Draft:Staff of disruption
| / | |
| Type | Wand |
|---|---|
| Base value (Au) | 1000 |
| Item level | 6 |
| Weight | 80 |
| Unidentified appearance | Random wand appearance |
| Cursed name | Staff of disruption |
A staff of disruption deals a fixed 100 physical damage directly to a selected creature. It is distinct from disintegration: physical immunity stops disruption, and it does not demolish terrain.[1]
Generation
It is an item-level-6 random wand, normally with 1–20 charges, random blessing and +0 enchantment. Random loot, pawn-shop stock and acquirement can supply it. Its higher item level reduces ordinary low-level generation weight, but does not impose a player-level requirement.[2]
Description
| Target or condition | Result |
|---|---|
| Creature without physical immunity | 100 physical damage, without a hit roll |
| Physically immune creature | No damage; the immunity check occurs before ordinary damage handling |
| Player, including cursed use | Attempts 100 physical damage; player armor absorption and physical immunity apply |
| Empty square or terrain | No terrain destruction or area explosion |
The effect directly reads the selected square, with no projectile interception, distance or line-of-sight check of its own. A nonimmune creature's ordinary damage handling wakes it and makes it hostile; a survivor has wake-up distance set to zero. Positive blessing and enchantment do not increase the 100 damage.[3]
The type is revealed and one charge spent before aiming. A cursed copy forces the target back to the user after the aiming prompt. Unlike a bolt, disruption has no deflection check. Escape is not checked before target lookup in the noncursed creature path; cancel before choosing the staff rather than relying on that path.[4]
Strategy
Use disruption for dependable damage against a high-defense enemy that lacks physical immunity. Its direct targeting avoids a bolt's miss chance and intervening-creature problem, and it does not spend mana. The Eater of Magic has many immunities but not physical immunity, so it is not protected from this effect by other-magic immunity.[5]
Against a ghost, physical immunity makes the staff ineffective. Use an appropriate different damage type instead. Do not enchant the staff expecting higher damage; preserve it through identification, sensible charge management and avoiding cursed self-use.[6]
References
- ↑ iinit.h in Omega 0.90.4, line 372; itemf3.c in Omega 0.90.4, lines 622–634; effect3.c in Omega 0.90.4, lines 341–370.
- ↑ item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 254–262; site1.c in Omega 0.90.4, lines 1043–1052; effect1.c in Omega 0.90.4, lines 699–705; command2.c in Omega 0.90.4, lines 459–488.
- ↑ itemf3.c in Omega 0.90.4, lines 622–634; effect3.c in Omega 0.90.4, lines 341–370; mon.c in Omega 0.90.4, lines 113–131; aux1.c in Omega 0.90.4, lines 498–513.
- ↑ itemf3.c in Omega 0.90.4, lines 622–634; command2.c in Omega 0.90.4, lines 459–488; aux1.c in Omega 0.90.4, lines 532–558; effect3.c in Omega 0.90.4, lines 341–370.
- ↑ minit.h in Omega 0.90.4, line 289; effect3.c in Omega 0.90.4, lines 341–370.
- ↑ minit.h in Omega 0.90.4, line 81; effect1.c in Omega 0.90.4, lines 84–104.