Wand of charming
|A magical device which causes a creature to be fiercely, but briefly, loyal to its use.|
A wand of charming will attempt to charm a creature, checking the target's willpower. If successful, it will become allied for a short time. Unlike summoned monsters, charmed monsters can follow you up stairs (remaining loyal). If used on the player, it inflicts confusion instead.
This wand's uses are straightforward:
- Charm the biggest monster in the group. In the early game, no monsters have serious willpower. As an example, you can hit an orc warrior, use it to destroy the orc pack, then fight the wounded orc warrior in a 1v1 fight. (You can attack allied monsters in melee with v or ctrl-direction.)
- Prevent a monster from attacking you. A charmed killer bee or wolf spider won't attack you, prevents other monsters from occupying its space, and fights for you. In a hallway, a charmed creature will block traffic for a few turns.
As you progress, more and more tough creatures will have high willpower. Even in the late game, however, "support" monsters like death cobs and hellions often have low will (and are prime targets for this wand).
Tips & Tricks
- To get rid of a troublesome monster, you can charm it, and then order it to retreat. If you want to operate freely on the current level, go up/down the stairs with it following, order it to retreat, then use the stairs again.
- If you're a D&D veteran, be aware that unlike in that game, charm effects in Crawl can work on the undead and "mindless" monsters like jellies.
- Prior to 0.29, this wand did not alternate with the wand of paralysis.
- Prior to 0.27, this wand was called the wand of enslavement.
- Prior to 0.19, it was impossible to enslave enemies hated by your god. For example, followers of Trog couldn't enslave spellcasters.
- Prior to 0.15, monsters could not use this wand (though players could still confuse themselves with it).
| Acid / Light / Quicksilver • Iceblast / Roots • Charming / Paralysis|
Digging • Flame • Mindburst • Polymorph