Mines Malingerer
Posts: 50
Joined: Saturday, 27th August 2016, 04:51
Location: Folsom, Ca, USA
Wand of disintegration broken in .20?
It will not remove stone walls, trees, statues...
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Mines Malingerer
Posts: 50
Joined: Saturday, 27th August 2016, 04:51
Location: Folsom, Ca, USA
Ziggurat Zagger
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Joined: Wednesday, 23rd October 2013, 07:56
changelog wrote:Wands of disintegration no longer destroy terrain.
Tartarus Sorceror
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Joined: Thursday, 31st May 2012, 15:45
Mines Malingerer
Posts: 50
Joined: Saturday, 27th August 2016, 04:51
Location: Folsom, Ca, USA
Feature, not a bug. Wands of digging work on statues now too.
Tomb Titivator
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Joined: Friday, 2nd October 2015, 04:47
DeepDeath wrote:
Have a suit of armour that i want but is surrounded by trees and statues and no way to get to it.
Dungeon Master
Posts: 388
Joined: Monday, 18th August 2014, 20:04
DeepDeath wrote:Feature, not a bug. Wands of digging work on statues now too.
Tested: Digging does nothing to statues.
Have a suit of armour that i want but is surrounded by trees and statues and no way to get to it.
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
MainiacJoe wrote:May as well ask in this thread. What's the point of the disintegration wand? It's a beam damage spell that checks MR. Does it do an inordinately large amount of damage to compensate for these maluses, or is it a garbage tier wand like flame? At least flame can make steam, but disint can't alter terrain anymore. I don't see why it isn't just removed.
Siegurt wrote:It does ignore ev,sh, and ac.
Siegurt wrote:Is really nice against killer bees for example.
Cocytus Succeeder
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Joined: Sunday, 18th December 2011, 13:31
Mines Malingerer
Posts: 50
Joined: Saturday, 27th August 2016, 04:51
Location: Folsom, Ca, USA
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
duvessa wrote:So do hex wandsSiegurt wrote:It does ignore ev,sh, and ac.So are hex wandsSiegurt wrote:Is really nice against killer bees for example.
Why do we need 6 MR-checking wands and a pile of damage wands on top of that? To maximize inventory clutter?
Vaults Vanquisher
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Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
watertreatmentRL wrote:Yes, the decision to remove the interesting part of disintegration but not entirely remove the wand is weird. It is both redundant and useless. Should be removed.
Dungeon Master
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Joined: Monday, 18th August 2014, 20:04
DeepDeath wrote:An elephant-shaped statue.
A worn granite statue depicting an elephant standing guard.
Abyss Ambulator
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Tartarus Sorceror
Posts: 1822
Joined: Thursday, 31st May 2012, 15:45
advil wrote:DeepDeath wrote:An elephant-shaped statue.
A worn granite statue depicting an elephant standing guard.
Elephant-shaped statues (which generate in a specific lair end vault, due_jungle_book) are indestructible, and this wasn't either way affected by the change to disintegration. I do agree that that random good item behind a statue in that vault is confusing, but this vault is extremely old. Setting trees on fire is the best way to get it out.
Tartarus Sorceror
Posts: 1822
Joined: Thursday, 31st May 2012, 15:45
Siegurt wrote:MainiacJoe wrote:May as well ask in this thread. What's the point of the disintegration wand? It's a beam damage spell that checks MR. Does it do an inordinately large amount of damage to compensate for these maluses, or is it a garbage tier wand like flame? At least flame can make steam, but disint can't alter terrain anymore. I don't see why it isn't just removed.
It does ignore ev,sh, and ac. Is really nice against killer bees for example. The damage is decent, not amazing (better than flame at a guess)
Cocytus Succeeder
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Joined: Tuesday, 3rd February 2015, 22:05
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