Wand of roots

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The wand of roots constricts foes in a 3x3 radius, similar to the Grasping Roots monster spell. It does not affect the user or their allies.

For players:

It is mutually exclusive with the wand of iceblast and wand of warping. Only one may spawn in a given game. 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 pass through multiple enemies. (The blast can hit those behind your target, though.)
  • If you're in melee range of a monster, they generally won't try to escape constriction, allowing you to get more damage from the wand.
  • Note that this wand is loud.

History

  • Prior to 0.32, the wand dealt 2d(3.5 + 3.5 * Evocations / 10) damage per decaAut initially, and the damage increased over time. Also, the duration was 2.5 + 1d(3.5 * Evocations / 10) turns.
  • Prior to 0.31, the wand dealt 2d(4 + 3.5 * Evocations / 10) damage per decaAut initially.
  • The wand of roots was added in 0.29.

References

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Template:Wands