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#41 |
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Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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#42 |
Adept
Join Date: Jun 2012
Posts: 230
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Don't want to put a curse on it, but this character is looking like it could go all the way, certainly has enough stealth for it.
Did a little testing and yeah you're right, you basically can't do anything with an artefact bow, a shame. Though apparently you can make a single artefact arrow, which is quite funny. I wonder if there is some obscure use for that. |
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#43 |
Swordsman
Join Date: Nov 2008
Posts: 434
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There is already an artefact arrow in game, and it is quite good, it is not subject to breaking. I found it on one character who used to shoot a sleeping monster, sneak up, recover the arrow, back up and shoot the monster next to it. Was quite fun for a while til i got dead.
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#44 |
Knight
Join Date: Jan 2009
Posts: 904
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In Sil, we tried quite hard to avoid the bow slot being used as an extra ring slot, so bows never grant non-archery related things. I think you can still make some pretty interesting bows though (e.g. a light longbow with + damage sides that fires shining arrows, slays dragons and grants Rapid Fire).
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#45 | |
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Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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#46 | |
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Posts: 2,386
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Quote:
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#47 |
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Join Date: Oct 2011
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Posts: 2,386
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#48 |
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Join Date: Oct 2011
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Posts: 2,386
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#49 |
Adept
Join Date: Jun 2012
Posts: 230
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With characters like this I usually just abandon levels when a grotesque notices me, unless I can get it stuck somewhere (quite easy to know when you have listen).
Watching this I realise that I abandon levels *much* more frequently than you do. My archers tend to get run off levels very often at certain depths (~350'-550'), as do my stealth chars (~550'/700'), with melee guys it's not as frequent but if the first encounter of a level is bad I often just generate a new level. This obviously has some risk to it with crumbly stairs and apparently a downside with regards to artefacts I hadn't really realised, so I'm not sure how good playing this actually is, though often it's a choice between stairs or run into the unknown so I feel I don't have a choice. |
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#50 |
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Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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Hmn. I'm more inclined to bail on a level when I'm not reliant on smithing, because IIRC using stairs has an effect on your min depth. (Maybe I've got this wrong.)
I used to flee levels more often when I first started playing the game. With different character types (stealth-melee), I'm still often forced to do it. Stealth archers control space well enough that, so far, I haven't had to do it as much. The one thing that will force me off a bunch of levels at deep depths is getting trapped in dead-end chunks of the dungeon with a low-perception character. I just don't have the patience to scan walls and I'm too cheap to buy eye for detail. It might be neat to have a "song of a lot of bloody noise" that would make monsters seek you out, thus opening doors between you and the rest of the dungeon ![]() |
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