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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1681945 times)

Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11340 on: November 01, 2013, 06:46:27 am »

IOOD is a good spell for single target damage, but it does have some weaknesses.  It sucks against anything with shield, an if you use it against an enemy with IOOD it could wake up the entire level

I'm not sure about ring of flames.  I've never used it but it seems like it'd be good if you had the spare slots and MP.

Summon butterflies is good in extended because you can block Neqoxecs from mutating you with them.  Regeneration is a no brainer spell - it's  cheap and useful in so many situations (ie any situation that involves you having less than full HP) that there's no real reason not to get it.

Haste works on all actions.  It basically just gives you a couple dozen of free turns.

Boots of running can be found on the floor, or acquired, or gifted by Oka.
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Mr Space Cat

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11341 on: November 01, 2013, 07:44:55 am »

I'm considering switching to TSO and going for extended :o  How bad is Trog's wrath?
Trog Retribution -> Bring Torture to I

It's really bad and lasts for ages.  I wouldn't do it unless you're planning to cheese it in the temple with rings of sustenance or something.
It's survivable. As of 0.12 when I was playing my MiBe, Trog either dropped Sticky Flame at times or ambushed me with packs of beserks. It wasn't too bad, although at times I lost a couple scrolls due to an unexpected Sticky Flame and no conservation. Most times I got berserkers dropped on me I could zap myself with a wand of tele and retreat for a while.The summons eventually despawn, and by being berserk they will seperate away from one another; if you really have to fight them, one on one is better than a whole pack of them. Trying to fight all of them at once will get you killed no matter what. Make sure you don't get too over your head and have a method of escaping untimely berserk packs if you switch.

The one time the summons almost wrecked me was while I was clearing tomb 3 and got surrounded. Zapped tele, luckily got dropped by the stairs (rather than surrounded by mummies. it was risky), and retreated to Tomb:2. While resting on the downstairs Trog dropped more berserkers and caught me off guard, but tele is great for a poor man's abjuration. Trog blocks abjuring his summons, I'm pretty sure.

TSO was definitely worth switching to in my experience, his angels saved my butt in Tomb, and the holy brand on my eveningstar is great. I've yet to attempt Hell or Abyss with that guy.
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vogonpoet

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11342 on: November 01, 2013, 07:57:03 am »

Gaaargh, my current DsIE (was doing a voluntary D14 rune-lock experiment) has got a wee uniques issue... further D progress is blocked by Mennas and Jory. Further Vaults progress is blocked by Mara and Boris.

Mennas has a eudemon blade I really don't want to feel against my demon spawned skin, and Jory could crystal spear my ass pretty bad.

I have clarity, so Mara is probably doable - I normally regret taking him on, and never regret leaving him alone, but he doesn't have rC, so maybe I can just bolt of cold him to death before he makes my illusion again (fled once already). Boris is kinda tricky for an IE to kill quickly, and has that wonderful 'Orc' quality - you don't usually have any trouble, but sometimes he just utterly kicks your ass.

Crazy plan: Make a really long corridor with dig wand on the Mennas/Jory level. Keeping swiftness and Haste up, somehow lead Jory and Mennas into the corridor, with Jory in the middle, silenced by Mennas, run away, cast freezing cloud when out of silence field, hack silenced Jory to seriously injured with my flaming demon blade, wait until Mennas freezes to death, then deal Jory the killing blow.

Hmm, that might be kinda suicidal, what with the good chance of my Haste running out at an importune moment allowing the pair of them to kick my ass. Its a nice thought though.

I could do Elf 3. I can have extremely resistant MR, but not sure if thats enough. I would hate to get banished and just die. Even if I do spider and Elf, I don't think I can massively improve my damage output in time to help with the uniques. Unless I use the manual of shortblades I have, clear spider and elf3 to train daggers, and hope to find all the uniques asleep next to the stairs... ha ha, that's an even worse idea.

Any ideas anyone?

Code: [Select]
Dungeon Crawl Stone Soup version 0.14-a0-519-g334afa2 (console) character file.

vogonpoet the Eclecticist (DsIE)                   Turns: 56654, Time: 08:04:53

HP 162/162       AC 15     Str 13      XL: 18   Next: 74%
MP  38/38        EV 23     Int 26      God: Vehumet [******]
Gold 1005        SH 11     Dex 15      Spells: 14 memorised,  1 level left

Res.Fire  : . . .   See Invis. : +   s - +9,+6 falchion of the Viper {flame, +Fly MR++}
Res.Cold  : . . .   Warding    : .   T - +3 orc leather armour {MR+}
Life Prot.: + . .   Conserve   : .   A - +1 elf buckler {rN+}
Res.Poison: +       Res.Corr.  : .   q - +2 helmet
Res.Elec. : .       Clarity    : .   h - +2 cloak {rPois}
Sust.Abil.: . .     Spirit.Shd : +   I - +2 pair of gauntlets
Res.Mut.  : .       Stasis     : .   (boots unavailable)
Res.Rott. : .       Flight     : .   a - amulet of Cloill {Gourm Str+4 Int+3}
Gourmand  : +                        P - ring of see invisible
                                     g - ring of wizardry

@: extremely resistant to hostile enchantments, unstealthy
A: hooves 3, demonic guardian 2, +20% hp, magic shield, magic regeneration,
magic link, EV +3
a: Renounce Religion, Evoke Flight
}: 1/15 runes: decaying


You are on level 2 of the Elven Halls.
You worship Vehumet.
Vehumet is exalted by your worship.
You are completely stuffed.

You have visited 7 branches of the dungeon, and seen 43 of its levels.
You have visited 1 bazaar.
You have also visited: Labyrinth, Bailey and Ice Cave.

You have collected 3903 gold pieces.
You have spent 2918 gold pieces at shops.

Inventory:

Hand weapons
 j - a +2,+0 lajatang of speed
 r - a +2,+4 demon blade of flaming
 s - the +9,+6 falchion of the Viper (weapon) {flame, +Fly MR++}
   (You found it on level 1 of the Vaults)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents. Big, fiery blades
   are also staple armaments of hydra-hunters.
   
   It affects your resistance to hostile enchantments.
   It lets you fly.
 Q - the +10 blowgun of the Fox {evade, rElec}
   (You took it off an orc knight on level 1 of the Vaults)   
   
   It affects your evasion (+5 to EV).
   
   It insulates you from electricity.
Missiles
 D - 10 javelins (quivered)
 F - 19 curare-tipped needles
Armour
 h - a +2 cloak of poison resistance (worn)
 q - a +2 helmet (worn)
 A - a +1 elven buckler of positive energy (worn)
 I - a +2 pair of gauntlets (worn)
 T - a +3 orcish leather armour of magic resistance (worn)
 U - a +2 elven robe of cold resistance
 X - a +0 orcish robe of fire resistance
Magical devices
 k - a wand of digging (8)
 z - a wand of fire (7)
 H - a wand of teleportation (2)
 O - a wand of disintegration {zapped: 1}
 R - a wand of confusion {zapped: 1}
 W - a wand of heal wounds (4)
Comestibles
 v - 2 meat rations
 J - a rotting chunk of elf flesh
 M - 4 pears
 Y - a choko
Scrolls
 b - 3 scrolls of blinking
 e - a scroll of fog
 m - a scroll of enchant weapon II
 n - a scroll of remove curse
 t - 4 scrolls of teleportation
 x - 5 scrolls of identify
 y - a scroll of immolation
 E - 2 scrolls of fear
 S - a scroll of summoning
Jewellery
 a - the amulet of Cloill (around neck) {Gourm Str+4 Int+3}
   (You bought it in a shop in a bazaar)   
   
   [amulet of the gourmand]
   It affects your strength (+4).
   It affects your intelligence (+3).
 d - an uncursed ring of flight
 f - an uncursed ring of sustain abilities
 g - a ring of wizardry (left hand)
 i - an uncursed ring of teleportation
 w - an uncursed amulet of resist mutation
 K - an uncursed amulet of conservation
 N - an uncursed amulet of clarity
 P - a ring of see invisible (right hand)
Potions
 l - 3 potions of heal wounds
 o - a potion of speed
 p - 2 potions of curing
 u - a potion of might
 B - 2 potions of flight
 G - a potion of brilliance
 L - 2 potions of agility
Magical staves
 c - an uncursed staff of cold
Miscellaneous
 C - a lamp of fire
 V - a lantern of shadows
Rods
 Z - a +0 lightning rod (10/10)
   (You found it in a labyrinth)


   Skills:
 + Level 12.5 Fighting
 - Level 12.0 Long Blades
 - Level 14.0 Dodging
 - Level 1.7 Stealth
 - Level 3.1 Shields
 - Level 15.0 Spellcasting
 - Level 7.1 Conjurations
 - Level 10.4 Charms
 - Level 3.0 Summonings
 - Level 5.5 Necromancy
 - Level 11.0 Ice Magic
 - Level 6.1 Air Magic


You have one spell level left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Airstrike             Air            ######....   1%          4    None
b - Ozocubu's Armour      Chrm/Ice       ######....   1%          3    None
c - Summon Ice Beast      Ice/Summ       ######....   1%          4    None
d - Throw Icicle          Conj/Ice       ######..     1%          4    None
e - Bolt of Cold          Conj/Ice       ######....   1%          6    ####...
f - Freezing Cloud        Conj/Ice/Air   ######....   2%          6    ####...
g - Regeneration          Chrm/Necr      ######....   1%          3    None
h - Throw Frost           Conj/Ice       ######       1%          2    None
i - Blink                 Tloc           N/A          1%          2    None
p - Apportation           Tloc           ###.......   1%          1    None
r - Freeze                Ice            ####         1%          1    None
s - Sublimation of Blood  Necr           #####.....   1%          2    None
w - Swiftness             Chrm/Air       ######....   1%          2    None
H - Haste                 Chrm           ######..     3%          6    ####...


Dungeon Overview and Level Annotations

Branches:
Dungeon (21/27)            Temple (1/1) D:7             Orc (4/4) D:9
    Elf (2/3) Orc:4          Lair (8/8) D:12          Swamp (5/5) Lair:6
 Spider (0/5) Lair:5        Slime (0/6) Lair:7       Vaults (2/5) D:17
 Crypt: Vaults:2-3  Forest: Vaults:2-3 

Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
the Shining One
Jiyva

Shops:
D:4 }   D:6 [   D:8 (   D:14 }   D:19 [*?[   Orc:2 +   Orc:4 //((
Elf:2 *   Vaults:2 ?

Portals:
Trove: D:16 (give +5,+4 demon whip)

Annotations:
D:3 Terence
D:18 exclusion: Roxanne, Roxanne
D:19 exclusions: 2 downstairs, orange crystal statue and upstairs
D:20 Jory, Jory, Mennas
D:21 Sojobo
Orc:4 exclusion: upstairs
Vaults:1 exclusion: 2 downstairs
Vaults:2 !Mara, exclusion: 2 doors, Boris


Innate Abilities, Weirdness & Mutations

You have hooves in place of feet.
You are surrounded by a moderate repulsion field (EV +3).
A demonic guardian rushes to your aid.
You are very robust (+20% HP).
When hurt, damage is shared between your health and your magic reserves.
You regenerate magic rapidly.
When low on magic, you restore magic in place of health.


Message History

an elven long sword; a chunk of elf flesh
Could not pick up an item here; shall I ignore it?
Things that are here:
an elven long sword; a chunk of elf flesh
Things that are here:
an elven long sword; a chunk of elf flesh
There is an open door here.
There is an open door here.
Done exploring.
Save game and exit?
Welcome back, vogonpoet the Demonspawn Ice Elementalist.
Vehumet says: Let it end in hellfire!
Press ? for a list of commands and other information.
The +9,+6 falchion of the Viper {flame, +Fly MR++} stops flaming.
You are now empty-handed.
Wield which item (- for none, * to show all)? (? for menu, Esc to quit)
It bursts into flame!
s - the +9,+6 falchion of the Viper (weapon) {flame, +Fly MR++}
Char dumped successfully.
Save game and exit?

#'# #.# #.....##.##
#.# #.###.......(.#
#.###...'.)...###.#
.......##.....###'##
..###..###.........##
(.# ##.# ##(.....(..#
.##  #.#  #[##......#
.#   #.#  #.)'.....##
.#  ##.####.)#..@.##
.#  #........##..##
.####..#####.###'#
......######'###.#
#####[###...).##.#
#.......#.....+..#
#............#####
#...........##
'..........##


There are no monsters in sight!


Logged
Everything I know about reality, I learned from Dwarf Fortress.

sjm9876

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11343 on: November 01, 2013, 10:08:55 am »

Crawl has screwed with me again.
Decide to play a caster for a change - so what do I find on D:1 but a +5,+5 ring of slaying.
I proceed to find just one amnesia scroll down to D:12.

The actual death was completely my own fault for forgetting about scrolls and wands though.
Code: [Select]
Dungeon Crawl Stone Soup version 0.13.0 (tiles) character file.

18414 a side the Thaumaturge (level 12, -1/59 HPs)
             Began as a Deep Elf Conjurer on Nov 1, 2013.
             Was a High Priest of Vehumet.
             Slain by a spiny frog (10 damage)
             ... on Level 2 of the Lair of Beasts.
             The game lasted 02:01:40 (17014 turns).

a side the Thaumaturge (Deep Elf Conjurer)         Turns: 17014, Time: 02:01:40

HP  -1/59        AC 15     Str  6      XL: 12   Next: 20%
MP  19/34        EV 18     Int 25      God: Vehumet [*****.]
Gold 794         SH  0     Dex 15      Spells: 10 memorised,  7 levels left

Res.Fire  : . . .   See Invis. : .   G - +3 rod of striking (6/6)
Res.Cold  : . . .   Warding    : .   S - +0 mottled dragon armour
Life Prot.: . . .   Conserve   : .   (no shield)
Res.Poison: .       Res.Corr.  : .   h - +2 dwarf helmet
Res.Elec. : .       Clarity    : .   B - +1 cloak
Sust.Abil.: . .     Spirit.Shd : .   (no gloves)
Res.Mut.  : .       Stasis     : .   (no boots)
Res.Rott. : .       Flight     : .   (no amulet)
Saprovore : . . .                    w - ring of sustenance
                                     u - +4 ring of protection

@: somewhat resistant to hostile enchantments, stealthy
A: no striking features
a: Renounce Religion


You were on level 2 of the Lair of Beasts.
You worshipped Vehumet.
Vehumet was extremely pleased with you.
You were not hungry.

You visited 2 branches of the dungeon, and saw 14 of its levels.

You collected 774 gold pieces.

Inventory:

Armour
 h - a +2 dwarven helmet (worn)
 B - a +1 cloak (worn)
 J - a +2 robe of resistance
 S - a +0 mottled dragon armour (worn)
Magical devices
 b - a wand of draining (4)
 k - a wand of teleportation (1)
 K - a wand of disintegration (11)
 O - a wand of slowing (19)
Comestibles
 a - 2 apples
 o - a pear
 q - 4 chunks of crocodile flesh
 P - a bread ration
Scrolls
 d - 7 scrolls of remove curse
 e - a scroll of identify
 l - 4 scrolls of teleportation
 m - a scroll of enchant armour
 n - a scroll of enchant weapon II
 y - a scroll of immolation
 M - a scroll of magic mapping
Jewellery
 s - a +5,+5 ring of slaying
 u - a +4 ring of protection (left hand)
 w - a ring of sustenance (right hand)
 H - an uncursed ring of protection from magic
 I - an uncursed ring of fire
 Q - an uncursed amulet of stasis
 T - a +5 ring of strength
Potions
 g - 3 potions of agility
 j - 4 potions of restore abilities
 p - a potion of cure mutation
 r - a potion of slowing
 t - a potion of brilliance {unknown}
 v - a potion of heal wounds
 x - a potion of mutation {unknown}
 C - a potion of berserk rage
 E - 2 potions of might
 F - 2 potions of curing
 L - a potion of poison {unknown}
 R - a potion of invisibility {unknown}
Books
 c - a book of Conjurations   
   
   Spells                             Type                      Level
   *Magic Dart                        Conjuration                  1
   *Searing Ray                       Conjuration                  2
   *Dazzling Spray                    Conjuration/Hexes            3
   *Iskenderun's Mystic Blast         Conjuration                  4
   Iskenderun's Battlesphere          Conjuration/Charms           4
   *Fulminant Prism                   Conjuration/Hexes            5
 i - a book of the Earth   
   
   Spells                             Type                      Level
   Dig                                Earth                        4
   Leda's Liquefaction                Hexes/Earth                  4
   *Bolt of Magma                     Conjuration/Fire/Earth       5
   Statue Form                        Transmutation/Earth          6
   Iron Shot                          Conjuration/Earth            6
   Shatter                            Earth                        9
Rods
 G - a +3 rod of striking (6/6) (weapon)
   (You found it on level 8 of the Dungeon)


   Skills:
 + Level 0.1 Fighting
 + Level 0.5 Armour
 * Level 12.8 Dodging
 - Level 4.6 Stealth
 + Level 13.2 Spellcasting
 + Level 11.6 Conjurations
 + Level 7.9 Fire Magic
 + Level 0.5 Air Magic
 + Level 4.3 Earth Magic
 - Level 0.2 Evocations


You had 7 spell levels left.
You knew the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           ####         1%          1    None
b - Searing Ray           Conj           ######       1%          2    None
c - Bolt of Magma         Conj/Fire/Erth ######....   1%          5    #......
d - Iskenderun's Mystic   Conj           ######..     1%          4    None
e - Flame Tongue          Conj/Fire      #####        1%          1    None
f - Fulminant Prism       Conj/Hex       #####.....   3%          5    #......
g - Dazzling Spray        Conj/Hex       #####...     1%          3    None
i - Conjure Flame         Conj/Fire      ######..     1%          3    None
j - Static Discharge      Conj/Air       #####...     1%          3    None
k - Inner Flame           Hex/Fire       #####...     1%          3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (12/27)            Temple (0/1) D:5             Orc (0/4) D:6
   Lair (2/8) D:11       

Altars:
Elyvilon
Nemelex Xobeh
Vehumet
the Shining One

Annotations:
D:5 Prince Ribbit

Message History

The plant is lightly damaged.
The lightning arcs! You are struck by lightning.
* * * LOW HITPOINT WARNING * * *
The lightning arcs! The plant is struck by lightning.
The plant is moderately damaged.
The lightning grounds out. The spiny frog is struck by lightning.
The spiny frog is heavily wounded.
The lightning arcs! You are struck by lightning.
* * * LOW HITPOINT WARNING * * *
The lightning grounds out.
The spiny frog stings you but does no damage.
The blink frog barely misses you.
Aiming: Iskenderun's Mystic Blast
Press: ? - help, Shift-Dir - straight line, f/p - spiny frog
Aim: a spiny frog (heavily wounded)
The orb of energy hits the spiny frog.
The spiny frog is almost dead.
The spiny frog stings you but does no damage.
The blink frog closely misses you. The spiny frog stings you!
You die...

###.##.#.#####.##   #P.##
#P%####..#####.#    ##.##
............##.#     #..#
...............####  #.##
.................##.##..##
.........................##
.................#####....#
##P###..##......## #.#....#
 ### ######.....#   #....##
          #######   #...##
                   ##..##
                   #f.%P#
                #####.@##
                #.###FF#
              ####..#..#
             ##........#
             #.........#
      ##     ##..#.....#
      #.#### #f.....P#.#
    ###....####.%#......#
    #.....%.........#f.##
    ##....%F#####P......
    #.....%.#   ##.##..#
   #.......$#    ..# ...
  ............    ..


You could see a spiny frog and a blink frog.

Vanquished Creatures
  Gastronok (D:11)
  Harold (Lair:2)
  Josephine (D:12)
  Nessos (D:11)
  A hill giant (D:9)
  Pikel (D:4)
  A guardian serpent (shapeshifter) (D:10)
  A black mamba (Lair:1)
  2 spiny frogs (Lair:1)
  A feature mimic (D:7)
  An item mimic (D:7)
  A troll (D:9)
  Grinder (D:6)
  4 blink frogs (Lair:2)
  2 two-headed ogres
  2 sharks (D:9)
  A vampire (D:11)
  3 hippogriffs
  A hill giant zombie (D:11)
  A manticore (D:11)
  14 yaks
  A hill giant skeleton (D:11)
  A wolf (Lair:2)
  2 porcupines
  A mottled dragon (D:11)
  A necrophage (D:9)
  2 sky beasts
  4 ice beasts
  A phantom (D:4)
  An orc warrior (D:9)
  6 ogres
  A black bear (Lair:2)
  5 centaurs
  A giant slug (Lair:1)
  Blork the orc (D:5)
  2 crocodiles (Lair:2)
  6 water moccasins
  11 giant frogs
  A manticore zombie (D:11)
  2 goliath beetles
  A cyclops skeleton (D:11)
  A hippogriff zombie (D:11)
  6 killer bees (D:10)
  4 electric eels (D:9)
  11 wights
  A hippogriff skeleton (D:11)
  A jellyfish (D:9)
  A troll skeleton (D:11)
  9 hounds
  7 crimson imps
  A jelly (D:10)
  Crazy Yiuf (D:5)
  8 orc wizards
  A big fish (D:9)
  4 orc priests
  A giant frog skeleton (D:9)
  4 scorpions
  7 worker ants
  6 iguanas
  A statue (D:4)
  A yak simulacrum (D:11)
  7 sheep (Lair:2)
  An ogre zombie (D:11)
  Ijyb (D:5)
  A big kobold skeleton (D:11)
  A hound skeleton (D:9)
  A hound zombie (D:6)
  4 gnolls
  A worker ant zombie (D:11)
  8 adders
  16 green rats (Lair:1)
  A giant mite (D:5)
  5 worms
  An adder zombie (D:7)
  A giant eyeball (D:10)
  7 giant geckos
  2 oozes
  29 orcs
  A ball python (D:3)
  10 bats
  2 giant cockroaches
  7 goblins
  14 hobgoblins
  4 quokkas
  5 giant newts
  A hobgoblin skeleton (D:7)
  A hobgoblin zombie (D:8)
  3 jackals
  A jackal skeleton (D:9)
  7 kobolds
  An orc zombie (D:10)
  18 rats
  2 ballistomycetes (D:6)
333 creatures vanquished.

Vanquished Creatures (others)
  2 slaves (D:4)
  30 fulminant prisms
  A kobold (D:4)
  A giant spore (D:6)
  4 jackals
38 creatures vanquished.

Grand Total: 371 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | a side, the Deep Elf Conjurer, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 10/10 MP: 4/4
   400 | D:1      | Found a glowing golden altar of the Shining One.
   473 | D:1      | Reached XP level 2. HP: 15/15 MP: 4/6
   713 | D:1      | Reached skill level 5 in Conjurations
  1104 | D:2      | Reached XP level 3. HP: 19/19 MP: 7/9
  1324 | D:2      | Learned a level 2 spell: Searing Ray
  1696 | D:2      | Reached XP level 4. HP: 10/24 MP: 0/12
  2873 | D:4      | Reached XP level 5. HP: 28/28 MP: 14/16
  2882 | D:4      | Noticed an ogre
  2891 | D:4      | Killed an ogre
  2902 | D:4      | Learned a level 5 spell: Bolt of Magma
  2907 | D:4      | Learned a level 4 spell: Iskenderun's Mystic Blast
  2938 | D:4      | Found a radiant altar of Vehumet.
  2938 | D:4      | Noticed a charred statue
  2943 | D:4      | Killed a charred statue
  2952 | D:4      | Became a worshipper of Vehumet
  3105 | D:4      | Reached skill level 1 in Fire Magic
  3105 | D:4      | Reached XP level 6. HP: 32/32 MP: 12/20
  3157 | D:4      | Reached skill level 5 in Spellcasting
  3160 | D:4      | Noticed an ogre
  3169 | D:4      | Killed an ogre
  3169 | D:4      | Reached skill level 6 in Conjurations
  3758 | D:4      | Noticed a phantom
  3771 | D:4      | Killed a phantom
  3771 | D:4      | Reached XP level 7. HP: 18/36 MP: 0/22
  3927 | D:4      | Found a white marble altar of Elyvilon.
  3996 | D:4      | Noticed a slave
  3997 | D:4      | Noticed Pikel
  3997 | D:4      | Noticed a slave
  3997 | D:4      | Noticed a slave
  3997 | D:4      | Noticed a slave
  4003 | D:4      | Killed Pikel
  4003 | D:4      | Reached skill level 5 in Dodging
  4003 | D:4      | Reached skill level 7 in Conjurations
  4003 | D:4      | Reached XP level 8. HP: 30/41 MP: 10/25
  4097 | D:4      | Killed a freed slave
  4135 | D:4      | Killed a freed slave
  4576 | D:5      | Entered Level 5 of the Dungeon
  4586 | D:5      | Noticed Ijyb
  4607 | D:5      | Noticed Prince Ribbit
  4637 | D:5      | Killed Ijyb
  4794 | D:5      | Noticed Crazy Yiuf
  4799 | D:5      | Killed Crazy Yiuf
  4900 | D:5      | Found a staircase to the Ecumenical Temple.
  5155 | D:5      | Noticed Blork the orc
  5171 | D:5      | Killed Blork the orc
  5677 | D:6      | Noticed Grinder
  5685 | D:6      | Acquired Vehumet's first power
  5685 | D:6      | Offered knowledge of Flame Tongue by Vehumet.
  5690 | D:6      | Killed Grinder
  5690 | D:6      | Reached skill level 8 in Spellcasting
  5747 | D:6      | HP: 2/41 [poisoned by a water moccasin]
  5969 | D:6      | Learned a level 1 spell: Flame Tongue
  5975 | D:6      | Learned a level 5 spell: Fulminant Prism
  5980 | D:6      | Reached XP level 9. HP: 45/45 MP: 18/27
  6188 | D:6      | Found a staircase to the Orcish Mines.
  7102 | D:7      | Reached skill level 5 in Fire Magic
  7105 | D:7      | Reached skill level 9 in Spellcasting
  7541 | D:7      | Killed a statue mimic
  7853 | D:7      | Learned a level 3 spell: Dazzling Spray
  7892 | D:7      | Killed a lajatang mimic
  8382 | D:8      | Reached XP level 10. HP: 50/50 MP: 12/30
  8593 | D:8      | Identified a +3 rod of striking (6/6) (You found it on level 8 of the Dungeon)
  8620 | D:8      | Reached skill level 10 in Spellcasting
  9245 | D:9      | Offered knowledge of Sandblast by Vehumet.
  9245 | D:9      | Reached skill level 10 in Dodging
  9286 | D:9      | Reached skill level 1 in Earth Magic
  9464 | D:9      | Learned a level 1 spell: Sandblast
  9726 | D:9      | Found a sparkling altar of Nemelex Xobeh.
 10540 | D:9      | Reached skill level 11 in Spellcasting
 10554 | D:9      | Noticed a hill giant
 10555 | D:9      | Reached skill level 10 in Conjurations
 10555 | D:9      | Offered knowledge of Conjure Flame by Vehumet.
 10803 | D:8      | Learned a level 3 spell: Conjure Flame
 10939 | D:9      | Killed a hill giant
 11385 | D:10     | Entered Level 10 of the Dungeon
 11389 | D:10     | Acquired Vehumet's second power
 11450 | D:10     | Paralysed by a giant eyeball for 2 turns
 11541 | D:10     | Reached XP level 11. HP: 29/54 MP: 18/32
 11889 | D:10     | Offered knowledge of Static Discharge by Vehumet.
 11894 | D:10     | Learned a level 3 spell: Static Discharge
 12776 | D:11     | Noticed Nessos
 13182 | D:11     | Learned a level 3 spell: Inner Flame
 13453 | D:11     | Reached skill level 12 in Spellcasting
 13579 | D:11     | Noticed Josephine
 13589 | D:11     | Acquired Vehumet's third power
 13596 | D:11     | Noticed Gastronok
 13725 | D:11     | Offered knowledge of Fireball by Vehumet.
 13733 | D:12     | Killed Josephine
 13965 | D:11     | Killed Gastronok
 14106 | D:11     | Killed Nessos
 14267 | D:11     | Found a staircase to the Lair.
 14913 | Lair:1   | Entered Level 1 of the Lair of Beasts
 15094 | Lair:1   | Offered knowledge of Bolt of Fire by Vehumet.
 16361 | Lair:2   | Reached XP level 12. HP: 59/59 MP: 29/34
 16362 | Lair:2   | Noticed Harold
 16375 | Lair:2   | Killed Harold
 16375 | Lair:2   | Reached skill level 13 in Spellcasting
 16707 | Lair:2   | Got a bloodstained ring mail
 16709 | Lair:2   | Identified the +2 ring mail of the Amoeba {+Rage} (You found it on level 2 of the Lair of Beasts)
 17014 | Lair:2   | Slain by a spiny frog


Action                   |  1- 3 |  4- 6 |  7- 9 | 10-12 || total
-------------------------+-------+-------+-------+-------++-------
Melee: Unarmed           |     2 |     1 |       |       ||     3
       Quarterstaff      |       |       |     2 |       ||     2
       Rod               |       |       |       |    43 ||    43
 Cast: Magic Dart        |    51 |    54 |    62 |   171 ||   338
       Searing Ray       |     5 |    12 |    23 |    40 ||    80
       Iskenderun's Myst |       |    19 |    53 |   100 ||   172
       Bolt of Magma     |       |       |    12 |    61 ||    73
       Flame Tongue      |       |       |    13 |     9 ||    22
       Fulminant Prism   |       |       |     6 |    26 ||    32
       Dazzling Spray    |       |       |     4 |     8 ||    12
       Conjure Flame     |       |       |       |     3 ||     3
       Sandblast         |       |       |       |     1 ||     1
       Static Discharge  |       |       |       |    15 ||    15
Evoke: Wand              |       |       |       |    10 ||    10
  Use: Scroll            |     2 |     2 |    13 |    16 ||    33
       Potion            |       |     2 |     1 |     9 ||    12
 Stab: Invisible         |       |       |       |     1 ||     1

Logged
My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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monk12

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11344 on: November 01, 2013, 10:57:59 am »

Spoiler: goblolo (click to show/hide)

As Leafsnail mentioned, OOD has drawbracks; in addition to what he mentioned, when you cast the spell it can take an unusual trajectory, which can lead to it hitting a wall or a fast enemy getting inside its turn radius. In ideal conditions, however, it can kill anything in two or three shots.

Ring of Flames is quite handy if you don't have a lot of rF, and is most potent with a kiting strategy; just before the enemy enters melee, cast RoF, which surrounds you with fire clouds. Enemy steps into fire cloud. Run away, spawning more fire clouds around you which the enemy will happily step into since hey, they're already on fire. Keep running until they die in a fire. It's also good for keeping weak mooks out of your firing line, since they won't enter the clouds at all (or you can just let them all get in melee, and THEN cast it to clear them out entirely.) Still, I think I've used it most for the rF++ when encountering whatever unique that is who rolls with the Hell Knights (Frances?) Note that using it in Swamp:5 will make lots and lots of steam clouds, which is annoying at best and downright deadly when it keeps you from seeing the Lernaean Hydra until it is right on top of you.

Summon Butterflies is neat for the reasons Leafsnail mentioned.

Pure Hexes isn't great unless you've really put all your points into it, yes. I disagree a bit here with Leafsnail about Regeneration; I'm of the opinion that the best defense is a good offense, and as a pure caster you shouldn't be taking any damage at all. Repel Missiles should save you from ranged foes, melee foes should die long before they get into melee, and when mana is low Swiftness lets you get to safety to get mana back and recover whatever slight damange you may have taken from lucky yaktaurs- typically not enough to need Regeneration. That said, Leafsnail is a demonstrably better player than I am, so maybe you should listen to him.

Flight is situationally useful, and will be most handy in Swamp as it greatly increases your ability to run away. Whether it's worth the spell slots is debatable; if you've got some scrolls of amnesia it could be worth the dip until you want the slots back.

Ignite Poison seriously makes the Poison-themed branches easymode. Mephitic Cloud will hopefully confuse them, then Ignite Poison will turn them into clouds of flame while also dealing pretty good damage to everything that leaves a poisonous corpse in your Line of Sight. In Snake, this will be everything. Poisonous Cloud works better than Mephitic since the clouds are stronger and last longer, but both work well for much of the midgame and Ignite Poison by itself is more than enough to burn through Snake.

Never used Passage of Golubria myself, don't know how good it is. All I know is that it doesn't make things explode/burn to death, hence why I've never used it.

If you have 0 EVP armor (i.e a robe) then you only need one point of Shields skill to negate the spellcasting penalties from the shield. The armor you have right now, you need five, so I'd get that up before anything else. As mentioned, I'm a fan of doing unto others rather than resisting being done unto, so I'd go straight for the skill needed to cast Firestorm. After that, I'd say Dodging will get you more return on investment than Armor, again with the supposition that everything that might hit you will die in a fire before getting a chance.

Lacking see invisible sucks; speaking of, one of the many uses for Summon Butterflies is to get a better idea of where the invisible thing is, since you know it isn't in one of the squares with butterflies.

Best bet for Boots of Running would be a loot vault, whether it's in Elf:3 or Slime Pits:6 or Vaults:5, none of which I'd advise attempting without Firestorm ready to go.

lemon10

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11345 on: November 01, 2013, 12:53:03 pm »

I have to say that regeneration is pretty mad useful, especially on a low health race. If you put it on at the start of the battle, and by the end you take a couple of hits, regeneration will go a pretty decent way into negating the damage you take. And if you have a source of channeling you only have to wait a fraction of the time before you can go back into battle again.
Now, it isn't superamazingbestspellever, but for a level 3 spell that you won't need to train up, its crazy useful.

You should definitely learn flight. Its useful wherever there is water/lava. And not having flight there also kinds of sucks

IOOD is worth it in my opinion, when it works well it deals tons of damage. Not always perfectly reliable, and should be saved for very tough monsters, but its a good choice.

As for ring of flames, from my (very) limited experience with it, its cool in theory, and its useful against stuff that deal very high amounts of fire damage, but the duration is so short, that when I had it I never bothered casting it because it would run out so quickly. E: That was quite a while ago, so it may have been buffed in duration since then.
« Last Edit: November 01, 2013, 01:06:29 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Moron

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11346 on: November 01, 2013, 01:10:25 pm »

IMO, the main reason to learn Ring of Flames is to make your Fire Storms do more damage rather than for the resistance or the small (for the late game) amount of damage done by the flame clouds.

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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11347 on: November 01, 2013, 01:15:18 pm »

Yeah the fire enhancer is pretty decent.

Pure Hexes isn't great unless you've really put all your points into it, yes. I disagree a bit here with Leafsnail about Regeneration; I'm of the opinion that the best defense is a good offense, and as a pure caster you shouldn't be taking any damage at all. Repel Missiles should save you from ranged foes, melee foes should die long before they get into melee, and when mana is low Swiftness lets you get to safety to get mana back and recover whatever slight damange you may have taken from lucky yaktaurs- typically not enough to need Regeneration. That said, Leafsnail is a demonstrably better player than I am, so maybe you should listen to him
I disagree.  There's no player who can avoid taking damage throughout the entire game, and even if there were there wouldn't be much point in giving advice to that player.  Regeneration isn't a game-changing spell, but it means you can get back into the fight quicker after retreating, or have a bit more HP to spare under normal conditions.  That's a pretty good return for such a tiny cost.
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vogonpoet

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11348 on: November 01, 2013, 02:02:55 pm »

Yeah, IMO regen is awesome - if you cast it before entering a tough looking fight, right after refreshing your swiftness, and then things go a bit pear shaped, by the time you have run away, you will be in a much better HP situation than you would be without it. (It was even more awesome the last time I was in Hell, but I am crap at extended, so maybe having regen there is definitely doing it wrong). Anyway, for 3 spell slots, on a caster, its kinda hard to wrong with regen.

My mara-boris-mennas-jory blocked DsIE just retreated out of Elf3... stupid hellfire casting sorcerer was wearing a suspicous looking ring - probably +rC judging by the effect my magics were having. So now I guess its a bit of Spider, followed by creeping past / destroying my unique of choice. Bah. Would really like to continue with D (mennas was as early as poss), maybe I will go after Jory...
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Jack_Bread

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11349 on: November 01, 2013, 04:14:13 pm »

I thought I could take on the Slime Pits on my CeHu, but I was wrong.
Golden eyes are no joke. :(

EDIT: Game, why?
Spoiler (click to show/hide)
« Last Edit: November 01, 2013, 05:01:44 pm by Jack_Bread »
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Cthulhu

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11350 on: November 01, 2013, 06:29:21 pm »

You got invis!  Also use-ID those scrolls and pots when you've cleared a floor.  This isn't Nethack, there's not a whole lot of awful that can happen from using unidentified scrolls and pots early game, as long as you're not, like, being chased by an ogre or something.
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11351 on: November 01, 2013, 06:30:23 pm »

Drink IDing can be pretty bad, since you can get semi-permanent bad mutations.  It's usually possible to scroll-ID all or most of your potions.
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Jack_Bread

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11352 on: November 01, 2013, 06:58:57 pm »

You got invis!  Also use-ID those scrolls and pots when you've cleared a floor.  This isn't Nethack, there's not a whole lot of awful that can happen from using unidentified scrolls and pots early game, as long as you're not, like, being chased by an ogre or something.
Heh, I didn't even notice that.
What had happened was I ran from the ogre after hitting it with Dazzling spray, but the centaur caught up and I hit it also with dazzling spray.
Although blinded, it still chased me and ended up punching me to death.

Delta Foxtrot

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11353 on: November 02, 2013, 12:01:21 pm »

I don't know if you guys have heard but apparently they added a thing called "runelock" in trunk. Basically you need a rune to go below D13. Devs seem to think that lair runes are too trivialized currently as people just get them when they absolutely need to get them (ie. right before Zot). Thoughts? Insights?

I'm trying that with my current 0.13 DsIE. I ended up using an acquirement scroll on a spellbook despite worshipping Sif Muna. I didn't want to do Orc without Ozo's Refrigeration, but I didn't want to do Spider or Swamp3+ without extra xp from orc. If I had my way I would just do a few levels of D and come back stronger. So far this doesn't feel that bad of a change. Might feel different if I got lousy/nonexistant loot.
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #11354 on: November 02, 2013, 12:23:41 pm »

I don't know if you guys have heard but apparently they added a thing called "runelock" in trunk. Basically you need a rune to go below D13. Devs seem to think that lair runes are too trivialized currently as people just get them when they absolutely need to get them (ie. right before Zot). Thoughts? Insights?
I'm not sure what's the point in forcing the players to play in a certain way , what was disturbing in the fact that some people were going to D:14 and below before getting a rune ?
I really don't understand how this was annoying for anyone, if someone didn't wanted to go deep before having a rune, he was just free to fetch one (or die in the attempt).
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