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Flaw: Chargable Wands and Staves

Kylan271Kylan271 Member Posts: 24
I have found a flaw in the Wand/Staff Near Infinity mechanics.

Both wands and staves have no base Charges. Charges are only set in the individual spell's effect.

Wand of Fire has 2 spells
1. Fireball 3rd
2. Aga..Scorcher 2nd

Both have 50 charges, making it a 100 Charge item when you recharge.

There are no game mechanics to recognise a base 50 Charges, which both spells draw from. And if you have 5 spells, then you have 250 charges(albeit each must have 1 charge to remain).

How to create a staff with different spells where you can have just 50 charges, which all spells have to share? The game workaround is just to create daily spell items in several staffs.

Comments

  • jmerryjmerry Member Posts: 4,139
    edited August 27
    You use a "select one of this list of options" spell similar to Spell Immunity. Item's single charge ability casts the spell, spell selects from the payload spell options.

    Naturally, this requires multiple external resources, not all of the same type. You can't do it all in the item alone.

    Also, nothing to do with Near Infinity. NI is just a tool; the limits here are in the underlying structure of the game's resource files, not in the external tools we use to interact with them.
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