I decided to try, made a demigod zerker of minor god, leveled it to CL20 in 13-14 minutes in wilderness and quit.
>Peerless Tracker 20 25 95%
So you are right.
[Announce] Poschengband 3.3.0 Released
Collapse
X
-
I doubt this...Berserkers probably have a 100% failure rate, I'm sure.Leave a comment:
-
Hm, thinking of a berserker with magic mapping, can they reliably use Peerless Tracker special ability?Leave a comment:
-
Weaponsmiths should drain those awesome arts on principle! Egos are a way of life
You are correct that smiths cannot improve artifacts*. However, they can do some really cool things with egos, like turning those +11 speed boots into +11 con boots too. Or, as clouded recently showed, augmenting a crazy extra attack mace of disruption to slay evil as well. (BTW, add slay evil to a diamond edge and you rival Vorpal Blade!) Your PDSM should be +5 speed of necessity, of course. In fact, adding +5 speed to your awesome dragon gear can free up your ring slots for, say, crazy rings of archery. Then take your crafted slay evil seeker bolts to the serpent! There's really lots you can do with this class if you turn a blind eye to all those awesome artifacts dropping about you.
* Ideas for a crafting class are interesting, but smiths really aren't that so it would have to be something new or smiths would need to be redone.Leave a comment:
-
I don't know much about weaponsmiths, they cannot improve artifacts AFAIK, you are not the first who mentioned that, check the latest weaponsmith winner on the ladder.
Also, you probably know that, you can make random artifacts from plain weapon as any class, you don't need 15 falcon blades either, one plain falcon blade (and if you have egoed ones only you can make one with a ?of Mundanity), one artifact, decent fame and 1M or more gold, the quality and price depends on the reforged artifact; or with a ?of Artifact Creation from a plain falcon blade, the quality depends on the depth where you read it. Well, that's not what you play weaponsmiths for though/Leave a comment:
-
I have a question and a suggestion depending on the questions answer.
Do weaponsmiths eventually gain the ability to forge artefacts? I ask this because on my level 20 or 30 (forgot since it was a long time ago) weaponsmith abilities were hopelessly outclassed by artefacts and such.
So if they cannot forge artefacts, I request they gain the ability to do so at a decent cost. Like trading +15 falcon blades for a falcon blade artefact at the cost of X amount of gold and essences. The higher level the weaponsmith (and amount of resources spent), the better the artefact, to the point they are better than most artefacts you could find naturally.
From what I've garnered, weaponsmiths trade actual physical ability with superior equipment, which is utterly negated in the mid/late game.
Of course, this suggestion is irrelevant if they do get the artefact crafting ability and I never got to the level required for it since I'm terrible at this game.
Another thing: It would be nice if items in the museum would persist through multiple games. I like to put my oddities there but it would be better if you could see the weird things you've found through playthroughsLast edited by Tulip; August 10, 2014, 01:52.Leave a comment:
-
Amazing!
Also it's a power (on 'U' button) but probably Int depending? Anyway fail rate it's exactly the reason why I gave up on idea of a gnome zerker with their built-in phase door/ It seems it wasn't so in the past.Leave a comment:
-
I... see. I mistook the spell for a power (U)...
EDIT: ... I've always been kind of intrigued by the idea of a berserker who's allowed exactly one spell (outside of their normal powers). I guess you could do some really overpowered ones, but it might be fun.Leave a comment:
-
-
-
... and disenchanter beasts now shimmer
Cool! A new race! I was running out of things to play, this is good timing.Leave a comment:
-
I just uploaded Version 3.3.5. It is a very minor update on the 3.3 branch with mostly minor tweaks and a few bug fixes:
* Standard Artifact shooters were not getting the multiplier set on creation. Upgrading an old savefile should repair any unfairly nerfed objects.
* Archer classes get a ring of archery from the Wargs quest.
* Some possessor forms were using hp for casting purposes, resulting in infinite free healing scenarios.
* Added a new race: Wood Elves. These are about as strong as the original Hengband elves (removed in Chengband) and have a couple of nifty abilities.
* Fixed random artifact naming bug.
* Pets that breathe storm should no longer hit the player when they breathe.
* A few rods were made more powerful: Mana bolts/balls and havoc.
* Some new activations were added for a few ego types.
* Samurais now automatically concentrate when resting.
* Samurais now track and display spell stats.
* Digger weaponmaster's Industrious Mortician nerfed.
* Olympian drops are now more rare.
* Fairy egos now mask aggravation.
As usual source code and a full diff are available.Leave a comment:
-
Breathing always does damage as a fraction of the monster's remaining hitpoints. (For the elemental breaths, it is hp/3 and poison is hp/4). I highly recommend you 'probe' any unfamiliar monsters which will reveal how many hp they have as well as what they can do. (So you would learn that that AMHD had 2100hp and could breathe for 700. Most ancient dragons have less than 1000hp so alarm bells should be going off when you notice the AMHD has 2100hp, if the description "Few live to see another" failed to instill fear).
Leave a comment:
-
However, I would object to displaying the potential damage amounts to the player before they experience them. Part of the fun should be learning the capabilities of monsters. Also, developing an irrational fear of certain monsters should be encouraged (as, for example, when a Great Wyrm of Chaos double breathes for 900 dam after resistance).Leave a comment:
-
I have an idea, it would be nice if the game showed the damage on the final blow when you die, it would be quite convenient especially in case of breathing/mana storming monsters, you could estimate their danger more accurately in future, poschengband monster recall don't tell you the damage on their breathing/magic despite it's their main source of damage.
For instance, I recall how one my character died to Smaug and I tried to calculate the damage, at least I knew the resisted damage that time, now I have another one who died to ancient multi-hued and I cannot even estimate the damage because I don't recall exactly how much hp I had... something like 250 and 65% resist to the element which killed me which means the dragon breathed for like 750 unresisted which a bit too much/).
Leave a comment:
Leave a comment: