Tomb Titivator
Posts: 911
Joined: Thursday, 17th December 2015, 02:36
HP-powered wands
Clarity was made to block out intentional berserk, but this was reverted with the justification that a mutation "should not shut down zerkers."
But at least berserk is one of Trog's many benefits, and the one that is likely to get less and less use as you go through the game, becoming more and more likely to get mutated.
Well, what MP-powered wands can do is shut down wand use completely.
In the case of Pakellas, it means almost everything the god is good for, and you become worse than atheist.
Deep Dwarves can become incapable of zapping wands without +MP gear, and might as well dress for their funeral.
MP-powered wands can also be said to have "bad interaction" with MP-draining monsters (they're supposed to shut down your casting, not your wands) as well as guardian spirit.
This is the kind of mutation that often doesn't even influence your character because you have more MP than your wands could reasonably consume. MP is usually not so important a resource, it just determines whether or not you're capable of doing certain special actions (usually, spells). HP is universally important. Switching to HP-powered wands makes each zap more costly but also more available as a choice for the player to make. That makes for a better "bad mutation" IMO.
flavor: change "magical power" to "vitality"
to do: warn/stop players before zapping at low health (crib from Makhleb invocations?)
- For this message the author HardboiledGargoyle has received thanks: 2
- Sandman25, Tressol