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Post by Gando on Feb 23, 2008 16:43:20 GMT -5
[color=Green[Portralis 0.3.0 Character Dump]
Name : Kal El Age 16 STR: 25 Sex : Female Height 78 INT: 5 Race : Celestial Weight 123 WIS: 9 Class : Defender Alignment 0 DEX: 16 Death Count 3 CON: 22 CHR: 6 Level 16 Max Hit Points 980 Experience 2201 Cur Hit Points 980 + To Hit 291 Max Exp 2201 Max SP (Mana) 0 + %To Damage 179 Exp to Adv. 2300 Cur SP (Mana) 0 + To AC 2201 Gold 0 Ability P 0 Stat Points 0 Blows/Round: 3 Skill Points 0 Blows/Round(2): n/a Class Level 5 Shots/Round: 1 Class Kills 100 Wpn.dmg: 199-1395 Wpn2.dmg: n/a Sht.dmg: n/a Sht2.dmg: n/a Infra-Vision: 0 feet (Character Background) 0 You are a messenger of heaven sent in Portalis to protect innocents from evil. You have silver eyes, large shining silver wings and a shining, fair skin. ---------- CHARACTER'S SKILLS ---------- --- MISC. INFO --- a) Fighting: 0 A) Polearms: 0 Wpn.dmg: 199-1395 b) Spellcraft: 10 B) Daggers: 0 Wpn2.dmg: n/a c) Shooting: 0 C) Axes: 0 Sht.dmg: n/a d) Throwing: 0 D) Rods: 0 Sht2.dmg: n/a e) Defense: 15 E) Martial Arts: 0 To_h : 277 f) Agility: 20 F) Bow: 0 To_d : 168 g) Stealth: 0 G) Crossbow: 0 To_a : 2201 h) Combat Feats: 0 H) Firearms: 0 AC : 833 i) Dual Wield: 0 I) Elemental: 0 j) Leadership: 0 J) Alteration: 0 k) Alchemy: 0 K) Healing: 0 Dual Wield: No l) Crafting: 0 L) Conjuration: 0 Press 'u' to toggle. m) Swords: 20 M) Divination: 0 n) Blunt: 0 N) Magic Defense: 10 Remaining skill points: 0 Press one of the letters to increase the skill. Press 'x' to view next skills page(if any). -------------- RESISTANCES -------------- Fire: 0 Cold: 0 Electric: 25 Acid: 0 Poison: 0 Light: 100 Darkness: -100 Warp: 0 Water: 0 Wind: 25 Earth: 0 Sound: 0 Radio: 0 Chaos: 0 Physical: 0 Mana: 0 You have defeated 2458 enemies.
[Character Equipment]
a) an Iron Katana (2d7) (+14,+11) b) a Steel Shield [15,+0] e) a Ring of Dexterity f) (nothing) k) an Amulet of Golem [+10] m) (nothing) n) a Bronze Full Plate (+14,+14) [115,+18] {25% off} o) a Cloak (+4,+9) [1,+8] p) (nothing) s) a Bronze Helm (+4,+8) [5,+3] u) a Pair of Cotton Gloves (+5,+5) [1,+1] x) a Pair of Steel Boots [6,+9] {) a Bronze Tipped Bolt (1d4) (+1,+1) (+56 Warp) |) (nothing)
[Character Inventory]
a) 3 Rations of Food b) 4 Scrolls of Teleportation c) a Scroll of Word of Recall d) 12 Scrolls of Identify e) a Scroll of Satisfy Hunger f) (nothing) g) (nothing) h) (nothing) i) (nothing) j) (nothing) k) (nothing) l) (nothing) m) (nothing) n) (nothing) o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing)
[Home Inventory (page 1)]
a) gold b) 69 Rations of Food c) a Potion of Cure Critical Wounds d) 6 Scrolls of Teleportation e) 13 Scrolls of Word of Recall f) 9 Scrolls of Identify g) a Scroll of *Artifact Identify* h) an Amulet of Light i) an Amulet of Light j) an Amulet of Infra-Vision k) 3 Wooden Torches (with 2500 turns of light) l) a Steel Mail (+14,+14) [65,+14]
[Home Inventory (page 2)]
a) a Leather Armor (+1,+5) [5,+2] {+1 cha} b) a Pair of Leather Gloves (+2,+2) [2,+2] {+1 cha} c) a Pair of Steel Gauntlets [6,+0] d) a Pair of Shoes (+1,+1) [0,+0] {+1 cha} e) a Pair of Steel Boots [6,+0] f) a Bronze Flail (2d4) (+4,+3) {+1 cha} g) an Iron Long Sword (2d6) (+14,+8) h) a Bronze Dagger (1d3) (+1,+1) {+1 cha} i) a Steel Short Sword (1d9) (+9,+10) j) a Bronze Katana (2d5) (+1,+1) k) 25 Bronze Tipped Bolts (1d4) (+1,+1) (+56 Warp) l) 17 Bronze Tipped Bolts (1d4) (+2,+1) [/color]
Notes: This character is still in progress so please feel free to critique any weaknesses you see...I have a long way to go in the main quest still (havent done anything in Jindar yet) and mainly Ive been doing the random dungeons above Fidac to gain levels and equip. Ive got one more class level to be able to buy the Armored Health ability and I still need Block Magic too from the defender class. After that I shall be returning to pally for a bit to get retro darkness and more shining armor.
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Post by Gando on Feb 23, 2008 16:54:14 GMT -5
Looking at this I realize that the dump doesnt show the abilities listing...this would be very good to have I think.
Anyway here is what I have (as I remember it): Pally level 6: Holy Aura(1), Holy Bolt(5), Shining Armor (7) Defender level 5: Iron Skin(1), Shield Defense(1), Heavily Armored Defense(1). Warrior level 3: no abilities.
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Post by Frumple on Feb 23, 2008 17:24:55 GMT -5
You seem to be doing pretty good...
As for tips, well... kehehe. I always recommend a point or two of the Priest's divine blood. Unlike Holy Aura, you don't have to move for it to heal you, so it helps out when you're bogged down in a mob. Completely counteracts poison for the rest of the game, too. Either synergizes really well with defender abilities, though.
It's kinda un-thematic, but if darkness attacks are a problem, well... there's always Element Lord. You've got the strengh and class levels, and it's not too hard to get the intelligence -- I think there's both rings and amulets of int (well, and brillance), so there's 6 points right there. 9 points of int-eq at your level isn't that bad, yeh? Anyway, a few points into the elemental shield or a fair chunk (20, if memory serves) into the absorbtion ability, and darkness attacks are much less of an issue.
Ah, while I remember -- there's potions of Cure Critical Wounds in the temples, as with most *bands. You're about at the point when you'll probably really want to start carrying a few, as they cure blindess and confusion long enough to teleport away from a cursing elite that's got you pinned. I've lost waaay too many characters to forgetting to do that.
Keep an eye out for the divination spells, by the by. Most of them cost 10, so one more point of wisdom and a lucky find and you can dump those ID scrolls... and the spell Identify works like the Artifact ID scrolls, to boot. Of course, the various detect spells are pretty useful too...
Also might help to grab a few points of Holy Might or start keeping an eye out for a Haste spellbook. Even a weak-ish haste effect is pretty crazy useful in a lot of cases. Blessing never hurts either, heh.
I'm guessing you're using spells to deal with physical immunes/returning? Celestial's a pretty good one for that, but remember that branded weapons don't reflect back at'cha (Just learned that one recently, heh...), so don't be afraid to use 'em. The extra damage never hurts, yeh. (*mutters* Should be more clear. They don't reflect magical damage, I mean. The physical part will still bounce back.)
Hope it helps in some way. If I can think of anything else later, well...
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Post by Variaz on Feb 23, 2008 19:05:41 GMT -5
Keep in mind, however, that in the next upload, the potiosn of cure wounds don't actually cure confusion and blindness. On the other hand, they are significantly more powerful. And there's Potions of Restore Status in the temple, so you'll just have to those instead. For the next levels, I'd suggest that perhaps you start focusing more on your offense. Your Defense and Agility should be high enough for the moment. You can increase more Swords/Spellcraft, but let me introduce you to the Combat Feat skill. Whenever you start a round of melee attacks, the Combat Feat skill can convert your normal attacks into special abilities. Of course, not all your abilities can be used(in the skills/abilities guides, all feats and abilities that are marked as "combat feat" can be used), but Jump can be used, as well as Sword Spin. For every points in Combat Feats, you get 20% chance that you'll be allowed to use a special ability instead of a regular attack. With 5 points, you have 100% chance to convert one attack. With 10 points, you'll convert 2 of them. If you had like 13 points, you'll get 2 guaranteed conversions, and 60% chance of getting a third one. If you were to place only 5 points in Combat Feats, you could attack with your two attacks normally, and then choose to replace your third attack by Jump instead, so that you get away from your enemy. This can be very useful. (if you're not sure, you could find some items that raises this skill, and try it out, and see if you like before spending the points). As for abilities, have you checked the "Sheer Power" Fighter ability? Very useful for enhancing melee damages. Also, as Frumple said, Holy Might is very useful, even with just one point. Anyway, these are just suggestions, feel free to choose how you're going to develop your character next. But it seems that you're doing pretty well with this one.
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Post by Gando on Feb 23, 2008 20:56:51 GMT -5
For the next levels, I'd suggest that perhaps you start focusing more on your offense. Your Defense and Agility should be high enough for the moment. You can increase more Swords/Spellcraft, but let me introduce you to the Combat Feat skill. Whenever you start a round of melee attacks, the Combat Feat skill can convert your normal attacks into special abilities. Of course, not all your abilities can be used(in the skills/abilities guides, all feats and abilities that are marked as "combat feat" can be used), but Jump can be used, as well as Sword Spin. For every points in Combat Feats, you get 20% chance that you'll be allowed to use a special ability instead of a regular attack. With 5 points, you have 100% chance to convert one attack. With 10 points, you'll convert 2 of them. If you had like 13 points, you'll get 2 guaranteed conversions, and 60% chance of getting a third one. If you were to place only 5 points in Combat Feats, you could attack with your two attacks normally, and then choose to replace your third attack by Jump instead, so that you get away from your enemy. This can be very useful. (if you're not sure, you could find some items that raises this skill, and try it out, and see if you like before spending the points). As for abilities, have you checked the "Sheer Power" Fighter ability? Very useful for enhancing melee damages. Also, as Frumple said, Holy Might is very useful, even with just one point. Anyway, these are just suggestions, feel free to choose how you're going to develop your character next. But it seems that you're doing pretty well with this one. Ok but I hate the way Combat feats work in combat...the continual y/n/t menu that comes up is annoying and to boot if you dont have feats (I dont have any at the moment aside from jump which isnt what I want in a combat feat to begin with) it gives you that inane error message instead of just not firing. I agree its time to develop his (its a he with a sex change potion...how cruel that none have shown up since ) offensive power. I am basing this build on Phlinn's so after I get level 6 in Defender next step is to hit priest for 3 levels and pick up a few abilities there. I forgot to mention that in the original post I guess... After that who knows...but definitely putting more skill into swords. My two cents with the Cure potions? please dont nerf them. Nuff said on that front. Thanks both for your comments.
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Post by Variaz on Feb 23, 2008 21:13:46 GMT -5
Potions of Cure Wounds won't get nerfed, it's just that they're supposed to be about healing, not restoring status. Don't worry, they heal much more than they used to now, so they're actually much better!
As for combat feats, you can use the "t" choice so the menu won't show up for the rest of the round. And you can also just press ENTER and the menu will go away, and the round will continue.
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Post by Gando on Feb 23, 2008 22:03:36 GMT -5
I appreciate that you feel the cure potions dont work the way they should but this is the way they have worked for more than 10 years in angband...and before that in earlier varients...And yes I realize you are moving Portralis away from the bands into its own universe with its own rules...which is cool...I just like the fact that they cure status + some hp. It will probably slip my mind after the nerf that they dont do that anymore and Ill try and use one during a tense situation and end up with another dead character. As I said its just my two cents. You will do what you think works best for you.
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Post by Gando on Feb 25, 2008 5:39:28 GMT -5
Final Dump as I had to kill this character (and do not wish to play anymore until the dungeon bottom bug gets fixed)
[Portralis 0.3.0 Character Dump]
Name : Kal El Age 16 STR: 23 Sex : Female Height 78 INT: 5 Race : Celestial Weight 123 WIS: 15 Class : Paladin Alignment 0 DEX: 17 Death Count 5 CON: 22 CHR: 7 Level 20 Max Hit Points 1315 Experience 4775 Cur Hit Points 1315 + To Hit 355 Max Exp 4775 Max SP (Mana) 0 + %To Damage 237 Exp to Adv. 5400 Cur SP (Mana) 0 + To AC 2310 Gold 4188 Ability P 0 Stat Points 2 Blows/Round: 2 Skill Points 0 Blows/Round(2): n/a Class Level 8 Shots/Round: 1 Class Kills 345 Wpn.dmg: 851-7668 Wpn2.dmg: n/a Sht.dmg: n/a Sht2.dmg: n/a Infra-Vision: 10 feet (Character Background) 0 You are a messenger of heaven sent in Portalis to protect innocents from evil. You have silver eyes, large shining silver wings and a shining, fair skin. ---------- CHARACTER'S SKILLS ---------- --- MISC. INFO --- a) Fighting: 0 A) Polearms: 0 Wpn.dmg: 851-7668 b) Spellcraft: 10 B) Daggers: 0 Wpn2.dmg: n/a c) Shooting: 0 C) Axes: 0 Sht.dmg: n/a d) Throwing: 0 D) Rods: 0 Sht2.dmg: n/a e) Defense: 15 E) Martial Arts: 3 To_h : 344 f) Agility: 25 F) Bow: 0 To_d : 214 g) Stealth: 1 G) Crossbow: 0 To_a : 2310 h) Combat Feats: 0 H) Firearms: 0 AC : 728 i) Dual Wield: 0 I) Elemental: 0 j) Leadership: 0 J) Alteration: 0 k) Alchemy: 0 K) Healing: 2 Dual Wield: No l) Crafting: 0 L) Conjuration: 0 Press 'u' to toggle. m) Swords: 30 M) Divination: 0 n) Blunt: 0 N) Magic Defense: 16 Remaining skill points: 0 Press one of the letters to increase the skill. Press 'x' to view next skills page(if any). -------------- RESISTANCES -------------- Fire: 2 Cold: 1 Electric: 25 Acid: 0 Poison: 0 Light: 100 Darkness: -100 Warp: 0 Water: 1 Wind: 25 Earth: 0 Sound: 2 Radio: 0 Chaos: 0 Physical: 0 Mana: 0
[Miscellaneous information]
Maximize Mode: OFF Preserve Mode: OFF Autoscum: ON Small Levels: ON Arena Levels: ON Persistent Dungeons: OFF
Your body was a Player.
Your Attributes: Your eyes are sensitive to infrared light. You can fly. You have ESP. You are resistant to confusion. You are completely fearless. Your strength is sustained.
You have defeated 3964 enemies.
[Character Equipment]
a) a Steel Katana (5d9) (+11,+23) (+765 Earth) b) an Iron Shield (+3,+17) [10,+5] e) a Ring of Protection [5,+13] {25% off} f) a Ring of Slaying (+10,+10) k) an Amulet of Golem [+10] m) (nothing) n) a Steel Plate Mail (+14,+14) [95,+18] o) a Cloak (+6,+15) [1,+9] p) (nothing) s) a Bronze Helm (+4,+7) [7,+9] u) a Pair of Bronze Gauntlets (+18,+16) [6,+28] x) a Pair of Scouts Boots (+2,+1) [4,+2] {) a Bronze Tipped Bolt (1d4) (+2,+1) |) a Crystal of Lightning Bolt (Power: 30, Radius: 0, 10 charges)
[Character Inventory]
a) a Book of Divination Magic [Detect Monsters] b) 5 Book of Healing Magics [Heal Others] c) a Book of Elemental Magic [Acid] d) 2 Book of Elemental Magics [Poison] e) a Book of Elemental Magic [Darkness] f) 2 Pieces of Elvish Waybread g) 7 Scrolls of Teleportation h) a Scroll of Word of Recall i) a Scroll of Blessing j) a Wand of Scare Monster (7 charges) k) a Ring of Protection [5,+13] l) a Ring of Resist Poison m) a Ring of Resist Electricity n) a Leather Armor (+6,+2) [7,+11] o) a Pair of Hard Leather Gloves (+1,+3) [3,+10] p) a Pair of Shoes (+4,+9) [0,+0] q) a Pair of Leather Boots (+9,+3) [2,+3] r) a Bronze Flail (2d5) (+6,+8) (+596 Poison) s) an Iron Dagger (1d4) (+21,+32) t) a Bronze Scimitar (2d4) (+1,+1) u) an Elven Bow (x3, 99/99, 1 ammos/shots) (+7,+43) v) 28 Bronze Plated Rounds (4d4) (+2,+7) w) (nothing)
[Home Inventory (page 1)]
a) (nothing) b) (nothing) c) (nothing) d) (nothing) e) (nothing) f) (nothing) g) (nothing) h) (nothing) i) (nothing) j) (nothing) k) (nothing) l) (nothing)
[Home Inventory (page 2)]
a) (nothing) b) (nothing) c) (nothing) d) (nothing) e) (nothing) f) (nothing) g) (nothing) h) (nothing) i) (nothing) j) (nothing) k) (nothing) l) (nothing)
This should be in the dump but it isnt so here is some additional info: Class Levels: Paladin: class level 8 Priest: class level 3 Warrrior: class level 3 Defender: class level 6 (note that I managed to get the same number of class levels as experience levels somehow.)
Abilities: Paladin: Holy Bolt * 5, Aura of Life *1, (these first two abilities are just crucial for early pally development if you want to not die alot.) Shining Armor * 7, Retrograde Darkness *1 (this one seems useless in this build but maybe I just didnt get deep enough to find a use for it....its definitely not good enough for the lower levels...more an add on when things get tough I think) Priest: Holy Might *1(I like the haste ability and the +ac but honestly this was more trouble than it was worth...next time I think Ill skip it. The key thing about this ability I think is having enough points in it to give a decent duration.) Defender: Iron Skin *1, Hardened Armored Defense *1 (amazing!!), Shield Fighting (ugh ok...didnt seem that great but who knows?), Block Magic (seemed like my Magic Defense took most of the hits on the magic front but I think this fired once...), Armored Health (nice, not amazing but nice.)
I got uber lucky with a blackmarket steel katana and a half off magic item scroll....and then got a nice discount on an object eternality scroll for the sword. the amulet of the golem also had an object eternality effect on it. Note though the house inventories do not show up for some reason I had 6 items of charisma stored there for selling goods to stores. The difference was not huge but it was noticable. All in all I did pretty well with this build considering my troubles with prior builds. Im thinking defender is a darned good multi for anyone who can manage it. harded defense and armored health are both very worthwhile and if you dont have tons of skill in Magic Defense I think Block magic is pretty nifty too.
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kipar
Champion
Posts: 201
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Post by kipar on Feb 25, 2008 17:15:13 GMT -5
I agree, defender is very good for any multiclass - now i'm trying to give my gunner enough strength to became defender, though imho best of Defenders ability is Great Guard - real rescue for a critical situations.
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Post by Frumple on Feb 26, 2008 13:18:48 GMT -5
I most agree that GG... is... huh, just noticed that's the acronym for it...
Anyway. It's awesome, but what's been the most awesome thing (to me) about it is two-fold. The first fold is that it tells you how much damage you're about to take. I don't know of any other trick, beyond wizard mode, that lets you know the precise numerical amount of damage you're about to take.
The second fold, however, is that if you're willing to micro-manage, in a sense, you can half the damage taken from pretty much any monster -- block one heavy hit, take the next, block, take it, and repeat. Considering that Defenders already tend to have impressive AC and some source of rapid healing, using an alternating GG pattern can seriously mitigate the amount of damage you take...
Does make me wonder if there's a way to set a 1-2 turn counter before the confusion chance reset kicks in, though...
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Post by phlinn on Mar 12, 2008 11:13:47 GMT -5
I was thinking of trying an enchanter holy defender this time around, with less focus on holy armor . Seeing the comment on shield fighting above, I was getting started on increased block chance to combine with block magic. Magic is a much more dangerous thing than melee. This time around, I want to build up holy armor and defence transfer. I don't actually see an indication that you can't take the AC off of a player made item, although i wouldn't be surprised if it's not possible. I'd love have 20 ranks in holy armor, and turn a 160 AC mithril plate into 40 AC on my crafted steel shield. Yeah, mithril costs a fair amount at rare item stores, but it can usually be found. Also, I could conceivably make some sort of crafted hard armor, and steal the AC benefit of holy armor to make it just that much better.
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Post by Variaz on Mar 12, 2008 13:46:03 GMT -5
Shining Armor and Defense Transfer can work together, but you have to user Shining Armor BEFORE tweaking the armor. Otherwise, as soon as you tweak it, it will be considered a magic item, and Shining Armor won't work anymore.
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Post by Gando on Mar 13, 2008 16:05:08 GMT -5
I considered doing that with my current enchanter but realized the gain would be minimal considering how much crafted armor already gave my other items with a mere 10 points in DT. (cf=my enchanter build/dump)
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Post by phlinn on Mar 14, 2008 11:15:31 GMT -5
Well, here's where I think it will be especially useful. I could conceivably use rightous armor on a depth 0 armor (clothes are pretty much it), and with 20 points in righteous armor(+80 base AC), 1 in def transfer, move 20 points to any non armor piece. Assuming rightous armor doesn't increase the depth, which I really don't know but was going to test. 20 AC rings, amulets, bracers, and weapon. That's a great block chance for a 2h weapon, but I could probably craft a better shield by that point.
I had also considered using holy weapon from Justice Warrior to make a stongly light branded weapon to see if it let me craft a light branded potion with essence transfer at will, to fuse with a weapon or to use with brandcasting. Either might be better with mace of the heavens though. In the hands of a celestial, a light based weapon would be extremely fun for a melee type.
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Post by phlinn on Mar 26, 2008 17:41:13 GMT -5
Ok, I think crafting armor is way too nice. Unless this was fixed in a recent build, I'm gaining +crafting skill to the BASE AC of iron plate mail when i craft it. And double it on Iron full plate. Is it skill*(depth/20)? Combined with defense tranfer, i now partially regret bothering with shining armor. I did not realize how high the AC bonus of crafting was. The only advantage I see to shining armor is that it allows me to get a higher base AC than whatever is the best I can make with commonly found armors. Iron is fairly optimal as I can buy cheap iron items to decompose for ingots. Well, and the 2 resistances, and eventually other benefits... guess i stick with 5 points in def transfer.
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