We've talked about the issues with stat-gain, so I changed my alchemist's shop to have the stat gainers instead of the stat restorers, in V3.1.2v2 release code. Built a high elf mage, started back in.
First thing to notice: the stat-gain potions' *price* remains high. The base price is 8000; they were running almost 9000 even with the big Char boost that high elf gets. For most it'd be even higher. So, right away this becomes a limiting factor; you're not going to gather up that much cash for a while. The first 10 dungeon levels should pretty much play the same as they always do, no matter how you like to play them.
Starting around DL 12, you start getting enough cash for what you bring back, that you can start buying the gainers. Maybe 1, on the first trip; you're not seeing that many ego weapons at that point. By DL 18, a lucky trip might let you get 2 potions, from a reasonably extended trip. But that's probably all, unless you get somewhat lucky with ego weapons...and I was using the one Westernesse weapon I'd found. (I'd also gotten lucky and found Cammithrin, but damn if I'm gonna sell those. )
I had a very YASD on 20, but my sense is, in this approach you should be able to drop down reasonably smoothly, with the limitation becoming resists. The fact is, you can't buy them *quickly*...and you're limited by the need for so many of them. At one point, I had more mana than hit points...but I still had to watch out for energy/fire hound packs because 120 hit points can be gone rather quickly. And fine, I can use Spear of Light against a bunch of black orcs, but it still takes 3 to do the job...which is still a pretty good chunk of mana to use. Levels 19 and 20 were *less* of a hassle than normal, but they still weren't easy.
First thing to notice: the stat-gain potions' *price* remains high. The base price is 8000; they were running almost 9000 even with the big Char boost that high elf gets. For most it'd be even higher. So, right away this becomes a limiting factor; you're not going to gather up that much cash for a while. The first 10 dungeon levels should pretty much play the same as they always do, no matter how you like to play them.
Starting around DL 12, you start getting enough cash for what you bring back, that you can start buying the gainers. Maybe 1, on the first trip; you're not seeing that many ego weapons at that point. By DL 18, a lucky trip might let you get 2 potions, from a reasonably extended trip. But that's probably all, unless you get somewhat lucky with ego weapons...and I was using the one Westernesse weapon I'd found. (I'd also gotten lucky and found Cammithrin, but damn if I'm gonna sell those. )
I had a very YASD on 20, but my sense is, in this approach you should be able to drop down reasonably smoothly, with the limitation becoming resists. The fact is, you can't buy them *quickly*...and you're limited by the need for so many of them. At one point, I had more mana than hit points...but I still had to watch out for energy/fire hound packs because 120 hit points can be gone rather quickly. And fine, I can use Spear of Light against a bunch of black orcs, but it still takes 3 to do the job...which is still a pretty good chunk of mana to use. Levels 19 and 20 were *less* of a hassle than normal, but they still weren't easy.
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