Just chatting about a game

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Mondkalb
    replied
    Maybe they also were hasted by a shrieker mushroom ...

    Leave a comment:


  • Pete Mack
    replied
    If you're surrounded by crows they'll kill you fast enough. One on one they are no threat. Detect monster should let you fight monsters from the safety of a hallway in any case.

    Leave a comment:


  • Philip
    replied
    Would you mind posting a dump? Crows are pretty nasty, but they really shoudn't be able to one-shot a character like that. How much damage did they do in the two rounds? Also, how did the crows pop up?

    In any case, the lesson you should take from this is probably not to let more than one thing be next to you at any time, if the crows came from a trap to always detect traps, if they came from a monster to watch out for summoners, and not to do things that have a high chance of failing.

    Leave a comment:


  • Petoften
    replied
    Well that's really frustrating. I was doing great, and got a little careless when there was one low level mob, and suddenly it spawned three crows surrounding me, and I cast a poison cloud on them that fizzled, and then in those two turns they killed my char and it could have been avoided. I had no idea the low level things would do so much damage so fast - it was just hit space several times in a row while they hit.

    Leave a comment:


  • luneya
    replied
    Originally posted by Pete Mack
    If you can afford them, go for it. Carrying more than 50K gold has rapidly diminishing returns.
    Here are the necessary purchases, later in the game:
    * CCW - As much as you can feasible carry
    * Staff of teleportation (or two if you can carry a second. )
    * All town spellbooks, possibly dropping one later in the game
    * recall -- stack of ~5. It's no good to get stuck without after getting fire damage.
    * Phase door- stack of 10-15
    * !Heroism-stack of 3 to 5 (leave this if inventory is tight. But it really helps your archery, and fear is bad for all classes in any case.)
    Optional:
    * Restore life
    Stuff from black market (always get these if available)
    * scroll of teleportation--become less useful after dl ~50.
    * scroll of teleport level
    * potion of healing
    * scroll of *destruction*
    * wand of teleport other @15000GP
    * rod of teleport other
    Black market (optional, as needed and affordable)
    * stat potions @24000GP
    * mage book 5 @30000
    * ring of Free Action
    * ring of CON/INT
    * ring of resist poison

    Other useful purchases of equipment that sometimes show up in the ordinary shops are boots of speed, armor/shield of resistance, gloves or boots of Free Action.
    Note that gloves or boots of FA are preferable to the ring, as you can find lots of better rings, but very few non-artifact gloves or boots that beat FA. And as a red-book class, you really want the gloves, as they are among the few gloves that you can wear without a spellcasting penalty. Until you get those gloves, you should visit the armor shop first thing each time you return to town. The armor shop will also sometimes carry caps of seeing, which are very useful if you don't find a lantern of true sight.

    Leave a comment:


  • Pete Mack
    replied
    @sky--
    It'd be boring. Running out of books can be seriously scary. It makes you think when attacking that group of fire hounds.

    Leave a comment:


  • Sky
    replied
    It would be *nice* if the dungeon could drop books 1-4 that are also immune to destruction.

    Maybe make them weight 6lb instead of 3lb to balance.

    Leave a comment:


  • Pete Mack
    replied
    Right. Town books can be destroyed by fire. On the other hand, they can also be dropped in the dungeon if you have cleared a vault and have extra loot you want to stash at home. Same for ?Recall, ?PD, basic ammo. Don't leave CCW, however, as there is no guarantee of finding it for sale.

    Leave a comment:


  • Mondkalb
    replied
    Also, the town spellbooks can be destroyed by certain attacks. A mage relies very much on these books, so it is wise to carry one or two copies around, just in case ...

    Leave a comment:


  • Pete Mack
    replied
    If you can afford them, go for it. Carrying more than 50K gold has rapidly diminishing returns.
    Here are the necessary purchases, later in the game:
    * CCW - As much as you can feasible carry
    * Staff of teleportation (or two if you can carry a second. )
    * All town spellbooks, possibly dropping one later in the game
    * recall -- stack of ~5. It's no good to get stuck without after getting fire damage.
    * Phase door- stack of 10-15
    * !Heroism-stack of 3 to 5 (leave this if inventory is tight. But it really helps your archery, and fear is bad for all classes in any case.)
    Optional:
    * Restore life
    Stuff from black market (always get these if available)
    * scroll of teleportation--become less useful after dl ~50.
    * scroll of teleport level
    * potion of healing
    * scroll of *destruction*
    * wand of teleport other @15000GP
    * rod of teleport other
    Black market (optional, as needed and affordable)
    * stat potions @24000GP
    * mage book 5 @30000
    * ring of Free Action
    * ring of CON/INT
    * ring of resist poison

    Other useful purchases of equipment that sometimes show up in the ordinary shops are boots of speed, armor/shield of resistance, gloves or boots of Free Action.

    Originally posted by Petoften
    Now there are a lot more heal potions for sale - serious up from 3 to 21, and critical from 0 to 12 - is that normal or should I buy them all?

    Leave a comment:


  • Mondkalb
    replied
    The first four spell books are always available in the shop, as are CLW potions, phase door and recall scrolls and some other basic items.

    You can find more powerful spell books deeper in the dungeon.

    The supply of CSW and CCW varies, sometimes you will find that they are out of stock, so if you can afford them, it is a good idea to buy some.

    Leave a comment:


  • Petoften
    replied
    Originally posted by Mondkalb
    The classes have different spell books and even the classes with the same books might not be allowed to use them all. (Also, the effects and costs of spells are different for different classes.)
    Healing spells are available to priests and paladins.
    Also, I think there was a minor healing spell for rogues, but I am not sure.

    There is also a new branch of the game with a different distribution of spells and even more special class-related books.
    Oh, I thought mages got all the magic spells.

    So is the 'basic' book only for sale in case you lose the one you start with?

    Leave a comment:


  • Petoften
    replied
    Now there are a lot more heal potions for sale - serious up from 3 to 21, and critical from 0 to 12 - is that normal or should I buy them all?

    Leave a comment:


  • Petoften
    replied
    Originally posted by Mondkalb
    Early pits with only monsters are usually not worth the effort. Especially the jelly/mushroom pits can be dangerous for starting charakters.
    Use "detect monsters" to avoid them.
    Ya I was trying to think of a way to kill all that - I cast one area effect spell - but it didn't seem it was clear how.

    Leave a comment:


  • Mondkalb
    replied
    Originally posted by luneya
    It's rangers that get CLW in current release vanilla. Rogues get improved object detection.
    Ah yes, of course, Haven't played rangers a long time, totally forgot.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎