Evocable Items

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About evocable items

Evocable items are the items which can be E‘v’oked when wielded. They offer a wide variety of spell-like abilities that have 2 clear advantages over regular spellcasting. Firstly, they are not affected by most spellcasting penalties and secondly, most of them only require a character to increase their evocations skill to become more powerful.

On the downside, their spell-like abilities are usually not as powerful as the ones a spellcaster can get and like all items, they have to be found first and there is no guarantee you’ll find the one you desire.

Nevertheless, they are a good choice for non-spellcasting characters that wish to have a few magical options up their sleeves. Spellcasters can also benefit from some of their most unique abilities (like the mana channeling ability of a Staff of Channeling).

This article contains a full list of all evocable items arranged by their type or use.

What do those fields mean?

In-game description: What the game tells you about the item.

Enchantment In the case of staves, their bonuses to hit and to damage.

Chance of successful evocation: The chance that the item will work properly when evoked. A successfully evocated item has a chance of training the evocations skill.

HP/MP/Hunger cost: The amount of hp, mp or hunger points consumed in order to evoke the item.

Evocation Effect: What the item does when evoked properly.

Power: Some evocation effects are affected by a power variable. The higher the power the more powerful the effect. This field indicates how is this power calculated.

Chance of training the evocation skill: The chance that your evocation skill will be trained (if enough free experience is available) when evoking the item.

Amount of practice done: The intensity of the training.

Staves

Staves are a fairly common type of evocable item that can also be used as a weapon. All staves are quarterstaffs and are affected by the staves skill. They cannot be enchanted nor can have a weapon brand.

Staff of Channeling

Successfully evoking this staff has a will recover a little bit of a character's mp.

In-game Description: Allows its caster to channel ambient magical energy for his or her own purposes.

Chance of successful evocation: 3.33% for each level in the evocations skill. 90% at evocations level 27.

Hunger cost: 50.

Evocation Effect: Increases your mp by 1-4.

Chance of training the evocation skill: 20%

Amount of practice done: 1.

Sceptre of Asmodeus.

The Scepter of Asmodeus is a powerful but risky artifact staff. A character can evoke it to cast a variety of offensive spells but there is a chance of it summoning a hostile devil or –if really unlucky- a hostile Fiend.

In-game Description: It carries some of the powers of the arch-fiend Asmodeus.

Enchantment: +7, +7

Chance of successful evocation: 100%

Hunger cost: 200.

Chance of summoning a hostile monster: 5%

Type of hostile monster summoned: 25% chance of a Fiend. 75% chance of one of the following: Hellion, Rotting Devil, Tormentor, Reaper, Soul Eater, Hairy Devil, Ice Devil, Blue Devil, Beast, and Iron Devil.

Evocation Effect: cast bolt of fire (47%), Lightning bolt (24%), Bolt of Draining (24%), Hellfire (5%)

Power: Evocation skill * 8

Chance of training the evocation skill: 100%

Amount of practice done: 1


Staff of Dispater

This powerful staff can be evoked to cast the Hellfire spell. Doing so will cost the character hp, mp, and hunger.

In-game Description: This legendary item can unleash the fury of Hell.

Enchantment: +4, +4

Chance of successful evocation: 100%. It requires at least 12 hp, 5 mp and to not be under the effects of the death door spell for it to work.

HP cost: 5-23 (weighted towards 14)  Does this mean that it can kill you?

MP cost: 2-6 (weighted towards 4)

Hunger cost: 100

Evocation Effect: cast Hellfire.

Power: Evocation skill * 8

Chance of training the evocation skill: 50%

Amount of practice done: 1


Staff of Mucad Mu.

This ancient staff is a more powerful version of a staff of channeling. When evoked it recovers a greater amount of mp. Unfortunately using it in any way can cause powerful miscast effects.

In-game Description: Its power varies in proportion to its wielder's intelligence. Using it can be a bit risky.

Enchantment: +(int–3), +(int/2) (with a max of +22, +13)

Chance of successful evocation: 4% for each level in the evocations skill. 100% at evocations level 24 or higher. Cannot be evoked if the character's mp is full.

Hunger cost: 50

Evocation Effect: Increases your mp by 3-7 + Evocation Skill/3.

Notes: This item has a chance of affecting the character with a divination miscast effect. This effect can be as high as miscasting a level 9 divination skill. A miscast happens under the following circumstances: 100% chance when wielding or unwielding, 33% chance when successfully evoked, 11% chance when attacking.

Chance of training the evocation skill: 100%

Amount of practice done: 1


Staff of Olgreb.

This is a very special and powerful type of poison staff. It improves the power of poison skills and grants poison resistance. It can be evoked to cast the spell Olgrebs toxic radiance and -if your evocations skill is high enough- the spell venom bolt at the same time.

In-game Description: It was the magical weapon wielded by the mighty wizard Olgreb before he met his fate somewhere within these dungeons. It grants its wielder resistance to the effects of poison and increases their ability to use venomous magic, and carries magical powers which can be evoked.

Enchantment: +Poison Skill/3, +Poison Skill/3.

Chance of successful evocation: 16% for each level in the evocation skill. 100% at evocations level 5 or higher. It requires at least 4 mp to evoke.

MP cost: 4

Hunger cost: 50

Evocation Effect: Casts Ilgreb’s toxic radiance. It has a 10% chance per evocation skill level to also cast venom bolt.

Power: 10 + (Evocation skill * 8)

Chance of training the evocation skill: 100%

Amount of practice done: 1

Rods

A rod is a rare type of staff (about 10% of all magical staves are rods) that can be evoked to cast spells. They have their own mana reservoir which is recharged by channeling mana from its wielder. Every spell cost an amount of mana equal to its level. Different rods have different spells to evoke.

Unlike regular spellcasting, spells from a rod do not use the spellcasting skill or intelligence to increase their power; they use the evocations skill. Using a shield alongside the rod will decrease its power.

In-game Description: It uses its own mana reservoir for casting spells, and recharges automatically by channeling mana from its wielder.

Hunger cost: Spell Hunger – (10 * evocations skill). Unlike regular spellcasting using a rod will always cost at least the level of the spell * 5 hunger points.

Evocation Effect: Casts one of the rod's magic spells

Chance of training the evocation skill: 100%

Amount of practice done: rnd(1 + Spell Level/2)


Complete List of Rods.

Crystal Balls

Crystal balls are powerful evocation items that are highly risky to use if not properly identified or with low levels in the evocations skill.

Crystal Ball of Energy

Used to recover mp. It is not recommendable to use it while confused or low in mp points.

In-game Description: A magical device which can be used to restore one's reserves of magical energy, but the use of which carries the risk of draining all of those energies completely. This risk varies inversely with the proportion of their maximum energy which the user possesses; a user near his or her full potential will find this item most beneficial.

Chance of successful evocation: Trying to evoke this item while the character’s mp is 0 will reduce his or her intelligence by 1. When this item is evoked it can either work properly or misfire. The chance of it working properly goes up with the character's evocations skill and his relative of amount mp, the higher the better. In other words, using this item while your mp is very low will most likely cause a misfire.

Miscast efects": The character can either lose 1 point of int, Lose all mp (this is the most likely one) or get confused by 10 to 20 turns

Evocation efects:: Recover 6 + rnd(evocations skill) + rnd(evocations skill) mp points.

Chance of training the evocation skill: 100%

Amount of practice done: 1


Crystal Ball of Fixation

Paralyzes and slows you. This item does not train the evocations skill.

In-game Description: A dangerous item which hypnotizes anyone so unwise as to gaze into it, leaving them helpless for a significant length of time.

Evocation effects: Paralyzes and slows you for 100 turns

Chance of training the evocation skill: 100%

Amount of practice done: 1


Crystal Ball of Seeing

Casts the magic mapping spell. It can be used in pandemonium. It cannot be used in a labyrinth In-game Description: A magical device which allows one to see the layout of their surroundings. It requires a degree of magical ability to be used reliably; otherwise it can produce unpredictable and possibly harmful results.

Evocation effects: cast magic mapping.

Power:50 + rnd(evocations skill)

Chance of training the evocation skill: 100%

Amount of practice done: 1


Summoning items

These items can be used to summon a creature which can be either friendly or unfriendly.

Air elemental fan

Summons an air elemental. It has a chance of being hostile which depends on your air magic skill.

In-game Description: A magical device for summoning air elementals. It is rather unreliable, and usually requires several attempts to function correctly. Using it carries an element of risk, which is reduced if one is skilled in the appropriate elemental magic.

Chance of summoning a friendly elemental: 6.66% per level of air magic skill. 96% with level 15 air magic. (as there is always at least a 4% chance of failure)

Evocation Effect: Casts summon elemental (air)

Power: 100

Chance of training the evocation skill: 20%

Amount of practice done: 1


Efreet flask

Summons an efreet wielding a scimitar of flaming. The friendliness status of the efreet depends on your evocations skill level. It can only be used once.

In-game Decription: A mighty efreet, captured by some wizard and bound into a bronze flask. Breaking the flask's seal will release it to wreak havoc - possibly on you.

Chance of summoning a friendly efreet: 50% plus an extra 5% per every 3 levels in the evocation skill. 95% at evocation skill 27.

Evocation Effect: Summons an efreet wielding a scimitar of flaming.

Chance of training the evocation skill: 100%

Amount of practice done: 2


Lamp of fire

Summons a fire elemental. It has a chance of being hostile which depends on your fire magic skill.

In-game Description: A magical device for summoning fire elementals. It is rather unreliable, and usually requires several attempts to function correctly. Using it carries an element of risk, which is reduced if one is skilled in the appropriate elemental magic.

Chance of summoning a friendly elemental: 10% per level of fire magic skill. 96% with level 10 fire magic. (as there is always at least a 4% chance of failure)

Evocation Effect: Casts summon elemental (fire)

Power: 100

Chance of training the evocation skill: 20%

Amount of practice done: 1


Stone of earth elementals

Summons an earth elemental. It has a chance of being hostile which depends on your earth magic skill.

In-game Description: A magical device for summoning earth elementals. It is rather unreliable, and usually requires several attempts to function correctly. Using it carries an element of risk, which is reduced if one is skilled in the appropriate elemental magic.

Chance of summoning a friendly elemental: 20% per level of earth magic skill. 96% with level 5 earth magic. (as there is always at least a 4% chance of failure)

Evocation Effect: Casts summon elemental (earth)

Power: 100

Chance of training the evocation skill: 20%

Amount of practice done: 1

Horn of Geryon

Opens the doors to the 4 different branches of hell

Description: The horn belonging to Geryon, guardian of the Vestibule of Hell. Legends say that a mortal who desires access into one of the Hells must use it in order to gain entry

Evocation Effect: Open the doors to the 4 different branches of hell

Decks of cards

Decks are magical devices which are used by wielding and evoking them. This draws a random card from the deck to produce a certain effect. For more detailed information, see the article decks.

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