Difference between revisions of "Wand"

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(List of wands: Add wands of clouds and scattershot)
(Updated to 0.21, removing references to identification of wands and scrolls of recharging. Also removed wands of confusion and lightning.)
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{{flavour|An unusually magical sort of stick.
 
{{flavour|An unusually magical sort of stick.
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A '''wand''' is a magical device that contains several charges of a specific spell or effect.
 
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, e'''v'''oking it). This releases its magical effect at a target of the player's choice, and one charge of the wand will be depleted. A wand does not normally show how many charges it has left; this information can be gathered either by [[identification]] or by using a wand with sufficient [[Evocations]] skill. If the number of charges of a wand is unknown, zapping the wand will waste several charges. However, the game will record wand usage, so that the player can see how many times a wand has been zapped. A wand does not have to be [[wield]]ed to be used, and can even be used while the player's wielded [[weapon]] and [[shield]] are [[curse]]d.
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A player may zap a wand in the inventory with the '''[[V]]''' key (that is, e'''v'''oking it). This releases its magical effect at a target of the player's choice, and one charge of the wand will be depleted. 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.
  
A wand with no charges left is empty, and will not function (but will still waste a turn as you discover this). Wands can be recharged using a [[scroll of recharging]], even if not emptied.
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Once a wand's charges are used up, the wand is destroyed.
  
 
A wand's [[spell power]] equals 15+2.5×[[Evocations]], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+[[hit dice]], although this can vary greatly depending on the type of wand. Some monsters, particularly [[unique]]s, may start with wands in their inventory.
 
A wand's [[spell power]] equals 15+2.5×[[Evocations]], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+[[hit dice]], although this can vary greatly depending on the type of wand. Some monsters, particularly [[unique]]s, may start with wands in their inventory.
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==List of wands==
 
==List of wands==
 
{| class="prettytable" style="border:1px solid #000000;"
 
{| class="prettytable" style="border:1px solid #000000;"
! Image !! Wand !! Description !! Max charges:<br> upon [[scroll of recharging|recharge]] !! Usable by monsters<ref>{{source ref|0.20.0|mon-act.cc|1065}}</ref>
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! Image !! Wand !! Description !! Max charges per<br> individual wand on pickup !! Usable by monsters<ref>{{source ref|0.20.0|mon-act.cc|1065}}</ref>
 
|-
 
|-
 
  | [[File:Wand of acid.png]]
 
  | [[File:Wand of acid.png]]
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  | style="text-align:center" | 9
 
  | style="text-align:center" | 9
 
  | No
 
  | No
|-
 
|-
 
| [[File:Wand of confusion.png]]
 
| [[Wand of confusion|Confusion]]
 
| [[Confuse]]s the target temporarily
 
| style="text-align:center" | 48
 
| Yes
 
 
|-
 
|-
 
|-
 
|-
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  | style="text-align:center" | 15
 
  | style="text-align:center" | 15
 
  | No
 
  | No
|-
 
|-
 
| [[File:Wand of lightning.png]]
 
| [[Wand of lightning|Lightning]]
 
| Shoots a [[lightning bolt]] at the target
 
| style="text-align:center" | 15
 
| Yes
 
 
|-
 
|-
 
|-
 
|-
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*[[Wand of acid]]
 
*[[Wand of acid]]
 
*[[Wand of iceblast]]
 
*[[Wand of iceblast]]
*[[Wand of lightning]]
 
 
*[[Wand of paralysis]]
 
*[[Wand of paralysis]]
 
*[[Wand of disintegration]]
 
*[[Wand of disintegration]]
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==History==
 
==History==
[[0.20]] removed the [[wand of heal wounds]], [[Wand of hasting|haste]], [[Wand of teleportation|teleportation]], and [[Wand of slowing|slowing]], but introduced [[wand of clouds]] and [[wand of scattershot]].
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Prior to [[0.21]], wands did not merge on pickup and had a charge limit; hence you could have multiple wands of the same time in your inventory. Wands would not destroy on reaching 0 charges, and [[scrolls of recharging]] existed which would recharge on average about half a wand's charges. [[Wands of confusion]] and [[Wand of lightning|lightning]] also existed. Wands had an unknown number of charges on pickup, and zapping the wand in this state would waste charges. The number of charges could be found out by identifying the wand, either using a [[scroll of identify]] or by zapping the wand with evocations skill, which had a chance to identify it.
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 +
Prior to [[0.20]], [[wands of heal wounds]], [[Wand of hasting|haste]], [[Wand of teleportation|teleportation]], and [[Wand of slowing|slowing]] existed. Another evocable item called rods were available, and rods of [[wand of clouds|clouds]] and [[wand of scattershot|scattershot]] were changed into their respective wands.
  
 
Prior to [[0.20]], [[Deep dwarves]] had an innate ability to recharge wands.
 
Prior to [[0.20]], [[Deep dwarves]] had an innate ability to recharge wands.

Revision as of 11:41, 28 January 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
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 one charge of the wand will be depleted. 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+2.5×Evocations, though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+hit dice, although this can vary greatly depending on the type of wand. Some monsters, particularly uniques, may start with wands in their inventory.

Xom is greatly entertained (200) when you use a wand of random effects on yourself or others.

List of wands

Image Wand Description Max charges per
individual wand on pickup
Usable by monsters[1]
Wand of acid.png Acid Corrodes the target temporarily 15 Yes
Wand of clouds.png Clouds Blasts a cone-shaped area with various destructive clouds 9 No
Wand of digging.png Digging Creates a tunnel through the targeted wall tile 24 Yes
Wand of mindburst.png Disintegration Disintegrates the target or object 24 Yes, but damage is reduced to 2/3 of normal
Wand of charming.png Enslavement Charms the target temporarily 24 Yes, confuses the player
Wand of flame.png Flame Shoots a puff of flame at the target 48 Yes
Wand of iceblast.png Iceblast Casts a field explosion of cold 15 No
Wand of paralysis.png Paralysis Paralyzes the target temporarily 24 Yes
Wand of polymorph.png Polymorph Target reforms as a random creature 24 Yes
Wand of random effects.png Random effects Randomly selects any other wand and duplicates its effect 48 No
Wand of scattershot.png Scattershot Fires powerful blasts of metallic shrapnel 9 No

Images

Wand bone.png Wand brass.png Wand bronze.png Wand copper.png
Wand glass.png Wand gold.png Wand iron.png Wand ivory.png
Wand lead.png Wand plastic.png Wand silver.png Wand wood.png

High-tier wands

Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the No HT wand flag are also excluded. Ijyb is the exception to this rule.


History

Prior to 0.21, wands did not merge on pickup and had a charge limit; hence you could have multiple wands of the same time in your inventory. Wands would not destroy on reaching 0 charges, and scrolls of recharging existed which would recharge on average about half a wand's charges. Wands of confusion and lightning also existed. Wands had an unknown number of charges on pickup, and zapping the wand in this state would waste charges. The number of charges could be found out by identifying the wand, either using a scroll of identify or by zapping the wand with evocations skill, which had a chance to identify it.

Prior to 0.20, wands of heal wounds, haste, teleportation, and slowing existed. Another evocable item called rods were available, and rods of clouds and scattershot were changed into their respective wands.

Prior to 0.20, Deep dwarves had an innate ability to recharge wands.

Prior to 0.18, wands' charge differences were not easily visible even if identified.

0.18 removed the wand of cold, draining, fire, fireball, frost, invisibility, and magic darts, but introduced wands of acid and iceblast. Wands of fire, cold and draining were high-tier wands.

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 weighted 10.0 aum each.

References

  1. mon-act.cc:1065 (0.20.0)
Wands
Acid / Light / QuicksilverIceblast / RootsCharming / Paralysis
DiggingFlameMindburstPolymorph