crate wrote:If I had an infinite wand of random effects I would use it to cure rot (and I have used /RE to cure rot in some of my games). You can argue that healing should be removed from /RE if you want, but I don't think that making /RE healing different from /healing or !hw makes sense, nor do I think that !hw should stop restoring rot.
Infinite /RE is problematic in other ways anyway though, at least if you get it early in the game (which is sometimes when Yiuf appears). If it's not clear why I'm saying this I suggest you go play a few artificers and figure out how to make your starting /RE useful.
My comments were specifically limited to farming heal wounds for rot removal from wands of random effects. I stand by my opinion that this particular quirk of the system is tedious, spoilery, and not especially useful since rot isn't normally all that bothersome in the first place.
My comments do not apply to the practice of using random effects for threat management in the early game, where it's actually a fairly powerful option for dealing with a number of early-game threats. For example, training a melee brute that is too strong to handle in combat towards a stairwell, where it can be obliterated with a lucky roll with retreat upstairs in reserve in case of an unlucky roll.
Infinite random effects would certainly be a powerful early-game tool, but it isn't like it would be superior to an early drop of a good rod, which would even continue to be useful throughout the game.