![]() |
#1 |
Swordsman
Join Date: May 2008
Posts: 473
![]() |
A few questions
1) What do the numbers for melee ability and bow ability actually do? Do they add to your to-hit and to-damage values? Or something to do with the number of blows/shots? Never managed to figure that out.
2) How are you supposed to play priests in the early game? They don't seem to have any damage spells until orb of draining. At least mages have magic missile and lightning bolt. 3) What use are half-orcs? Does anyone use them often? They seem to be similar to dwarves, but worse in almost every way. I suppose they could make better warriors or mages. I could ask a similar question about half-elves too. |
![]() |
![]() |
![]() |
#2 |
Apprentice
Join Date: Sep 2009
Posts: 93
![]() |
I believe you play a priest like you would a really weak warrior, focusing on extra-wary physical combat until you get OoD at which point you can start to transition to a more magic-physical mix play. (I am not entirely sure.)
|
![]() |
![]() |
![]() |
#3 |
Knight
Join Date: Apr 2007
Posts: 980
![]() |
There is a (slightly outdated) detailed description to question 1) in the spoiler files:
http://www.juti.nl/hugo/Angband/Spoiler/attack.spo The overall principle would still be the same I think, there may have been some adjustions. Other spoiler files can be found there: http://www.juti.nl/hugo/Angband/Spoiler/characters.htm I used to play half-elves in my early angband years, but never won with them. The don't have the experience penalty of high elves which makes them bearable. |
![]() |
![]() |
![]() |
#4 | |||
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
![]() |
Quote:
Quote:
Quote:
![]()
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
|||
![]() |
![]() |
![]() |
#5 | |
Knight
Join Date: Apr 2007
Posts: 590
![]() |
Quote:
If you want to "clean-sweep" STR/DEX/CON as a fighter (18+ on everything), Half-orc is a very reasonable way to go.
__________________
Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg. Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.) Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011 |
|
![]() |
![]() |
![]() |
#6 | |
Swordsman
Join Date: May 2008
Posts: 473
![]() |
Quote:
|
|
![]() |
![]() |
![]() |
#7 | |
Swordsman
Join Date: May 2008
Posts: 473
![]() |
Quote:
CLW isn't great at the start either since you can't rely on it in case it fails. Later on it is too weak to be really useful (monsters can do more damage per turn than you get back from CLW). Portal seems to take you too far away whilst fighting, so it isn't really useful for battle, unlike phase door. I can't seem to get the hang of them at all. |
|
![]() |
![]() |
![]() |
#8 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
If I recall correctly, your "Fighting" skill is based solely on your to-hit, so if you get that up to Superb then you're in pretty good shape.
As for priestly melee, priests aren't terrible at it. All of the classes are capable of holding their own in melee with the right stats, even in the early game. Finally, consider CLW to be more of a regeneration spell than an in-the-fight healing spell. Phase door out, cast it a few times, get back into the fight. Later on you can do the same thing with CCW potions. |
![]() |
![]() |
![]() |
#9 |
Prophet
Join Date: Mar 2008
Posts: 2,712
![]() |
Most chars should prefer missile weapons over melee, and priests are no different. Your damage bonuses get multiplied by 3 with a longbow or light xbow, and to match that you need to be getting 3 blows with your melee weapon. If you are not getting 3 blows, you probably do more damage with a launcher.
The priests biggest advantage is portal. Use it whenever your current position is inconvenient. |
![]() |
![]() |
![]() |
#10 | |
Swordsman
Join Date: May 2008
Posts: 473
![]() |
Quote:
Portal tends to work up to when groups of hounds start showing up, but then you can't really rely on it when there are two or three separate groups dotted around the level. What would you do on these levels when in danger? |
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|