Difference between revisions of "Rod"

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A '''rod''' is a magical cudgel, similar to a [[wand]] or [[magical staff]] but with some key differences. While each wand can only cast one spell and has a set number of charges, a rod contains one or more spells that are fueled by the rod's own self-replenishing MP pool. Like a staff, rods can be used as melee weapons, but their performance is only as good as a [[club]] without the [[stabbing]] bonus (though it does benefit from the [[Maces & Flails]] skill).
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{{version012}}
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A '''rod''' is a magical cudgel, similar to a [[wand]] or [[magical staff]] but with some key differences. While each wand can only cast one spell and has a set number of charges, a rod contains one or more spells that are fueled by the rod's own self-replenishing MP pool. Like a staff, rods can be used as melee weapons, but their performance is only as good as a [[club]] without the [[stabbing]] bonus (though it does benefit from the [[Maces & Flails]] skill).
  
Any rod you've identified will be displayed as a "+X rod of descriptive_name (Y/Z)", where X is the recharge rate of the rod, Y is the current MP available for spellcasting, and Z is the maximum MP the rod can hold. Using a [[scroll of recharging]] on a rod will improve both X and Z by 1d2, up to a max of +9 and 17, respectively. [[Deep dwarf|Deep dwarves]] can use their racial ability for the same effect, although whether or not this is a wise idea is debatable. The rod's recharge rate does also act like weapon enchantment, so a +9 rod acts like a +9, +9 club; even with this, they are still usually terrible weapons.
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Any rod you've identified will be displayed as a "+X rod of descriptive_name (Y/Z)", where X is the recharge rate of the rod, Y is the current MP available for spellcasting, and Z is the maximum MP the rod can hold. Using a [[scroll of recharging]] on a rod will improve both X and Z by 1d2, up to a max of +9 and 17, respectively. [[Deep dwarves]] can use their racial ability for the same effect, although at a prohibitive cost. A rod's recharge rate also acts as its weapon enchantment, so a +9 rod acts like a +9, +9 club; even with this, they are still poor weapons after the early game.
  
Rods recharge themselves over time. The recharge rate depends upon both your Evocations skill and the rod's recharge rate. Base recharge rate is about 0.04 MP/turn, meaning that a +0 rod used by a player with 0 Evocations takes about 25 turns to regain 1 MP. Every +1 to a rod's recharge rate adds 0.01 more MP/turn, while every rank in Evocations adds 0.057 more MP/turn. These increases seem small, but add up quickly. A +3 rod and 13 Evocations adds 2 MP/10 turns, while a +9 rod used by a player with 27 Evocations gains 6 MP/10 turns.
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Rods recharge themselves over time at a rate determined by the +X given in the above example, as well as by your [[Evocations]] skill. Base recharge rate is about 0.04 MP/turn, meaning that a +0 rod used by a player with 0 Evocations takes about 25 turns to regain 1 MP. Every +1 to a rod's recharge rate adds 0.01 more MP/turn, and every Evocations level adds 0.057. These increases seem small, but add up quickly. A +3 rod and 13 Evocations adds 2 MP/10 turns, while a +9 rod used by a player with 27 Evocations gains 6 MP/10 turns.
  
 
Casting a spell from a rod differs from regular spellcasting in several important ways:
 
Casting a spell from a rod differs from regular spellcasting in several important ways:
*Rods must be [[wield]]ed before you can evoke them. Press '''[[v]]''' or click on the wielded rod in your inventory to cast a spell from the currently wielded rod.
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*Rods must be [[wield]]ed before you can evoke them. Press '''[[v]]''' or select the wielded rod in your inventory to cast a spell from the currently wielded rod.
*[[Spell power]] is based upon [[Evocations]], not [[Spellcasting]]: '''Spell Power = 5 + 3 * [[Evocations]]'''.
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*[[Spell power]] is based solely upon your [[Evocations]] skill; none of the factors involved in standard magic have any impact: '''Spell Power = 5 + 3 × [[Evocations]]'''.
*The rod spends MP equal to the spell level of the spell cast. This will regenerate over time independent of your MP regeneration.
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*You spend no MP yourself. Instead, the rod spends MP equal to the spell level of the spell cast. This will regenerate over time independent of your MP regeneration.
*Hunger reduction works differently: rod spells have the same base hunger cost as regular spells, but this is reduced by 10*Evocations, instead of Int*Spellcasting. Additionally, spell hunger from rods cannot quite be eliminated: it is reduced to a minimum of 5, as opposed to a minimum of zero.
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*Hunger reduction works differently: rod spells have the same base hunger cost as regular spells, but this is reduced by 10 × Evocations, instead of [[Intelligence]] × [[Spellcasting]]. Additionally, spell hunger from rods cannot be fully eliminated; there will always be a hunger cost of at least 5.
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*Maxing out rods may require more scrolls of recharging than you have on hand or aren't saving for useful wands. Nonetheless, it helps to at least tune useful rods up so that their max MP is an even multiple of the cost of the most frequently used spell.
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*Maxing out rods may require more scrolls of recharging than you have on hand, and you may wish to save some of those for useful wands. Nonetheless, it helps to at least tune useful rods up so that their max MP is an even multiple of the cost of the most frequently used spell.
*Most rods found laying around in the dungeon have mediocre or even negative recharge rates, but a rod generated by a [[scroll of acquirement]] will usually have a high recharge rate. So long as Evocations is your best magic skill, you are almost guaranteed to get a rod you don't already own if you request a staff.
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*Most rods found laying around in the dungeon have mediocre or even negative recharge rates, but a rod generated by a [[scroll of acquirement]] will usually have a high recharge rate. So long as Evocations is your best magic skill, you are almost guaranteed to get a rod you don't already own if you request a staff. [[Trog]] worshipers who select a staff from an [[acquirement]] will ''always'' receive a rod.
  
==As compared to spellcasting==
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==Comparison to Spellcasting==
 
Rods do have advantages over regular spellcasting, but they also have several shortcomings.
 
Rods do have advantages over regular spellcasting, but they also have several shortcomings.
  
 
===Advantages===
 
===Advantages===
*Rod use is independent of your stats. This allows a character which has focused entirely on Dex or Str to successfully cast some higher-level spells without having to resort to means such as [[wizardry]] or [[Ashenzari]].
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*Rod use is independent of your stats. This allows a character which has focused entirely on [[dexterity]] or [[strength]] to successfully cast some higher-level spells without having to resort to means such as [[wizardry]] or [[Ashenzari]].
*Rod use only ever depends on one skill: Evocations.  Moreover, most races have a decent aptitude for it (average of +1).
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*Rod use only requires training in Evocations, which most races have a decent aptitude in (average of +1).
*Rod use is not negatively impacted by your EV penalty. Heavy armour users can use rods to gain access to some very useful spells if they're willing to train Evocations.
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*Rod use is not negatively impacted by your EV penalty. Heavy armour users can use rods to gain access to some very useful spells.
 
*Rod spell power is not subject to stepdowns: it simply scales with your Evocations skill.
 
*Rod spell power is not subject to stepdowns: it simply scales with your Evocations skill.
 
*Rods do not drain your MP, leaving it free for other things.
 
*Rods do not drain your MP, leaving it free for other things.
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===Disadvantages===
 
===Disadvantages===
*Rod use is independent of your stats. Thus, high-stat races such as elves and demigods enjoy no advantage in spell power or hunger costs when using them.
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*Rod use is independent of your stats. Thus, high-stat races such as elves and demigods enjoy no advantage in spell power or hunger costs when using them.
 
*Rods have a somewhat limited selection of spells.
 
*Rods have a somewhat limited selection of spells.
*Rods are ultimately capped at 86 power. This has a significant impact on higher-level spells like Iron Shot.
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*Rods are ultimately capped at 86 power. This has a significant impact on higher-level spells like [[Iron Shot]].
*Rods must be wielded to evoke spells from them. This significantly decreases tactical flexibility in using rods, and can prove a real danger if the rod should end up cursed somehow.
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*Rods must be wielded to evoke spells from them. This significantly decreases tactical flexibility in using rods, and can prove a real danger if the rod should end up cursed somehow.
 
*The hunger cost of rod use can be very significant for some races. [[Troll]]s and [[spriggan]]s in particular may want to use rods very sparingly, and any character should be cautious using them in [[branch]]es which produce no edible corpses.
 
*The hunger cost of rod use can be very significant for some races. [[Troll]]s and [[spriggan]]s in particular may want to use rods very sparingly, and any character should be cautious using them in [[branch]]es which produce no edible corpses.
*Rod hunger can never be entirely eliminated. While the 5 nutrition minimum is generally ignorable, the minimum costs for L5 and L6 spells (80 and 280, respectively) from rods are not.
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*Rod hunger can never be entirely eliminated. While the 5 nutrition minimum is generally ignorable, the minimum costs for level 5 and 6 spells (80 and 280, respectively) from rods are not.
 
*Rods have a fairly small pool of mana, capped at 17, which can limit the usefulness of spells that you will want to cast repeatedly, such as [[Abjuration]].
 
*Rods have a fairly small pool of mana, capped at 17, which can limit the usefulness of spells that you will want to cast repeatedly, such as [[Abjuration]].
 
*Rods take up weight and space in your inventory, whereas spells do not.
 
*Rods take up weight and space in your inventory, whereas spells do not.
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*[[Magical staff]]
 
*[[Magical staff]]
 
*[[Wands]]
 
*[[Wands]]
 
  
 
{{weapons}}
 
{{weapons}}
 
[[Category:Items]]  
 
[[Category:Items]]  
 
[[Category:Rod]]
 
[[Category:Rod]]
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[[Category:Crystal Ball Articles]]

Revision as of 21:35, 17 July 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.

A rod is a magical cudgel, similar to a wand or magical staff but with some key differences. While each wand can only cast one spell and has a set number of charges, a rod contains one or more spells that are fueled by the rod's own self-replenishing MP pool. Like a staff, rods can be used as melee weapons, but their performance is only as good as a club without the stabbing bonus (though it does benefit from the Maces & Flails skill).

Any rod you've identified will be displayed as a "+X rod of descriptive_name (Y/Z)", where X is the recharge rate of the rod, Y is the current MP available for spellcasting, and Z is the maximum MP the rod can hold. Using a scroll of recharging on a rod will improve both X and Z by 1d2, up to a max of +9 and 17, respectively. Deep dwarves can use their racial ability for the same effect, although at a prohibitive cost. A rod's recharge rate also acts as its weapon enchantment, so a +9 rod acts like a +9, +9 club; even with this, they are still poor weapons after the early game.

Rods recharge themselves over time at a rate determined by the +X given in the above example, as well as by your Evocations skill. Base recharge rate is about 0.04 MP/turn, meaning that a +0 rod used by a player with 0 Evocations takes about 25 turns to regain 1 MP. Every +1 to a rod's recharge rate adds 0.01 more MP/turn, and every Evocations level adds 0.057. These increases seem small, but add up quickly. A +3 rod and 13 Evocations adds 2 MP/10 turns, while a +9 rod used by a player with 27 Evocations gains 6 MP/10 turns.

Casting a spell from a rod differs from regular spellcasting in several important ways:

  • Rods must be wielded before you can evoke them. Press v or select the wielded rod in your inventory to cast a spell from the currently wielded rod.
  • Spell power is based solely upon your Evocations skill; none of the factors involved in standard magic have any impact: Spell Power = 5 + 3 × Evocations.
  • You spend no MP yourself. Instead, the rod spends MP equal to the spell level of the spell cast. This will regenerate over time independent of your MP regeneration.
  • Hunger reduction works differently: rod spells have the same base hunger cost as regular spells, but this is reduced by 10 × Evocations, instead of Intelligence × Spellcasting. Additionally, spell hunger from rods cannot be fully eliminated; there will always be a hunger cost of at least 5.

Tips & Tricks

  • Maxing out rods may require more scrolls of recharging than you have on hand, and you may wish to save some of those for useful wands. Nonetheless, it helps to at least tune useful rods up so that their max MP is an even multiple of the cost of the most frequently used spell.
  • Most rods found laying around in the dungeon have mediocre or even negative recharge rates, but a rod generated by a scroll of acquirement will usually have a high recharge rate. So long as Evocations is your best magic skill, you are almost guaranteed to get a rod you don't already own if you request a staff. Trog worshipers who select a staff from an acquirement will always receive a rod.

Comparison to Spellcasting

Rods do have advantages over regular spellcasting, but they also have several shortcomings.

Advantages

  • Rod use is independent of your stats. This allows a character which has focused entirely on dexterity or strength to successfully cast some higher-level spells without having to resort to means such as wizardry or Ashenzari.
  • Rod use only requires training in Evocations, which most races have a decent aptitude in (average of +1).
  • Rod use is not negatively impacted by your EV penalty. Heavy armour users can use rods to gain access to some very useful spells.
  • Rod spell power is not subject to stepdowns: it simply scales with your Evocations skill.
  • Rods do not drain your MP, leaving it free for other things.
  • Spells from rods need not be memorized, leaving your spell levels free for other things.
  • Rods can be used while silenced.

Disadvantages

  • Rod use is independent of your stats. Thus, high-stat races such as elves and demigods enjoy no advantage in spell power or hunger costs when using them.
  • Rods have a somewhat limited selection of spells.
  • Rods are ultimately capped at 86 power. This has a significant impact on higher-level spells like Iron Shot.
  • Rods must be wielded to evoke spells from them. This significantly decreases tactical flexibility in using rods, and can prove a real danger if the rod should end up cursed somehow.
  • The hunger cost of rod use can be very significant for some races. Trolls and spriggans in particular may want to use rods very sparingly, and any character should be cautious using them in branches which produce no edible corpses.
  • Rod hunger can never be entirely eliminated. While the 5 nutrition minimum is generally ignorable, the minimum costs for level 5 and 6 spells (80 and 280, respectively) from rods are not.
  • Rods have a fairly small pool of mana, capped at 17, which can limit the usefulness of spells that you will want to cast repeatedly, such as Abjuration.
  • Rods take up weight and space in your inventory, whereas spells do not.

Images

Rod 1.png Rod 2.png Rod 3.png Rod 4.png Rod 5.png
Rod 6.png Rod 7.png Rod 8.png Rod 9.png Rod 10.png

See Also

Weapons
Axes BattleaxeBroad axeExecutioner's axeHand axeWar axe
Maces & Flails ClubDemon whipDire flailEveningstarFlailGiant clubGiant spiked clubGreat maceMace (Hammer) • MorningstarSacred scourgeWhip
Long Blades Demon bladeDouble swordEudemon bladeFalchionGreat swordLong swordScimitarTriple sword
Polearms BardicheDemon tridentGlaiveHalberd (Scythe) • SpearTridentTrishula
Ranged Weapons ArbalestHand cannonLongbowOrcbowShortbowSlingTriple crossbow
Short Blades DaggerQuick bladeRapierShort sword
Staves LajatangMagical staffQuarterstaff
Throwing BoomerangDartJavelinLarge rockStoneThrowing net