Difference between revisions of "Evocable items"

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'''Evocable items''' are items which can be [[evoke]]d using the '''V''' key. They offer a wide variety of spell-like abilities that have three clear advantages over regular spellcasting: they are not affected by most spellcasting penalties and function under [[Silence]]; they do not require MP to use (unless the player has acquired the [[MP-Powered Wands]] mutation and then still only for wands); and most of them only require the player to increase the Evocations skill to become more powerful. They are also not banned by [[Trog]], unlike all [[spells]].
 
'''Evocable items''' are items which can be [[evoke]]d using the '''V''' key. They offer a wide variety of spell-like abilities that have three clear advantages over regular spellcasting: they are not affected by most spellcasting penalties and function under [[Silence]]; they do not require MP to use (unless the player has acquired the [[MP-Powered Wands]] mutation and then still only for wands); and most of them only require the player to increase the Evocations skill to become more powerful. They are also not banned by [[Trog]], unlike all [[spells]].
  

Revision as of 13:32, 2 December 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.

Evocable items are items which can be evoked using the V key. They offer a wide variety of spell-like abilities that have three clear advantages over regular spellcasting: they are not affected by most spellcasting penalties and function under Silence; they do not require MP to use (unless the player has acquired the MP-Powered Wands mutation and then still only for wands); and most of them only require the player to increase the Evocations skill to become more powerful. They are also not banned by Trog, unlike all spells.

On the other hand, their spell-like abilities are usually not as powerful as the ones a spellcaster can achieve after learning the actual spell.

Nevertheless, they are a good choice for non-spellcasting players who wish to have a few magical options up their sleeves. Spellcasters, of course, can always use some of these to save from tapping into their own mana, or to even recover their mana via the staff of energy.

Staves

The staff of energy can be evoked with v when wielded to channel MP, regaining a few points of MP for a minor hunger cost when successful; the success chance and MP recovered both scale with Evocations. Additionally, several types of magical staves (poison, earth, fire, air, cold, and death) deal extra damage in melee; this extra damage scales with skill in both their respective magic school and Evocations.

Artefact staves

Several unrandart staves have an evocable action with v that scales with Evocations skill:

Additionally, the Elemental staff.png Elemental Staff may deal extra elemental damage in melee; the chance of this happening increases with Evocations.

Wands

Main article: Wands

A wand is a magical device that contains several charges of a specific spell. It does not need to be wielded to be used.

Elemental Evokers

These items can be used to evoke elemental-themed effects. The higher the user's Evocations skill, the more powerful the effect will be. Once used, all items of that type will become inert until you have gained enough experience.

  • Phial of floods.png Phial of floods: Launches a damaging wave of water, creating a pool of shallow water and waterlogging creatures caught in the wave.
  • Lightning rod.png Lightning rod: Fires a bolt of electricity; evoking it in successive turns strengthens the bolt and lets you sweep it over an area
  • Tin of tremorstones.png Tin of tremorstones: Creates multiple explosions of shrapnel near the player; always risks hitting yourself, but damage is greatly reduced by armour.

Summoning Items

These items can be used to summon a creature or two, possibly along with other effects. In most cases, their power depends upon your Evocations skill.

Miscellaneous Items

Reaching Weapons

These items are not necessarily magical and do not use Evocations. They are included for completeness, since you technically can "evoke" them with the v key to attack a specific non-adjacent monster.

All polearms inherently have the reaching property.

History