Magic Staves Mechanics
issueid=5700 11-14-2017 09:50 AM
Junior Member
Number of reported issues by Blingley: 2
Magic Staves Mechanics
Magic Staves have interesting effects, but their mechanics are boring and promote tedious gameplay.

Magic staves are interesting and useful, but do not really make sense. The main problem is that they are equipped to zap them and then stashed back into the inventory until they have recharged. This basically just adds more tedium to all of the non-combat-oriented staves where the risk of switching your weapon is minimal. Due to their low damage stats, they are almost never used as a weapon or even held in the hands for extended periods of time. I recommend the following changes.

A: Make the recharging based on whether or not they are equipped. The benefit would be actually forcing people to keep the staff equipped (more iconic caster look), focus on a specific staff to get the most out of (making informed decisions), and reduce tedium. Could be implemented by starting a counter from, say, 8000 and counting down each turn - but counting turns the staff is in weapons slot for double or triple.
B: Make staff recharging depend on the Staves weapon skill. This would reward people actually hitting enemies with the weapon. Something like 3-4% per weapon skill seems accepatble. Alternatively reduce the remaining cooldown by a number of turns each time an enemy is hit and damaged with the staff - 1 turn per staves weapon skill seems reasonable.
Issue Details
Issue Number 5700
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Implemented
Priority 5 - Medium
Suggested Version ADOM 3.0.2
Implemented Version ADOM 3.0.3
Milestone (none)
Votes for this feature 9
Votes against this feature 1
Assigned Users (none)
Tags (none)




11-21-2017 02:10 PM
Issue Changed by adom-admin
  • Status changed from Suggested to Implemented
  • Issue marked as addressed
  • Addressed version changed from Unknown to ADOM 3.0.3

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