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-   -   Quick necromancer question (http://angband.oook.cz/forum/showthread.php?t=9352)

wobbly May 23, 2019 07:25

I don't think the early game is hard, shooters & wands work. It's just a bit dull being a crimped ranger. They seem set up to have kobold problems, nether & poison. A couple of alternatives for damage could be cold touch or dark bolt (Z-variants have this). One option is to replace create darkness with dark bolt & make sure darkness staves are common enough for them.

Sphara May 23, 2019 09:45

I've now played necromancer quite a few times.

Most important thing of course is lowering your DEX and getting 18/20 INT in the character creation. Default is still something like 12 - 15 depending on the race.

Problems start around D:12. Nether bolt is good against everything that doesn't resist it, but most dangerous monsters around that depth are evil and do resist it. Early orc packs are doable but uruks and half-orcs already start to get really dangerous and also tedious to kill. Getting Disenchantment castable takes quite some time. It's necromancers all-around killer for a long time, as far as the spells go.

For minor buffs, I would suggest Nether Bolt would at least be given a possibility to become a beam. Also the fact that you cannot Tap Unlife a visible undead monster inside a wall, is a really annoying.

For a late game, I still have no idea how it goes.

wobbly May 23, 2019 11:31

Quote:

Originally Posted by Sphara (Post 138496)
Early orc packs are doable but uruks and half-orcs already start to get really dangerous and also tedious to kill.

I actually found noxious fumes pretty effective on orc packs(& ogres, trolls). The side effects are D.O.T. they are not serious if you keep in mind that !neutralize poison, _curing & rod of curing are all useful for a necro.

Edit: Oh they already have dark bolt, it's just book 3

Diego Gonzalez May 23, 2019 11:44

My most sucessful necro used elemental rings, dragon armor, a good bow and wands until getting disenchant to a decent fail rate. After that it was more easier to kill things. The bat shapeshift was very useful for stealth.

fph May 23, 2019 12:25

Quote:

Originally Posted by Sphara (Post 138496)
Also the fact that you cannot Tap Unlife a visible undead monster inside a wall, is a really annoying.

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?

wobbly May 23, 2019 15:55

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.

Ingwe Ingweron May 23, 2019 20:30

Quote:

Originally Posted by fph (Post 138499)
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 @.

jevansau May 24, 2019 07:44

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.

Sky May 25, 2019 00:54

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.


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