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#1 |
Adept
Join Date: Oct 2007
Posts: 130
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Create your own (mage) spellbook
I have been reading some of the posts about sorting out the mage spells, and that they aren't as powerful as holy spells on average. I found it fun to dream up a new spellbook. Not a serious proposition. Perhaps you would like to dream up a spellbook and post it in this thread too?
I figure that mages should be 'more magical' than priests, and more so have 'a spell for every occasion', rather than simply more powerful spells. Here's what I came up with. Mark's Menagerie of Missing Methods Seal Backpack (Lvl:15; Mana:10) Items in your backpack cannot be stolen, shattered, burnt, drained for 20d10 turns Bolt of Fire and Frost (Lvl:20; Mana:15) Does 8d8 damage against all creatures not resistant to both fire and frost Detect Danger (Lvl:20; Mana:8) Detects all out-of-depth monsters and uniques Aura of Clarity (Lvl:25; Mana:10) Protects against stunning, confusion and hallucination for 10+d10 turns. Track Danger (Lvl:25; Mana:16) Grants telepathy for all out-of-depth monsters and uniques for 50+d50 turns Ball of Wonder (Lvl:28; Mana:30) Each monster within a 3-radius ball is affected randomly: irresistable slowing, confusion, sleep, or attempt d200 damage of a random element Resist Disenchantment (Lvl:30; Mana:20) 1/3 damage reduction from disenchantment. Items cannot be disenchanted. Mage only. Charm (Lvl:32; Mana:50) Attempts to change allegiance of a monster. Uniques and Monsters without minds are immune. Mage only Mass Slow (Lvl:35; Mana:30) All Monsters in LOS are slowed by -2 for level/2 turns, this cannot be resisted or stacked |
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#2 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Clairvoyance should be in both magic types, just like runes. That, and detection. Or just magic mapping with level-dependent radius, so that at clvl 50 you map nearly entire level (if you are at the center of the level). Serenity as spell? Make you temporarily invulnerable to spell-denying side-effects. Including hallucination maybe? My favorite effect from nethack to angband = ring of conflict. As spell. Everyone fights everyone. |
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#3 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 54
Posts: 429
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Playing a mage always feels a Little less fun for me than playing another class. Basically there are only two realy essential Drops ... raal's and kelek's. Another two which are nice but no must-haves ... resistances and escapes. And the other 4 spell books i can buy at dungeon Level 3 usually. So there is much less fun finding-Equipment. I realy would love to overwork the spells and maybe introduce two new classes doing so.
In short: currently the mage spells are a mixture of Support/Beef up spells, mixed with damage spells of elemental Magic and negative like nether/chaos bolt or the like. I use very few spells and even fewer are must-haves. Basically only haste and teleport other are must haves. I use Magic missile until cLvl 7 i use frost bolt till clvl 30 i use acid bolt till i find raal's i use Meteor shower till i find kelek's for mana storm Currently just an idea, i would realy be willing to spend time and work into producing a detailed concept which could be discussed over this Forum. Make mage spells around the theme of the elements. Give spells for Close and ranged combat. Give spells with different damage/mana Ratio. Make ranger and thieves Magic unique. It is kinda boring and frustrating to Play a thief or ranger, find a spellbook only to see that you cannot use 4/5 of the spells in it. Reduce death/chaos/negative spells from mage/ranger class and make either a class duo necromancer/antipaladin (in opposite to Paladin and cleric) or add the thief class to the latter two. Thieves fit thematically much better to a necromancer/antipaladin Combo than to a mage/ranger Combo in my Imagination. By the way ... to make no-sell the Standard Option, reduces the fun playing a thief in my eyes. Thief class should be the best at making Gold ... but Gold in the current game is almost obsolete except in rare circumstances. If the developer Team in Charge likes the Basic idea, please drop me a line either in this thread or via post or email. You can set the borderlines in which a re-work should occur and i will write down a detailed concept which should be good implementable. Cheers, TIbarius |
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#4 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
The way I see things for mages vs. priests: Priests get healing, better detection, and a convenient attack spell in Orb of Draining Mages get Resistance and Haste Self (and these are huge benefits), ultimately more powerful attack spells than Orb, and Greater Recharging and a higher device skill to use it with. Priests are certainly easier to win with, because being able to throw out 300HP heals whenever you need them is just a huge ability. But they also are more gear-constrained than mages are, because Orb doesn't really keep up in the endgame (so they need to assemble a melee- or bow-based offense instead). Mages honestly could probably win with just Tenser's and a stack of Annihilation wands. |
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#5 |
Swordsman
Join Date: Jun 2013
Posts: 428
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Priests are MUCH MUCH MUCH stronger than mages. M has died to Orb of Draining many times. Haste Self is good but Staves/Rods/Potions of speed are common enough that I've never really had or seen a lategame character really struggle to get enough temporary haste. Resistance IS really good, to be sure, but non-mages get more HPs so don't rely as much on the double resist to survive (edit: plus, priests get rFire+Cold, addressing the more frequently-faced elements).
edit: Not that I think mages need buffing. Having them as a challenge class is okay to me. edit2: Also, of course, any player who neither sourcedives nor reads the forums will never realize the importance of using attack devices on mages, since the game doesn't show the bonus. Even forum-goers usually don't get it! Last edited by krazyhades; June 24, 2014 at 01:43. |
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#6 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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#7 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Let me put it this way: I spend more time cackling maniacally when playing mages, and more time just grinding through fights when playing priests. Priests are nigh-unkillable, but mages feel more powerful in an "ability to affect the world" sense.
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#8 |
Swordsman
Join Date: Jun 2013
Posts: 428
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@Timo, I suppose you're right, though I instinctively tend to think of more easy as more powerful.
@Derakon, I LOVE cackling maniacally when playing mages. |
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#9 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
You can kill Sauron in ten turns with acid-branded seeker arrows with Belthronding and that's not counting criticals and allows you to miss few shots. (40 arrows * 6 * ~45 = 10800). With manastorm that would take 27 turns. With warrior 600/turn damage it's still 18 turns. They are in fact so powerful that I think we would need to tune them down and add a archer - class that is basically warrior with rangers current ability to shoot (maybe with +1 shots with xbow). Bookless ranger is about as easy if not easier as warrior to play. |
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#10 |
Swordsman
Join Date: May 2012
Posts: 296
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I would have to agree that my Ranger winner was probably the most powerful character I've ever had (I haven't played another ranger since winning with one, as I'm still attempting to complete my goal of winning with every class ... still working on a warrior win). The only issue I had was staying flush with decent ammo, though late game even store bought crap arrows chunk ridiculously hard with a good launcher.
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