Wand
An unusually magical sort of stick.
"[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases." -William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837. |
A wand is a magical device that contains several charges of a specific spell or effect.
A player may zap a wand in the inventory with the V key (that is, eVoking it). This releases its magical effect at a target of the player's choice and expends one charge. The number of charges on a wand is always known, and wands of the same type will merge when picked up, taking up only one inventory slot and having the combined number of charges that the two previous wands had.
Once a wand's charges are used up, the wand is destroyed.
A wand's spell power equals 15 + 3.5 * Evocations
[1], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is 30 + hit dice
. Some monsters, particularly uniques, may start with wands in their inventory, which are identified upon seeing a particular monster for the first time.
Contents
List of wands
Image | Wand | Description | Max charges per instance[2][3] | Type | Monster version |
---|---|---|---|---|---|
Acid | Fires a bolt of acid that may temporarily corrode targets | 15 | Beam | ||
Charming | Temporarily charms the target | 15 | Hex | Confuses the player | |
Digging | Creates a tunnel through rock walls | 9 | - | ||
Flame | Shoots a puff of flame at the target | 32 | - | ||
Iceblast | Creates a 3x3 explosion of cold damage that partially ignores cold resistance | 15 | Blast | ||
Light | Fires a bolt of light that blinds the target. | 24 | Beam | Confuses the player | |
Mindburst | Deals damage to the target, no effect on mindless targets. Ignores armour, but checks willpower. |
24 | - | ||
Paralysis | Temporarily paralyses the target | 15 | Hex | ||
Polymorph | Changes target into a random creature of similar strength | 15 | - | Turns the player into a bad form | |
Roots | Constricts the target; prevents movement Deals increasing damage over time |
15 | Blast | ||
Quicksilver | Fires a bolt of quicksilver that removes many status effects. | 24 | Beam |
Item Types
Some wands may belong to an "item set", or type, of wand. Only one item from each type may generate in a specific game, though Artificers may start the game with wands that have not generated in a game.
Beam - highly damaging bolt
Blast - never misses, 3x3 area
Hex - status, checks willpower
High-tier wands
Some wands[4] are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the No high tier wand flag are also excluded. Ijyb is the exception to this rule. However, low HD monsters can still pick up these wands and use them normally starting from D:3.
Images
History
- In 0.31, monsters will get infinite wand charges, but won't be able to use wands of digging. Also, wands of light, quicksilver, and roots will be considered high-level wands.
- In 0.29, the item set mechanic was introduced; wands of the same "type" are now mutually exclusive from each other. Also, monsters in general now deal less damage with "high tier" wands.
- Prior to 0.28, the overall quantity of wand charges were much higher (charges were not halved past D:8). Eleionomae and fenstrider witches (native to the Swamp) did not drop wands, though.
- Prior to 0.24, monsters couldn't use wands of iceblast, clouds, or scattershot.
- Prior to 0.22, wands couldn't be used in many transformations.
- In 0.21, wands were 'goldified'. Prior to this version:
- They did not merge on pickup, so you could have separate wand items of the same type.
- Wands had an unknown number of charges on pickup. This could be discovered by identifying the wand or by zapping the wand (dependent on Evocations skill). Zapping unID'd wands would waste charges.
- Once all their charges were used, wands would remain inert in your inventory. Scrolls of recharging would recharge about half the wand's capacity.
- Prior to 0.16, wands were not automatically identified when picked up. However, zapping a wand with an unknown number of charges did not waste any charges.
- Prior to 0.15, wands weighed 10.0 aum each.
Added / Removed Wands
Added
- 0.29 - Wand of light, wand of quicksilver, wand of roots
- 0.20 - Wand of clouds, wand of scattershot (replacing rods)
- 0.18 - Wand of acid, want of iceblast
Removed
- 0.27 - Wand of random effects (replaced by pieces from Xom's chessboard
- 0.26 - Wand of clouds (replaced by condenser vanes)
- 0.25 - Wand of scattershot (replaced by the tin of tremorstones)
- 0.21 - Wand of confusion, wand of lightning.
- 0.20 - Wand of heal wounds, wand of hasting, wand of teleportation
- 0.18 - Wand of cold, draining, fire, fireball, frost, invisibility, and magic darts. (Wands of fire, cold and draining were considered high-tier wands.)
References
- ↑ evoke.cc:177 (0.30.1)
- ↑ Per item instance on the ground. You can hold as many wand charges as you find. Wand charges except digging are halved from D:8 onwards.
- ↑ item-prop.cc:1565 (0.30.1)
- ↑ makeitem.cc:1116 (0.30.1)
Wands |
---|
Acid / Light / Quicksilver • Iceblast / Roots / Warping • Charming / Paralysis Digging • Flame • Mindburst • Polymorph |