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#1 |
Apprentice
Join Date: May 2009
Posts: 62
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Utility of Rods, Wands
Just how useful are wands/rods of (insert damage type here) bolts/balls? I've seen how some folk like to stack them up and blast away. I've always eschewed their use, and having enough to be useful and of the right type to actually damage critters is problematic at best (with the possible exception of Rods of Light). I usually play mages, and tend to rely on arrows and my character's spells. I've collected rods to sell for cash, and used them while carrying them, but I typically dump them in the town once I get there.
Am I making an error?
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#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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It depends on the rod. If it does 70+ damage/shot, it is likely to be better than arrows. I often carry them until I've got enough mana to get through a decent fight without running low. And Rods of Light are a valuable tool for more than combat.
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#3 |
Swordsman
Join Date: Apr 2007
Posts: 441
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I wonder if rods have the same problem as arrows. Perhaps a "device quiver" that can hold eg. 10 of any mix of rods, staves, and wands in a single slot would make them see more use.
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#4 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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Usually, the only ones I use are Rods of light, acid, and fire.
Rods of light because they beam and are useful for lighting hallways. Rods of fire because they have the highest damage output of any bolt wand or rod. Rods of acid because they have the second highest bolt damage and less monsters resist. IMO, If you can get a couple of any of these rods then they are worth using, but I usually ignore any others that I find except maybe carrying them for a few turns. Wands/rods of Annhilation or ball spells usually have too high a fail rate for my characters, but you shouldn't have that problem as a mage.
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#5 |
Swordsman
Join Date: Jun 2008
Location: Portland, OR, USA
Posts: 412
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Bolt/ball rods usually recharge in 7-12 turns so if you've got more than one you can get decent mileage out of them each fight. Most rods do decent damage, but I usually skip lightning bolts. Note the other elemental rods have the same damage:
DL20 Rod of Lightning Bolts = 6d6 (21) DL25 Rod of Frost Bolts = 12d8 (54) DL30 Rod of Fire Bolts = 12d8 (54) DL40 Rod of Acid Bolts = 12d8 (54) DL55 Rod of Lightning Balls = 64 DL60 Rod of Cold Balls = 100 DL70 Rod of Acid Balls = 120 DL75 Rod of Fire Balls = 144 Bolt wands are less useful because they do less damage. The ball wands do the same damage as the rods though, and since you can use them in consecutive turns, they can be great burst damage. I hold onto ball wands, empty them into tough monsters, and drop them if I need the room before I make it back to town to sell the empty husks. DL35 Wand of Lightning Balls = 64 DL40 Wand of Cold Balls = 100 DL50 Wand of Acid Balls = 120 DL50 Wand of Fire Balls = 144 DL50 Wand of Drain Life = 150 DL50 Wand of Dragon's Frost = 160 DL50 Wand of Dragon's Flame = 200 DL60 Wand of Dragon's Breath = 120 (Pois), 160 (Elec/Cold), or 200 (Acid/Fire) DL60 Wand of Annihilation = 250 |
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#6 | |
Swordsman
Join Date: Jul 2008
Posts: 308
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Quote:
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#7 | |
Angband Devteam member
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Quote:
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#8 |
Apprentice
Join Date: May 2009
Posts: 62
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Thanks, this is very helpful.
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#9 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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When I said Rod of fire bolts had the highest damage output, I probably should have mentioned that I was looking at Angband 3.0.9 code, but I didn't expect that to be changed.
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#10 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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Right. I'd forgotten the 3 better beam rods had been nerfed in 3.1.x. (A mistake IMO.) There should be at least some incentive to carry stacks of these.
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