will appear in a given game.

Strategy

This wand's uses are straightforward:

  • Charm the biggest monster in the group, who'll kill surrounding monsters for you. In the early game, nothing has serious willpower, so try to charm the strongest monsters first. For instance, you can hit an orc warrior, use it to destroy the orc pack, then fight the now-wounded orc warrior in a 1v1 fight. (You can attack allied monsters in melee with v or ctrl-direction.)
  • Prevent a given monster from attacking you. When you charm a monster, it won't attack you, prevents other monsters from occupying its space, and even deals damage. In a hallway, a charmed creature will block traffic for a few turns. Great for dealing with pack enemies with low will, such as killer bees and wolf spiders.

As you progress, more and more tough creatures will have high willpower, making this wand harder to use. Even in the late game, though, "support" monsters like death cobs and hellions often have low will (and are prime targets for this wand).

Tips & Tricks

  • If you charm a derived undead monster, it won't become hostile until the hex wears off. If there are no other enemies nearby to fight your new ally, you can safely punch the charmed monster until it's destroyed, and it won't turn hostile.
  • To get rid of a troublesome monster, you can charm it, and then order it to retreat. If you want to operate freely on the current level, go up/down the stairs with it following, order it to retreat, then use the stairs again.
  • If you're a D&D veteran, be aware that unlike in that game, charm effects in Crawl can work on the undead and "mindless" monsters like jellies.

History

  • Prior to 0.29, this wand did not alternate with the wand of paralysis.
  • Prior to 0.27, this wand was called the wand of enslavement.
  • Prior to 0.19, it was impossible to enslave enemies hated by your god. For example, followers of Trog couldn't enslave spellcasters.
  • Prior to 0.15, monsters could not use this wand (though players could still confuse themselves with it).
Wands
Acid / Light / QuicksilverIceblast / Roots / WarpingCharming / Paralysis
DiggingFlameMindburstPolymorph