Wandlore is a rubbish craft skill, but you already knew that: The new free DLC added a new sixth level to all of the crafting skills. That's Great-- if you're a tinker or a smith. Alchemy doesn't really benefit because it has few level six recipes, and wandlore doesn't get anything except for a few points of aetherial damage and some magic resist. To say that wandlore is unpopular would be an understatement. compared to the other craft skills, wand lore is the biggest inventory management headache, and it provides the weakest benefits. The number of cross class skills that are required to exploit wandlore is a bit tough, only supassed by the inventory headaches the player has to deal with to get any benefit from crafting wands. The goal of this thread is to provide real, implementable solutions for improving wandlore; the scope of this thread includes overall design goals as well as specifics, such as wand recipe recommendations and new wand ideas. The end product of this discussion should be .xml data that Gaslamp developers can paste directly into dredmor or possibly a community wandlore improvement mod. What should be in the Wand Lore overhaul?: 1. Fix wands so they act exactly like abilities and can use any spell type (targetfloor, item, etc) The most limiting factor with wands is that they can only target monsters or players. This means that wands can only be used for applications like hostile missiles,targeted template spells, buffs, and healing effects. There is a lot of potential for new, different kinds of wands if the code was changed to allow wands to target the floor and walls. This would greatly expand the list of things that modders and developers could do with a wand item. 2. Simplify wand recipes. Simply put, there is way too much variety in the required ingredients for wandlore recipes. No other craft skill has to deal with the intricate demands of the wandlore skill. While this aspect of wandlore could be finely tuned to offer different options based on the player's other skills, some recipes are simply ridiculous in what the require the player to produce. Rock Wand and Deciduous Wands are notorious examples of recipes that are simply too complicated for most players to get, and the payoff for making them is simply not worth it. 3. Make min-max charges less random for wandcrafters Some of the best wands can be obtained at wandcrafting level 2. There is little benefit to having more than one or two points invested in the wandlore skill (and you don't even need to take wandlore if you have a skill like rogue scientist). There ought to be a benefit to wand crafters having a higher wandlore skill, even if they take the skill only to produce the lower tier wands. One proposed solution to this problem would be to add duplicate wands of the same type flagged with special="1", that can only be produced by using the craft recipe at a certain skill level. These higher tier wands will have the same name (perhaps modified by a +1, 2 ,3 etc or some other naming convention) and will have a larger number of availiable charges. NOTE: for this recommendation to work, the code dealing with how wands randomly spawn in the dungeon needs to be fixed so that wands flagged with special="1" don't spawn in the dungeon. This was a problem with potions too, as i recall. 4. Add more varieties of wands Simply put, there aren't enough wands in the game to make wandlore a worthwhile skill. Perhaps once the coding limitations are removed from wands, it would be possible to make wands that do different kinds of effects, like digging, teleportation, and summoning creatures. Furthermore, the wand lore crafting recipes can be tailored to offer good synergies with a variety of other skills, like game hunter (wands that require meats), fungal arts (wands that require mushrooms), alchemy (wands that require potions) and tinkering (wands that require tinkering components). Obviously there should be some debate over the relative strength of the wand versus the resource cost to produce it, and this point requires lots of specific brainstorming (recipes, spell effects, spritework, etc) Hopefully I've laid out the big ideas that everybody agrees with. Once there are some concrete Ideas we can start writing xml for spell effects and recipes.