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#1 |
Scout
Join Date: Nov 2018
Posts: 30
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The fresh mage of Belfalas
After spending a lot of my life playing NetHack and Cataclysm DDA, I'm seriously getting into Angband for the first time. I'm playing 4.1.3 and having a lot of fun. I've been playing human mages and I'm currently on my seventh character, who is at XL 20, DL 20. Here are some questions for you fine folks.
1. What's the easiest race to play as a mage? I see that some non-humans have big Intelligence bonuses, but they all have experience penalties, and leveling up seems very significant for spell points and spell failure rate. Speaking of character creation, my current philosophy for point-buy is to max out Intelligence and put everything else in Strength, since no other stat makes a clear difference. Does that make sense? 2. If I wear one piece of equipment that makes me resist cold and another that makes me weak against cold, what's the net effect? 3. How does one typically get poison resistance? How about free action? 4. When do players typically hit the level cap, if at all? Is it standard to grind up to XL 50 before fighting Sauron or Morgoth? |
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#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,670
Donated: $40
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2. Weak against cold + resist cold has no net effect. You need immunity to override the cold curse. Permanent resist + temporary resist + cold curse has the effect of single resistance (independent of the number of curses and permanent resists.)
3. Poison resist shows up on a ring at dl 40, and on armor or shields at any time. There is also aj amulet, but it ia found very deep. In the mean time, temporary resist is available from the occasional potion and eventually from a dungeon book. Free action shows up on armor, ring, boots, gloves. Gloves are best for a mage, by far. 1. Personal preference. High elf, gnome, Dunadan are all standards. High elf and Dunadan need a ton of EXP, so you need to either dive very fast, or have ridiculous patience. 4. I rarely hit the cap before winning anymore. But around dl 60-90 you will get endgame strong, depending on diving speed. CL has little to do with power at the end. Stats, speed and damage are everything. Plus you need enough consumables to survive a long fight. Last edited by Pete Mack; November 13, 2018 at 23:19. |
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#3 |
Scout
Join Date: Nov 2018
Posts: 30
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#4 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,670
Donated: $40
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There are three kinds of gloves that don't affect spellcasting:
* gloves with free action * gloves with +dex * gloves with zero weight (alchemist's gloves) A good set of ego alchemist's gloves (of power or combat) can be very helpful, but are exceedingly rare. |
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#5 | |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 479
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Quote:
4. High level mage needs feasible amount of full healing and preferably +30 speed for both Sauron and Morgoth. At least I won't risk fighting Morgy with anything less than +30. They are the only manastorm-using monsters you ever need to fight. Heck, they are the only monsters in the whole game you absolutely have to fight ![]() |
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#6 |
Knight
Join Date: Apr 2007
Posts: 977
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There are also some weapons that may grant FA.
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#7 |
Scout
Join Date: Nov 2018
Posts: 30
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#8 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,578
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It's actually the whole range it's just a 1/4 of a hp/level is hard to see. Most of the range is increase 1/4 hp/level, it's generally 1/2 hp/level after 18/60
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#9 |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 479
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Wobbly is right there. I cannot do the math how Constitution increases work but basically it works like this:
EARLY GAME You get Constitution increase from 16 to 17 early game, it gives you about 2 maximum hitpoints more. You get Strength increase from 16 to 17, it noticeably increases your carrying capability. LATE GAME You get Constitution increase from 18/50 to 18/70, your maximum hitpoints raise between 20 to 40 points depending if you're wearing CON-boosting items. Strength increase from 18/50 to 18/70 barely has noticeable effect unless you're lugging lots of stuff with you (backup weapons, armor, truckloads of ammo). For a warrior, there may be a different case if STR affects the amount of attacks you get in one turn. But as long as we're talking about mages with low HP and powerful spells, its CON all the way. |
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#10 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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CON bonuses are multiplied by your level, so in absolute terms the same CON adjustment makes 50 times more difference at level 50 than at level 1. That's part of what makes CON less relevant in the early game. But just as important is the fact that the amount of bonus you get from gaining +1 CON when you have >18/150 is substantially higher than the amount of bonus from gaining +1 CON at 18/50 or 15. The table is here. Some samples from that:
If you have a CON of 10 and you gain +1 CON, then you get an extra .05 HP/level CON of 15 and gain +1 CON gives .25 HP/level CON of 18/50 and gain +1 CON gives .25 HP/level CON of 18/100 and gain +1 CON gives .5 HP/level CON of 18/160 and gain +1 CON gives 1 HP/level CON of 18/190 and gain +1 CON gives 1.5 HP/level CON of over 18/200 no longer gives extra HP, but that last point is worth more than the 8 points that take you from CON 10 to CON 18. The main effect that investing in CON in the early game has is that you spend less time in the late game looking for Potions of Constitution. That's really about it. |
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