Difference between revisions of "Wand of cold"

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==Effects==
 
==Effects==
[[Zap]]ping the wand in a given direction will shoot a [[ray]] of ice that deals 6d6 damage to non-[[cold resistance|cold resistant]] targets and possibly freezing any [[potion]]s in their inventory, destroying them. The ray bounces when it hits walls or targets with [[reflection]]. It will also freeze any square of [[water]] that it crosses into [[ice]]. The ray will ''not'' affect potions left on the ground.
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[[Zap]]ping the wand in a given direction will shoot a [[ray]] of ice that deals 6d6 damage to non-[[cold resistance|cold resistant]] targets and possibly freezing any [[potion]]s in their inventory, destroying them. The ray bounces when it hits walls or targets with [[reflection]], and freezes any [[moat]] of water it travels over into [[ice]]; it will ''not'' affect potions left on the ground.
  
[[Engraving]] with a wand of cold will give a unique message ("A few ice cubes drop from the wand."); this does not [[auto-identify]] the wand. Doing so over a burned engraving will make it vanish.
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[[Engraving]] with a wand of cold will cause a few ice cubes to drop from the wand; this message is unique to the wand, but does not [[auto-identify]] it. Doing so over a burned engraving will make it vanish.
  
[[Apply]]ing a wand of cold to break it will create a damaging magical explosion of cold in a 3×3 area around you. See [[breaking wands]] for details.
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[[Apply]]ing a wand of cold to break it will create a damaging magical explosion of cold in a 3×3 square centered on you. See [[breaking wands]] for details.
  
== Strategy ==
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==Strategy==
The wand of cold can be especially deadly against vulnerable monsters if you have a means of rebounding or [[reflecting]] the ray back at them. In scenarios where a player lacks [[levitation]] or [[water walking boots]], a wand of cold with sufficient charges can be a last resort if you need to cross water, e.g. on [[Medusa's Island]]. Try to make the shortest ice bridges possible in order to conserve charges. Be careful of monsters with [[fire]] attacks, though! In addition, the ice will prove slippery, and as of [[3.6.0]] may potentially break, raising the possibility of being stranded, although the ice may become permanent instead.
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The wand of cold can be especially deadly against vulnerable monsters if you have a means of rebounding or [[reflecting]] the ray back at them. A wand of cold can also be used to retrieve any of the [[invocation item]]s from moats of water or [[lava]] by freezing it; the invocation item will then appear on top.
  
If you need to use the wand of cold to reach Medusa's down [[staircase]], then zapping a [[wand of digging]] downward may be a better idea. You might even choose to zap down to the [[Castle]],<ref>  [http://groups.google.com/group/rec.games.roguelike.nethack/browse_frm/thread/5249395885b1cbbe A ttyrec about the Castle drawbridge] by [[User:Eidolos|Eidolos]]</ref> collect the loot and the [[wand of wishing]], and come back up with better equipment; rarely, you may want to head even further down to [[Vlad's Tower]] for the guaranteed water walking boots.
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In scenarios where a player lacks [[levitation]] or [[water walking boots]], a wand of cold with sufficient charges can be a good choice if you need to cross water - try to make the shortest ice bridges possible in order to conserve charges. The ice will prove slippery, and may potentially melt away, raising the possibility of being stranded (although the ice may become permanent instead). Additionally, be careful of monsters with [[fire]] attacks!
  
A wand of cold can be used to retrieve one of the [[invocation item]]s from water or lava by freezing it; the invocation item will appear on top.
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In the event of much larger crossings, such as [[Medusa's Island]] in most cases, zapping a [[wand of digging]] downward is usually a better idea. You might even choose to continue to the [[Castle]], collect its loot and the [[wand of wishing]], and come back up through Medusa's downstair with better equipment;<ref>[http://groups.google.com/group/rec.games.roguelike.nethack/browse_frm/thread/5249395885b1cbbe A ttyrec about the Castle drawbridge] by [[User:Eidolos|Eidolos]]</ref> very rarely, you may want to head even further down to [[Vlad's Tower]] for the guaranteed water walking boots.
  
 
[[Category:Wands|Cold]]
 
[[Category:Wands|Cold]]
 
{{nethack-366}}
 
{{nethack-366}}

Revision as of 05:03, 27 April 2021

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Name cold
Appearance random
Abundance 4%
Base price 175 zm
Weight 7
Type ray
Maximum charges 8
Spell cone of cold
Monster use May be used offensively by monsters.

The wand of cold is a wand that appears in NetHack.

Effects

Zapping the wand in a given direction will shoot a ray of ice that deals 6d6 damage to non-cold resistant targets and possibly freezing any potions in their inventory, destroying them. The ray bounces when it hits walls or targets with reflection, and freezes any moat of water it travels over into ice; it will not affect potions left on the ground.

Engraving with a wand of cold will cause a few ice cubes to drop from the wand; this message is unique to the wand, but does not auto-identify it. Doing so over a burned engraving will make it vanish.

Applying a wand of cold to break it will create a damaging magical explosion of cold in a 3×3 square centered on you. See breaking wands for details.

Strategy

The wand of cold can be especially deadly against vulnerable monsters if you have a means of rebounding or reflecting the ray back at them. A wand of cold can also be used to retrieve any of the invocation items from moats of water or lava by freezing it; the invocation item will then appear on top.

In scenarios where a player lacks levitation or water walking boots, a wand of cold with sufficient charges can be a good choice if you need to cross water - try to make the shortest ice bridges possible in order to conserve charges. The ice will prove slippery, and may potentially melt away, raising the possibility of being stranded (although the ice may become permanent instead). Additionally, be careful of monsters with fire attacks!

In the event of much larger crossings, such as Medusa's Island in most cases, zapping a wand of digging downward is usually a better idea. You might even choose to continue to the Castle, collect its loot and the wand of wishing, and come back up through Medusa's downstair with better equipment;[1] very rarely, you may want to head even further down to Vlad's Tower for the guaranteed water walking boots.