Difference between revisions of "Wand of roots"

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m (although, we could skip rand2avg for simplicity)
m (final final edit)
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For players:
 
For players:
 
* This wand deals <code>2d(4 + 3.5 * [[Evocations]]/10)</code> damage (per [[decaAut|1.0 turn]]) initially.<ref>{{source ref|0.30.0|player-act.cc|930}}</ref> For each successive turn constricted, its damage will increase. Roughly, you'll deal an extra (+20% * turns_passed) damage for the first 5 turns, and a smaller bonus thereafter.
 
* This wand deals <code>2d(4 + 3.5 * [[Evocations]]/10)</code> damage (per [[decaAut|1.0 turn]]) initially.<ref>{{source ref|0.30.0|player-act.cc|930}}</ref> For each successive turn constricted, its damage will increase. Roughly, you'll deal an extra (+20% * turns_passed) damage for the first 5 turns, and a smaller bonus thereafter.
* Constriction lasts for approximately <code>3.5 + 3.5 * Evocations/10</code> turns,<ref>{{source ref|0.30.0|beam.cc|5884}}</ref> or until the monsters escapes. See [[Constriction#Maintaining Constriction|Constriction]] for more details on escaping constriction.
+
* Constriction lasts for <code>2.5 + 1d(3.5 * Evocations/10)</code> turns,<ref>{{source ref|0.30.0|beam.cc|5884}}</ref> or until the monsters escapes. See [[Constriction#Maintaining Constriction|Constriction]] for more details on escaping constriction.
  
 
It is mutually exclusive with the [[wand of iceblast]]. Only one may spawn in a given game. Note that [[Artificer]]s will always start with a wand of iceblast, regardless of which wand is generated in the Dungeon.
 
It is mutually exclusive with the [[wand of iceblast]]. Only one may spawn in a given game. Note that [[Artificer]]s will always start with a wand of iceblast, regardless of which wand is generated in the Dungeon.

Revision as of 19:46, 8 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of roots
Icon Wand of roots.png
A magical device which fires a magical seed, entangling its target and adjacent foes in quick-growing tree roots. Those entangled will be immobilized and take increasing damage over time until they escape or the roots wither away. The roots will only sprout from solid ground.

The wand of roots constricts foes in a 3x3 radius, similar to the Grasping Roots monster spell.

For players:

  • This wand deals 2d(4 + 3.5 * Evocations/10) damage (per 1.0 turn) initially.[1] For each successive turn constricted, its damage will increase. Roughly, you'll deal an extra (+20% * turns_passed) damage for the first 5 turns, and a smaller bonus thereafter.
  • Constriction lasts for 2.5 + 1d(3.5 * Evocations/10) turns,[2] or until the monsters escapes. See Constriction for more details on escaping constriction.

It is mutually exclusive with the wand of iceblast. Only one may spawn in a given game. Note that Artificers will always start with a wand of iceblast, regardless of which wand is generated in the Dungeon.

Tips & Tricks

  • The wand has much of the same utility and power as Borgnjor's Vile Clutch. It lowers EV, never misses, deals guaranteed physical damage, and prevents targets from moving, which can help you avoid attacks of opportunity. Unlike BVC, the wand can't go through enemies.

History

  • The wand of roots was added in 0.29.

References

Wands
Acid / Light / QuicksilverIceblast / RootsCharming / Paralysis
DiggingFlameMindburstPolymorph