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In article <[EMAIL PROTECTED]>, [EMAIL PROTECTED] says... > Larry Bassel - .- -.- --- .-. --.. . -.-. --.. . ---... > > > I've continued my experimentation with Mummy necros who worship Sif Muna. > > ... > > So you finally arrived to conclusion that mummies are fighters/necro with > a little aid of divination. :-) To some extent yes, though probably not as much as you would. My approach is more necro/divination with a little aid of fighting/wands. > > > AC : 3 Evasion : 10 Shield : 0 > > Poor as usual ;-) > > Too poor IMO. I'd use heavier armor if possible. Search for some body armor > with pluses (as you have identify). I'm looking (have ID'd all the potentially interesting armor and weapons on levels 1 through 7 so far, nothing better has yet showed up). I'm hoping for an armor store soon. > > > > You worship Sif Muna. > > I prefer Kikubaaqudgha who gives all (and more) necro books himself plus > Recall slaves and other nice abilities. Messing with Sif Muna is > unnecessary IMO. As mentioned in my earlier post, I realize Sif Muna is an unconventional choice of god for a Mummy necro. Different strokes for different folks... > > > > u - a -1,+3 orcish dagger of draining > > v - a +1,+2 whip of reaching > > I - a +0 halberd of freezing (weapon) > > V - a +0,+1 dagger of venom > > Any thoughts on which weapon is best? Freezing is good against imps, I > > haven't tried the reaching one. > > Daggers. Venom normally, draining if you want to weaken strong monsters. > The others are poor. The ultimate is perhaps weapon "of Pain" for necro. Wouldn't draining be somewhat of a duplication of my necro abilities? I would think I'd want my melee attack to complement my spellcasting skills (to kill monsters my necro spells aren't good against). > > > + Level 9 Divinations > > Yes, this was intentional. Identify was essentially unlearnable until > > Divinations got up this high (and Spellcasting 6 and level 10 probably > > helped too) even with the ring of wizardry. > > Not worth to pack so many exp in it IMO. It's rather for your satisfaction > than character power. Usually you have enough detect/remove curse to wield > ego weapons and armor. Wands are identified easily by zapping at weak > monsters, potions by drinking, most scrolls by reading, staffs when casting > spells (or not useable for fighters). In addition you have scrolls of > identify for hard identifable stuff. So the spell could be considered as a > little nifty dessert when the main meal is much more important. Actually I can get the best of both worlds (see Tina's later post). Since I worship Sif Muna, I can learn ID when I have a lot of stuff on a cleared level to identify, then unlearn it (and relearn offensive spells) when I go down to the next level (until I pick up enough spell levels that it isn't necessary to do this), using ID scrolls for quick ID of something important when I don't have the spell. > > > > You have 2 spell levels left. > > You know the following spells: > > Your Spells Type Success > > Level > > a - Pain Necromancy Excellent 1 > > b - Animate Dead Necromancy Great 4 > > c - Detect Traps Divination Excellent 2 > > d - Repel Missiles Air/Enchantment Good 2 > > e - Blink Translocation Good 2 > > f - Identify Divination Fair 6 > > g - Detect Creatures Divination Excellent 2 > > More wizard than Necromancer. How do you expect to kill monsters when out > of zombies (several good monsters could kill them in no time)? With Pain > only? You will detect them perfectly, go to them bypassing the traps, > identify their stuff and animate corpses but the killing part is missing. Yes, I've got a Mummy wizard for all intents and purposes (and maybe this isn't a character you'd like to play or one that you think has a good chance to get the Orb, but I'm enjoying it). Also note that if I do want a Mummy wizard, I've got to develop the character this way (start with Mummy necro, go heavy on Divinations) since Mummy wizard is *not* one of the allowed starting character choices. And I do recognize that I need some better offensive spells, hence the question in my original post. I do see drawbacks for the most likely candidates (correct me if I'm wrong): Vampiric Draining: only useful when hitpoints are below max (but conversely good for some badly needed healing for a Mummy) Agony: won't actually kill, right? I'm not sure what this spell actually does and have to admit I haven't tried it Bolt of Draining: lowers experience value of kills Dispel Undead: only useful against undead (but seems quite potent against them) I figure that since I've already won once, I'll try a few experimental characters just for fun... Larry
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