Talk:Mint-condition magic wand
- Makes the Wizard function better than 1/3 of a Fairy, maybe up to full (or at the very least, half) capacity?--Dorf (t|c) 23:25, 3 August 2007 (CDT)
Maybe I missed it, but I don't think there was a special message for when the wand broke. I noticed because the combat-end "Prosperio Improvus" went back to being "half-hearted". ColtsScore 01:42, 4 August 2007 (CDT)
- Well, either I missed it before, or they've just added it, but there's now a message for when you lose the wand. I'll add it into the article for the familiar. ColtsScore 02:02, 4 August 2007 (CDT)
How long does it last?
I had my wand for 40 adventures. 4 of them were non-combats. ColtsScore 02:06, 4 August 2007 (CDT)
Where is it found?
Is this from the Cake-shaped arena or does the familiar drop this item? -Miaire 05:38, 4 August 2007 (CDT)
- Caked shaped arena.--esko 06:07, 4 August 2007 (CDT)
Is it worth it?
I'm wondering if anyone has done the math to figure out if the wand is worth it. The extra stats/item drops gotten from using a lead necklace on the familiar, vs. the stats you aren't getting from the 20 or so arena fights it takes to get the wand each time, including the 3lbs you don't get from not using the necklace. (unsigned)
First, don't forget to sign your posts. Second, there is a huge number of factors to take into consideration when making this decision. As a general rule, it is never more effective to take a temporary boost when you could instead gain an indefinite one. Over the course of a run, you will spend hundreds of turns with your wizard (assuming you use it as one of your primary familiars for the run), and hundreds of turns of +3 weight (even once your wizard nears the heavy weights and the square root formulas start hitting you hard with diminishing returns) will give you vastly greater benefits than a meager 30 or so turns of an extra sqrt(2) factor. The wizard has a ton of weight-dependent effects. The benefits of a wand would all have to come from a complicated mass of considerations: analyzing if it could get you through the lower levels faster, how many turns it might save you getting a needed item to drop (thus giving you more turns to spend in more productive places), how much the healing and delevelling may help you handle high power zones earlier (like the gallery), how much meat the healing will save you, and so on.
Basic calculations and intuition tells me that the wand is completely useless if your wand supply is at a premium (such as when doing a hardcore run). A lead necklace will surpass it immensely, and has the added benefit of being useable on (almost) every familiar you could use during a run. If your supply of wands is effectively unlimited (say when you're doing a casual run and you've built up a supply, or are willing to buy them from the mall when needed), then the wand is more-or-less more effective on a wizard than a lead necklace (or other +weight equipment). Though there may be times when item drops are not important, in which case you may prefer something like Wax Lips (if you have them).
In other words, should you accidentally find yourself acquiring a wand, sell it in the mall so you can at least make a profit on meat. I like my wizard, but that he has such a blatantly non-functional piece of equipment aggravates me. --Flargen 00:53, 1 September 2007 (CDT)
I used a wand for about 15 turns, then switched over to my lead necklace. Now, a week later, I used the same wand again, and it still broke after 39 turns. Maybe the wand seems to repair itself over time? (Possibly due to the fact that Jick didn't want to keep stats for things like durability?)