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The Angband Ladder: Sorc II, Yeek Sorceror by <yzilbergleyt@yahoo.com>

Posted on 20.12.2004 07:40
Last updated on 21.12.2004 08:40

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4292. on the Ladder (of 18817)
982. on the ToME Ladder (of 3142)
Third best for this player (out of 4)

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On 20.12.2004 07:40 yzilbergleyt@yahoo.com wrote:
My most successful Yeek sorceror so far. Advanced mainly through Thaumaturgy area spells though. Using "very unusual rooms" for the loot. Currently trying to figure out a way to do the Invasion of Gondolin quest.

On 20.12.2004 07:42 yzilbergleyt@yahoo.com wrote:
My most successful Yeek sorceror so far. Advanced mainly through Thaumaturgy area spells though. Using "very unusual rooms" for the loot. Currently trying to figure out a way to do the Invasion of Gondolin quest.

On 20.12.2004 07:43 yzilbergleyt@yahoo.com wrote:
Oops, sorry for the double comment. Reposted an updated dump using the previous form and forgot to clear the comment field >_<

On 21.12.2004 04:16 Elliott946@aol.com wrote:
Why the points in Udon? Couldn't you have gotten undead form instead if you had just put the points into necromancy and then bought the ability?

On 21.12.2004 08:36 wrote:
Yeah I could have, but I thought Wraithform to be more useful even for a spectre. What I really shouldn't have done was put any points into Necromancy at all. I only did it for Vampiricism: dealing damage and healing at the same time. But I never ended up using it since I killed just about everything in the game using the Area affect spells from Thaumaturgy while hiding behind walls, often permanent ones. Morgoth fell that way. I think I could have actually gone on to kill Melkor the same way, but was too bored of the character to scum for potions of *Healing* and Restore Mana.

On 21.12.2004 17:40 Elliott946@aol.com wrote:
Oh, I have no doubt you could have gone after Melkor as well, though its never a sure thing, given the difficulty of making it through the Void and Nether Realms.

Basically, Thaumatugist area spells are probably too powerful. Well, I'd actually argue that they DON'T inflict too much damage, seeing as how they only have a range of 3 or 4 squares and that's too close for comfort when you're a mage, so they HAVE to inflict a ton of damage. Its the shooting over walls part that throws it out of balance. As I understand it, they're being reworked in 3.0.

Playing a Yeek Bard who got Thaumaturgy through FF quests, I managed to get all the way to Melkor, but died (twice! I had the Blood of Life.) while fighting him and failed. He used mostly barehand in the early going, but by the Nether Realm had switched almost entirely to area spells.

On 21.12.2004 21:18 yzilbergleyt@yahoo.com wrote:
Yeah, the Area spells are definitely overpowered. But if they *do* get fixed to not work through walls in 3.0, then they better fix the Ball spells too. Not only do the Ball spells do too little damage (Yd1 as opposed to XdY), but they also can't be targetted over opponents' heads like pretty much every other Ball spell (and Breath) in the game. This makes them virtually useless for damage.

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