Enchanting Missles

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  • Funksultan
    Rookie
    • Oct 2008
    • 10

    Enchanting Missles

    I'm sure this has been asked several times, but search came up with nothing.

    I'd like to make a stack of +8,+8 or so ammo for whompin uniques, and have started to make a nice stockpile of ?+hit and ?+dam. The problem is the chances of them working is effected by the size of the stack somehow. On a stack of 99, I think I'm getting maybe 1/5 or 1/6 to stick. Is there a best way to do this? Stacks of 20 at a time? 99?

    "Blue Ranger needs ammo badly!"
  • Mondkalb
    Knight
    • Apr 2007
    • 982

    #2
    20-25 works well, chances of success decrease with number of missiles.
    Watch out for the dungeon spellbook Tenser's Transformations. Starting with Level 31 you will get the very useful spell "elemental brand" and with level 34 the spell "enchant weapon".
    My Angband winners so far

    My FAangband efforts so far

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    • Slick
      Scout
      • Oct 2007
      • 48

      #3
      99 is probably overkill, but if you want to make large stacks, it is best done with a couple of spells in Tenser's Transformations (probably the most useful book for a ranger). In any case, enchant smaller stacks (~20) to a convenient level. I personally try for +9, +9, due to the probabilites dropping significantly after +9. When you get a stack to +9, +9, then work on the next stack. When the 2nd stack reaches +9, +9, it will automatically combine with the first stack.

      This is not always easily done. If you accidentally get one of the stacks to +10 with the spell or *enchant weapon* (which make multiple attempts to enchant) , then you have to work on the first stack again to try to get the stacks to match so that they will combine.

      Once you get Tenser's, it is not really necessary to keep large stacks of missiles since you generally find more missiles than you use up; and you can enchant all that you find (including cursed ones) up to your desired level.

      Comment

      • pav
        Administrator
        • Apr 2007
        • 793

        #4
        Or play variant with a quiver
        See the elves and everything! http://angband.oook.cz

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          Stacking is the most important thing, so I would stick to starting with 99. You have to pass a test with prob 20/99 in addition to the enchant test, but if you succeed you enchant the stack, so it is exactly even with multiply enchanting 20. The big mistake is to enchant less than 20.

          Each additional +1 damage is worth a little less proportionally, and is harder to achieve.

          Slot management is a key aspect of the game.

          Don't start with less than 99 arrows, unless e.g. you already hold another stack you plan to merge them with.

          Comment

          • zaimoni
            Knight
            • Apr 2007
            • 590

            #6
            Originally posted by Funksultan
            I'm sure this has been asked several times, but search came up with nothing.

            I'd like to make a stack of +8,+8 or so ammo for whompin uniques, and have started to make a nice stockpile of ?+hit and ?+dam. The problem is the chances of them working is effected by the size of the stack somehow. On a stack of 99, I think I'm getting maybe 1/5 or 1/6 to stick. Is there a best way to do this? Stacks of 20 at a time? 99?

            "Blue Ranger needs ammo badly!"
            I generally consider enchanting a stack of 20 to +9, +9 when I have 20 each of ?Enchant To-Hit and ?Enchant To-Dam in reserve. However, I generally don't need to do that until near stat-gain.
            Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
            Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
            Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

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