Difference between revisions of "Wand"
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− | + | {{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''' | + | 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 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+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 | + | ! 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 | + | | [[File:Wand of acid.png]] |
| [[Wand of acid|Acid]] | | [[Wand of acid|Acid]] | ||
| [[Corrode]]s the target temporarily | | [[Corrode]]s the target temporarily | ||
| style="text-align:center" | 15 | | style="text-align:center" | 15 | ||
− | | | + | | Yes |
|- | |- | ||
|- | |- | ||
− | | [[File:Wand of | + | | [[File:Wand of clouds.png]] |
− | | [[Wand of | + | | [[Wand of clouds|Clouds]] |
− | | | + | | Blasts a cone-shaped area with various destructive clouds |
− | | style="text-align:center" | | + | | style="text-align:center" | 9 |
− | | | + | | No |
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| Charms the target temporarily | | Charms the target temporarily | ||
| style="text-align:center" | 24 | | style="text-align:center" | 24 | ||
− | | | + | | Yes, [[confuse]]s the player |
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− | | [[File:Wand of | + | | [[File:Wand of iceblast.png]] |
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| [[Wand of iceblast|Iceblast]] | | [[Wand of iceblast|Iceblast]] | ||
| Casts a field explosion of [[cold]] | | Casts a field explosion of [[cold]] | ||
| style="text-align:center" | 15 | | style="text-align:center" | 15 | ||
| No | | No | ||
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| [[File:Wand of random effects.png]] | | [[File:Wand of random effects.png]] | ||
| [[Wand of random effects|Random effects]] | | [[Wand of random effects|Random effects]] | ||
− | | Randomly selects | + | | Randomly selects one of several effects |
| style="text-align:center" | 48 | | style="text-align:center" | 48 | ||
| No | | No | ||
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− | | [[File:Wand of | + | | [[File:Wand of scattershot.png]] |
− | | [[Wand of | + | | [[Wand of scattershot|Scattershot]] |
− | | | + | | Fires powerful blasts of metallic shrapnel |
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| style="text-align:center" | 9 | | style="text-align:center" | 9 | ||
− | | | + | | No |
+ | |||
|} | |} | ||
<!-- sources for wand max charges/recharges: | <!-- sources for wand max charges/recharges: | ||
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==High-tier wands== | ==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 [[:Category:No | + | Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No high tier wand flag|No high tier wand flag]] are also excluded. [[Ijyb]] is the exception to this rule. |
*[[Wand of acid]] | *[[Wand of acid]] | ||
*[[Wand of iceblast]] | *[[Wand of iceblast]] | ||
− | |||
*[[Wand of paralysis]] | *[[Wand of paralysis]] | ||
*[[Wand of disintegration]] | *[[Wand of disintegration]] | ||
+ | *[[Wand of enslavement]] | ||
+ | *[[Wand of clouds]] | ||
+ | *[[Wand of scattershot]] | ||
==History== | ==History== | ||
− | Prior to [[0. | + | *Prior to [[0.22]], wands couldn't be used in many [[transformation]]s. |
+ | *Prior to [[0.21]], wands did not merge on pickup and had a maximum charge limit, though you could have multiple wands of the same type in your inventory. Wands had an unknown number of charges on pickup, and zapping the wand in this state would waste charges. The current number of charges could be discovered by identifying the wand, either by using a [[scroll of identify]] or by zapping the wand with Evocations skill (higher skill increased the chances of identifying the remaining charges). Wands were not destroyed upon reaching 0 charges, instead remaining inert in your inventory; [[scrolls of recharging]] existed, which would recharge on average about half a wand's charges. 0.21 removed [[wand of confusion|wands of confusion]] and [[wand of lightning|lightning]]. | ||
+ | *Prior to [[0.20]], another type of evocable item called [[rod]]s was available, and [[rod of clouds|rods of clouds]] and [[iron rod|iron]] took the place of wands of clouds and scattershot, respectively. Also, [[Deep dwarves]] had an innate ability to recharge wands. 0.20 also removed the "big three" wands ([[wand of heal wounds|heal wounds]], [[wand of hasting|hasting]], and [[wand of teleportation|teleportation]]), three highly valued helpful wands. | ||
+ | *Prior to [[0.18]], wands did not display the maximum charges possible when identified. 0.18 also removed the [[wand of cold]], [[Wand of draining|draining]], [[Wand of fire|fire]], [[Wand of fireball|fireball]], [[Wand of frost|frost]], [[Wand of invisibility|invisibility]], and [[Wand of magic darts|magic darts]], but introduced [[Wand of acid|wands of acid]] and [[Wand of iceblast|iceblast]]. Wands of fire, cold and draining were considered 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 weighed 10.0 [[aum]] each. | ||
− | + | ==References== | |
+ | <references/> | ||
− | + | [[Category:Wand|*]] | |
− | + | {{wands}} | |
− | |||
− |
Revision as of 20:19, 23 August 2018
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+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] |
---|---|---|---|---|
Acid | Corrodes the target temporarily | 15 | Yes | |
Clouds | Blasts a cone-shaped area with various destructive clouds | 9 | No | |
Digging | Creates a tunnel through the targeted wall tile | 24 | Yes | |
Disintegration | Disintegrates the target or object | 24 | Yes, but damage is reduced to 2/3 of normal | |
Enslavement | Charms the target temporarily | 24 | Yes, confuses the player | |
Flame | Shoots a puff of flame at the target | 48 | Yes | |
Iceblast | Casts a field explosion of cold | 15 | No | |
Paralysis | Paralyzes the target temporarily | 24 | Yes | |
Polymorph | Target reforms as a random creature | 24 | Yes | |
Random effects | Randomly selects one of several effects | 48 | No | |
Scattershot | Fires powerful blasts of metallic shrapnel | 9 | No |
Images
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 high tier wand flag are also excluded. Ijyb is the exception to this rule.
- Wand of acid
- Wand of iceblast
- Wand of paralysis
- Wand of disintegration
- Wand of enslavement
- Wand of clouds
- Wand of scattershot
History
- Prior to 0.22, wands couldn't be used in many transformations.
- Prior to 0.21, wands did not merge on pickup and had a maximum charge limit, though you could have multiple wands of the same type in your inventory. Wands had an unknown number of charges on pickup, and zapping the wand in this state would waste charges. The current number of charges could be discovered by identifying the wand, either by using a scroll of identify or by zapping the wand with Evocations skill (higher skill increased the chances of identifying the remaining charges). Wands were not destroyed upon reaching 0 charges, instead remaining inert in your inventory; scrolls of recharging existed, which would recharge on average about half a wand's charges. 0.21 removed wands of confusion and lightning.
- Prior to 0.20, another type of evocable item called rods was available, and rods of clouds and iron took the place of wands of clouds and scattershot, respectively. Also, Deep dwarves had an innate ability to recharge wands. 0.20 also removed the "big three" wands (heal wounds, hasting, and teleportation), three highly valued helpful wands.
- Prior to 0.18, wands did not display the maximum charges possible when identified. 0.18 also 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 considered 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 weighed 10.0 aum each.
References
- ↑ mon-act.cc:1065 (0.20.0)
Wands |
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Acid / Light / Quicksilver • Iceblast / Roots • Charming / Paralysis Digging • Flame • Mindburst • Polymorph |