Difference between revisions of "Wand of flame"

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{{item
 
{{item
 
  |itemtype = Wand
 
  |itemtype = Wand
 
  |name = Wand of flame
 
  |name = Wand of flame
  |weight = 10.0
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  |weight =
 
}}
 
}}
{{flavour|A magical device which throws little bits of flame.}}
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{{flavour|A magical device which throws little puffs of flame.}}
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{{AttackSpell
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|name=Throw Flame
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|formula = 2d(4+pow/10)
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|maxdmg = 2d9 Fire
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|maxsp = 50
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|range = 7
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|target = Beam
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|tohit = 8+Power/10
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|special = pow = 15 + 3.5 * Evocations}}
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A '''wand of flame''' fires [[Throw Flame|flames]] at an opponent. When used by a player, it deals <code>2d(5.5 + 0.35 * [[Evocations]])</code> fire damage (capped at 2d9).
  
A '''wand of flame''' has the same effect as the spell [[Throw Flame]], but its power is based on your [[Evocations]] skill (15+2.5×Evocations). This wand may have at most 48 charges.
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[[Artificer]]s will start with a wand of flame with 15 charges.
 
 
Like other sources of fire, if it crosses a pool of water it will create a [[cloud]] of steam.
 
  
 
==Tips & Tricks==
 
==Tips & Tricks==
Although it does produce [[fire]], wands of flame are not powerful enough to burn [[tree]]s. You'll need a [[wand of fire]], [[wand of fireball]], or a lucky shot from a [[wand of random effects]] for that.
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*This wand is essentially identical to the old [[Throw Flame]] spell, which was level 2. Use it early: later on, it deals little damage even with high Evocations, due to the power cap. In the early Dungeon, it can act as a strong ranged attack even with little/no investment.
 
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*Like other sources of fire, if it crosses a pool of water, it will create a [[cloud]] of steam. Use this to take out [[electric eel]]s or other waterborne creatures, like [[list of merfolk|merfolk]] or [[water nymph]]s. Even at low skill, steam clouds can block vision and deal significant damage.
Use this to take out [[electric eels]] even at low skill; the steam will block vision while damaging them.
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*Although it does produce [[fire]], wands of flame are not powerful enough to burn [[tree]]s.
  
 
==History==
 
==History==
Prior to [[0.16]], this wand could hold up to 24 charges.
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*Prior to [[0.16]], this wand could hold up to 24 charges.
  
 
{{wands}}
 
{{wands}}

Latest revision as of 20:55, 2 November 2025

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of flame
Icon Wand of flame.png
A magical device which throws little puffs of flame.
Spell Details
Damage Formula 2d(4+pow/10)
Max Damage 2d9 Fire
Max Power 50
Range 7
Targeting Beam
To-hit 8+Power/10
Special pow = 15 + 3.5 * Evocations

A wand of flame fires flames at an opponent. When used by a player, it deals 2d(5.5 + 0.35 * Evocations) fire damage (capped at 2d9).

Artificers will start with a wand of flame with 15 charges.

Tips & Tricks

  • This wand is essentially identical to the old Throw Flame spell, which was level 2. Use it early: later on, it deals little damage even with high Evocations, due to the power cap. In the early Dungeon, it can act as a strong ranged attack even with little/no investment.
  • Like other sources of fire, if it crosses a pool of water, it will create a cloud of steam. Use this to take out electric eels or other waterborne creatures, like merfolk or water nymphs. Even at low skill, steam clouds can block vision and deal significant damage.
  • Although it does produce fire, wands of flame are not powerful enough to burn trees.

History

  • Prior to 0.16, this wand could hold up to 24 charges.
Wands
Acid / Light / QuicksilverIceblast / Roots / WarpingCharming / Paralysis
DiggingFlameMindburstPolymorph