Difference between revisions of "Wand of create monster"

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(Added strategy section)
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Engraving with this wand creates a monster (or monsters) and automatically identifies it.
 
Engraving with this wand creates a monster (or monsters) and automatically identifies it.
  
Breaking the wand will create a horde of monsters around you, unless the wand has no charges. Breaking a wand with one charge left is a good way to ensure lots of sacrifice materials, so long as you are able to survive the horde.
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==Strategy==
 
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{{subjective}}
Note that breaking a wand of create monster in a temple will anger the priest if you catch him/her in the blast.
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* Assuming the wand still has charges, breaking it will create a horde of monsters around the player. It is a common practice, should the number of charges be known, to instead break the wand rather than trying to [[wrest]] those two final uses, as this creates more monsters than a single charge otherwise would. Breaking a wand with one charge left is a good way to ensure lots of [[sacrifice]] materials, so long as you are able to survive the onslaught.
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** Note that breaking a wand of create monster in a temple will anger the priest if you catch him/her in the blast.
  
 
==Generation==
 
==Generation==
  
[[Wand]]s comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in [[Gehennom]]. There is a 4.5% chance that a randomly-generated wand will be a wand of create monster.
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[[Wand]]s comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in [[Gehennom]]. There is a 4.5% chance that a randomly-generated wand will be a wand of create monster.
 
[[Category:Wands|Create monster]]
 
[[Category:Wands|Create monster]]

Revision as of 07:33, 7 July 2010

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Name create monster
Appearance random
Base price 200 zm
Weight 7
Type non-directional
Maximum charges 15
Monster use Will not be used by monsters.

A wand of create monster generates one to eight monsters around your character, consistent with the monster level your character normally generates. Most of the time, only one will be created. As with all wands, the BUC status of the wand does not have any effect on the outcome, other than the usual 1% chance of a cursed wand exploding when zapped.

Engraving with this wand creates a monster (or monsters) and automatically identifies it.

Strategy

Template:Subjective

  • Assuming the wand still has charges, breaking it will create a horde of monsters around the player. It is a common practice, should the number of charges be known, to instead break the wand rather than trying to wrest those two final uses, as this creates more monsters than a single charge otherwise would. Breaking a wand with one charge left is a good way to ensure lots of sacrifice materials, so long as you are able to survive the onslaught.
    • Note that breaking a wand of create monster in a temple will anger the priest if you catch him/her in the blast.

Generation

Wands comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. There is a 4.5% chance that a randomly-generated wand will be a wand of create monster.