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Angband spells
Angband spells











angband spells

The only three critical ones Gob already has Magic Missile, Light Area, and Find Traps/Doors. I suppose now is the right time to talk about how useful/less the spells in the first book are. Mages are not designed to hit things, and do teeny tiny amounts of damage. God bless the automatically clear -more-, because otherwise this would have taken me like 15 minutes to do. The old (?) codger (?) drops a very nice dagger for the trouble of whittling down his health in tiny tiny increments. Somewhere along the way Gob reaches level 4 but doesn't learn any new spells, and espies Farmer Maggot in town. There's only man (gnome) brave enough - and stupid enough - to try and solve this problem. My longest-running game was as a mage, and that's not a coincidence.Īnyway, when we last left Angband proper, the Mages' Guild had sworn revenge on Morgoth for (a) offering a sweet job to some bitch who was tight with God instead of the forces of darkness and (b) obviously screwing them out of all kinds of magical power back when they made that creepy blood-oath a million years ago. This makes floors 35+ a total cinch for well-prepared mages. Remember the Wand of Acid Bolts that Viki had which she used to take down one of those non-Evil unique monsters? Wands are always less powerful than their corresponding spell - and mages get Acid Ball later on. fans) will be able to cast Earthquake and an absolutely ridiculous number of high-damage area of effect spells. Eventually our gnomish friend (who, in a strange turn of events, I did not name David - sorry, Nick Jr. No, where mages really shine is when they start picking up their theme books in the dungeon. Unique monsters are almost always a pain in the ass, because many of them resist elemental brands, which means that mages are reduced to the good ol' Magic Missile, which will barely put in a dent in most of them - and on top of this, some of them have generic magic resistance.

angband spells

Player levels 1-5 are almost impossible to complete, no matter what depth you're playing at, but it's smooth sailing then until around dungeon level 9/10, when dragons start showing up. Even I haven't figured out exactly what it affects after all this time. It prevents some kinds of stunning and some kinds of paralysis, but not all.

Angband spells free#

Free Action is a little weird, because it's not exactly clear to the casual player what it does. Our mage will be a Gnome, because Gnomes have two very great properties: They make excellent mages because they have a high INT bonus during character creation, and they get Free Action. This means that the mage will be diving much faster than Viki did, in part because he'll have excellent ranged attacks from the get-go.

angband spells

For comparison, Viki was a human priest, which was a total of +20% above base experience. What else can we learn about mages, really quick? Well, Mages take +30% of base experience to level, making them the second most-expensive class to level (Rangers are more expensive, at +35%) which means that if you combine them with a race that makes good mages, you should expect at least a +50% increase over the base exp. Mages get a Detect Traps/Doors spell very early on, and they're expected to use it every time the screen changes until they hit at least level 10. You'll notice that for two of them, I didn't even get screenshots because the -more- prompts cleared so quickly.













Angband spells