FYI, you can achieve automatic charge knowledge in Sangband with the right skillset. I can't remember if it's just Devices or if you also need Perception.
Perception will help in IDing charges upon pickup. Devices gives a talent that will give charges for a device.
* Reduce the strength of mind blasting while increasing "conventional" threat from monsters who use it - at present it's at the very least a challenge-game to play without Spell Resistance, even when taking every opportunity to boost WIS and wear gear that boosts spell resistance. Unique V whose name starts in T, I'm looking at you... you murderer. In short: I'm OK with Spell Resistance being extremely handy, but I think it/the threat assortment should be such that it's not a necessity.
I'm pretty sure that you're not supposed to play the game without spell resistance. I could reduce the cost and make it do less and roll some automatic spell resistance into levelling, but that seems antithetical to Sangband philosophy. Or it could be remove altogether and bundled with levelling, much like HP already works, which also seems antithetical.
Mind blasting is indeed evil, and I hate it as a player, but it's seems evil in the appropriate way as a maintainer.
* Somewhat weaken wand/rod disarming and strengthen skill disarming. Disarming is very cheap, frees up a backpack slot, and partially pays for itself, true, but it still feels a big investment for something you can get from Devices without the skill points (especially with the 100% Power limit). Of course if a more comprehensive approach to toning down Devices skill is taken, as has been discussed before, then this becomes irrelevant. (I'm not directly advocating toning down Devices because that's a huge change, and because it's expensive and it's not a terrible challenge game to play, at least, deviceless spellcaster/burglar... so it's not QUITE a must-have skill... though it really does come dangerously close.)
I've been thinking about making utility devices easier to use, so that high device use skill won't be necessary for nearly all characters.
* (Arguable) slightly strengthen trap-setting (maybe a one-turn reduction in time taken or, perhaps better, decrease in the incessant dodges, disarms, and smashes), perhaps at the cost of weakening the other Burglary benefits, such as the light-weapon bonus, which I know has been criticised for its power. My reason? It's SUCH a royal pain in the ass for non-Guild burglars to meet the practice requirement for the skill... mainly around skill 11-30.
You can practice with theft also. I've found that practicing burglary isn't too hard. Also, you need 20 skill to become guild. I'll look into improving traps, but traps seem mainly aimed at handling large weak swarms, and stealth helps.
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