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United States10328 Posts
lol apparently I'm too incompetent to connect to ##crawl...? or register for freenode. I guess I should download a client.
anyway, I'm currently a level 15 SpEn of Nemelex. I have too many decks, all of summoning or destruction; I assume I should only keep the legendary ones? (I stashed the rest). Also, I have daggers ... lots of daggers. Elec, cold, fire, holy, speed, vampiric, and a -5, -1 randart poison (heh...). I also have robes of +MR, rN, rC, a rPois cloak, and a troll leather armor with +4 damage (I put that one down though because it weighs 22 T_T).
My main trouble right now is carrying capacity: what wands (if any) should I carry around? Which dagger(s)? I guess it depends on branch; for example, in Snake, I want rPois and probably a lot of MR?
Also, I have books of conjurations (ice + air) and necromancy. I'm used to playing Kiku so I automatically picked up a bunch of necro stuff... but maybe it's not that useful with Nemelex ?_?
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If you want to play a Skald first don't pick a Skald and start off with a different class (Ice Elementalist is good, Transmuter is good if you want unarmed, Necromancer is fine too) and then play like a Skald.
Skald starting book and skills are significantly worse for getting off the ground than those of other classes that lend themselves to hybridization. Basically you're picking a class that starts as a melee class with the amazing ability to not be able to tab hobgoblins to death, in exchange for being able to double-miscast your spell of choice at XL:2 and then die to a snake.
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On December 13 2011 06:27 MrBitter wrote: Okay, I must be missing something. After all the talk about how awesome Minotaur DeathKnights are, I've been trying to roll one.
WTF MAN I DIE SO MUCH ON THE FIRST 5 LEVELS.
I am constantly finding myself in situations where I have to use mirror damage to win fights, and as a result, am perpetually stuck with ** or *** piety, and no God Gifts.
So wtf. How do I get to level 10. lol. Alternate holding "o" and "tab" until you clear your level, then hit "G" (capitalized) and ">" when you're done. Repeat until temple, make your stash and pick your god, then come out and repeat until lair. Games will be much quicker and you'll be leveling survival stats which are really beneficial for the midgame. The removal of exp dancing kind of ruined the fun since leveling your non-bumping skills is annoying for the first levels, but games are just so much quicker.
For spellcasters, make quickcast macros and do what I said above except for the hitting tab part.
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On December 13 2011 12:04 ]343[ wrote: lol apparently I'm too incompetent to connect to ##crawl...? or register for freenode. I guess I should download a client. You can use the webIRC from the Crawl homepage, which is what I usually do.
anyway, I'm currently a level 15 SpEn of Nemelex. I have too many decks, all of summoning or destruction; I assume I should only keep the legendary ones?
I find plain decks of summoning fine. They're not anything close to the power of ornate or legendary decks but you might as well carry them around and burn through them on stuff that's maybe dangerous if you get really unlucky to get some Nemelex piety from using the cards. It's not like as a Spriggan the deck can do anything bad to you. If you're running out of weight or slots to carry them then yeah you don't need them though.
Decks of destruction are less useful in general and more dangerous ... I tend to toss out some destructions to kill fleeing stuff (but don't do this if you can't soak up a drain or torment or Olgreb's without dying) but hardly use them otherwise since decks of summoning are better in basically every situation unless you've stacked your Destruction deck and know you're getting something good for the situation.
Also, I have daggers ... lots of daggers. Elec, cold, fire, holy, speed, vampiric, and a -5, -1 randart poison (heh...). I also have robes of +MR, rN, rC, a rPois cloak, and a troll leather armor with +4 damage (I put that one down though because it weighs 22 T_T).
The best brand for most short blades--not counting pain--is electrocution (maybe speed on sabers) in most situations, since it's an additive damage brand. Most other brands are multiplicative, which means they don't benefit from the low-damage, high-speed properties of short blades. Your non-electric daggers are bad for killing stuff that you're not stabbing; go find a sabre (or quickblade, if you're lucky).
My main trouble right now is carrying capacity: what wands (if any) should I carry around? Which dagger(s)? I guess it depends on branch; for example, in Snake, I want rPois and probably a lot of MR? If you want to use your decks of destruction as a substitute for wands, which you can do if you're willing to Triple Draw, you don't really need to carry any attack wands. On the other hand wands are more reliable so you might instead use your big wands (Draining, Cold, Fire, Lightning) as a substitute for your decks of destruction, in which case you should carry one or two. They'll deal pretty decent damage with high Evo. Fireball is pretty decent also, and good against high-EV, low-HP stuff (or stuff that just generally dies fast but is dangerous, like Boggarts or Giant Eyeballs).
Always carry one heal wounds, one teleportation, and one hasting wand if you have them--you shouldn't need more than one of each at a time unless you will be unable to access your stash, like if you're going to a Zig or Pan; or if you only have wands with few charges. I like to carry disintegration and digging also but you can drop one or both of those if you want.
I don't carry the resistible offensive wands around past the early game, since it's a pain trying to track which monsters have low enough MR where you can actually use them and you can usually just stick to the big damage wands when you need a wand effect.
Also, I have books of conjurations (ice + air) and necromancy. I'm used to playing Kiku so I automatically picked up a bunch of necro stuff... but maybe it's not that useful with Nemelex ?_? Necromancy is good with any god. Agony is always powerful, pain brand on shortblades is the most powerful brand in the game when it works (gives you +d(Necro skill) per attack once your skill gets to 8 or so ... this works out to be more powerful than electrocution at something like 9 Necro skill, and like electrocution it is an additive brand), Borgnjor's is still a tremendous get-out-of-jail-free card, Dispel Undead is still a powerhouse spell, Sublimation of Blood still gets you mana, etc. But in general, if you're not worshipping a god who gives you spellbooks the important thing to do is see what spells you get and then work toward the useful ones. Obviously Twisted Ressurection does compete with the idea of sacrificing every corpse to Nemelex, but Necro is plenty strong outside of the spells that make slaves for you.
Also, an additional safety tip: make sure that at least one item in each stash you make is inscribed with "!p". This will prevent you from accidentally sacrificing your entire stash to Nemelex.
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United States10328 Posts
my nice SpEn got mutated to Slow Healing 3... NO NATURAL REGENERATION FFFFFFFFFFUUUUUUUU
and I can't find Cure Mut anywhere... the potions of mutation just gave +rC -Int D: D: D:
and I died. I did scum a save file at one point, so I might try that... but probably I'll just go to bed -_- (yeah I know there are "ethical issues" with save file scumming, but I've never tried before)
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beef, is it possible to put all the miniguides/tips in the OP? I know it would be a lot of work, but it would be nice :D I know your miniguides are on page 3, but I forgot where everyone elses are.
Is it ever worth it to keep Throwing or Traps and Doors on? I turn them off on every character I play, but I'm not sure if that's optimal.
For SpEn, what types of magic is worth leveling up? I've never gotten far with that combination (only been using Hibernation lol), so I have no idea what to do. For example, I know Hibernation comes with Ice, but should I turn off Ice once I get a level in it?
I've been playing on 0.9.0. 1) Is there a major difference between my version and the most updated version (playing offline)? 2) If I do download a newer version, do I lose any of my morgue files or saved games? 3) Is it worth it to play online, even if I'm terribad?
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For those who want the IRC knowledge bot without connecting to IRC (even though people there are a good resource) http://crawl.develz.org/info/
Also to anybody who just started: Don't get discouraged. Some of these guys talk like they auto-win all their games, but winning characters are a fairly low% of total played. Stuff happens. I've won 4 times and I'm under half a percent..
Just won a HOGl a few minutes ago. First time using TSO as well, who ended up being pretty nice. Makes #4 for me.
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Anyone playing in .10 got any clue on how to get an Octopode off the ground? They seem like an amazing race late-game with ring swapping, but their low HP and lack of armor make it tough to survive to the point where I have enough rings to abuse that power.
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On December 13 2011 21:04 Misder wrote: Is it ever worth it to keep Throwing or Traps and Doors on? I turn them off on every character I play, but I'm not sure if that's optimal.
Needles are pretty decent because curare, paralysis, confusion, and sleep are pretty strong effects, and you'd want a bit of throwing to use them reliably (I think in 0.9 you can actually use needle effects on Pan Lords and then stab them out of their needle-induced paralysis/sleep; go Okawaru if you want to try this since he will gift you needles if you carry a blowgun and have some throwing skill). I think javelins (steel javelins especially) and large rocks hit pretty hard with some throwing skill also. Don't level it too much though.
T&D is not bad if you don't need to level anything else, but I tend to turn it off also. Leveling it up to 8 or 10 lategame is actually pretty nice since it can save you from Zot traps and at that point leveling a skill to 8 doesn't take much exp.
For SpEn, what types of magic is worth leveling up? I've never gotten far with that combination (only been using Hibernation lol), so I have no idea what to do. For example, I know Hibernation comes with Ice, but should I turn off Ice once I get a level in it? Whatever types you want to use.
Hexes are generally mediocre, so only level up Hexes enough to use Invisibility. The rest depends on what magic you get. Ice magic in general is stupid strong (Refrigeration doesn't wake up sleeping monsters, for example, and Throw Icicle is like a better version of Iskenderun's Mystic Blast) so it's always good. Air, Necromancy, and Charms are always good also. But obviously it depends on what spells you have available, so unless you're worshipping Sif, Vehumet, or Kiku you will just have to adapt to the books you find.
I've been playing on 0.9.0. 1) Is there a major difference between my version and the most updated version (playing offline)? 2) If I do download a newer version, do I lose any of my morgue files or saved games? 3) Is it worth it to play online, even if I'm terribad? There are some noticeable differences. A few of the important ones I can think of:
All polearms have reaching in 0.10; Dispel Undead is moved to level 5 and the second book that Kiku gifts (I forget the name) instead of being in the Book of Necromancy; Transmuters no longer start with Fulsome Distillation and Evaporate but get Beastly Appendage at level 1. The Abyss is significantly less boring in 0.10 also. (Also I think Octopodes aren't in 0.9? New race!)
I think playing online is more convenient in general since you don't lose anything except the ability to savescum in exchange for the ability to play Crawl without having to even have the binaries on your computer--though you do have to have some SSH/telnet client, assuming you want to play the console version online (I don't know how webtiles works). And you can play the same game from multiple computers easily, and you can easily link people to your character dumps or morgue files if you want, or even have them watch you play.
If you want you can play 0.9 online (or even older versions) but I think 0.10 is better unless you want to be a Transmuter and be overpowered.
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As far as Octopodes go their low defenses mean very little if you play them as a Wizard or similar, since those classes don't get hit anyway (and Op has just as much EV as other races, with additional tactical options if you find water). You can also try a Transmuter, since most forms can't wear equipment anyway (I'm not sure if you keep all your ring effects in form though).
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my lvl 9 purple draconian artificer of nemelex just found this sling: (+1,+8, speed, rElec, rN+, MR, Int -2). I've never been impressed with my dmg output but this thing seems totally awesome, especially because I'm not going to be spellcasting at all.
ofc I die pointlessly 30 seconds after I post this hahaha
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On December 13 2011 21:04 Misder wrote: beef, is it possible to put all the miniguides/tips in the OP? I know it would be a lot of work, but it would be nice :D I know your miniguides are on page 3, but I forgot where everyone elses are.
Is it ever worth it to keep Throwing or Traps and Doors on? I turn them off on every character I play, but I'm not sure if that's optimal.
For SpEn, what types of magic is worth leveling up? I've never gotten far with that combination (only been using Hibernation lol), so I have no idea what to do. For example, I know Hibernation comes with Ice, but should I turn off Ice once I get a level in it?
I've been playing on 0.9.0. 1) Is there a major difference between my version and the most updated version (playing offline)? 2) If I do download a newer version, do I lose any of my morgue files or saved games? 3) Is it worth it to play online, even if I'm terribad?
I'd love to update the OP, but I can't for some reason, there's no edit link. I would need a moderator to help me out I think.
As for game version, HELL YEAH play online man. Other than sometimes getting a level 27 KoBe ghost on D:3 due to trolls, it's exactly like playing offline. When you connect to the server, it'll let you play a Trunk version, which is 0.10. It's updated frequently. The main advantage of playing on the server is that it will update any trunk savegames to the new version when they're released.
I'm not sure if there's a trunk version on CAO, but there's definately one at CDO. If you don't know how to use ssh terminals, there's a guide here.
On December 14 2011 11:28 myopia wrote: my lvl 9 purple draconian artificer of nemelex just found this sling: (+1,+8, speed, rElec, rN+, MR, Int -2). I've never been impressed with my dmg output but this thing seems totally awesome, especially because I'm not going to be spellcasting at all.
Dude slings are really really good. Slings of speed are INSANELY good 'cuz you can use branded sling bullets with them. It's too bad you've already got Nemelex because Okawaru/Trog will give ammunition gifts that are awesome for missile characters. OFC you die! The probability of sudden inexplicable death increases with awesomeness of gear, I'm sure everybody can attest to this.
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If you PM a mod to edit the first post you'll be able to edit it again, you just can't edit a post if it hasn't been edited in a certain period of time (a couple months, I think).
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Wow, have'n a really good run.
I started a Kobold Berserker after reading about slings being awesome. I had planned on going all throwing, and crossing my fingers for good ammo gifts.
But Trog didn't want it to go that way. On D2 I found a Sabre with +3/+2 rFlame, rPois, *Rage, rN+, sInv, MR, and Int+2
Epic pick up for D2, so I went stabby.
My first god gift was another sabre: +8/+7, venom and Slth ++
Which made all of Lair and Orc Mines a complete cake walk. It's officially my first time clearing Orcs:4, and it was trivial.
Hive was the easiest thing ever. First time there and it was uneventful.
I was gifted a couple other things I'm curious about.
One was a Shortsword of Joyful Slaughter. What does that do? It was slice, rF-, and sInv. I'm thinking it's bad?
Also picked up a short sword of Holy Wrath. I guess that'll probably be worth hanging on to for later.
I'm experiencing a massive shortage of Scrolls of Identify. I have like a bazillion rings and amulets, and I can't ID any of them.
And lastly, where should I go next?
Swamp?
edit:
lol, tried elves. It was a little bit tougher than I was ready for, so I backed out. Going to chill in the temple, and save my game for now.
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Man I really should play my current run again... I took so much time to get decent... Draconian Chaos Knight and praying to Xom is REALLY tough! I have all the necessary runes; just have to get a few levels I think before I can go and get the orb!
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Elf is really bad and at Elf: 5 you'll get some that cast an irresistable spell for 3d34 damage, and I don't think you really want that.
Also you shouldn't post for branch order device without posting which ones were generated in your game! In any case I think swamp is your best bet. Swamp, however, has hydras and for those you're going to need a flaming weapon (or a good sling and a few levels in it). If you've got a source of rPois other than your shit initial sabre, then you could go to Snake if it was generated. I would be wary of Shoals unless you've had some experience with being mesmerised and what to do.
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On December 14 2011 19:49 MrBitter wrote: I was gifted a couple other things I'm curious about.
One was a Shortsword of Joyful Slaughter. What does that do? It was slice, rF-, and sInv. I'm thinking it's bad?
We don't know. It's a random artifact. You have to identify it yourself if you're curious.
Also picked up a short sword of Holy Wrath. I guess that'll probably be worth hanging on to for later. Most likely not ... you should aim to get either a sabre of speed, a sabre of electrocution, or a quick blade of any sort--all of those will end up better against almost all targets, especially since holy wrath is mainly for the extended endgame (or Crypt, but electrocution is better in Crypt for short blades). Antimagic is a good brand as well: it doesn't boost your damage, but all the most dangerous stuff in the game casts spells so it can give you free turns.
And lastly, where should I go next?
Swamp?
edit:
lol, tried elves. It was a little bit tougher than I was ready for, so I backed out. Going to chill in the temple, and save my game for now. Not elf ... elf 1-4 isn't that bad but certainly it's harder than what you're ready for. Elf: 5 would probably murder you, since if things go bad in Elf:5 they go really bad (abyss, elves summoning multiple 1's, Crystal Spears or double-zap Lightning Bolts). You cleared Lair, so if Snake doesn't exist you should go farther down in the dungeon and go look for the Vaults. Then go poke around in D or V or Crypt (which is in the Vaults) until it gets too tough for you and decide where you want to go next after that.
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Oh man, we've got protips in the OP! Rejoice, newbies.
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In response to the tips at the front, I'd say that as far as DeWz is concerned, spellcasting and conjurations should definitely not be your only concern. As a Wz, flexibility is your greatest ally until you can find decent damaging spells. Stabbing is not ok to train, you need xp to fill in your spellcasting skills, and many of them.
Here's my DEWz start-up:
Learn Blink and Call Imp at lvl 2. Call Imp may not seem like much, but it can come in extremely useful when you come up against the rare dangerous poison resistant creature. It also allows you to get summoning, which you want to be at lvl 3 for Abjuration when you find it.
Learn Mephitic Cloud at 3, followed by repel missiles and conjure flame when you have to slots. Mephitic Cloud is your standard pre-fight cast to get enemies confused and not whacking you. You can then follow up with an escape bid, darts, or a light blade if you have no mana. Repel missiles saves you from not just mundane projectiles but magic projectiles as well (electric eels, orc wizards) and only costs 2 mana. As a DE you have enough mana to allow for a cloud, repel, and engage. Remember cloud will not always get all the enemies you need to hit. Conjure Flame is useful for blocking hallways and killing undead (which won't care about your clouds). Once your poison and air skills hit 3, turn them off.
In general, train 2 or so lesser magic skills (not casting or conjurations, those keep on) at a time until you get them where you want them. Air you'll turn back on later for some good spells.
Be super careful in the Lair as you can get toasted easily (Spiny Frogs are Poison Resistant and show up on Lair:1-2 frequently).
Sif is the standard god, but Vehumet can be a viable choice as well. He's the more offensive magic god. Go with what you like there.
Edit: Also, playing on http://crawl.akrasiac.org/ is great, IMO. You can track your stats, look up other people's games, even watch people as they play (or have people watch you to give you tips). It's simple, easy, and PuTTY runs on pretty much anything (without needing to be installed which is why I got it on my work PC). It also allows you to compete in the Crawl Tournament every August!
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On December 14 2011 19:49 MrBitter wrote: Wow, have'n a really good run.
I started a Kobold Berserker after reading about slings being awesome. I had planned on going all throwing, and crossing my fingers for good ammo gifts.
One was a Shortsword of Joyful Slaughter. What does that do? It was slice, rF-, and sInv. I'm thinking it's bad?
Also picked up a short sword of Holy Wrath. I guess that'll probably be worth hanging on to for later.
And lastly, where should I go next?
Swamp?
Since your Sabre has SInv on it, your joyful slaughter sword isn't that great. rF- will hurt if you come up against the wrong enemy, and getting away quick enough isn't always an option (spot Dragon, dragon breaths, you die), and since you have a good weapon already, why risk it?
Holy Wrath will wreck undead. If the bonuses are comparable to your current weapon, use it for undead you'd normally have problems with.
After Lair, Orc, and Hive, your next options are Vaults(1-7) and Swamp:1-4. Do not tackle Swamp: 5 until you need to. Swamp won't have the items or XP that Vaults has, but it's still a branch you're going to want to do anyway. Keep tackling what you can and look up any uniques or rare mobs you're not sure about. What you're really looking for from Trog is a Quickblade or a Shortsword/Sabre of Speed.
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BEHOLD: the farthest I've ever made it
http://crawl.akrasiac.org/rawdata/eeviac/eeviac.txt
I've just barely cleared mines, I think I picked up that fast metabolism mutation on Orc:4. The shops had nothing for me to use in them. My game has shoals so I'm heading to vault next. I've found 3 scrolls of acquirement, got that lajatang and two terrible shields. Even if they were good shields, staves and bucklers don't mix. I'd kill for some decks of wonder, I want to play with Helix!
Yes, I am fully aware that posting this is going to jinx me. I still believe this DrAr of Nem is going to get me my first rune.
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