Draft:Wands: Difference between revisions

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整理普通法杖总览和独立草稿,连接效果、炼金与物品入口
 
法杖类型表按基础价值升序、同价按英文名称字母序排列
 
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! Type !! Item level !! Value !! Main effect
! Type !! Item level !! Value !! Main effect
|-
|-
| <span id="Staff_of_firebolts">Staff of firebolts</span> || 3 || 500 || Single fire projectile
| <span id="Walking_stick">[[Draft:Walking stick|Walking stick]]</span> || 0 || 10 || No magical effect
|-
|-
| <span id="Walking_stick">Walking stick</span> || 0 || 10 || No magical effect
| <span id="Staff_of_missiles">[[Draft:Staff of missiles|Staff of missiles]]</span> || 1 || 50 || Single physical projectile
|-
| [[Draft:Rod of hiding|Rod of hiding]] || 1 || 100 || Conceals a map square as secret terrain
|-
| <span id="Snowball_stick">[[Draft:Snowball stick|Snowball stick]]</span> || 2 || 100 || Cold explosion
|-
|-
| [[Draft:Staff of sleep|Staff of sleep]] || 1 || 100 || Targeted sleep; blessed form affects the whole level
| [[Draft:Staff of sleep|Staff of sleep]] || 1 || 100 || Targeted sleep; blessed form affects the whole level
|-
|-
| <span id="Wand_of_ball_lightning">Wand of ball lightning</span> || 4 || 500 || Electrical explosion
| [[Draft:Rod of apportation|Rod of apportation]] || 2 || 200 || Retrieves ground objects; cursed form causes item loss
|-
|-
| [[Draft:Rod of summoning|Rod of summoning]] || 2 || 500 || Unrestricted hostile summon
| [[Draft:Rod of summoning|Rod of summoning]] || 2 || 500 || Unrestricted hostile summon
|-
|-
| [[Draft:Rod of hiding|Rod of hiding]] || 1 || 100 || Conceals a map square as secret terrain
| <span id="Staff_of_firebolts">[[Draft:Staff of firebolts|Staff of firebolts]]</span> || 3 || 500 || Single fire projectile
|-
| <span id="Staff_of_lightning_bolts">Staff of lightning bolts</span> || 3 || 500 || Single electrical projectile
|-
|-
| <span id="Wand_of_fireballs">Wand of fireballs</span> || 5 || 500 || Fire explosion
| <span id="Staff_of_healing">[[Draft:Staff of healing|Staff of healing]]</span> || 3 || 500 || Heals the user and clears blindness; cursed form harms
|-
|-
| <span id="Rod_of_disintegration">Rod of disintegration</span> || 7 || 2000 || Direct unstoppable damage or terrain destruction
| <span id="Staff_of_lightning_bolts">[[Draft:Staff of lightning bolts|Staff of lightning bolts]]</span> || 3 || 500 || Single electrical projectile
|-
|-
| <span id="Staff_of_disruption">Staff of disruption</span> || 6 || 1000 || Direct physical damage
| <span id="Wand_of_ball_lightning">[[Draft:Wand of ball lightning|Wand of ball lightning]]</span> || 4 || 500 || Electrical explosion
|-
|-
| <span id="Snowball_stick">Snowball stick</span> || 2 || 100 || Cold explosion
| [[Draft:Wand of fear|Wand of fear]] || 2 || 500 || Frightens a creature; cursed form targets the user
|-
|-
| <span id="Staff_of_missiles">Staff of missiles</span> || 1 || 50 || Single physical projectile
| <span id="Wand_of_fireballs">[[Draft:Wand of fireballs|Wand of fireballs]]</span> || 5 || 500 || Fire explosion
|-
|-
| [[Draft:Rod of apportation|Rod of apportation]] || 2 || 200 || Retrieves ground objects; cursed form causes item loss
| <span id="Staff_of_dispelling">[[Draft:Staff of dispelling|Staff of dispelling]]</span> || 6 || 750 || Removes qualifying curses, monster powers or magical terrain effects
|-
|-
| <span id="Staff_of_dispelling">Staff of dispelling</span> || 6 || 750 || Removes qualifying curses, monster powers or magical terrain effects
| <span id="Staff_of_disruption">[[Draft:Staff of disruption|Staff of disruption]]</span> || 6 || 1000 || Direct physical damage
|-
|-
| <span id="Staff_of_healing">Staff of healing</span> || 3 || 500 || Heals the user and clears blindness; cursed form harms
| <span id="Wand_of_polymorph">[[Draft:Wand of polymorph|Wand of polymorph]]</span> || 3 || 1000 || Changes a creature's form; targeting yourself is fatal
|-
|-
| <span id="Wand_of_polymorph">Wand of polymorph</span> || 3 || 1000 || Changes a creature's form; targeting yourself is fatal
| <span id="Rod_of_disintegration">[[Draft:Rod of disintegration|Rod of disintegration]]</span> || 7 || 2000 || Direct unstoppable damage or terrain destruction
|-
| [[Draft:Wand of fear|Wand of fear]] || 2 || 500 || Frightens a creature; cursed form targets the user
|}
|}



Latest revision as of 06:37, 17 September 2026

Omega 0.90.4

Wands are charged items used for magical attacks, control, healing and other effects. Their individual names include staff, wand, rod and stick, but all seventeen ordinary types use the same activation command and brown / symbol. The Staff of Enchantment is a separate artifact; a quarterstaff is a weapon.[1]

Types

All ordinary types weigh 80 and have no initial enchantment under normal random construction. Value is the base value in Au, not a guaranteed shop price. The item level affects random generation, not a minimum player level for use.[2]

Type Item level Value Main effect
Walking stick 0 10 No magical effect
Staff of missiles 1 50 Single physical projectile
Rod of hiding 1 100 Conceals a map square as secret terrain
Snowball stick 2 100 Cold explosion
Staff of sleep 1 100 Targeted sleep; blessed form affects the whole level
Rod of apportation 2 200 Retrieves ground objects; cursed form causes item loss
Rod of summoning 2 500 Unrestricted hostile summon
Staff of firebolts 3 500 Single fire projectile
Staff of healing 3 500 Heals the user and clears blindness; cursed form harms
Staff of lightning bolts 3 500 Single electrical projectile
Wand of ball lightning 4 500 Electrical explosion
Wand of fear 2 500 Frightens a creature; cursed form targets the user
Wand of fireballs 5 500 Fire explosion
Staff of dispelling 6 750 Removes qualifying curses, monster powers or magical terrain effects
Staff of disruption 6 1000 Direct physical damage
Wand of polymorph 3 1000 Changes a creature's form; targeting yourself is fatal
Rod of disintegration 7 2000 Direct unstoppable damage or terrain destruction

Generation

Normal construction gives 1–20 charges, zero enchantment, and a 60% chance of no blessing, 20% chance of blessing +1 through +10, or 20% chance of curse -1 through -10. The type is chosen before the generic object's item-level acceptance check. Wands occupy ten of the 135 initial category slots; that is not their final fraction of accepted objects.[3]

For a candidate of item level L and generation level D, the acceptance weights are approximately as follows. The extra 1% chance prevents higher-level types from being completely excluded. Within the wand category, a type's final weight is its acceptance weight divided by the sum of those weights for all seventeen types; there is no flat 1/17 chance after filtering.[4]

Candidate level Nominal acceptance
L below D 100%
L equals D 67%
L equals D + 1 34%
L at least D + 2 1%

Knight's Pawn Shop can stock identified random wands. Acquirement can select the wand category; a positive-strength acquirement also offers a specific type, but still uses ordinary random wand construction. Random monster possessions are another route to ordinary items, rather than evidence that a creature always carries its alchemical product.[5]

Alchemy supplies seven types from specific remains: snowball stick, missiles, ball lightning, summoning, fireballs, healing and dispelling. These copies have 20 charges, blessing +1 and enchantment equal to the source species' level. That enchantment affects some powers but does not raise the fixed damage of most attack wands. A recipe is not a fixed carried wand, and obtaining ordinary remains is not guaranteed on each kill.[6]

Appearance and identification

Each new game shuffles twenty appearance names and assigns seventeen of them to the types. The same type has the same appearance within that game; an oaken staff does not consistently identify a particular power between games. Even polymorph's initial definition is replaced by this shuffle.[7]

Possible appearance Possible appearance
Oaken staff Chromed sequinned staff
Heavy metal rod Old peeling stick
Shaft of congealed light Jointed metal rod
Slender ceramic wand Wand with lead ferrules
Rune-inscribed bone wand Forked wooden stick
Knurly staff Cane with gold eagle handle
Steel knobbed rod Crystalline wand
Lucite wand Metal stick with trigger
Sturdy alpenstock Leather-handled stone rod
Gem-studded ebony staff Tiny mithril wand

Most activated powers reveal the type even when the selected effect achieves nothing. There are exceptions: walking stick does not identify itself by use, dispelling does not set identification, and healing reveals its type only in the noncursed branch. An empty wand never reaches its effect's identification step. Knowing the type is not full identification: full knowledge is needed to display blessing or curse and the charge count. The normal charge display omits enchantment even though healing and recharging can depend on it.[8]

Using wands

On a local map, press a and choose a wand from accessible inventory. It need not be wielded in the weapon hand; a wand still inside the pack must first be moved to an accessible slot. The countryside command list has no wand activation command. Activation spends charges, not mana, and has a normal action delay of floor(8 × player speed / 5), compared with ordinary movement's floor(4 × speed / 5). It is not an instantaneous reaction.[9]

Fear blocks activation before item selection. Blindness and immobilization add no separate restriction in this command, though aiming and the particular effect still matter. Ordinary local sleep prevents choosing commands at all.[10]

Point in the action Result
Cancel before choosing a wand No charge spent; returns to command selection without advancing monsters
Choose an empty wand No effect; does not reveal its type, and the attempt still costs an action
Choose a charged wand Deducts one charge before any effect or target selection
Effect has no target, is resisted, or fails to place a summon No automatic refund
Press Escape while aiming Already spent the charge; several powers do not safely handle the cancelled coordinates

Cancel at the item-selection prompt when possible. The targeting prompt advertises Escape, but its callers do not consistently check the result; it must not be treated as a universal safe cancellation. Hiding and disintegration reject invalid coordinates, while several direct-target powers lack that check. Cursed attack and fear wands force the target back to the user after aiming.[11]

Enchantment and recharging

Method Result and limitation
Noncursed scroll of charging, blessing B Adds (B + 1) × a random 1–10 charges, then caps the total at 99; does not increase enchantment
Cursed charging scroll Sets charges to zero
Successful nonnegative enchantment of strength E Adds E + 1 enchantment and, if the old charge count is nonnegative, (E + 1) × a random 1–10 charges; no 99-charge cap here
Adverse disenchantment Can set charges to -1 and remove the power; recharging that object does not restore its lost power
A beneficial chaos-storm result Adds ten charges to accessible wands, as part of broader item and character changes; not a dependable service

An enchantment attempt can instead explode the selected item when its existing enchantment exceeds a random 1–20. At +0 or +1 that check cannot fail; at +2 it has a 5% explosion chance, rising to certainty at +21. The explosion is a manastorm centered on the player, and the item is lost. A normal +0 noncursed enchantment scroll supplies strength 1, so a successful use adds +2 and 2–20 charges. Dedicated charging avoids this enchantment-increase risk.[12]

Blessing is a separate operation. Its usefulness depends on the power: it changes sleep's scope, leaves summoning hostile, and does not increase a firebolt's damage. Strongly cursed objects may resist a blessing or be destroyed by it rather than simply becoming blessed; see the blessing scroll for the thresholds.[13]

Strategy

Keep a useful wand accessible before a dangerous encounter. It can continue working when mana is exhausted, but fear still disables it and charging takes resources. Identify an unknown wand before relying on its target or blessing: healing acts on the user, summoning is hostile, and polymorphing yourself ends the game.

Use dedicated charging when you mainly need more uses. Enchanting most attack wands does not improve their fixed damage, while repeated enchantment raises the explosion risk; healing is a significant exception. Do not tunnel with a valuable charged wand in the weapon hand: a breakage attempt can release a manastorm with strength proportional to charges × item level × 10.[14]

References

  1. defs.h in Omega 0.90.4, line 681; defs.h in Omega 0.90.4, line 749; iinit.h in Omega 0.90.4, lines 354–386; command2.c in Omega 0.90.4, lines 459–488.
  2. iinit.h in Omega 0.90.4, lines 354–386; item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 254–262; aux2.c in Omega 0.90.4, lines 503–535.
  3. item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 254–262; item.c in Omega 0.90.4, lines 517–533.
  4. item.c in Omega 0.90.4, lines 29–33; util.c in Omega 0.90.4, lines 26–31.
  5. site1.c in Omega 0.90.4, lines 1022–1052; effect1.c in Omega 0.90.4, lines 647–705; lev.c in Omega 0.90.4, lines 373–394.
  6. minit.h in Omega 0.90.4, line 101; minit.h in Omega 0.90.4, line 127; minit.h in Omega 0.90.4, lines 165–171; minit.h in Omega 0.90.4, lines 191–195; minit.h in Omega 0.90.4, line 289; site1.c in Omega 0.90.4, lines 845–869; mon.c in Omega 0.90.4, lines 134–203.
  7. omega.c in Omega 0.90.4, lines 436–457; item.c in Omega 0.90.4, lines 393–418.
  8. itemf3.c in Omega 0.90.4, lines 94–107; itemf3.c in Omega 0.90.4, lines 573–748; itemf1.c in Omega 0.90.4, lines 16–19; itemf1.c in Omega 0.90.4, lines 181–189; inv.c in Omega 0.90.4, lines 221–277; inv.c in Omega 0.90.4, lines 335–360; command2.c in Omega 0.90.4, lines 459–488.
  9. command1.c in Omega 0.90.4, lines 54–56; command1.c in Omega 0.90.4, lines 230–243; command1.c in Omega 0.90.4, lines 255–329; command2.c in Omega 0.90.4, lines 459–488; inv.c in Omega 0.90.4, lines 548–607; time.c in Omega 0.90.4, lines 28–38.
  10. command2.c in Omega 0.90.4, lines 459–488; time.c in Omega 0.90.4, lines 28–38.
  11. aux1.c in Omega 0.90.4, lines 532–558; itemf3.c in Omega 0.90.4, lines 94–107; itemf3.c in Omega 0.90.4, lines 593–740; effect3.c in Omega 0.90.4, lines 177–237; effect3.c in Omega 0.90.4, lines 375–394; effect3.c in Omega 0.90.4, lines 547–570; effect3.c in Omega 0.90.4, lines 827–984.
  12. itemf1.c in Omega 0.90.4, lines 78–85; itemf1.c in Omega 0.90.4, lines 544–565; effect1.c in Omega 0.90.4, lines 8–115; aux3.c in Omega 0.90.4, lines 226–243.
  13. effect1.c in Omega 0.90.4, lines 118–199; itemf3.c in Omega 0.90.4, lines 593–605; itemf3.c in Omega 0.90.4, lines 713–740.
  14. command3.c in Omega 0.90.4, lines 865–897; aux1.c in Omega 0.90.4, lines 435–452; effect1.c in Omega 0.90.4, lines 358–362.