Difference between revisions of "Wand of charming"
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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. | 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. | ||
− | If you're a D&D veteran, be aware that unlike in that game, charm effects ''can'' work on the [[undead]] and "mindless" monsters like [[jelly|jellies]] in ''Crawl''. | + | If you're a D&D veteran, be aware that unlike in that game, charm effects ''can'' work on the [[undead]] and "mindless" monsters like [[jelly|jellies]] in ''Crawl''. However, if the monster you attempt to enslave hates your [[god]], the effect will always fail: |
+ | *[[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]]. | ||
==History== | ==History== | ||
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). |
Revision as of 14:43, 14 January 2015
A magical device which causes slavish obedience in a creature. |
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 confused instead. Targets may resist these effects with magic resistance, and magic immune targets simply ignore them entirely.
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 their chance to murder a low-to-mid level player this way, instead felling only their own weak allies. Packs of killer bees 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 options - it might be able to shrug off the effect, but other opponents in the room may not.
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.
If you're a D&D veteran, be aware that unlike in that game, charm effects can work on the undead and "mindless" monsters like jellies in Crawl. However, if the monster you attempt to enslave hates your god, the effect will always fail:
- Evil or unholy monsters hate good gods.
- Corporeal undead and monsters that can cast corpse-violating spells hate Fedhas Madash.
- Holy monsters hate evil gods.
- Unclean and chaotic monsters hate Zin.
- Spellcasters hate Trog.
History
Prior to 0.15, monsters could not use this wand (though players could still confuse themselves with it).