archery submasteries[poll]
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- Sher'Tul Godslayer
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Yes, and Teber corrected me. I was posting quickly, and thought "one point every 5 levels, 45 / 5 = 9", forgetting that you get +1/+1 with a starting character, giving a total of +10/+10.
In the game you will see bonuses higher than 10, but you won't be able to enchant those yourself.
The engine supports very very large bonuses, though. I routinely debug with +999/+999 weapons, +999 speed and attack speed, etc.
In the game you will see bonuses higher than 10, but you won't be able to enchant those yourself.
The engine supports very very large bonuses, though. I routinely debug with +999/+999 weapons, +999 speed and attack speed, etc.
Really! Hmm, interesting. Well, that explains all my failures to do so to dateNeil wrote: In the game you will see bonuses higher than 10, but you won't be able to enchant those yourself.

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- Uruivellas
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Nostalgia Corner
Yep, the hefty weapons in Moria could be enchanted up to their dice limit IIRC - imagine doing that with Grond before you start bashing baddies with it ... feel sorry for a whole generation who'll never meet Evil Iggy, and have spoilers in abundance - until you've spent a few nights searching for a Moria RoS (+2) you've never properly wasted your time 

Re: Nostalgia Corner
Oh, geeze, I'd forgotten about him!overtrix wrote:feel sorry for a whole generation who'll never meet Evil Iggy,
LOL!overtrix wrote:and have spoilers in abundance - until you've spent a few nights searching for a Moria RoS (+2) you've never properly wasted your time

Are we saying the enchantment limit is +10? I seem to make better stuff than this quite often.
Most recently I made some artefact pebbles "bellion" with (+15, +9).
It does extra damage from electricity and fire.
It poisons your foes. It is a great bane of dragons. It is
especially deadly against orcs. It is especially deadly against
trolls. It is a great bane of demons. It is a great bane of undead.
It is especially deadly against natural creatures. It cannot be
harmed by acid, cold, lightning or fire.
You made it yourself.
Lucky I hadn't donated Maggott's sling to the mathom house.
My theory is that as a low level character, you make all the shots and arrows you possibly can, and sell them all except a few really great ones to use. Slay anything and Of Element are the best to sell - 1500gp isn't otherwise easy to come by when you are level 5...
Later on I've been saving the skeletons and making more when I can afford the inventory slots. My house in Lothlorien has about 8 elf skeletons still from the ones I collected in the house quest.
Most recently I made some artefact pebbles "bellion" with (+15, +9).
It does extra damage from electricity and fire.
It poisons your foes. It is a great bane of dragons. It is
especially deadly against orcs. It is especially deadly against
trolls. It is a great bane of demons. It is a great bane of undead.
It is especially deadly against natural creatures. It cannot be
harmed by acid, cold, lightning or fire.
You made it yourself.
Lucky I hadn't donated Maggott's sling to the mathom house.
My theory is that as a low level character, you make all the shots and arrows you possibly can, and sell them all except a few really great ones to use. Slay anything and Of Element are the best to sell - 1500gp isn't otherwise easy to come by when you are level 5...
Later on I've been saving the skeletons and making more when I can afford the inventory slots. My house in Lothlorien has about 8 elf skeletons still from the ones I collected in the house quest.
We were talking about how high an already existing item (e.g. a Dagger (+5,+3)) could be enchanted with Scrolls of Enchant To-Hit and To-Dam... not what could be created in the first place.cajela wrote:Are we saying the enchantment limit is +10? I seem to make better stuff than this quite often.
Most recently I made some artefact pebbles "bellion" with (+15, +9).
Nice Ammo!
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- Sher'Tul
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really? my current char, a ranger, is using self-forged arrows of dallath (+14/+17), which came that way. i'v made numerous high-mod ammos with this char. (i think all the ones over +10/+10 were ego...)Neil wrote:Maylith: When you're level 50 you can get +9,+9 from the ammo enchantment service. I've never seen something self-made that was higher than that.
Those who fight monsters should look to it that they do not become monsters;
When you gaze into the abyss, the abyss gazes also into you.
--Friedrich Nietzsche
When you gaze into the abyss, the abyss gazes also into you.
--Friedrich Nietzsche
Whenever my character finds a scroll of enchant armor or *ea*, he reads it on his boots just for the sake of trying. They started in the single digits, and so far they are up to +12 ac.
I don't think it's worth it to buy the scrolls if something is at +11. With high dex, I'd steal them if they were there, though.
I don't think it's worth it to buy the scrolls if something is at +11. With high dex, I'd steal them if they were there, though.

Back to the original question - is there an advantage to getting the sub-mastery? Yes, I've seen the skill spoiler... But is it worth doing it?
For my wood elf ranger,
Archery: 1 skill point gets you +0.95
Bowmastery: 1 skill point gets you +0.3
So, I've been skilling up archery in general. Now I'm level 30ish, skill points are increasingly rare - I was planning on ignoring bowmastery and pumping mindcraft (FF) and prayer (Manwe), but suggestions are welcome.
For my wood elf ranger,
Archery: 1 skill point gets you +0.95
Bowmastery: 1 skill point gets you +0.3
So, I've been skilling up archery in general. Now I'm level 30ish, skill points are increasingly rare - I was planning on ignoring bowmastery and pumping mindcraft (FF) and prayer (Manwe), but suggestions are welcome.
Out of interest, what's the formula for ammo generation depth?
Is it based on Skill Level = Depth (and rarity) or on Dungeon Level = Depth (and rarity)?
Would it make any sense to combine the two...
Make the level of generated Ammo = Dungeon Depth - (say...) Skill/5
This would prevent stupidly high-level ammo from appearing too early in the game, but also prevent wimpy ammo from generating when you REALLY need it in Angband, for instance...
Is it based on Skill Level = Depth (and rarity) or on Dungeon Level = Depth (and rarity)?
Would it make any sense to combine the two...
Make the level of generated Ammo = Dungeon Depth - (say...) Skill/5
This would prevent stupidly high-level ammo from appearing too early in the game, but also prevent wimpy ammo from generating when you REALLY need it in Angband, for instance...