Wand of roots
Version 0.29: This article may not be up to date for the latest stable release of Crawl.
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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 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 may come with iceblast in a wand of roots game.
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.
- Unlike BVC, the wand can't go through enemies.
History
- The wand of roots will be added in 0.29
Wands |
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Acid / Light / Quicksilver • Iceblast / Roots / Warping • Charming / Paralysis Digging • Flame • Mindburst • Polymorph |