Sangband Question

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  • Theyli
    Rookie
    • Jul 2007
    • 17

    Sangband Question

    Is there a way to change the 'no sell' default option in Sangband? I've never played 'no sell,' and am giving it a chance, but just wanted to know if it is possible to change it. I couldn't find anything under options.
  • camlost
    Sangband 1.x Maintainer
    • Apr 2007
    • 523

    #2
    Originally posted by Theyli
    Is there a way to change the 'no sell' default option in Sangband? I've never played 'no sell,' and am giving it a chance, but just wanted to know if it is possible to change it. I couldn't find anything under options.
    It's a birth option. Press '=' while starting a new character, and you should be able to find and modify it. I hope you like no selling, though I like not worring about carting around heavy expensive gear to cart back to town to sell.
    a chunk of Bronze {These look tastier than they are. !E}
    3 blank Parchments (Vellum) {No french novels please.}

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    • NotMorgoth
      Adept
      • Feb 2008
      • 234

      #3
      I have to say that although I was suspicious of no-selling when it first became the default, I haven't gone back to selling.

      I do still find I need to spend more time actively looking for money in the early game, eg carrying a staff of Treasure Location and a pick/shovel to dig for treasure veins.

      I also think that a (possibly unintended) side effect is that gold is very plentiful in the late game - at this point I would no longer bother carrying stuff around to sell, but the increased monster gold drops mean there is a lot of gold lying around in the dungeon and I find myself having enough to buy out the shops dozens of times.

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      • Cataca
        Rookie
        • Apr 2011
        • 1

        #4
        I have a few questions concerning Sangband and thought i would post them here.

        (I play the new beta, if that makes any difference)
        Taking a magician oath (i presume any of them except the holy alliance one as this one follows special rules with only using blessed/blunt weapons) reduces your combat capabilities (also missiles? I found taking that skill to be redundant as a mage, so i wouldnt know) by a certain ammount, i would be interested in knowing by how much exactly. Beeing a Necromancer the spells seem to grow progressively weaker as i decend, and my vorpal blade seems to do much more damage. When starting out the opposite is true, trying to use anything but karate/magic lead to a quick and inglorious death.

        Concerning crafting and ore, there seem to be a few in early game (i found 3 chunks in the first 3 or so levels) then nothing till dlvl 30 where a lucky ore chest got me enough iron to craft basic resistance equip and then nothing again till basically dlvl 70 or so where i am at now. A wicked overabundance of magic books (enough to basically equip 4 necromancers with the first 6 books) and a particular starvation of healing potions make my descend progressively harder. Vampire drain and Mind over Body (is this spell named wrongly btw? it doesn't indicate a heal, which it is) saved my ass more often than i dare to count, but it leads me to the question if investment in shops might be a bit broken. I stopped investing in the bookshop quite early thankfully, but i have what i think is little over a million gold in the priest shop now, and there hasn't been the slightest sign healing potions so far.

        Despite all that im heaving quite a blast, a really nice variant.

        Comment

        • NotMorgoth
          Adept
          • Feb 2008
          • 234

          #5
          I'm not a programmer so I don't really know how the magical oaths interacts with combat - but as far as I know, learning Spellcasting (without an oath) reduces effective combat skill by 1/6 while taking the oath reduces it by 1/3. Missiles are reduced the same amount AFAIK. It works differently if you choose piety as your realm, affecting blunt weapons less.

          In the hands of a dedicated warrior, melee probably does do more damage than anything else right up to the endgame - but becomes increasingly difficult due to the number of monsters that drain charges or disenchant. For a fighter/caster you'll probably want to shift over to mostly using magic (or devices) by the endgame.

          Mind Over Body is a fairly awesome spell, and combined with the other spell that converts HP into mana (can't remember what it's called, but you might not get it til the last book) make necromancers pretty unstoppable in the endgame.

          Investing in the shops will eventually give you good stuff, including stat potions and healing, but its a bit random what turns up.

          If healing potions are scarce, don't forget CCW can go quite a long way for much of the game (especially as a necromancer can use wraithform and hide in the walls to heal.) You should also look out for staffs of Cure Medium Wounds and Healing.

          Components for forging are again pretty random - you might find a lot or only a few, but the rarity of the high-level ones has been increased recently. Still, over the course of an average game you should find enough to make the forging skills worthwhile.

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          • Bostock
            Swordsman
            • Aug 2007
            • 335

            #6
            Note that shapeshifting melds your armor into your body, so a shapeshifted PC's armor cannot be enchanted. Meanwhile if you choose an unarmed combat skill, your melee weapon is immune to disenchantment. Thus a shapeshifted PC need only really worry about launcher disenchantment (you go through ammo fast enough that ammo disenchantment is not a tragedy). Forego missile weapons and you don't even have to worry about that. As a fighter/caster it can be painful to spare slots for ammo anyway, and you already have three ways of killing things (melee/spells/devices); it's not too helpful to add a fourth, and with no launcher skill you're free to fill the slot with whatever gives the best bonuses instead of having to use something high-damage and on-skill.

            Ritual of Blood -- the health-to-MP converter -- is spell f in book 6, the same book that has the MP-to-health spell, that is, Mind over Body.

            For some ridiculous MP availability overkill, you can also take the Wizardry skill and eventually gain the ability to suck MP out of devices you don't need.
            Last edited by Bostock; April 5, 2011, 13:42.
            So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.

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