I just thought I'd look up the effects a Wand of Wonder can have, after getting a message from it I didn't recognize ("You feel a surge of power!") that is apparently intended to facilitate ID-by-use. Anyway, when you aim a Wand of Wonder, the game rolls d100 and adds clvl / 5 to the result (thus generating a number from 11 to 110 for a level-50 character). The die determines the effect:
Personally I think the Banish effect should be replaced by Mass Banish, since that seems more random than getting to choose which monster type goes away. Otherwise, it'd be nice if the player's level had more of an impact on the effects selected; as it is the only effect you can get to go away entirely is Clone Monster. The wand only becomes entirely beneficial IMO once Polymorph Other is no longer an option. Of course by that point the effects are likely too weak to rely on. Certainly I doubt anyone has ever seen the 110 effect, though my current character managed a perfect 100 roll, getting him an earthquake -- another impetus to check out the spoilers.
Ideally, I think it'd be neat if this wand looked broadly like this at the following character levels:
In other words, the wand would always be unreliable, but it would at least generate effects that, at the level at which you use them, you would appreciate if you could summon them reliably. Of course, getting a Destruction when you wanted to deal damage would be annoying (as would getting an acid ball when you were hoping against hope for a Destruction), but that's the name of the game. It'd be awesome to see people diving for those Wands of Wonder when they get into a serious bind.
Code:
1-7: Clone Monster 8-13: Haste Monster 14-25: Heal Monster (4d6HP restored) 26-30: Polymorph Monster 31-35: Fires a possibly-beaming magic missile dealing (3 + (clvl - 1) / 5)d4 damage (up to 12d4) 36-40: Confuse Monster with power clvl 41-45: Fires a radius-3 poison ball dealing 20 + clvl / 2 damage (up to 40) 46-50: As Spear of Light (lights a line dealing 6d8 damage to susceptible monsters) 51-55: Fires a lightning beam dealing (3 + (clvl - 5) / 6)d6 damage (up to 10d6) 56-60: Fires a possibly-beaming frost bolt dealing (5 + (clvl - 5) / 4)d8 damage (up to 16d8) 61-65: Fires a possibly-beaming acid bolt dealing (6 + (clvl - 5) / 4)d8 damage (Up to 17d8) 66-70: Fires a possibly-beaming fire bolt dealing (8 + (clvl - 5) / 4)d8 damage (up to 19d8) 71-75: Fires a drain-life bolt dealing 75 damage to the non-(demon/undead/golem/elemental/vortex) target 76-80: Fires a radius-2 electrical ball dealing 30 + clvl / 2 damage (up to 55) 81-85: Fires a radius-2 acid ball dealing 40 + clvl damage (up to 90) 86-90: Fires a radius-3 cold ball dealing 70 + clvl damage (up to 120) 91-95: Fires a radius-3 fire ball dealing 80 + clvl damage (up to 130) 96-100: Fires a drain-life bolt dealing 100 + clvl damage (same target restrictions as noted earlier) (up to 150 damage) 101-103: Causes a radius-12 earthquake. 104-105: Causes a radius-15 Destruction effect. 106-107: Performs a Banish effect (single monster type with prompt) 109: Deals 120 damage to all monsters in line of sight 110: Dealings 150 damage to all monsters in line of sight; slows all monsters in line of sight with power clvl; sleeps all monsters in line of sight with power clvl; heals the player for 300HP.
Ideally, I think it'd be neat if this wand looked broadly like this at the following character levels:
Code:
1: Even odds of heal monster / haste monster / clone monster / stinking cloud / frost bolt 20: Even odds of haste monster / polymorph monster / spear of light / acid bolt / fire ball 35: Even odds of any elemental ball / drain life (300) / earthquake / teleport-away 45: Even odds of acid ball / dispel all (200) / drain life (500) / Destruction / heal self (300)
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