![]() Light Area: Lights up all squares in a level-dependant area, and hurts all light-sensitive monsters in the area of effect. Phase Door: Teleports you randomly up to 10 squares away. The chance to get a beam goes up with your character level.ĭetect Monsters: Detects all non-invisible monsters in the immediate area, for one turn only. ![]() Sometimes a beam is fired instead that hurts each monster in its path. Magic Missile: Fires a magic missile that always hits its target and does unresistable damage. There's also more lengthy descriptions, which I've transcribed below for the spells we're allowed to learn (the others aren't available yet). Mana is the MP cost Fail is the failure rate Info provides terse information (usually damage or spell duration) on learned spells. "Lv" here means the minimum character level you must reach before you're allowed to learn the spell. I believe those are the only arcane spells that Mages can't learn there are plenty of Mage-only spells though. Hey! Some of these spells have been censored! Those are Cure Light Wounds and Detect Treasure, which are only available to the Ranger and Rogue, respectively. Let's take a look at those spells! We can either 'b'rowse the spellbook, or 'G'ain a spell either way lets us open it up (once we learn something we can also check it via the 'm'agic command). You bought a Book of Magic Spells for 25 gold. Hey Inglorian! We're going to be using you as a glorified bookstore this time around. Gain levels, gain INT -> learn more spells. You still need the spellbook to be able to cast the spell, though no memorization here! In short, get spellbook, learn spell, cast spell through spellbook. Each spell slot can be used to learn one spell from a spellbook that slot is then permanently "used" by that spell. Then again, we only really need (or rather, can make effective use of) one spell.Ĭasters in Angband gain "spell slots" as they level up and gain INT. ![]() However, she desperately needs all the STR she can get, because spellbooks are heavy and she's stuck with an innate -4 penalty.Īlso, notice that getting to 18/50 INT increased our max SP by 50%, from 2 to 3.Īnother benefit of her high starting INT: most mages can only learn one spell at the start. Instead, we're going with this allocation:īryson doesn't need DEX because she won't be engaging in melee she'll want CON eventually, but early on it gives rather paltry HP bonuses. Yeah, Bryson isn't going to be winning any physical contests even with every point allocated to STR and DEX she still only gets 1 blow/round. The first six times you increase a stat cost 1 apiece, then 2, then 4 - so you can dump up to 12 points into a single stat to increase it by 8. Point allocation is pretty straightforward: you have 20 points, and you can assign them to whatever stats you want. (Ignore the name Bryson hasn't had a chance to put her name in yet) After you decide what you'll be playing as, you get to allocate some points to your six stats (or you can go with an autoroller, but it won't generate better results than allocation can get you, so it's mostly for purists). Something I didn't show in Bonus Update 2 was stat point allocation. Finally, Bryson, unlike Freude, will not be prevented from using up staircases she also won't be locked out of the town entirely. In addition, we will be checking out the randomly-generated artifacts ("randarts"). ![]() The thread has spoken! Our next character will be Bryson, the Elf Mage: Part 23: Squishy Wizards Update 23: Squishy Wizards
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