Difference between revisions of "Wand of create monster"

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(filling in wand template)
(defensive (not offensive) item)
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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.
 
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.
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Assuming the wand still has charges, breaking it will create a horde of eight <ref>[[Apply.c#line2692]]</ref> monsters around the player.
  
 
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.
 
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.
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Monsters may be generated with a wand of create monster in their inventory as a [[defensive item]]. Fleeing monsters will zap the wand to cover their escape.  
  
 
==History==
 
==History==
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==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 e. g. [[captain]]s or [[archon]]s.) In a [[temple]], don't catch the [[aligned_priest|priest]] in the blast or you will anger him.
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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 e.g. [[captain]]s or [[archon]]s.) In a [[temple]], don't catch the [[aligned_priest|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. <!-- See talk page for the code. Things that aren't yet considered: cursed wands exploding, certain monsters generated in groups. I think the latter effect only introduces a constant in the comparison. -->
 
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. <!-- See talk page for the code. Things that aren't yet considered: cursed wands exploding, certain monsters generated in groups. I think the latter effect only introduces a constant in the comparison. -->
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In the later stages of the game, wands of create monster are common and since late game monsters tend to be large or huge, wands of create monster may be used in place of rations: zap until you get a large monster, kill it, eat it, repeat.
 
In the later stages of the game, wands of create monster are common and since late game monsters tend to be large or huge, wands of create monster may be used in place of rations: zap until you get a large monster, kill it, eat it, repeat.
 
==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. Monsters also have a significant chance of getting one as their [[offensive item]].
 
  
 
==See also==
 
==See also==

Revision as of 11:28, 13 February 2011

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Name create monster
Appearance random
Abundance 4.5%
Base price 200 zm
Weight 7
Type non-directional
Maximum charges 15
Spell create monster
Monster use Will not be used by monsters.

A wand of create monster generates monsters 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.

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

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.

Monsters may be generated with a wand of create monster in their inventory as a defensive item. Fleeing monsters will zap the wand to cover their escape.

History

In Rogue, 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 its 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 e.g. 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. Recharging is only worth a thought if you have the PYEC.

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

In the later stages of the game, wands of create monster are common and since late game monsters tend to be large or huge, wands of create monster may be used in place of rations: zap until you get a large monster, kill it, eat it, repeat.

See also

References