{"action":"created","issue":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/63","repository_url":"https://api.github.com/repos/jeremygurr/dcssca","labels_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/63/labels{/name}","comments_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/63/comments","events_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/63/events","html_url":"https://github.com/jeremygurr/dcssca/issues/63","id":144128491,"number":63,"title":"wand of heal wounds isn't good for much","user":{"login":"jeremygurr","id":3094011,"avatar_url":"https://avatars.githubusercontent.com/u/3094011?v=3","gravatar_id":"","url":"https://api.github.com/users/jeremygurr","html_url":"https://github.com/jeremygurr","followers_url":"https://api.github.com/users/jeremygurr/followers","following_url":"https://api.github.com/users/jeremygurr/following{/other_user}","gists_url":"https://api.github.com/users/jeremygurr/gists{/gist_id}","starred_url":"https://api.github.com/users/jeremygurr/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jeremygurr/subscriptions","organizations_url":"https://api.github.com/users/jeremygurr/orgs","repos_url":"https://api.github.com/users/jeremygurr/repos","events_url":"https://api.github.com/users/jeremygurr/events{/privacy}","received_events_url":"https://api.github.com/users/jeremygurr/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":3,"created_at":"2016-03-29T01:33:43Z","updated_at":"2016-03-29T05:03:49Z","closed_at":null,"body":"Hmm, wand of heal wounds has been a tough problem to solve. In old crawl it is way too easily abused. And most of my attempts to fix it have failed. Maybe it should be changed into something entirely different. Right now, it's main purpose in existence is to make deep dwarves playable, but if a species requires one specific item made just for it to be playable, then maybe something is wrong. \r\n\r\nWhat if it was a wand of regeneration instead, that worked even for dwarves? It could even be used multiple times to stack the effect, but of course costing more charges in the process. Higher evocations power would increase how much the regeneration is per time unit, and multiple uses of it would extend the duration of the regeneration.\r\n"},"comment":{"url":"https://api.github.com/repos/jeremygurr/dcssca/issues/comments/202711803","html_url":"https://github.com/jeremygurr/dcssca/issues/63#issuecomment-202711803","issue_url":"https://api.github.com/repos/jeremygurr/dcssca/issues/63","id":202711803,"user":{"login":"jeremygurr","id":3094011,"avatar_url":"https://avatars.githubusercontent.com/u/3094011?v=3","gravatar_id":"","url":"https://api.github.com/users/jeremygurr","html_url":"https://github.com/jeremygurr","followers_url":"https://api.github.com/users/jeremygurr/followers","following_url":"https://api.github.com/users/jeremygurr/following{/other_user}","gists_url":"https://api.github.com/users/jeremygurr/gists{/gist_id}","starred_url":"https://api.github.com/users/jeremygurr/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jeremygurr/subscriptions","organizations_url":"https://api.github.com/users/jeremygurr/orgs","repos_url":"https://api.github.com/users/jeremygurr/repos","events_url":"https://api.github.com/users/jeremygurr/events{/privacy}","received_events_url":"https://api.github.com/users/jeremygurr/received_events","type":"User","site_admin":false},"created_at":"2016-03-29T05:03:49Z","updated_at":"2016-03-29T05:03:49Z","body":"What if we kept the max charges, but didn't allow recharge scrolls to work on heal wounds. Dwarves could still recharge them with their more powerful charging ability (which costs 3 PMP instead of 1). Or when I create amp scrolls, an amped recharge scroll could potentially recharge a heal wand, but at a much higher cost than just a recharge scroll. \r\n\r\nI'd still like them to behave a bit differently than potions. Maybe they always take 2 uninterruptible turns to use, so you could use them in battle, but they are definitely not as safe as a HW potion. Then, like you said healing amount would be in proportion to evocations.\r\n\r\nI like the flavor of a wand that loses max charges each time it is recharged. That may be better than just banning recharge scrolls for heal wounds. Say a wand lost 1/3 of it's max charges each time, with a minimum of 1 charge lost. 9 charges -> 6 charges -> 4 charges -> 2 charges -> 1 charge -> wand crumbles into a pile of dust. You could get a maximum of 22 charges out of a wand of 9 charges, spending 4 recharge scrolls. Probably be best not to waste the last two scrolls on just gaining a few charges. I like that. We could also make the dwarf recharge ability work the same way, then I can do away with my other approach there.\r\n\r\nSo I'd say lets do\r\n- the recharge diminishing thing \r\n- 2 turn uninterruptible execution\r\n- health recovery based on evocations\r\n "}}