Difference between revisions of "Wand of fire"
m (Update to 0.17) |
(Will be removed in 0.18) |
||
Line 4: | Line 4: | ||
|name = Wand of Fire | |name = Wand of Fire | ||
|cost = ? | |cost = ? | ||
− | |||
}} | }} | ||
{{flavour|A magical device which throws great [[Bolt of Fire|bolts of fire]].}} | {{flavour|A magical device which throws great [[Bolt of Fire|bolts of fire]].}} | ||
Line 20: | Line 19: | ||
Ice Magic users should use them as a backup or alternate attack against dangerous opponents that resist cold. | Ice Magic users should use them as a backup or alternate attack against dangerous opponents that resist cold. | ||
+ | |||
+ | ==History== | ||
+ | Wands of fire will be removed in [[0.18]]. | ||
+ | |||
+ | [[Category:Crystal Ball Articles]] |
Revision as of 23:23, 14 April 2016
A magical device which throws great bolts of fire. |
Player use
As usual for wands, the beam from a wand of fire zapped by the player has a power rating of (30 + 2d(Evocations skill)).
Monster use
As with any other wand, the bolt of fire projected by a wand of fire in the hands of a monster uses a power rating of (30 + (monster hit dice)). This gives it a typical damage output of 3d11 when used by low-level monsters and 3d12 when used by mid-to-high level monsters, and the player needs EV 19 to have a 50% chance of evading the beam without Repel or Deflect Missiles in force.
Tips and tricks
As a tier-1 attack wand, wands of fire provide a powerful backup attack.
Melee characters should save them for non-fire-resistant opponents that are unusually dangerous to engage in melee, such as hydras and acidic monsters.
Ice Magic users should use them as a backup or alternate attack against dangerous opponents that resist cold.
History
Wands of fire will be removed in 0.18.