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On December 19 2011 00:24 MrBitter wrote: lol, wtf Xom.
Was playing a Merfolk Chaos Knight. Was around level 10 on Lair:1
I see an Agate. I walk over to it. Xom turns it into an Azure Jelly when I'm standing right next to it, and it one-shots me.
lmfao Yeah, the various snails in the Lair have tons of HD relative to their difficulty, so polymorphing one of them almost invariably ends up turning them into something really nasty. They're basically the worst enemies in the game to polymorph.
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Still trying to learn the game, been keeping at it with KoBe build. Made it to character level 12 with one, and the next one was granted a sabre of speed from Trog which got me excited, but was killed by the minotaur when I finally found the exit in the labyrinth for an anticlimatic end lol.
I think I might be doing some things wrong/training too many skills. Been training armor though not sure if that's a good idea, shield, and throwing- sometimes with sling which seems to get a decent bonus. Should I get more specialized and narrow it down more and drop some of these?
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On December 19 2011 06:52 screamingpalm wrote: Still trying to learn the game, been keeping at it with KoBe build. Made it to character level 12 with one, and the next one was granted a sabre of speed from Trog which got me excited, but was killed by the minotaur when I finally found the exit in the labyrinth for an anticlimatic end lol.
I think I might be doing some things wrong/training too many skills. Been training armor though not sure if that's a good idea, shield, and throwing- sometimes with sling which seems to get a decent bonus. Should I get more specialized and narrow it down more and drop some of these? Your weapon skill, Fighting, and Dodging are all you really need to train as a KoBe.
Armour in particular is a bad skill to train since you have bad aptitudes and since you're a small race you get a natural EV bonus that gets multiplied by Dodging--so you want light armour, which means that Armour skill does little other than suck up exp. Shields, Evocations, a ranged skill--either Throwing or Slings--Stealth, and Stabbing are decent skills also depending on what you find. but if you want to keep it simple you can literally just turn off everything but Fighting, Dodging, and your weapon skill on turn 1 and then not touch your skills for the rest of the game unless you max out all three of those skills.
(You get better results from some micromanagement, so if you want the complication:
Turn off Fighting early on since the benefits are very small at low character level since it scales off of your total maxHP; turn it back on in the midgame when the cost per level is small and you have enough HP to notice the gains. Only leave your weapon skill on long enough to get to minimum weapon delay--this is skill 14 for a sabre, skill 8 for a quickblade, you can check the knowledge bots for other weapons and the formula if you're interested; levels past that give you a small but not-really-worth-the-experience damage boost. When you pick up a buckler, which you should at some point, train Shields to level 7 then turn it off; go up to Shields 21 for a normal shield: those are the levels where you cancel out the shield penalty entirely.
A ranged skill--either Throwing or Slings--Evocations, Stealth, and Stabbing can be useful depending on equipment. (Don't over-train Stabbing though--if you get to the point where anything you stab will die very quickly afterward, turn it off.) Traps and Doors is an ok experience sink later on when you get a decent benefit from just a few quick levels of the skill. Nothing else should be important for KoBe.)
Here is the morgue from my KoBe win: http://crawl.akrasiac.org/rawdata/crate/morgue-crate-20111202-005821.txt
and here is a morgue from a near-win that I frittered away: http://crawl.akrasiac.org/rawdata/crate/morgue-crate-20111111-052615.txt
You can look at my skills and equipment in those if you're interested. I don't bother with slings or throwing myself, since I just use wands/rods for pegging fleeing enemies and get by without ranged attacks most of the time.
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Ok, going for a Deep Dwarf Necromancer. I'm wondering if I should go into other branches of magic. For example, I just picked up a book of callings and a book of spacial translocation, but I don't know if I should level summoning along with necromancy. Also, when is it better to melee attack instead of using magic?
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the devs have done a good job balancing the magical schools, pretty much every spell can be useful. It only depends on your playstyle, race aptitudes, and in certain situations with gods.
it's better to melee when it won't get you killed
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If you want to melee, you can melee. The advantage here is that hitting stuff with a weapon works against everything and you don't run out of attacks. If you don't want to melee, then you don't need to actually hit anything with a weapon all game. If you're not going to level your weapon skill then you can melee true popcorn monsters instead of spending 1 or 2 MP on them to Pain them to death, but otherwise just kill everything with magic (or flee, if it resists everything you have). If you want to melee stuff that can actually kill you, level your weapon skill and understand that you're going to have to sacrifice something in exchange--usually flexibility in magic (since the best place to pull experience from is usually Spellcasting and your secondary magic schools).
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Sad news friends, my HOPr, affectionately named LSD, perished this morning on lvl 1 of the shoals.
He was by far my best adventurer yet.
I had cleaned out orcish mines to lvl 4, then the lair to lvl 6. I thought I was invincible with my huge axe and armor, not to mention my red orc sorcerer and other beefy followers with me that I had recruited from the mines. I dove into the shoals. Roxanne was there waiting for me as soon as I got down, and I dispatched her easily. I pressed onward. Enter Aizul and another unique. In one move, I was shot with something that did 100 dmg to me, dropping me instantly down to 4 hp and poisoned. I did not have any teleport/blink scrolls, and I was out of healing potions. I knew I was dead next turn and just sat there for a second not moving, not wanting this dream run to end.
Two hours down the drain.
Sniff... ;(
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do you need to pay for this game?
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On December 19 2011 23:08 sabas123 wrote:do you need to pay for this game? No, it's free and in fact even open-source. Check the link in the OP.
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On December 19 2011 23:10 crate wrote:No, it's free and in fact even open-source. Check the link in the OP. One of the best OpenSource games out there. GO get it now
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I was playing as a Merfolk Chaos Knight, having some fun being thrown around by Xom. After several attempts at my life by Xom, he gave me some cool stuff, most notably an efreet in a bottle around dungeon level six. I opened it when I encountered a centaur with some named spellcaster, figuring the efreet would either kill me or them. What followed was the most fun two levels of dungeon I've had with my buddy the efreet roasting everything in my path. Too bad Xom teleported me into a mass of orcs when I hit dungeon level eight, and they killed both of us =(
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On December 19 2011 07:15 crate wrote:Show nested quote +On December 19 2011 06:52 screamingpalm wrote: Still trying to learn the game, been keeping at it with KoBe build. Made it to character level 12 with one, and the next one was granted a sabre of speed from Trog which got me excited, but was killed by the minotaur when I finally found the exit in the labyrinth for an anticlimatic end lol.
I think I might be doing some things wrong/training too many skills. Been training armor though not sure if that's a good idea, shield, and throwing- sometimes with sling which seems to get a decent bonus. Should I get more specialized and narrow it down more and drop some of these? Your weapon skill, Fighting, and Dodging are all you really need to train as a KoBe. Armour in particular is a bad skill to train since you have bad aptitudes and since you're a small race you get a natural EV bonus that gets multiplied by Dodging--so you want light armour, which means that Armour skill does little other than suck up exp. Shields, Evocations, a ranged skill--either Throwing or Slings--Stealth, and Stabbing are decent skills also depending on what you find. but if you want to keep it simple you can literally just turn off everything but Fighting, Dodging, and your weapon skill on turn 1 and then not touch your skills for the rest of the game unless you max out all three of those skills. (You get better results from some micromanagement, so if you want the complication: Turn off Fighting early on since the benefits are very small at low character level since it scales off of your total maxHP; turn it back on in the midgame when the cost per level is small and you have enough HP to notice the gains. Only leave your weapon skill on long enough to get to minimum weapon delay--this is skill 14 for a sabre, skill 8 for a quickblade, you can check the knowledge bots for other weapons and the formula if you're interested; levels past that give you a small but not-really-worth-the-experience damage boost. When you pick up a buckler, which you should at some point, train Shields to level 7 then turn it off; go up to Shields 21 for a normal shield: those are the levels where you cancel out the shield penalty entirely. A ranged skill--either Throwing or Slings--Evocations, Stealth, and Stabbing can be useful depending on equipment. (Don't over-train Stabbing though--if you get to the point where anything you stab will die very quickly afterward, turn it off.) Traps and Doors is an ok experience sink later on when you get a decent benefit from just a few quick levels of the skill. Nothing else should be important for KoBe.) Here is the morgue from my KoBe win: http://crawl.akrasiac.org/rawdata/crate/morgue-crate-20111202-005821.txtand here is a morgue from a near-win that I frittered away: http://crawl.akrasiac.org/rawdata/crate/morgue-crate-20111111-052615.txtYou can look at my skills and equipment in those if you're interested. I don't bother with slings or throwing myself, since I just use wands/rods for pegging fleeing enemies and get by without ranged attacks most of the time.
Awesome post, I added it to the KoBe guide in the OP. Everyone please keep dispensing your wisdom and eventually we'll have a really good strategy guide in our little thread here.
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Yeah thanks crate, that has helped me a lot.
Havin a good run so far XL:13 on Lair:4. Have onlt found a couple decent daggers, instead Trog gifted me a nice artefact hammer: "the +10, +11 hammer of Trog's Envy {speed, Int +2}" which has some nice synergy with amulet of Guardian Spirit. :D So I left Short Blades at 8 and took some levels in Maces & Flails until I see something better. Have that skill also at 8, but looks like 14 is optimal for hammer speed (if the wiki is correct- couldn't find any info on the info bot). Not sure if I need 14 levels though since it has speed...
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Speed brand can bring your weapon below that weapon's normal minimum delay, so you still want to reach minimum delay.
As far as "synergy with guardian spirit" goes, Int does not actually affect your MP at all. Your MP is determined by race, level, either Spellcasting or Invocations skill--they both grant a boost, but you only get the larger boost--and to a small extent your class. That said, berserkers don't usually have any use for MP so if you find an amulet of guardian spirit you should of course wear it.
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WTF THIS GAME HATES ME!
I decide to roll a Mountain Dwarf Fighter focusing on armor and axes.
Easily stream roll the first three levels of the dungeon.
D:4 - ohai Dowan and Duvessa. Run away! Ohai Pikel. Run faster! Ohai Menakure. WTF OMG RUN EVEN FASTER!
Luckily I found an escape hatch, but jesus. 4 uniques within 15 tiles of each other.
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Inspired by LSD's good run, I started another HOPr. Things were going great. Some of my followers had been with me since lvl 4-5 and had grown INCREDIBLY strong. I even recruited a unique orc in the mines and cleared most of lvl 4.
Emboldened by winning a hellish fight against 8-9 centaurs and 7-8 blaspheming orcish crossbowers, I thought it would be awesome if I could clear the whole level. I healed up and went hunting for the red sorcerer. Once I found him, I blinked close and recalled all my followers.
Unfortunately, he summoned some fucking hell spawn demon thing right next to me that gored me twice and paralyzed me. I saw the low HP warning flash up, but I didn't know if I had died yet. I was forced to hit enter five times to get through all the text.
I did not make it.
Sniff ;(
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United States10328 Posts
On December 20 2011 22:39 ZaplinG wrote: Inspired by LSD's good run, I started another HOPr. Things were going great. Some of my followers had been with me since lvl 4-5 and had grown INCREDIBLY strong. I even recruited a unique orc in the mines and cleared most of lvl 4.
Emboldened by winning a hellish fight against 8-9 centaurs and 7-8 blaspheming orcish crossbowers, I thought it would be awesome if I could clear the whole level. I healed up and went hunting for the red sorcerer. Once I found him, I blinked close and recalled all my followers.
Unfortunately, he summoned some fucking hell spawn demon thing right next to me that gored me twice and paralyzed me. I saw the low HP warning flash up, but I didn't know if I had died yet. I was forced to hit enter five times to get through all the text.
I did not make it.
Sniff ;(
Yeahhhh attacking a sorcerer, priest(s), and Saint Roka (!!!!!) simultaneously is not the best idea, because priests and Saint Roka (and high priests) can Smite you: if they can see you, they can hurt you for unresistable damage. Looks like you had two knights and a bunch of warriors; it's unclear if that can actually take out Saint Roka + his entourage alone, let alone with a sorcerer T_T
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Saint Roka alone is terrifying enough ... he's one of the most dangerous uniques in the game! He's a souped-up Warlord with smiting as a bonus (actually if you do end up in melee range the fact he can smite is a bonus, since it hurts significantly less than whatever weapon he has).
Also, why did no one tell me how amazingly fun Fedhas is? I'm worshipping him on my current Naga Transmuter and having a blast. Big pack of enemies? Kill one, semi-controlled blink away, then turn that corpse into a giant spore (at no piety cost, even)! Then that giant spore creates ballistomycetes, which you can turn into hyperactive ones for even MORE explosions! Plus wandering mushrooms and friendly oklobs and unresistable AoE corona and getting to watch fish (or the Kraken, if you get that one Kraken vault where you can realistically dry up the entire pool it's in) flop around on dry ground. Also turns sultanas into the best item in the game. He doesn't even demand a lot of Invocations skill, you just need to get to level 10 or so to use all his abilities reliably.
I definitely need to use Fedhas more often.
I think I killed one of Myopia's ghosts on this run too, haha.
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Ok, ZaplinG, you inspired me to try a HOPr. What stats do you think I should train up?
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On December 21 2011 03:04 danl9rm wrote: Ok, ZaplinG, you inspired me to try a HOPr. What stats do you think I should train up? The most usual path would be train your weapon skill, Fighting, Armour, Shields if you're using a 1-handed weapon, and Invocations. Other skills are up to you, with Evocations usually being the most useful of the remaining skills, especially if you find or acquire a rod with a smite-targeted spell (Smiting and clouds mainly).
If you're playing 0.10 you might consider polearms as your weapon if you don't want to be the guy in the front of your orc group, since built-in reaching is really nice with allies, even though you'll hit less often.
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