Difference between revisions of "Wand of create monster"

From NetHackWiki
Jump to navigation Jump to search
m (See also)
(rewrote strategy, optimum strategy, autopickup; exact number of charges; removed polymorph (isn't worth the effort in real games))
Line 6: Line 6:
 
}}
 
}}
  
A '''wand of create monster''' generates one to eight [[monster]]s 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.
+
A '''wand of create monster''' generates around your character, consistent with the monster level your character normally generates.
  
Engraving with this wand creates a monster (or monsters) and automatically identifies it.
+
Zapping or engraving with it creates one [[monster]] (22/23 chance) or 2-9 [[monster]]s (1/23 chance) <ref>[[Zap.c#line1785]], [[Engrave.c#line612]]</ref>. The wand is automatically identified if you can see the monsters or when engraving.
 +
 
 +
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.
 +
 
 +
Assuming the wand still has charges, breaking it will create a horde of eight <ref>[[Apply.c#line2692]]</ref> monsters around the player.
  
 
==History==
 
==History==
Line 17: Line 21:
  
 
==Strategy==
 
==Strategy==
 +
If you want to maximize your [[sacrifice]] material, you should break a wand with one charge left, so long as you are able to survive the onslaught and the damage from the magical blast. (Tips: stand on burned [[Elbereth]], be [[magic resistant]], have [[escape item]]s in case you get [[captain]]s or [[archon]]s.) In a [[temple]], don't catch the [[aligned_priest|priest]] in the blast or you will anger him.
  
{{subjective}}
+
Breaking generates 18.8 monsters per wand on average if you can identify the number of charges. If you don't know the number of charges, the optimum strategy is to zap it 9 times, then break it for expected 14.0 monsters. Zapping and wresting the last charge produces only 13.2 monsters.
  
* 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.
+
If you want to generate lots of garden-variety monsters without violating any conducts, you should [[Farming#Throne_farming|repeatedly #loot a throne while confused]] and let [[polymorph trap|strong pets]] relieve the throne monsters of their wands. Polymorphing for this wand is generally not worth it.
** Note that breaking a wand of create monster in a temple will anger the priest if you catch him/her in the blast.
+
 
 +
[[Autopickup exception]]s are often set to pick up wands of create monster, if only to keep them out of monsters' hands.
  
 
==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.
+
[[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. Monsters also have a significant chance of getting one as their [[offensive item]].
 
 
===Polymorph===
 
The given confidence of getting a ''wand of create monster'' from polymorphing a wand object.
 
{|{{prettytabledotted}}
 
!Confidence
 
|4.5/95
 
|25%
 
|50%
 
|60%
 
|75%
 
|85%
 
|90%
 
|95%
 
|99%
 
|-
 
!Polymorphs
 
|=1
 
|5.93
 
|14.28
 
|18.88
 
|28.57
 
|39.09
 
|47.45
 
|61.73
 
|94.9
 
|}
 
 
 
Table does not include the chance of a wand shuddering, and so, the number of wands required to reach this level of confidence will almost surely be higher; the effective number of polymorphs is as per the table, however.
 
  
 
==See also==
 
==See also==

Revision as of 11:27, 7 July 2010

/
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 around your character, consistent with the monster level your character normally generates.

Zapping or engraving with it creates one monster (22/23 chance) or 2-9 monsters (1/23 chance) [1]. The wand is automatically identified if you can see the monsters or when engraving.

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.

Assuming the wand still has charges, breaking it will create a horde of eight [2] monsters around the player.

History

In Rouge, there was no wand of create monster, per se, but a scroll of the same name; it would produce the message "You hear the cries of anguish in the distance."[3] when a monster read the scroll if the player was already surrounded.

The literal wand of create monster made it's debut in Jay Fenlason's Hack.

Strategy

If you want to maximize your sacrifice material, you should break a wand with one charge left, so long as you are able to survive the onslaught and the damage from the magical blast. (Tips: stand on burned Elbereth, be magic resistant, have escape items in case you get captains or archons.) In a temple, don't catch the priest in the blast or you will anger him.

Breaking generates 18.8 monsters per wand on average if you can identify the number of charges. If you don't know the number of charges, the optimum strategy is to zap it 9 times, then break it for expected 14.0 monsters. Zapping and wresting the last charge produces only 13.2 monsters.

If you want to generate lots of garden-variety monsters without violating any conducts, you should repeatedly #loot a throne while confused and let strong pets relieve the throne monsters of their wands. Polymorphing for this wand is generally not worth it.

Autopickup exceptions are often set to pick up wands of create monster, if only to keep them out of monsters' hands.

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. Monsters also have a significant chance of getting one as their offensive item.

See also