Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old November 13, 2018, 23:43   #1
Kodiologist
Rookie
 
Kodiologist's Avatar
 
Join Date: Nov 2018
Posts: 17
Kodiologist is on a distinguished road
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?
Kodiologist is offline   Reply With Quote
Old November 14, 2018, 00:12   #2
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,014
Donated: $40
Pete Mack is on a distinguished road
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 14, 2018 at 00:19.
Pete Mack is offline   Reply With Quote
Old November 14, 2018, 00:45   #3
Kodiologist
Rookie
 
Kodiologist's Avatar
 
Join Date: Nov 2018
Posts: 17
Kodiologist is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
Gloves are best for a mage, by far.
Interesting; I got a message about interfering with spellcasting when I tried wearing gloves, but are gloves of free action an exception?
Kodiologist is offline   Reply With Quote
Old November 14, 2018, 00:59   #4
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,014
Donated: $40
Pete Mack is on a distinguished road
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.
Pete Mack is offline   Reply With Quote
Old November 14, 2018, 08:35   #5
Sphara
Apprentice
 
Join Date: Oct 2016
Location: Finland
Posts: 93
Sphara is on a distinguished road
Quote:
Originally Posted by Kodiologist View Post
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?

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?
1. Towards the end (starting at maybe DL > 60), Constitution is much more important than Strength. In early parts of the game, its vice versa.

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 . Nevertheless, mage has all the other tools for endgame fights in his spellbooks.
Sphara is offline   Reply With Quote
Old November 14, 2018, 10:42   #6
Mondkalb
Knight
 
Mondkalb's Avatar
 
Join Date: Apr 2007
Posts: 904
Mondkalb is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
... Free action shows up on armor, ring, boots, gloves. Gloves are best for a mage, by far.
...
There are also some weapons that may grant FA.
Mondkalb is offline   Reply With Quote
Old November 14, 2018, 17:14   #7
Kodiologist
Rookie
 
Kodiologist's Avatar
 
Join Date: Nov 2018
Posts: 17
Kodiologist is on a distinguished road
Quote:
Originally Posted by Sphara View Post
Towards the end (starting at maybe DL > 60), Constitution is much more important than Strength. In early parts of the game, its vice versa.
Because only large Con values give HP bonuses, right? What's the relevant range of Con, 18/01 and up?
Kodiologist is offline   Reply With Quote
Old November 14, 2018, 17:23   #8
wobbly
Veteran
 
Join Date: May 2012
Location: Adelaide, Australia
Posts: 1,687
wobbly is on a distinguished road
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
wobbly is online now   Reply With Quote
Old November 14, 2018, 17:41   #9
Sphara
Apprentice
 
Join Date: Oct 2016
Location: Finland
Posts: 93
Sphara is on a distinguished road
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.
Sphara is offline   Reply With Quote
Old November 14, 2018, 18:56   #10
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,549
Derakon is on a distinguished road
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.
Derakon is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Gloves on a mage? fmackenz Vanilla 21 September 22, 2008 19:32
Mage's SP Wraitheist Vanilla 34 June 18, 2008 09:47
[FA] What to do with my mage ? Remuz Variants 4 April 24, 2008 12:57
Help with a new Mage Wraitheist Vanilla 5 March 29, 2008 13:04
YACD my first mage (but not getting the full mage experience) will_asher AAR 9 September 8, 2007 07:34


All times are GMT +1. The time now is 18:30.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.