I think a lot of players do miss this, because they look at the limited charges and immediately think "this isn't something I can incorporate into my strategy because it'll run out." But if you have an item that makes a single "encounter" (with a pack of enemies or a single strong enemy) vastly easier, and then you discard the item, it still proved useful, right? And a wand of Magic Missile will wreck early game uniques through Brodda or so, and the bigger bolt wands will do similarly through 1000' or maybe even further.
You also see this with the characters who have a million rods in their inventory, despite the fact that they're heavier than wands, because the rods at least safely recharge on their own and thus can be "incorporated" into one's overall strategy. Of course, by the time you can stockpile a big bunch of rods, they're not keeping up damage-wise any more. Whereas attack wands generally do quite competitive damage at the time they start showing up.
Next time you play a mage, buy a Wand of Magic Missile along with your starting book, and see how far that takes you as opposed to getting a second book or whatever.
You also see this with the characters who have a million rods in their inventory, despite the fact that they're heavier than wands, because the rods at least safely recharge on their own and thus can be "incorporated" into one's overall strategy. Of course, by the time you can stockpile a big bunch of rods, they're not keeping up damage-wise any more. Whereas attack wands generally do quite competitive damage at the time they start showing up.
Next time you play a mage, buy a Wand of Magic Missile along with your starting book, and see how far that takes you as opposed to getting a second book or whatever.
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