Difference between revisions of "Wand of roots"

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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 the [[Grasping Roots]] monster spell. 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, like the [[Grasping Roots]] monster spell. 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.
  
 
It is mutually exclusive with the [[wand of iceblast]]. Only one may exist in a game, though [[Artificer]]s will always start with a wand of iceblast regardless of which wand is found in the Dungeon.
 
It is mutually exclusive with the [[wand of iceblast]]. Only one may exist in a game, though [[Artificer]]s will always start with a wand of iceblast regardless of which wand is found in the Dungeon.

Revision as of 06:27, 19 September 2022

Version 0.29: 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, like the Grasping Roots monster spell. It deals 2d(4.5 + [power / 10]) from turn 1, lasts for 2+rand2avg(power/10) turns, and damage increases over time.

It is mutually exclusive with the wand of iceblast. Only one may exist in a game, though Artificers will always start with a wand of iceblast regardless of which wand is found 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 go through enemies.

History

  • The wand of roots was added in 0.29.
Wands
Acid / Light / QuicksilverIceblast / Roots / WarpingCharming / Paralysis
DiggingFlameMindburstPolymorph