Archived from groups: rec.games.roguelike.nethack (
More info?)
Richard Bos wrote:
> Doug Freyburger wrote:
> > Richard Bos wrote:
> > > Doug Freyburger wrote:
>
> > > > all of their spell schools to maximum,
>
> > > ...no. It's quite possible to get your spell failure to 0% for
all
> > > spells without advancing everything to the max.
>
> > Doesn't the failure rate depend on all sorts of
> > issues like XP of the character, the level of the
> > spell, and so on? I thought some of the high
> > level spells like finger of death could only get
> > to 100% from a high XP level character who was
> > also maxed out in that spell school.
>
> Yes. FOD, and less critically cancellation, are the hardest.
>
> > Then again, given the combat nature of Nethack
> > it would make sense to enhance your combat spell
> > school to the maximum anyways. It does make me
> > wonder what other spell schools don't need to
> > be enhanced to get 0% failure rate on all of
> > their "good" spells (whatever "good" means).
>
> Well, for example, a Wizard can get to expert in divination, but
there
> are no spells above level 5 in that class, and you don't even need
them
> at 0%. In healing, only restore ability is level 4, and it's mostly
> useless, so I rarely raise healing above basic.
>
> Let's see. You want expert in attack; at least skilled in escape, for
> levitation; skilled in clerical, for remove curse. You don't need
more
> than basic in healing, divination and enchantment. At those levels, I
> can get any spell I want to 0% at XL 20, except magic mapping and
> teleport away. Add expert in escape for the latter; MMap isn't
critical
> anyway. Add skilled in healing if you don't trust your unicorn horn -
in
> which case, what do you do with a Valk? You don't need it for cure
> sickness, anyway; that works well at basic.
> That's 1+2 for attack, 1 for healing, 1 for div, 0 for ench (you
start
> at basic), 1+1 for escape, 1+1 for clerical, 1+1+2 for matter. Plus
> 1+2+3 for dagger. That's 19 slots, for XL 20. Add one for a god-
> unrestricted Frosty or Mjollnir, and teleport away will be at 0% as
> well, thanks to XL 21, at no extra cost in skill slots.
> The only reason to want more levels is spell damage: MMis does up to
30
> points more damage at XL 30 than at XL 21.
Thank you for this. I've played a lot of combat wombats
and have recently switched to wizards for a while. I
was wondering about what to enhance how much.
So for weapons, dagger to Expert, a very good main weapon
like Mojo, Frosty, Stormy to Basic. Forget other weapon
types unless there is a very good reason, at least until
after the Quest.
And if playing a "squib", max out whatever weapons you
like since you're going spell-less. I'm not a good
enough player to do voluntary challenges much, especially
not un-tracked ones like a wizard never doing spells.