There is no staff of teleport other, only wand - that's why i did not list that.
But you are right, TO is one of the most useful utilities.
Attack wands are also very useful with mages until midgame, drain life and annihilation even at endgame.
"Doesn't affect granite" bug?
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I actually like this part of the UI being "stupid" as currently I can have a wand @a1, a staff @u1 & a rod @z1. If it ever gets "fixed" it will actually inconvience me.Leave a comment:
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There's a Staff of Banishment? O_O I don't think I've ever seen a Staff of Banishment.
Don't generally use Staff of the Magi, because I tend to play warrior/warrior hybrids and it was never worth the slot to me (not that I dispute its usefulnes).
Not sure what TS stands for. I already mentioned Teleport, so I don't think that's it.
Haste and Healing I completely forgot about despite making use of them, I'll give you that.
Ok, so let me rephrase my point slightly: "Staves are basically wands that have primarily utility, and defensive spells, as opposed to wands that are primarily offensive."
Just make it "a".
And disable those "sticks" which can't be used.Last edited by invisibletroll; August 24, 2020, 00:50.Leave a comment:
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Don't generally use Staff of the Magi, because I tend to play warrior/warrior hybrids and it was never worth the slot to me (not that I dispute its usefulnes).
Not sure what TS stands for. I already mentioned Teleport, so I don't think that's it.
Haste and Healing I completely forgot about despite making use of them, I'll give you that.
Ok, so let me rephrase my point slightly: "Staves are basically wands that have primarily utility, and defensive spells, as opposed to wands that are primarily offensive."Leave a comment:
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Staffs are also weapons in DCSS if I recall correctly. In Angband, they're basically wands that primarily have utility and escape spells (mapping, light, teleport, *Destruct*). As opposed to wands, which are primarily offensive spells.
The only ones you are expected to use in a combat that isn't going sideways are Confuse Monsters and Sleep Monsters, and those are rarely worth the inventory slot.
Edit:Well, and Slow Monsters too, which is very useful, and may be worth a slot depending on your playstyle.Leave a comment:
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Staffs are also weapons in DCSS if I recall correctly. In Angband, they're basically wands that primarily have utility and escape spells (mapping, light, teleport, *Destruct*). As opposed to wands, which are primarily offensive spells.
The only ones you are expected to use in a combat that isn't going sideways are Confuse Monsters and Sleep Monsters, and those are rarely worth the inventory slot.
Edit:Well, and Slow Monsters too, which is very useful, and may be worth a slot depending on your playstyle.
It's a serious reason to have 2 staves of teleporting with you.
And if you have means to teleport other, even better.
You can prepare for your deadly attack.
Sniping that bastard from the range!Leave a comment:
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Staffs are also weapons in DCSS if I recall correctly. In Angband, they're basically wands that primarily have utility and escape spells (mapping, light, teleport, *Destruct*). As opposed to wands, which are primarily offensive spells.
The only ones you are expected to use in a combat that isn't going sideways are Confuse Monsters and Sleep Monsters, and those are rarely worth the inventory slot.
Edit:Well, and Slow Monsters too, which is very useful, and may be worth a slot depending on your playstyle.Leave a comment:
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Actually these are things which bother me for a long time.
I can accept that one doesn't want to swap between weapons (though in my opinion that should cost a turn so should not be automatic).
But getting stat bonuses and resistances from a 2 handed weapon + a shield + a shooter is just too much for me.
Since you mention staff usage - not counting the remaining charges is also a bad feature in my eyes.
"But getting stat bonuses and resistances from a 2 handed weapon + a shield + a shooter is just too much for me."
High five.Leave a comment:
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Actually these are things which bother me for a long time.
I can accept that one doesn't want to swap between weapons (though in my opinion that should cost a turn so should not be automatic).
But getting stat bonuses and resistances from a 2 handed weapon + a shield + a shooter is just too much for me.
Since you mention staff usage - not counting the remaining charges is also a bad feature in my eyes.Leave a comment:
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Leave a comment:
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I can accept that one doesn't want to swap between weapons (though in my opinion that should cost a turn so should not be automatic).
But getting stat bonuses and resistances from a 2 handed weapon + a shield + a shooter is just too much for me.
Since you mention staff usage - not counting the remaining charges is also a bad feature in my eyes.Leave a comment:
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How is there no gameplay change? If you are holding a shovel, you are not holding a sword. So if someone attacks you, you have to spend a turn swapping weapons. But that is not true when you have magical backpack swapping.dLeave a comment:
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