Quick necromancer question

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  • wobbly
    Prophet
    • May 2012
    • 2629

    #16
    Another little note: you can actually use light wands (& starlight staves) without lighting up the square you are standing on. I quite often like to be able to see what I'm fighting.

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    • Ingwe Ingweron
      Veteran
      • Jan 2009
      • 2129

      #17
      Originally posted by fph
      This is not necro-specific; monsters in walls are annoyingly invulnerable to a lot of things.
      By the way, how did it end up this way? Programming limitations and/or "that's the way it's always been"? Or is there a reason why not being able to target a monster inside a wall improves gameplay?
      I consider it recompense for the "knights move" targeting available to @.
      “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
      ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

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      • jevansau
        Adept
        • Jan 2009
        • 200

        #18
        Eventually necromancers become strong, but picky augmented warriors
        Vampire form is wonderful against anything living and the Banish evil spell is also powerful. Throw in a Disenchant before the Vampire form to hinder casting and you plough through most things. Fume of Mordor really helps you as an !enlightenment equivalent.

        Early game is pretty painful though and feels like a weak mage lacking most of the useful spells.
        The darkness affinity is annoying with the limited vision. Maybe this would be a good trade-off if monsters were similarly limited.

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        • Sky
          Veteran
          • Oct 2016
          • 2321

          #19
          the Phial 'Istin' <+2, +3, +4, +1, -3> {cursed}
          -----------------------------------------------
          It makes your skin harder to damage, but conduct electricity.
          +2 strength.
          +3 intelligence.
          +4 constitution.
          +1 searching skill.
          -3 light.
          Provides protection from fear.
          Cannot be harmed by fire.
          Prevents teleportation. Drains experience.
          Radius -3 light. Cannot be refueled.

          When activated, it lights up the surrounding area, hurting light-sensitive
          creatures.
          Takes 11 to 20 turns to recharge.
          Your chance of success is 89.3%


          Min Level 11, Max Level 46, Generation chance 32, Power 78, 1.0 lbs
          Random light of power 78.
          "i can take this dracolich"

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