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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1682804 times)

Mindmaker

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3810 on: September 30, 2010, 09:18:06 am »

Thank you for the advice.
I'll stick to that on my next run.
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Mindmaker

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3811 on: September 30, 2010, 10:06:43 am »

Would you reccomend me doing the orcish mine with an orcish berserker early?
I can bererk frequently thanks to my gourmand amulet and the sheer number of corpses would help my maximize my piety quickly.

So what would the requirements be to complete that branch?
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DJ

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3812 on: September 30, 2010, 10:27:52 am »

I find Orc to be quite easy generally, but then again I always play a Wizard (Meph Cloud FTW). But if you can clear majority of Lair, Orc shouldn't be a problem. If you run into a Warlord, though, run like hell.
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Frumple

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3813 on: September 30, 2010, 10:29:35 am »

The first couple of levels (read: half of it) are doable if you can reliably deal with priests and wizards while distracted by a great number of base orcs and the occasional troll and ogre. The latter half, though, can start throwing sorcerers (which can ignite temporary chain summons and spew demons in ridiculous amounts anyway, and blow you bits even without that), knights, which can render all those base orcs potentially dangerous, high priests, which are base priests on steroids with fire resistance and demon summoning, and warlords, which are just plain beasts. Those last ones are a bit rare, but the potentiality is there and dangerous.

Berserking, especially, is terribly risky in the mines, as the levels tend to be small and the likelihood of something dangerous coming upon you while slowed (or worse, unconscious) is quite high. The standard advice, though, is to do lair (but not its branches) first. (Bolded for emphasis.) This is one of the harder things to pick up, that the orc mines are (sometimes considerably) more dangerous than the lair is, despite the mines (usually, at least) appearing earlier in the dungeon.

Interestingly, your berserker's best bet is probably to just clear the main dungeon as far as it can, for now; both open spaces (Lair) and cramped ones (Mines) are poor situations for them, who generally want to be able to berserk against single or small groups in controlled situations (Read: corridors) rather than against great numbers (mines) or in poorly controllable situations (lair).

The counter to that statement is, if you've got a flaming weapon or are specializing in maces or spears, you'll probably do alright against hydras and the majority of the lair shouldn't be too much trouble for you (at least until you're hitting death yaks) so long as you go easy on the berserk. Berserk's a panic button and should generally be treated as such; any situation in which you have to use it is a sub-optimal one. It's a powerful, but incredibly dangerous, tool.

Re: DJ. The cloud does make most of the mines trivial, as you say. Exceptions being wargs, some uniques, and some of the nastier high HD stuff which the cloud is unreliable against.
« Last Edit: September 30, 2010, 10:31:30 am by Frumple »
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Mindmaker

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3814 on: September 30, 2010, 11:20:20 am »

I went in before reading those posts.
I did fine agains sorceres with trogs hand and berserkers rage.

What I didn't know was that some of them seem to be kapable of using some sort of paralysis.
If I had known I would have put my amulet of stasis on.
I could have gotten away even without it, but I didn't think clearly.

However I don't mind.
I've seen a bit more of the dungeon and its inhabitants and I learned something from it.
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Dr.Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3815 on: September 30, 2010, 11:35:26 am »

Quote
Don't bother stashing books, manuals, and other stuff monsters never touch. You can search for them using Ctrl+f.

I humbly submit that it's nice to have your books in a place where jellies do not spawn, like the Hive.

I lay out all my books on Hive:1, with one book per square. That way, when I want to find a particular spell, I ctrl-f search for the spell name, and I can auto-walk right to the square that has the book with that spell. Plus it looks awesome.

Jellies are rare outside of special vaults and the Slime Pits. And monsters from the dungeon can appear on Hive/Lair:1 (including jellies).  Traveling back and forth to your stash will greatly inflate your turn count.

I was a spriggan artificer.

I hoped I could get some lucky cards out of my legendary decks of dungeons and deck of escape, but didn't.
I tried rushing in grabbing as much as I could and getting out of there, but I got surrounded, levitation ran out before the teleport kicked in and the I drowned.

It turned out I had 2 scrolls of holy word in my inventory...

I really liked that character and his short sword of speed +7, +7.
Here are the ressources I had:
Spoiler (click to show/hide)

Oh and is it worth to learn some spells with a spriggan artificer?
I thought Mephitic Cloud would be useful in some branches but I wasted a lot of points training it to excellent.

A few things I've noticed from your two morgue files:

- You're still being a pack rat! Stop carrying so many useless items. When are you ever going to need a +1 ring of dexterity, ring of ice, or rings of protection?
- Identify your stuff. The last time you died you had at least 3 unidentified items that could've saved you. Start identifying stuff on D:3.
- Turn off Short Blades at 10.
- You were nowhere near prepared to get a rune.

Here are some useful links:

http://crawl.develz.org/info/
http://crawl.chaosforge.org/index.php?title=Nemelex_guide
http://crawl.chaosforge.org/index.php?title=Character_guides
http://crawl.chaosforge.org/index.php?title=Walkthrough
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Virroken

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3816 on: September 30, 2010, 12:07:33 pm »

I think you can constantly spam mephitic cloud on yourself to override dungeon-spawned pestilence clouds.
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Mindmaker

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3817 on: September 30, 2010, 12:55:18 pm »

I know I wasn't prepared.
I screwed up my character badly anyway, so I didn't care that much.

Why should I have turned it off at 10?
Is there a general rule of thumb on how much you should train you skills?

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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3818 on: September 30, 2010, 01:28:28 pm »

Woah.

Is it just me, or do potions of Cure Mutation become extremely common after you've just picked up a good mutation?  And ridiculously rare if you have a bad one (I've gone from D:5 through Snake, Orc, Lair, Swamp and part of Vaults with the same Slow Healing mutation).  Furthermore, the one time you don't upgrade your intelligence early as a TrBe is the one time a degen happens to hit your intelligence for -4.
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forsaken1111

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3819 on: September 30, 2010, 01:31:25 pm »

Woah.

Is it just me, or do potions of Cure Mutation become extremely common after you've just picked up a good mutation?  And ridiculously rare if you have a bad one (I've gone from D:5 through Snake, Orc, Lair, Swamp and part of Vaults with the same Slow Healing mutation).  Furthermore, the one time you don't upgrade your intelligence early as a TrBe is the one time a degen happens to hit your intelligence for -4.
It really is random as far as I know. It does seem that it's stacking the deck against you sometimes though.
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Robsoie

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3820 on: September 30, 2010, 01:44:47 pm »

I know I wasn't prepared.
I screwed up my character badly anyway, so I didn't care that much.

Why should I have turned it off at 10?
Is there a general rule of thumb on how much you should train you skills?

Note that you don't really turn it off, it just mean that the experience you earn will have less percentage of it allocated to the skill, even turned off the skill will continue to earn experience each time you use it.

But if you really depend on a specific weapon as your primary damage dealer, maybe you should left it on.
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3821 on: September 30, 2010, 01:55:51 pm »

The reason for not leaving Short Blades on is because your short blade has probably already hit its speed cap by level 10, and thus raising the levels won't make it much better.

Wheras, say, making a Giant Spiked Club faster will significantly improve its damage output.
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Moron

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3822 on: September 30, 2010, 03:24:06 pm »

The reason for not leaving Short Blades on is because your short blade has probably already hit its speed cap by level 10, and thus raising the levels won't make it much better.

And also because you probably want more XP to go into Fighting, which increases your HP.


Edited for incorrect quote.
« Last Edit: October 01, 2010, 01:11:54 am by Moron »
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debvon

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3823 on: September 30, 2010, 03:26:22 pm »

I just found the Singing Sword. And it.. is.. awesome.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
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Mindmaker

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #3824 on: September 30, 2010, 03:31:51 pm »

The reason for not leaving Short Blades on is because your short blade has probably already hit its speed cap by level 10, and thus raising the levels won't make it much better.

Wheras, say, making a Giant Spiked Club faster will significantly improve its damage output.

By "speed cap" do you min "minimal delay"?
I just found it on the crawl wiki.

That's some useful piece of information.
Thank you very much.
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