Difference between revisions of "Wand of roots"

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{{item
 
{{item
 
  |itemtype = Wand
 
  |itemtype = Wand
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}}{{flavour|A magical device which fires a magical seed, entangling its target and adjacent foes in quick-growing tree roots. Those entangled will be immobilized and take increasing damage over time until they escape or the roots wither away. The roots will only sprout from solid ground.}}
 
}}{{flavour|A magical device which fires a magical seed, entangling its target and adjacent foes in quick-growing tree roots. Those entangled will be immobilized and take increasing damage over time until they escape or the roots wither away. The roots will only sprout from solid ground.}}
  
The '''wand of roots''' constricts foes in a 3x3 radius, much like [[Borgnjor's Vile Clutch]] (more specifically, [[Grasping Roots]]). It deals <code>2d(4.5 + [power / 10])</code> from turn 1, lasts for <code>2+rand2avg(power/10)</code> turns, and damage increases over time.
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The '''wand of roots''' [[constrict]]s foes in a 3x3 radius, similar to the [[Grasping Roots]] monster spell. It does not affect the user or their [[allies]].
  
It is mutually exclusive with the [[wand of iceblast]]. Only one may exist in a game, though [[Artificer]]s may come with iceblast in a wand of roots game.
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For players:
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*This wand deals <code>2d(3.5 + 3.5 * [[Evocations]]/10)</code> damage (per [[decaAut|1.0 turn]]) initially.<ref>{{source ref|0.31.0|player-act.cc|933}}</ref> For each successive turn constricted, its damage will increase. Roughly, you'll deal an extra (+20% * turns_passed) damage for the first 5 turns, and a smaller bonus thereafter.
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*Constriction lasts for <code>2.5 + 1d(3.5 * Evocations/10)</code> turns,<ref>{{source ref|0.31.0|beam.cc|6178}}</ref> or until the monster escapes. See [[Constriction#Maintaining Constriction|Constriction]] for more details on escaping constriction.
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It is mutually exclusive with the [[wand of iceblast]]. Only one may spawn in a given game. [[Artificer]]s will always start with a wand of iceblast, regardless of which wand is generated in the Dungeon.
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*As it is the same effect, the wand has much of the same utility and power as Borgnjor's Vile Clutch. It lowers EV, never misses, deals guaranteed physical damage, and prevents targets from moving, which can help you avoid [[attacks of opportunity]].
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*The wand has much of the same utility and power as [[Borgnjor's Vile Clutch]]. It lowers EV, never misses, deals guaranteed physical damage, and prevents targets from moving, which can help you avoid [[attacks of opportunity]]. Unlike BVC, the wand can't pass through multiple enemies. (The blast can hit those behind your target, though.)
**Unlike BVC, the wand can't go through enemies.
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*If you're in melee range of a monster, they generally won't try to escape constriction, allowing you to get more damage from the wand.
  
 
==History==
 
==History==
* The wand of roots was added in [[0.29]].
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{{CBA|0.32|the wand will deal <code>2d(40/7 + [[Evocations]]/2)</code> damage per [[decaAut]], but the damage will not increase over time.}} <!-- TODO: add trunk duration formula in beam.cc line 6372 -->
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*Prior to [[0.31]], the wand dealt <code>2d(4 + 3.5 * [[Evocations]]/10)</code> initially.
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*The wand of roots was added in [[0.29]].
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==References==
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<references />
  
 
{{wands}}
 
{{wands}}

Latest revision as of 19:40, 13 April 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of roots
Icon Wand of roots.png
A magical device which fires a magical seed, entangling its target and adjacent foes in quick-growing tree roots. Those entangled will be immobilized and take increasing damage over time until they escape or the roots wither away. The roots will only sprout from solid ground.

The wand of roots constricts foes in a 3x3 radius, similar to the Grasping Roots monster spell. It does not affect the user or their allies.

For players:

  • This wand deals 2d(3.5 + 3.5 * Evocations/10) damage (per 1.0 turn) initially.[1] For each successive turn constricted, its damage will increase. Roughly, you'll deal an extra (+20% * turns_passed) damage for the first 5 turns, and a smaller bonus thereafter.
  • Constriction lasts for 2.5 + 1d(3.5 * Evocations/10) turns,[2] or until the monster escapes. See Constriction for more details on escaping constriction.

It is mutually exclusive with the wand of iceblast. Only one may spawn in a given game. Artificers will always start with a wand of iceblast, regardless of which wand is generated in the Dungeon.

Tips & Tricks

  • The wand has much of the same utility and power as Borgnjor's Vile Clutch. It lowers EV, never misses, deals guaranteed physical damage, and prevents targets from moving, which can help you avoid attacks of opportunity. Unlike BVC, the wand can't pass through multiple enemies. (The blast can hit those behind your target, though.)
  • If you're in melee range of a monster, they generally won't try to escape constriction, allowing you to get more damage from the wand.

History

  • In 0.32, the wand will deal 2d(40/7 + Evocations/2) damage per decaAut, but the damage will not increase over time.
  • Prior to 0.31, the wand dealt 2d(4 + 3.5 * Evocations/10) initially.
  • The wand of roots was added in 0.29.

References

Wands
Acid / Light / QuicksilverIceblast / Roots / WarpingCharming / Paralysis
DiggingFlameMindburstPolymorph