I'm using version 4.2.2, and I have a question about recharging items. Does the current number of charges affect the chance of a wand or staff being destroyed when recharged? More specifically, if a wand or staff currently has 1 or 2 charges, is it more likely to be destroyed than one that has 0 charges, when you try to recharge it? If so, how big a difference does 1 charge make?
Question About Recharging
Collapse
X
-
yes, and, a lot.
i dont know the exact formula but if you have 1 charge left, just discharge it. You will get a far higher chance of success.
if you have a stack, you get as many recharge, and drop them on the floor one by one until you have none left.
Then you walk on them and without picking up, you read the recharge scrolls.
Once all are recharged, pick them up.
Generally, the only thing i bother recharging is Teleport Other, unless i find a really early Drain Life or Annihilation. Or maybe even a Dragon Breath. Then i'll carry some scrolls to take care of early uniques."i can take this dracolich" -
ah yes true, summoning.
The reasoning is that if you are lucky, you can pull a unique, which will come without guards, and in a spot where you want to fight. (or just to get some XP when you are levelled over the current DL)
If the mob is OOD, but *you* are tough enough to take it, it's better when the surrounding dungeon is less dangerous.
i rarely bother with speed and healing. I just do not find them practical items."i can take this dracolich"Comment
-
For me staff of the magi and banishment. These are the best ones (of course magi is for casters only).
Also healing is very useful. Using a staff does not make you gorged and that may be a factor. Use it carefully though as it's not 100% success.
I recharge annihilation if I use them against Morgoth.
I almost never care about recharging TO.Comment
-
If I'm playing a mage, I'm recharging just about anything so I can cast tap magical energy when I'm low on mana.
Otherwise the only things I'd be likely to recharge are drain life and annihilation (and those would be for use against Morgoth). For other wands/staves I'll just go ahead and find another one.Comment
-
ah yes true, summoning.
The reasoning is that if you are lucky, you can pull a unique, which will come without guards, and in a spot where you want to fight. (or just to get some XP when you are levelled over the current DL)
If the mob is OOD, but *you* are tough enough to take it, it's better when the surrounding dungeon is less dangerous.
It's risk free.Comment
-
Interesting. I seem to be using devices more than you guys; things I carry regularly:
-tele other
-mapping
-detect evil (warrior only, before ESP)
-teleport staff (but rarely recharge it, they are so frequent)
-speed
-banishment
-destruction (how do you survive on lvl 98 without this ?)
And I hold onto every ?recharge I can get my hands on; if its too many to carry around, I store a stack in the house. Obviously, if the class I play can cast the spell reliably I dont bother with the device of same effect.
I should try using more summoning! If its really that useful, maybe give the spell to the necromancer.Comment
-
So...when you find #2, do you discard #1 before picking it up ?Comment
-
In general, I don't bother with recharging (Scrolls of Recharge just aren't worth the inventory slot). However, I *do* make very heavy use of recharging when playing a Rogue. Wands are my primary source of damage for most of the game when I'm playing a Rogue. Not only does it make me feel like a crafty arcane hybrid, but the recharging spell means wands are much more renewable than arrows when you don't have access to the town.
Arrows are precious, so precious, and I usually save them for powerful enemies (mostly uniques) who resist whatever wands I have on hand.Comment
Comment