Some general musings about early uniques, the ones with a native depth of 1500 feet or less. I feel the vast majority of them are some kind of dumb orcish brute, ie they have lots of hitpoints, a strong melee attack and very little else. This means you can't kill them in melee (unless you are a HT warrior or found ringil on dlevel 5), it's basically impossible to kill them with magic because you don't have enough mana and while it may be possible to kill them with arrows, it's usually not worthwhile. On the other hand, they are fairly easy to avoid and as such it is good that there are some uniques like that. Smeagol and Wormtongue are exceptions although both are fairly hard to kill when you first encounter them as well (stealing plus lots of hitpoints).
So for general balance I think it would be nice if there also where some uniques that are sort of the opposite design. For example:
Unique magic mushroom path, extremely fragile, say 25 hitpoints, very quick, casts lots of spells. If you see him at the other end of a room and then try to melee him, you will probably die before you can get in melee range. If you have any semidecent ranged attack/spell he is not particularly dangerous.
Unique mold, normal speed, fairly fragile, say 100 hitpoints, extremely nasty at melee range, say hit to paralize, blind, slow and confuse for fairly large damage but normal speed no ranged offence what so ever. Should have a descriptive text warning you no to get near him. Again, fairly easy to kill for mages or rangers, troublesome for melee characters (who probably should just avoid him).
So for general balance I think it would be nice if there also where some uniques that are sort of the opposite design. For example:
Unique magic mushroom path, extremely fragile, say 25 hitpoints, very quick, casts lots of spells. If you see him at the other end of a room and then try to melee him, you will probably die before you can get in melee range. If you have any semidecent ranged attack/spell he is not particularly dangerous.
Unique mold, normal speed, fairly fragile, say 100 hitpoints, extremely nasty at melee range, say hit to paralize, blind, slow and confuse for fairly large damage but normal speed no ranged offence what so ever. Should have a descriptive text warning you no to get near him. Again, fairly easy to kill for mages or rangers, troublesome for melee characters (who probably should just avoid him).
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