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#1 |
Apprentice
Join Date: Mar 2012
Posts: 54
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Priest basic questions. The 7 base spells
okay, so until you can get another spell book, there's 7 spells in the book you start with.
Some observations and questions: Detect Evil Initially, this doesn't seem very beneficial, since a lot of the critters aren't evil, but it seems as you descend, more and more are, so I am guessing this will be better later on ? Cure Light Wounds Healing 15% of your wounds isn't a bad deal. Pretty useful overall, if you get a breather, and low level, there aren't that many other "combat" uses for your spells. Bless I end up using this a lot, as its quite handy. Remove Fear Does this always work or is there a roll involved? Handy against a fairly small range of enemies. Call Light This seems a bit useless. Does it affect any monsters other than orcs? The damage doesn't really seem worth it, or am I missing something? Find Traps, Doors and Stairs Seems one of the more usefull low level cleric spells as far as I can tell Slow Poison Edited due to an error on my part. However, is this generally useful, compared to just spending less magic points healing the damage? Please correct me if I am missing something obvious there ![]() |
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#2 |
Adept
Join Date: Jun 2009
Posts: 128
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Call Light is handy for lighting dark rooms, especially large ones. On the first few levels most rooms are lit, that is not true as you go down. Fighting in a lit room is generally less dangerous, plus you can see any objects.
Remove Fear is rarely much good - just not an efficient use of mana. The monsters that can scare you early tend to do it enough that you run out of mana; later you are using that mana to orb them to death or portal away. There is a poison counter that inflicts damage every turn, with the damage and duration determined by the size of the counter. Cure light wounds makes you healthier, but does not change the poison counter; slow poison reduces it. A later neutralize potion spell that cuts it to 0. Detect traps/doors/stairs, detect evil and call light are on my first three macros for the first 2/3 of a priest game, until they each get replaced by better spells much later. The others are situational or quickly replaced by better equivalents. |
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#3 | |||||||
Prophet
Join Date: Dec 2009
Posts: 9,022
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The damage is completely pointless though. I wouldn't even use it to kill worm masses. Quote:
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1) Very lightly poisoned. Wait for it to wear off; if you're low on HP then cast CLW. 2) Very badly poisoned. Chug a CCW, or cast Neutralize Poison if you have it. The problem is that when poison's bad enough that you don't want to just wait for it to time out, it's also bad enough that Slow Poison doesn't actually accomplish anything particularly useful. If your poison timer's at 150, then sure, Slow Poison knocks that down to 75, but that's still 75 turns of being poisoned. You have to cast it repeatedly to actually do anything about the poison, when there's typically more effective solutions available. Which is as it should be, because poison is otherwise mostly just an irritating status effect that prevents you from running or resting. |
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#4 |
Knight
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Hmm... player priests have "remove fear" which is basically useless, while enemy priests have "cause fear" which is quite effective... why not replace the player's "remove fear" spell with a "cause fear" spell - it would be quite useful for crowd control!
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#5 |
Knight
Join Date: May 2007
Location: US
Age: 45
Posts: 730
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Because in the early levels remove fear *is* very useful it only becomes useless during late game and you should have a permanent source of fear resistance by then, like wise cause fear, sleep, confuse i found to only be useful at early levels as well
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#6 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Re: bless
I disagree. In the early game it's actually very useful. You can get an increased chance to hit of 10-15% against some monsters which is actually considerable. Also the 10 extra AC is nothing to scoff at when you're at dlevel 5. |
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#7 | |||||
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Especially early. Nice boost to AC and fighting. Quote:
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[edit] CCW->CLW Last edited by Timo Pietilä; April 30, 2012 at 08:16. |
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#8 |
Apprentice
Join Date: Feb 2011
Posts: 94
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I mostly play priestly types.
Detect Evil isn't a spell you cast all the time. I mostly use it if I suspect there's a ghost nearby and I don't have See Invisible yet, or to track down thieves after they've run off with my gold. Smeagol usually ends up within detection range so it makes it easier to wear him down. Bless is handy enough and cheap, I mostly use it when I'm in a hallway fighting a group, I have a turn without somebody walking into melee range and I don't need to heal up just yet. I don't bother with its longer duration advanced variants. Cure Light Wounds in its present form is useful right up to the endgame. It's the most mana-efficient healing you have in most circumstances, though Heal edges it out in some cases and obviously it's action-inefficient. I never cast cure serious or cure critical, though of course I don't turn down the potions. I cast CLW when I'm wounded and have an action to kill. For much of the early and late game (there's a significant bit in the middle where Orb of Draining is awesome) it's more efficient to bash things with your mace and use your mana to heal than it is to try to kill things with magic. I'm disappointed when I get handed remove fear. Fear doesn't come up often and when it does a cheap potion does the job better. Call Light is a detection spell, not a weapon. Use it when you enter a darkened room so the mass of horrible nasty things on the other side of the room won't get the drop on you. You'll also be able to see any objects that happen to be on the ground. It does lose much of its luster late in the game when I'm just casting Clairvoyance everywhere I go. Detect traps & stuff is pretty important right now. Aside from the obvious aspect of detecting traps it's also helps you ascend and descend quickly, locate secret doors, and give a hint at dungeon structure. Slow Poison is another disappointing spell. Narrow applicability and low power. I have the following town spells macroed: Cure Light Wounds, Bless, Call Light, Detect Traps Doors and Stairs, Portal, Resist Fire and Cold, Orb of Draining, Sense Surroundings, and Heal. I do cast other spells, just not often enough to macro them. |
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#9 |
Apprentice
Join Date: Mar 2012
Posts: 54
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okay, this is all quite helpfull. Thank you!
Hopefully my next priest will survive long enough ![]() I am assuming the advice above also mostly goes for paladins, correct? |
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#10 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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That depends on how strongly you emphasize their starting WIS. In current Vanilla I tend to play paladins like slightly weaker warriors (optimizing starting stats for STR/DEX/CON) for the early game, and only pay attention to spellcasting once I find enough potions of Wisdom to make spellcasting not horribly painful.
Paladins can also never get below 5% failure rates on their spells, so they have to be a bit more conservative with when they start casting the big heals. |
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