crawlSS_052_wands.txt: Wands and their effects Based on Crawl Stone Soup 0.5.2 Last change: 2009-12-09 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Generic informations ~~~~~~~~~~~~~~~~~~~~ Wands are used by e'v'oking them. You cannot evoke a wand while berserking or in Bat form. Empty wands cannot be evoked unless recharged (this seems obvious, but some games like Nethack or ADOM allow you to squeeze a last charge from a wand). If you are confused, instead of targeting a specific location, a random target is chosen in a 13-tiles square around you. Every time you're evoking a wand, if your Evocations skill is greater than (1d15 + 5), you have access to the number of remaining charges. Evoking a wand exercize Evocations. Wearing an amulet of inaccuracy reduces your ability to hit with beam wands (fire, cold...). All wands have a range of 8 tiles (complete line of sight). Here's the list of all wands: - Cold - Confusion - Digging - Disintegration - Draining - Enslavement - Fire - Fireball - Flame - Frost - Hasting - Healing - Invisibility - Lightning - Magic Darts - Paralysis - Polymorph Other - Random Effects - Slowing - Teleportation Wand identification ~~~~~~~~~~~~~~~~~~~ Evoking a wand will only identify it if it had an obvious effect. Wands of Cold, Draining, Fire, Fireball, Flame, Frost, Lightning, Magic Darts and Random Effects are thus always identified when evoked. Wands of Hasting and Invisibility are always identified when used on a monster (unless it was already hastened or invisible). Wands of Healing need to heal a monster to be identified. Wands of Digging need to have digged through walls to be identified. Wands of Disintegration are identified if they destroy something (wall, statue...) or if they affect a creature (magic resistance test failed). Wands of Confusion, Enslavement, Polymorph other, Slowing and Teleportation need to affect a creature (magic resistance test failed) to be identified. To be almost sure that you wand will be identified, you should then evoke it (by decreasing order of priority): - at least 2 tiles away from you (to avoid explosion in case of wands of Fireball or Random Effects) - on a hostile wimpy creature (to identify most enchantment wands) - with a rock wall behind it (to identify wands of Digging) - if possible wounded (to identify wands of Healing). The last one may be tricky to achieve, especially in combination with the first one; as wands of Healing are very rare anyway, you can skip it (the only wand showing "Nothing happens", in particular without "[monster] resist", will then be this one). Magic resistance ~~~~~~~~~~~~~~~~ Several wands (refered as "enchantments wands": Disintegration, Confusion, Enslavement, Polymorph other, Slowing and Teleportation, sometimes Random Effects) may be resisted by the target, depending on the power of the wand and the target's magic resistance. Other wands like Fire or Frost are of course resistable too, but the resistance then depends on the monster's fire or cold resistance and not on its magic resistance. When you hit a monster with one of these wands, a magic resistance test is performed: 1 - If the monster is immune to magic, no effect. 2 - If the magic resistance of the monster is lower than 6 (very low-level monsters, like giant bats, kobolds, rats...), there's a 50% chance that the monster will be affected whatever its magic resistance is (the monster may still be affected if this test is unsuccessful). 3 - If the power of the wand (30 + 2d(Evocations)) is greater than 40, the part over 40 is halved (a power of 80 thus becomes a power of 60). Final power is capped at 70. 4 - 1d100 + 1d101 is then compared to 102 + magic resistance - power: if it is lower, the monster is unaffected, else it is affected. Here are a few examples of chances to affect a monster according to your Evocations skill and its MR: +-----------------------------------------------------------+ | Magic resistance | +-----------+--------------+--------------+--------------+--------------+ |Evocations | 2 | 8 | 36 | 80 | | | (Giant bat) | (Gnoll) | (Imp) |(Naga Warrior)| +-----------+--------------+--------------+--------------+--------------+ | 0 | 87% | 69% | 44% | 28% | | 5 | 88% | 72% | 48% | 31% | | 15 | 91% | 79% | 57% | 39% | | 27 | 93% | 82% | 62% | 45% | +-----------+--------------+--------------+--------------+--------------+ Here are all the monsters listed by chance to affect them with 0 in Evocations skill (rule of thumb: add about 0.5% chance to affect a monster per Evocations skill point). Inside each category, monsters are ranged by decreasing chance to affect them. +---------------------+---------------------+---------------------+---------------------+---------------------+---------------------+ | Easy (>85%) | Moderate (50-70%) | Difficult (33-50%) | Hard (10-33%) | Very hard (0-10%) | Impossible (immune) | +---------------------+---------------------+---------------------+---------------------+---------------------+---------------------+ |giant cockroach |lemure |mimic |vault guard |Maud |water elemental | |giant bat |shadow imp |hairy devil |hydra |ice devil |dancing weapon | |hobgoblin |midge |gargoyle |queen ant |deep elf knight |ball lightning | |goblin |white imp |boring beetle |minotaur |deep elf high priest |orb of fire | |jackal |gnoll |yaktaur |necromancer |vampire knight |Mnoleg | |kobold |Sonja |deep elf mage |wizard |Francis |Lom Lobon | |rat |green rat |wandering mushroom |mermaid |Frances |vapour | |quokka |giant centipede |giant brown frog |shapeshifter |storm dragon |fire elemental | |small snake |snake |warg |shadow demon |death yak |earth elemental | |giant mite |ant larva |komodo dragon |chaos spawn |skeletal warrior |reaper | |Jessica |flying skull |two-headed ogre |tormentor |deep elf demonologist|stone golem | |Terence |draconian |trapdoor spider |hellwing |deep elf mast. archer|clay golem | |ufetubus |electrical eel |wolf spider |smoke demon |large abomination |wood golem | |butterfly |Sigmund |ugly thing |yaktaur captain |Rupert |toenail golem | |giant spore |manes |red wasp |giant snail |skeletal dragon |silver statue | |giant newt |giant ant |Donald |naga mage |giant orange brain |crystal golem | |giant gecko |Ijyb |necrophage |Erolcha |iron troll |orange crystal statue| |orc |giant eyeball |imp |salamander |shadow wraith |ice statue | |grey rat |hound |boulder beetle |wraith |Lorocyproca |iron golem | |killer bee larva |jelly |centaur warrior |orc high priest |deep elf sorcerer |Roxanne | |giant mosquito |killer bee |Nessos |flayed ghost |Dissolution |fungus | |Louise |giant iguana |cyclops |rock troll |Wayne |eye of devastation | |quasit |orange rat |swamp dragon |Josephine |shadow dragon |eye of draining | | |scorpion |manticore |Harold |death ooze |great orb of eyes | | |lava snake |death drake |Erica |Duane |shining eye | | |sheep |lindwurm |orc warlord |Geryon |mummy priest | | |worm |merfolk |orange demon |the Lernaean hydra |greater mummy | | |lava fish |orc sorcerer |iron devil |deep elf annihilator |greater naga | | |big fish |orc knight |metal gargoyle |deep elf death mage |insubstantial wisp | | |centaur |moth of wrath |draconian caller |Orb Guardian |plant | | |steam dragon |mottled draconian |draconian monk |Angel |rakshasa | | |giant frog |yellow draconian |draconian zealot |deep elf blademaster |spatial vortex | | |wolf |green draconian |dragon |Norris |air elemental | | |war dog |white draconian |sphinx |rakshasa |fire vortex | | |jellyfish |pale draconian |guardian naga |Frederick |spectral thing | | |swamp drake |red draconian |Snorg |Executioner |Murray | | |Blork the orc |black draconian |vampire mage |Blue Death |curse toe | | |orc warrior |hungry ghost |hellion |Margery |curse skull | | |orc priest |phantom |brown ooze |soul eater | | | |brown snake |Michael |Norbert |Tiamat | | | |wight |hell knight |rotting hulk |Daeva | | | |yellow wasp |death cob |Nergalle |purple draconian | | | |boggart |molten gargoyle |demonic crawler |quicksilver dragon | | | |shadow |deep elf priest |Saint Roka |Cacodemon | | | |human |blink frog |spectral warrior |Green Death | | | |giant beetle |Prince Ribbit |Agnes |Killer Klown | | | |wyvern |giant slug |Jozef |electric golem | | | |mottled dragon |pulsating lump |siren |tentacled monstrosity| | | |hell hound |naga |glowing shapeshifter |Cerebov | | | |ice beast |Urug |sun demon |Balrug | | | |big kobold |oklob plant |elephant slug |iron dragon | | | |gila monster |deep troll |azure jelly |acid blob | | | |giant lizard |small abomination |naga warrior |Xtahua | | | |mummy |freezing wraith |ogre-mage |titan | | | |orc wizard |flaming corpse |Ilsuiw |golden dragon | | | |ogre |hill giant |fire giant |the royal jelly | | | |brain worm |Azrael |frost giant |Dispater | | | |swamp worm |hell-hog |stone giant |Ereshkigal | | | |rock worm |slime creature |draconian knight |Antaeus | | | |giant blowfly |grey snake |draconian annihilator|Asmodeus | | | |Edmund |Joseph |draconian scorcher |Fiend | | | |soldier ant |blue devil |draconian shifter |Ice Fiend | | | |deep elf soldier |rotting devil | |lich | | | |hog |red devil | |Gloorx Vloq | | | |ooze |guardian mummy | |Pit Fiend | | | |firedrake |neqoxec | |Shadow Fiend | | | |redback |ynoxinul | |Boris | | | |yellow snake |Polyphemus | |Serpent of Hell | | | |black bear |ice dragon | |ancient lich | | | |lava worm |deep elf fighter | | | | | |Eustachio |deep elf summoner | | | | | |Psyche |deep elf conjurer | | | | | |pandemonium lord |griffon | | | | | |kobold demonologist |giant amoeba | | | | | |ghoul |very ugly thing | | | | | |player ghost |vampire | | | | | |giant goldfish |spiny worm | | | | | |shark | | | | | | |beast | | | | | | |ettin | | | | | | |elf | | | | | | |efreet | | | | | | |spiny frog | | | | | | |harpy | | | | | | |hippogriff | | | | | | |bumblebee | | | | | | |queen bee | | | | | | |black snake | | | | | | |troll | | | | | | |polar bear | | | | | | |bear | | | | | | |grizzly bear | | | | | | |unseen horror | | | | | | |yak | | | | | +---------------------+---------------------+---------------------+---------------------+---------------------+---------------------+ If a monster hits you with one of these wands (except Polymorph Other), a similar test is runned against you: 1 - If the power of the wand (30 + 2d(HD), where HD is the monster's number of hit dices) is greater than 40, the part over 40 is halved (a power of 80 thus becomes a power of 60). Final power is capped at 70. 2 - 1d100 + 1d101 is then compared to 102 + magic resistance - power: if it is lower, you are affected, else you avoid all effects. You intrinsic magic resistance is equal to your experience level times a racial modifier equal to: 7 for Spriggans 6 for Purple Draconians and Deep Dwarves 5 for Nagas 4 for High Elves, Sludge Elves, Deep Elves, Mountain Dwarves, Vampires, Demigods and Ogres 3 for other races Other factors may modify this value: + (variable) // some artefacts add to you magic resistance + 30 // per piece of armour of Magic Resistance + 40 // per ring of Magic Resistance + 2*E // where E is your Enchantments skill + 30 // per level of Magic Resistance mutation + 50 // transformed into a Lich + 70 // during Trog's Regeneration ability halved // temporary, after reading a scroll of vulnerability You may find an estimation of your current Magic Resistance by checking you status ('%'): +--------+------------------------------+ |Stealth |Description | +--------+------------------------------+ | 0- 9 |Not resistant to magic | | 10- 29 |Slightly resistant to magic | | 30- 59 |Somewhat resistant to magic | | 60- 89 |Quite resistant to magic | | 90-119 |Very resistant to magic | |120-139 |Extremely resistant to magic | | >= 140 |Incredibly resistant to magic | +--------+------------------------------+ Wand power and accuracy ~~~~~~~~~~~~~~~~~~~~~~~ The power of a wand (affecting mainly the damage of the wand) is equal to 30 + 2d(Evocations), where Evocations is your Evocations skill. This power is capped depending on the wand (or the effect for a wand of Random Effects): 25 for wands of Magic Darts 50 for wands of Flame and Frost 200 for wands of Cold, Draining, Fire, Fireball and Lightning 100 for other wands Enchantment wands always hit (but have a magic resistance test; see above). Other wands need an accuracy check. A beam will hit a monster on its path if 1d(Accuracy) is greater than 1d(1d(EV)) (this is not a typo) where Accuracy is the wand's accuracy (see description below) and EV is the monster's Evasion value. Accuracy is halved against invisible monsters, unless you can see invisible. A beam will always hit you if you aimed at yourself or if it is an explosion (Wand of Fireball). Otherwise, it will hit you if 1d(Accuracy) is greater than 1d(EV) where Accuracy is the wand's accuracy (see description below) and EV is youe Evasion value. Accuracy is halved if you're invisible and the monster can't see invisible; it is further reduced by the Repel Missiles enchantment or level 3 Repulsion Field (by a random number up to half its value) and the Deflect Missiles enchantmens (down to a random number between 0 and 2/3 of its value). Magic Darts, Flame and Frost may be blocked by shield if they passed the EV. Wand effects ~~~~~~~~~~~~ Direct attack wands =================== These wands inflict direct damage on the target. There's no resistance check (except for Disintegration), but may be dodged (sometimes blocked by a shield too). * Wand of Cold You create a beam of cold, with 11 accuracy and 6d6 damage. Accuracy increases on average by 1 every 25 levels in Evocations, damage on average by 1 every 3 levels in Evocations. Monsters with cold resistance level 3 are unharmed (unlike the player, level 3 means immunity). Monsters with cold resistance level 1 or 2 take respectively 50% and 20%. Monsters vulnerable to cold take 50% extra damage. Cold-blooded creatures (draconians, lizards, dragons, frogs, snakes, fish) are slowed if they are hit by a bolt of cold. The beam may continue after hitting a monster (its maximal range reduced by 1 per monster hit). A beam of cold crossing a cloud of fire will dissipate it. "[The monster] appears unharmed." (damage was entirely absorbed by AC) "[The monster] resists." (cold resistance level 1 or 2) "[The monster] completely resists." (cold resistance level 3) "[The monster] is burned terribly!" (cold vulnerability) "You hear a sizzling sound!" (a cloud of fire was dissipated) * Wand of Disintegration You create a beam of disintegration, with 75 accuracy and 3d12 damage. Accuracy increases on average by 5 every 2 levels in Evocations, damage on average by 1 every 3 levels in Evocations. Unlike other direct attack wands, this one allows a magic resistance check. If you are hit, you only take 2/3 of the damage stated above. A rock, clear rock or wax wall, an orcish idol or a statue hit by a beam of disintegration is destroyed. "[The monster] is blasted." * Wand of Draining You create a beam of negative energy, with 8 accuracy and 4d8 + 2 damage. Accuracy increases on average by 1 every 20 levels in Evocations, damage on average by 1 every 2 levels in Evocations. Monsters with negative energy resistance level 3 are unharmed. If a monster is hit, there's 100 - 33% per level of negative energy resistance that it will lose 1d3+1 HP and max HP in addition to the main damage, and 20 - 7% per level of negative energy resistance that it will lose 1 hit dice. If the player is hit, you'll lose 10% to 20% of the total experience required to go from you current experience level to the next level, reduced by 33% per negative energy resistance. "[The monster] is drained" "[The monster] appears unharmed." (immune to negative energy) * Wand of Fire You create a beam of fire, with 11 accuracy and 6d6 damage. Accuracy increases on average by 1 every 25 levels in Evocations, damage on average by 1 every 3 levels in Evocations. Monsters with fire resistance level 3 are unharmed (unlike the player, level 3 means immunity). Monsters with fire resistance level 1 or 2 take respectively 50% and 20%. Monsters vulnerable to fire take 50% extra damage. The beam may continue after hitting a monster (its maximal range reduced by 1 per monster hit). A beam of fire crossing a cloud of cold will dissipate it. A beam of fire hitting a wax wall destroy it and turn it into a cloud of fire. "[The monster] appears unharmed." (damage was entirely absorbed by AC) "[The monster] resists." (fire resistance level 1 or 2) "[The monster] completely resists." (fire resistance level 3) "[The monster] is burned terribly!" (fire vulnerability) "[The monster] melts!" (special message for ice-based monsters) "You hear a sizzling sound!" (a cloud of cold was dissipated) * Wand of Fireball You throw a beam of fire that explodes on a obstacle or at destination in a 3*3 ball of fire. Accuracy of the explosion (for monsters only) is 40, damage is 3d8 plus 1 on average every 4 levels in Evocations. Monsters with fire resistance level 3 are unharmed (unlike the player, level 3 means immunity). Monsters with fire resistance level 1 or 2 take respectively 50% and 20%. Monsters vulnerable to fire take 50% extra damage. The explosion will dissipate any cloud of cold in its radius. The explosion alerts monsters in a 25 tiles radius. "The fireball explodes!" "You hear an explosion." (explosion out of sight range) "[The monster] appears unharmed." (damage was entirely absorbed by AC) "[The monster] resists." (fire resistance level 1 or 2) "[The monster] completely resists." (fire resistance level 3) "[The monster] is burned terribly!" (fire vulnerability) "[The monster] melts!" (special message for ice-based monsters) "You hear a sizzling sound!" (a cloud of cold was dissipated) * Wand of Flame You create a beam of fire, with 5 accuracy and 2d7 damage. Damage increases on average by 1 every 10 levels in Evocations. Monsters with fire resistance level 3 are unharmed (unlike the player, level 3 means immunity). Monsters with fire resistance level 1 or 2 take respectively 50% and 20%. Monsters vulnerable to fire take 50% extra damage. A beam of flame crossing a cloud of cold will dissipate it. "[The monster] appears unharmed." (damage was entirely absorbed by AC) "[The monster] resists." (fire resistance level 1 or 2) "[The monster] completely resists." (fire resistance level 3) "[The monster] is burned terribly!" (fire vulnerability) "[The monster] melts!" (special message for ice-based monsters) "You hear a sizzling sound!" (a cloud of cold was dissipated) * Wand of Frost You create a beam of cold, with 5 accuracy and 2d7 damage. Damage increases on average by 1 every 10 levels in Evocations. Monsters with cold resistance level 3 are unharmed (unlike the player, level 3 means immunity). Monsters with cold resistance level 1 or 2 take respectively 50% and 20%. Monsters vulnerable to cold take 50% extra damage. A beam of frost crossing a cloud of fire will dissipate it. "[The monster] appears unharmed." (damage was entirely absorbed by AC) "[The monster] resists." (cold resistance level 1 or 2) "[The monster] completely resists." (cold resistance level 3) "[The monster] is burned terribly!" (cold vulnerability) "You hear a sizzling sound!" (a cloud of fire was dissipated) * Wand of Lightning You create a beam of lightning, with 7 accuracy and 1d28 damage. Accuracy increases on average by 1 every 40 levels in Evocations, damage on average by 1 every 3 levels in Evocations. Monsters with lightning resistance level 3 are unharmed. Monsters with lightning resistance level 1 or 2 take respectively 33% and 17%. The beam may continue after hitting a monster without having its range reduced. The thunder alerts monsters in a 25 tiles radius. "You hear a mighty clap of thunder!" "[The monster] appears unharmed." (damage was entirely absorbed by AC) "[The monster] resists." (lightning resistance level 1 or 2) "[The monster] completely resists." (lightning resistance level 3) "[The monster] appears unharmed." (lightning resistance) * Wand of Magic Darts You create a magic dart, which inflicts 1d8 damage on the target. The magic dart is unresistable and always hits. "The magic dart hits [the monster]." Hostile enchantment wands ========================= These wands hampers the target without damaging it directly. They allow a magic resistance check and automatically hit. * Wand of Confusion If a monster is hit and do not resist, it is confused for 100/(HD+5) turns on average, where HD is the monster's number of hit dices. If you are hit, you are confused for 1d8 + 2 turns. "[The monster] looks rather confused." * Wand of Enslavement If a monster is hit, it becomes friendly (charmed) for 500/(HD+10) turns on average, where HD is the monster's number of hit dices. If you are hit, you are confused for 1d8 + 2 turns. "[The monster] is charmed." * Wand of Paralysis If a monster is hit and do not resist, it is paralysed for 90/(HD+5) turns on average, where HD is the monster's number of hit dices. If you are hit, you are paralysed for 1d6 + 1 turns. "[The monster] suddenly stops moving!" "[The monster] falls into the lava/the water!" (a monster flying over lava/water has been paralysed) * Wand of Polymorph Other Any cloud (smoke, steam, cloud...) crossed by the beam is randomly changed in another cloud (fire, mephitic, cold, poison, smoke or steam). If a non-undead, non-demonic monster is hit and do not resist, it is changed into another creature. The new creature will have about the same number of hit dices (especially if it is a "common" number of hit dices), won't be an undead, a demon, a (glowing) shapeshifter, a (player) ghost or an unique monster, and won't be helpless (non-flying monster over lava/deep water, non-aquatic monster in deep water, aquatic monster on solid ground, lava monsters out of lava). All the enchantments of the previous monster are reset, and the HP of the new monster are scaled according to the old and new HP ratio, then increased by a random amount up to the max HP of the new creature. If you are hit by the wand, you gain a random bad mutation. This is especially dangerous as you don't get a magic resistance check. You can't target yourself with the wand (if you tried while it was unidentified, no effect). "[The monster] evaporates and reforms as [another monster]!" "[The monster] evaporates and reforms as something you cannot see!" (if the new monster is invisible and you can't see invisible) "[The monster] degenerates into [another monster]!" (the monster was a pulsating lump) "[The monster] changes into [another monster]!" (the monster was a shapeshifter or a glowing shapeshifter) "[The monster] shudders." (the game wasn't able to find a new target monster -- rare) "This is polymorph other only!" (if you try to zap the wand on yourself) * Wand of Slowing If a monster is hit and does not resist, its speed is divided by two on average for 125/(10 + HD) turns. If the monster was hasted, it regains its normal speed instead. If you are hit, you are slowed down (all your actions take twice as much time as usual) for 1d30+10 turns. "[The monster] is no longer moving quickly." (if previously hasted) "[The monster] seems to slow down." * Wand of Teleportation If a monster is hit, do not resist, and is not already about to teleport, it will be teleported to a random place (floor or shallow water only) within 1d2 + 2 turns. If it was about to teleport (and do not resist), the teleportation is cancelled. If you are hit, you'll be teleported within 1d2 + 2 turns, unless you were about to teleport (in which case the teleportation is cancelled instead), as if reading a scroll of teleportation. "[The monster] looks slightly unstable." "[The monster] seems more stable." (if it was about to teleport) "[The monster] disappears!" (when the timeout is elapsed) Friendly enchantment wands ========================== These wands help the target (wands of teleportations could be duplicated here). They do not trigger a magic resistance check and automatically hit. * Wand of Hasting If a monster is hit, its speed is multiplied by two for 40 turns on average. If the monster was slowed, it regains its normal speed instead. If your are hit, you are hasted (all your actions take half as much time as usual) for about 1d30 + 40 turns (plus 1 turn every 2 Evocations skill levels on average), and gain 1 point of magic contamination (in addition to those you'll gain while you hastened). "[The monster] is no longer moving slowly." (if previously slowed down) "[The monster] seems to speed up." * Wand of Healing If a monster is hit, it heals 1d17 + 5 HP up to its max HP. Healing increases on average by 1 each 6 levels in Evocations. If you are hit, you are healed 10-37 HP (biaised towards average values), like drinking a Potion of Heal Wounds. "[The monster] is healed somewhat." "[The monster]'s wounds heal themselves!" (the monster is now at max HP) * Wand of Invisibility If a monster is hit, it becomes invisible for 40 turns on average. If you are hit, you become invisible for 1d30 + 14 turns (plus 1 turn every 2 Evocations skill levels on average), and gain 1d2 points of magic contamination (in addition to those you'll gain while you hastened). "[The monster] flickers and vanishes!" "[The monster] flickers for a moment." (if you can see invisible) Other wands =========== These wands have effects not fitting in one of the above categories. * Wand of Digging The beam will destroy any rock wall or clear rock wall along its path, up to its maximal range or stopped by a "hard" wall (stone, metal, crystal...). "You hear a grinding noise." (if a wall was destroyed) * Wand of Random Effects Same effect as another, randomly chosen, wand (except Disintegration). The chance for each wand is approximately the same. "You feel that this wand is rather unreliable."