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Dungeon Crawl Stone Soup - Page 77

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Cel.erity
Profile Blog Joined September 2010
United States4890 Posts
January 23 2014 03:00 GMT
#1521
Banishment is a very rare spell for ogre mages to have, so you're probably unlucky. That said, it does require a clear LOS, so every time you encounter an ogre mage, you should be trying to keep other ogres between you and it until you get into melee range.
We found Dove in a soapless place.
Ognam
Profile Joined October 2011
United States798 Posts
January 25 2014 22:49 GMT
#1522
So I just started playing this game. Been running a MiFi since that seems to be the consensus "easy" route. Had a few questions I was hoping some of you could answer.

1. Should I be hoarding/using wands? And should I be training evocation so that they're better?
2. Should I be using/training throwing weapons? Or just melee down everything I see?
3. I'm currently running a trident+shield as my weapon, should I switch to a 2h weapon? Or stick with a shield + 1h polearm?
4. What types of amulets/rings/other armor should I be looking out for?

Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
January 25 2014 23:03 GMT
#1523
1. you should be using wands (at least to ID them). As a general rule, use a wand if it means you'll win a fight you otherwise wouldn't, or to get out of bad situations. Wands you want to use sparingly are Cold, Fire, Disint, Fireball, Draining, Teleport. These wands either deal good damage, hit multiple enemies, or are Teleport which can save you. Disint is useful against certain enemies that it can easily destroy, or to dig. Wands to "hoard" are probably Heal Wounds and Hasting, but dont' be afraid to use charges if it means you win.
2. don't train throwing. it doesn't hurt to pick up javs and tomahawks, as well as a blowgun and some needles. soften up enemies or slow/poison big guys before they get close.
3. go for a 2h weapon imo, the bigger the better. make sure you get it down to mindelay. most weapons have the same min delay at 0.7, but bigger weapons deal more damage. as a minotaur, you have the spare skillpoints.
4. your mileage may vary, but generally if you're not casting spells just wear a big heavy armour that gives you lots of AC. make sure to at some point train armour and fighting.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Ognam
Profile Joined October 2011
United States798 Posts
January 25 2014 23:05 GMT
#1524
Should I train evocation to use the wands then?
Ognam
Profile Joined October 2011
United States798 Posts
January 25 2014 23:09 GMT
#1525
Also should I be ignoring spellbooks? I haven't found any that I can actually use
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
January 25 2014 23:24 GMT
#1526
I would not train evocation until I'd gotten my big 2-hander to minimum delay, and also some decent defensive skills. It wouldn't kill you to train it up to 5 or something real quick but mostly you want to focus on killdudes first.

I'd probably ignore spellbooks and just wear heavy armour at least for the first majority of the game
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2014-01-25 23:51:44
January 25 2014 23:38 GMT
#1527
On January 26 2014 08:03 Blazinghand wrote:
1. you should be using wands (at least to ID them). As a general rule, use a wand if it means you'll win a fight you otherwise wouldn't, or to get out of bad situations. Wands you want to use sparingly are Cold, Fire, Disint, Fireball, Draining, Teleport. These wands either deal good damage, hit multiple enemies, or are Teleport which can save you. Disint is useful against certain enemies that it can easily destroy, or to dig. Wands to "hoard" are probably Heal Wounds and Hasting, but dont' be afraid to use charges if it means you win.


For wands like teleport, healing, and hasting you'll generally want to use the associated scrolls and potions first since they can be destroyed. A notable exception is potions of speed offer less contamination on repeated use so having them for times when you want to stay constantly hasted might not be a bad idea.

If you're going to branch into spell casting later it's not a bad idea to put books somewhere useful, like on stairs or in corners of rooms (to avoid them being eaten) so you can get them easily later. Also keep an eye out for spells that are useful to melee characters eventually like haste, regeneration, swiftness, and repel missiles.

For Amulets and rings what you want is everything! What you actually need to wear will change over the course of the game, but all of the good amulets and rings are at least somewhat useful.

Early on for a melee I'd say rPoison, any combat stat rings (AC, EV, Slaying), anti-hunger related rings (like ring of sustenance), Clarity, or MR would all be good general purpose rings. Switching to rF or rC when you meet something using those abilities (or any other appropriate ring/ammy). rCorrison and Conservation are also really useful to have around to protect your stuff vs enemies that may destroy your items. Generally later on you'll travel around with many different rings/amulets to swap out for specific encounters and situations. Ring of regenerations are also useful early on (and later on too really).
Logo
Ognam
Profile Joined October 2011
United States798 Posts
January 27 2014 06:08 GMT
#1528
Alright I've got my best run going so far. XL 17 with some decent equips (+12 plate armor, lots of potions and scrolls). Managed to get the snake pit rune.

What would be the easiest route for me to take from here on? The branch path guide in the OP seems a bit outdated. I've completed orc and snake, got down to elf 3 before scary stuff made me run away. Should I do vaults? or some other lair branch?
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
January 27 2014 06:14 GMT
#1529
Don't do slime unless you have stuff you need to do slime. If you have swamp or shoals you may be able to do that if you can fly.

Don't do elf:3. Don't do Abyss, Hell, Pan, or Tomb yet.

vaults and depths are similar in terms of difficulty (not sure on this) so just do whichever of them is easier. don't be afraid to change which one you are doing.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Cel.erity
Profile Blog Joined September 2010
United States4890 Posts
Last Edited: 2014-01-27 07:37:21
January 27 2014 07:04 GMT
#1530
If you cleared Snake Pit, you should be able to clear any other Lair branch as a MiFi. Shoals can be annoying, but high AC does a lot of work there. In general, all Lair branches are easier than Vaults.

Edit: I should clarify, I meant all of the random Lair branches. Slime is endgame difficulty.
We found Dove in a soapless place.
Ognam
Profile Joined October 2011
United States798 Posts
January 27 2014 07:32 GMT
#1531
Thanks for the advice. Got down to vaults 4 and things started to feel a bit risky. The packs with wardens and those things-that-teleport-other-things were a bit tough. Gonna head to swamps instead.
Ognam
Profile Joined October 2011
United States798 Posts
January 28 2014 03:39 GMT
#1532
How strong should I be in order to attempt Abyss? I've got 3 runes, but I'd rather see more mid-endgame content.

I'm at XL 23 with 52 AC and decent resists.
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
January 28 2014 03:50 GMT
#1533
On January 28 2014 12:39 Ognam wrote:
How strong should I be in order to attempt Abyss? I've got 3 runes, but I'd rather see more mid-endgame content.

I'm at XL 23 with 52 AC and decent resists.


Have you cleared Depths, Vaults, Crypt/Forest, and Elf? I'd do those first
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2014-01-29 03:29:45
January 29 2014 02:45 GMT
#1534
On January 28 2014 12:50 Blazinghand wrote:
Show nested quote +
On January 28 2014 12:39 Ognam wrote:
How strong should I be in order to attempt Abyss? I've got 3 runes, but I'd rather see more mid-endgame content.

I'm at XL 23 with 52 AC and decent resists.


Have you cleared Depths, Vaults, Crypt/Forest, and Elf? I'd do those first


Agreed with where this is probably going. Unless maybe you're something like demigod you should be XL27, or very close, by the time you've gotten through the branches listed above.

---

Has anyone been playing with the new darkness god? He seems pretty fun, had a nice Vampire Enchanter who was doing quite well until I got him stupidly killed on Nikola (I thought I could 1 shot him with a stab, I couldn't). I like that there's 2 uses for him: really fun stabbers or the ability to double action up to 50% of the time.

I really want to make something like a Dark Elf Ice Elementalist so I can double cast Ice Storm 50% of the time (ignoring the impossible mana requirements of such a feat).
Logo
Ognam
Profile Joined October 2011
United States798 Posts
January 30 2014 00:03 GMT
#1535
First win with 4 runes! Ascending was a lot harder than I expected. Ran into 5-6 of those named worm-things and a bunch of torment casters.

Thanks for all the help.
Zerbra
Profile Joined January 2011
50 Posts
Last Edited: 2014-02-01 23:24:04
February 01 2014 22:52 GMT
#1536
Nice work. Still trying to pull one of those off for myself.

PS: Has anyone had this bug occur? Occassionally, like 1/50 times when going up or down stairs into a new area, the level fails to load properly and the screen stays black. Restarting the client always fixes the issue.

To compound the issue, that very same minor bug occured while leaving the Abyss into Lair 8. Basically, it was Lair 8 in spirit, the normal tileset, but not the Lair 8 I had orginally left from. Different map preset. This one was unexplored, and had a combination of Abyss and normal lair enemies (crocs, blink frogs, slugs, bone dragons, abominations, etc.). Furthermore, there was/is no dungeon stairs. However there is/was an exit Abyss portal, a go deeper into the Abyss portal, and an altar to Lugou. Using any of the 3 instantly crashes my game. Will I have to suicide this character?

Edit: I have my save file if you want to check it out.

savefile.cs
Logo
Profile Blog Joined April 2010
United States7542 Posts
February 02 2014 02:04 GMT
#1537
Are you on .14 or .13? Crashes like that might convince me to just stick to .13!
Logo
crate
Profile Blog Joined May 2009
United States2474 Posts
February 02 2014 02:57 GMT
#1538
Zerbra: if you're playing locally--which I assume you are, since you have a save--it's probably something with your install (for some reason on my computer crawl takes forever to actually start sometimes, I don't know if I get that same sort of thing when I change levels since I don't change levels on my local copy (it's just for wizmode)).
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Zerbra
Profile Joined January 2011
50 Posts
Last Edited: 2014-02-05 18:35:46
February 02 2014 03:14 GMT
#1539
I'm on version 13.1, and yah it's locally installed to my machine. I reinstall can never hurt I suppose. I don't have particularly high hopes of that fixing anything, but nevertheless it was kinda funny. I wasnt that attatched to that character anyways


-----------------------------

Is it possible to know if the bonus rune in pandemonium (non-named boss rune) has spawned? I have 1 wand of digging and probably need to save the charges. I only ask because I've never been inside before and am a bit intimidated by how hard the wiki makes it sound to find the exit/runes.
Zerbra
Profile Joined January 2011
50 Posts
February 08 2014 18:43 GMT
#1540
Well, this may receive some disdain for the double posting and some scum tactics, but this post will be longish and I wanted to see the extended game without risk. Purged my morgue because it was filled with hundreds of demonspawn files, trying to breed the ultimate demonspawn of Xom. Forgot to save my 'winning' morgue file, so here's the highscore instead.

+ Show Spoiler +


v=0.13.1:lv=0.1:tiles=1:name=Juno:race=Minotaur:
cls=Berserker:
char=MiBe:xl=27:
sk=Fighting:sklev=27:
title=Conqueror:
place=D:: $:br=D:lvl=0:absdepth=1:
hp=206:mhp=206:mmhp=277:
str=27:int=3:dex=27:ac=41:ev=36:sh=0:
god=Trog:
start=20140102113922S:dur=34866:turn=97727:aut=997014:
urune=15:nrune=15:
kills=7211:
maxskills=Fighting,Armour,Dodging,Stealth,Evocations:
gold=12793:goldfound=13978:goldspent=1155:
sc=16015738:
ktyp=winning:dam=-9999:sdam=0:tdam=0:piety=134:end=20140105134938S:map=minmay_entry_three_doors



15 runes, 97727 turns. 'Winning' is in quotes because I save scummed once in the beginning of each branch. I had zero, knowledge of how powerful things are in the endgame and wanted a true feel. Was using like a +7 +6 vampiric battleaxe for most of the endgame, despite having a +9 +9 executioner axe of antimagic.

Although, I didn't get any feedback, I ran in and gung ho'ed Pandemonium. It was quite easy, with 0 close encounters. Pandemonium is probably my favorite area now. Finding the exit is much easier than finding the exit in the Abyss. First time encountering Cerebov. Just ran up to him, berserked him and he died, no issues. He didn't do any damage. Over-feared enemy?

Hell, and specifically Asmodeus, on the other hand. Oh my god. How are you supposed to kill that guy with a melee character. Even with over half my inventory filled with fan of gales, lamps of fire, and phials of floods, that guy--erm---killed me over 20 times. His two brimstone fiend pals didn't help matters.

The first item in Abyss 3 was the rune, so that was nice. Abyss 5, however, what's the point of going there? Even though I was one-shotted nearly everything, I could barely move from the ridiculously high spawn rate.

Questions for real future runs::
1. After getting tossed about in tomb, my minotaur was permanently left with with -25% hp. Is that typical or after getting thrashed in tomb, or should that amount of rot be less.

2. Towards the endgame, I noticed my int stat started tanking sharply. Thank god stat death was taken out in 0.13, because at one point I had -14 intelligence. Despite that, after using restore abilities, and waiting a sufficient amount of time, my intelligence never returned back to the default minotaur amount. It oddly remained at 3. Why? My mutations (if my memory serves me correctly), were only horns 2, blurry vision, talons 1, and hooves 1.

3. Spellpower for spells is denoted by #. More ###'s mean more damage. If you equip, say, a robe of archmagi or staff of various element, your spell power is increased by an additional #. Those both stack, right? Is there an actual value of damage associated with each spell power or does it vary from spell to spell. I guess what I'm asking is: how worthwhile on a spellcaster is it to wear archmagi robes or carrying around a staff of a school to do bonus spell damage?

4. Updated to 0.14 just for giggles. In the developer builds are classes added and removed frequently? The Djinni class is so incredibly gimmicky. One pool for both health and magic. Although it sounds great on paper, it's irritating to play.
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