Skill point quandry
Moderator: Moderator
Skill point quandry
http://angband.oook.cz/ladder-show.php?id=9340
is my character today, a level 32 Thunder lord Mind crafter. I have 108 points left to spend, plus several FF quests likely. It is obvious that I should max out Mind craft to 50 - 17 points. I should also get extra max blows 2 and spread blows for 12 more points. Max out magic to 50 is 19 points. That leaves 60 points for Weapon mastery, Prayer, Spirituality, magic device, and symbiosis. Could someone PLEASE advise me on the wisest use of those 60 points??? I have a cloak which permits breathing without air, so I may continue the game into the void after I destroy the one ring if (of course) I do not die sooner...
is my character today, a level 32 Thunder lord Mind crafter. I have 108 points left to spend, plus several FF quests likely. It is obvious that I should max out Mind craft to 50 - 17 points. I should also get extra max blows 2 and spread blows for 12 more points. Max out magic to 50 is 19 points. That leaves 60 points for Weapon mastery, Prayer, Spirituality, magic device, and symbiosis. Could someone PLEASE advise me on the wisest use of those 60 points??? I have a cloak which permits breathing without air, so I may continue the game into the void after I destroy the one ring if (of course) I do not die sooner...
Live long and prosper, and for any vampires out there I have a cure for your condition to start living...
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
The issue is going to be dealing out sufficient damage against high level monsters. Since you are going with Tulkas-warrior type Mindcrafter I would max out Prayer and Weaponmastery. When you get to Angband you are going to need much higher to-hit and to-damage. You probably ought to increase Spirituality to increase your saving throw.
There are two mindcrafters on the ladder that beat Melkor. Both of them used Thaumaturgy as a companion skill to Mindcraft. Thaumaturgy gives you (if you are lucky) a create walls skill that is invaluable in the Void, blast destruction which eliminates everything around you (also invaluable in the Void), and some unresistable high-level damage spells. You probably don't want to max out Thaumaturgy, but it might be worthwhile to put a few points in to see if you can get create walls or destruction.
Another way to go is to up Symbiosis (or Summoning) and Monster-Lore so that you can generate a horde of pets to clear things out for you. I personally find this boring, but it is effective. All of the early successful Void divers used this strategy.
I almost never put points into Magic Device. At high levels wands and staves are useless because they get drained, and rods and artifacts are not reliable enough to use in emergency situations. If it takes 20 turns to activate something in a non-emergency I just macro it and hold the key down.
Mimicry at level 35 gives you three extra equipment slots. It is cool to be able to wield Mormegil, Harradekket, Thorin, Gilgalad, Fingolfin, and Cambeleg all at the same time. You can probably get there if FF cooperates and you don't get killed because you are hording points.
There are two mindcrafters on the ladder that beat Melkor. Both of them used Thaumaturgy as a companion skill to Mindcraft. Thaumaturgy gives you (if you are lucky) a create walls skill that is invaluable in the Void, blast destruction which eliminates everything around you (also invaluable in the Void), and some unresistable high-level damage spells. You probably don't want to max out Thaumaturgy, but it might be worthwhile to put a few points in to see if you can get create walls or destruction.
Another way to go is to up Symbiosis (or Summoning) and Monster-Lore so that you can generate a horde of pets to clear things out for you. I personally find this boring, but it is effective. All of the early successful Void divers used this strategy.
I almost never put points into Magic Device. At high levels wands and staves are useless because they get drained, and rods and artifacts are not reliable enough to use in emergency situations. If it takes 20 turns to activate something in a non-emergency I just macro it and hold the key down.
Mimicry at level 35 gives you three extra equipment slots. It is cool to be able to wield Mormegil, Harradekket, Thorin, Gilgalad, Fingolfin, and Cambeleg all at the same time. You can probably get there if FF cooperates and you don't get killed because you are hording points.
Thanks for the advice! I have been looking at the spoilers and am leaning toward the following allocation of 108 points :
1) Symbiosis to 25 for share major powers - 8 points.
2) Mind craft to 50 - 17 points.
3) Magic to 50 - 19 points
4) Spread blows - 5 points.
5) Extra max blows #2 - 7 points.
6) Prayer to 50 - 25 points.
7) Last 27 points into spirituality to 37+.
I was also looking over the summoning spoilers and decided that I want a true totem for a Cyclops from the wilderness map. Where would be a good place to find a Cyclops? Also, what other totems should I seek?
I have made use of my symbiosis skill only to get a level 28 death sword from the lost temple. Later on I will (of course) get a high level Quylthulg. What other non moving pets are useful for symbiosis? Also I would like to know if I should routinely carry scrolls of summon unmoving pet late in the game so that I can get chain summoning pets. If the answer is YES then I will continue to buy every fireproof scroll of summon that I can get...
I also noticed that some winners took symbiosis to 33+. What does that add to the abilities?
1) Symbiosis to 25 for share major powers - 8 points.
2) Mind craft to 50 - 17 points.
3) Magic to 50 - 19 points
4) Spread blows - 5 points.
5) Extra max blows #2 - 7 points.
6) Prayer to 50 - 25 points.
7) Last 27 points into spirituality to 37+.
I was also looking over the summoning spoilers and decided that I want a true totem for a Cyclops from the wilderness map. Where would be a good place to find a Cyclops? Also, what other totems should I seek?
I have made use of my symbiosis skill only to get a level 28 death sword from the lost temple. Later on I will (of course) get a high level Quylthulg. What other non moving pets are useful for symbiosis? Also I would like to know if I should routinely carry scrolls of summon unmoving pet late in the game so that I can get chain summoning pets. If the answer is YES then I will continue to buy every fireproof scroll of summon that I can get...
I also noticed that some winners took symbiosis to 33+. What does that add to the abilities?
Live long and prosper, and for any vampires out there I have a cure for your condition to start living...
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
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- Wayist
- Posts: 17
- Joined: Mon Jul 13, 2009 9:32 am
The symbiotic powers are listed in the help. Level 25 gets you major powers. Level 30 gets you Summon Never-moving.
The best symbiont (at least in terms of hit points) is a skull druj. They are easy to get if you teleport to the bottom of the Paths of the Dead with a stack of ? of Summon Never-moving Pet. Greater Qs are good also. Once you get to the bottom of Angband you will want to replace your friend with a leveled one. You will also want to do this in the Nether Realm. A level 150 druj or Q has insane hp.
The best symbiont (at least in terms of hit points) is a skull druj. They are easy to get if you teleport to the bottom of the Paths of the Dead with a stack of ? of Summon Never-moving Pet. Greater Qs are good also. Once you get to the bottom of Angband you will want to replace your friend with a leveled one. You will also want to do this in the Nether Realm. A level 150 druj or Q has insane hp.
Thanks for the advice!
http://tome.dreamer.hu/monster_show.php?id=750
I do not like the look of the Skull Druj magic list. While offensive magic and AC is great, the TRAPS flag makes me leery. If my symbiont clutters up the level by creating traps, it might seriously inconvenience me. Have you actually used one for a while, and if so, were traps a problem?
http://tome.dreamer.hu/monster_show.php?id=750
I do not like the look of the Skull Druj magic list. While offensive magic and AC is great, the TRAPS flag makes me leery. If my symbiont clutters up the level by creating traps, it might seriously inconvenience me. Have you actually used one for a while, and if so, were traps a problem?
Live long and prosper, and for any vampires out there I have a cure for your condition to start living...
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
I have used druj as symbionts for very long times. There aren't any problems. ymbionts don't cast spells on their own. Ones with manual attacks (death swords, for example) do these on their own.LCC wrote:Thanks for the advice!
http://tome.dreamer.hu/monster_show.php?id=750
I do not like the look of the Skull Druj magic list. While offensive magic and AC is great, the TRAPS flag makes me leery. If my symbiont clutters up the level by creating traps, it might seriously inconvenience me. Have you actually used one for a while, and if so, were traps a problem?
You can use a symbiont's spells if you have high enough Symbiosis skill. I am pretty sure that create traps is not one of the options for a skull druj symbiont- as you say, it would not be very useful.
A druj pet or companion would be another matter entirely. I would never want one of those. The trap creation would be the least of my worries- the ball spells would much worse.
If you have plenty speed to ever nab it before turning hostile (and haven't killed it yet ?) is possible to get the unique Q as a symbiont, which has 5000 HP - need to be at sufficient depth to summon it, because attempts at charming the real deal will be fruitless. I'm pretty sure it'll come under the heading of "Naughty Exploits" but to have it in your pocket makes mopping up the ringwraiths simpler when it comes to that time. There's also the intriguing situation that it will still be generated normally - maybe this also means it can be summoned again, in which case could keep a spare at home !
Think Improv can be nabbed in this way too if you're playing with that chap available - but that might just be faulty memory from some lengthy and doomed struggle to do so, not sure.
I don't usually bother with (okay, remember about) the healing-and-lifesharing business unless caught in a situation which is probably terminal anyway, but increasing your symbiosis skill means the creature more often takes your damage for you - and it's good fun to experiment with Force Symbiosis, doing so with really serious pets can reduce dungeon clutter fairly efficently
Think Improv can be nabbed in this way too if you're playing with that chap available - but that might just be faulty memory from some lengthy and doomed struggle to do so, not sure.
I don't usually bother with (okay, remember about) the healing-and-lifesharing business unless caught in a situation which is probably terminal anyway, but increasing your symbiosis skill means the creature more often takes your damage for you - and it's good fun to experiment with Force Symbiosis, doing so with really serious pets can reduce dungeon clutter fairly efficently

Thanks for the advice!
I will make getting a skull druj a priority. Now THAT raises another question. If I use the power of the symbiont to summon, does the summoned monster become a free pet or is it a drain on my mana? Also is there a mana limit for the symbiont or are all spells cast free, or in the worst case does it draw down MY mana? All I have used so far is a spell less death sword, with which I am well pleased.
I will make getting a skull druj a priority. Now THAT raises another question. If I use the power of the symbiont to summon, does the summoned monster become a free pet or is it a drain on my mana? Also is there a mana limit for the symbiont or are all spells cast free, or in the worst case does it draw down MY mana? All I have used so far is a spell less death sword, with which I am well pleased.
Live long and prosper, and for any vampires out there I have a cure for your condition to start living...
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
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- Uruivellas
- Posts: 718
- Joined: Tue Dec 13, 2005 12:35 am
Thanks for the information!
I got a token (on the surface map near Angband) for a storm giant when I was level 32, but it was hostile when summoned. Does the level 0 summons include higher level monsters found on the surface, such as storm giants and cyclops?
Is carrying a dark sword a mistake unless it is heavily negative? The spoilers seem to indicate that only heavily negative dark swords produce significant anti-magic fields when wielded...
I got a token (on the surface map near Angband) for a storm giant when I was level 32, but it was hostile when summoned. Does the level 0 summons include higher level monsters found on the surface, such as storm giants and cyclops?
Is carrying a dark sword a mistake unless it is heavily negative? The spoilers seem to indicate that only heavily negative dark swords produce significant anti-magic fields when wielded...
Live long and prosper, and for any vampires out there I have a cure for your condition to start living...
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay