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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1683665 times)

monk12

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12780 on: October 11, 2014, 11:20:27 am »

Elf is pretty nasty; in my mind, it's Zot-lite, and so not something I should be tackling until I'm thinking about going into Zot itself. Elf 1 and 2 aren't too terrible bad if you need a place to dip for a bit, but I wouldn't stick my toe in there unless I felt confident about being able to escape the Abyss, at least.

From the branches you described clearing, I'd have gone to the Lair rune branches first, followed by Vaults (not the bottom!) and/or Depths.

Dr Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12781 on: October 11, 2014, 01:20:42 pm »

My recent 3-rune runs: D -> Temple -> Lair -> Orc -> D:15 -> Swamp/Spider/Snake/Shoals -> Vaults -> Depths -> Zot

I used to do Elf, Blades, and Crypt on every run, but it's a waste of time.
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Rex_Nex

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12782 on: October 11, 2014, 01:23:07 pm »

I'd hold off on vaults:5 for a few depths levels. Also unless I've got a great char for it, the lair branch endings come after vaults 1-4.
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Retropunch

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12783 on: October 14, 2014, 11:06:42 am »

I actually have never found Elf that difficult. As long as you have see invisible and Repel/Deflect missiles, and are about Vaults depth ready you should be fine for the first floors. My strat for the final one:

Melee:
Once you get to the bottom level, clear absolutely everything and then draw them one at a time out of the vault room (I usually magic map it to make sure I know where it is). It's a longish corridor, and if you stay a few tiles back from the entrance and shout, you normally only bring one or two up. Keep doing that and moving down. Silence works absolute wonders and elves are relatively weak in melee range, but be extremely careful of blademasters. Always keep repel/deflect missles on, and use buff potions regularly. Normally you can just hide at the left/right of the corridor so that only one square of the corridor is visible and smack anything that ends up there.

Caster:
If you've got any beam spells you can just annihilate things in the corridor. Again, r/dMis, and then just blast your best beam spells down. Teleport away, repeat. Poison works wonders on elves to, so OTR is pretty useful here.

Elf is a good place to use your buff potions as you'll normally get a ton more. I have to say, I don't usually clear it unless I'm missing an item as it's rather tedious, but as long as you keep your wits about you it's not too difficult.



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beorn080

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12784 on: October 14, 2014, 11:46:46 am »

The one time I ever managed to do anything in Elf was when I had Poison Cloud online, and I'm pretty sure I cleared it with that and conjure flame. Poison cloud is definitely one of those spells, where it either kills everything ever, or is utterly useless, except as a combo.
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Retropunch

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12785 on: October 14, 2014, 03:21:46 pm »

The one time I ever managed to do anything in Elf was when I had Poison Cloud online, and I'm pretty sure I cleared it with that and conjure flame. Poison cloud is definitely one of those spells, where it either kills everything ever, or is utterly useless, except as a combo.

Poison cloud + ignite poison works wonders in elf (and in general). The biggest problem in elf is that you can easily be one/two shotted by a crystal spear/nasty conj so you've just got to make sure you're in firing line for an absolute minimum of time. Abjuration is important too.

One other thing to be careful about is that if you teleport/run away after alerting a number of elves, they may be wandering around the map afterwards. This can turn nasty if you forget and stumble into an annihilator
 
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Damiac

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12786 on: October 16, 2014, 02:38:12 pm »

The best way to handle elf(and really, a lot of places in the game) is to dig yourself a kill-hole, like so:
X XXX
XX XX
X@XX

Where the X are walls, the spaces are open spaces, and the @ is you.  Only 1 enemy can see you at a time, and they have to be right up to you.  Formicids can do this sort of thing at will, but it's not like dig/disintegration wands are rare.
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Retropunch

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12787 on: October 19, 2014, 04:34:46 am »

The best way to handle elf(and really, a lot of places in the game) is to dig yourself a kill-hole, like so:
X XXX
XX XX
X@XX

Where the X are walls, the spaces are open spaces, and the @ is you.  Only 1 enemy can see you at a time, and they have to be right up to you.  Formicids can do this sort of thing at will, but it's not like dig/disintegration wands are rare.

It's a very good way to do it if you're a melee'r (and don't mind cheesing it a bit). You still need to be careful of blademasters though, as they do an insane amount of damage up close.   
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Dr Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12788 on: October 19, 2014, 11:01:01 am »

Curare needles trivialize elves.

Anyway, I'm currently playing my 2nd ogre online. The 1st one died on Zot:5 during my 2nd game (my 1st game online ended on Zig:21... I have bad luck). That kinda bummed me out. Ogres aren't hard anymore, so keeping this guy alive isn't much of an accomplishment.

Throwing is OP once it reaches the 20s. I cleared most of the rune branches with plain tomahawks, which do more damage than my +9 flaming demon whip and +5 vorpal eveningstar. Javelins are like ranged claymores. And large rocks are like ranged giant spiked clubs!

Highlights: Killed Mara in 4 hits (22 throwing), and a golden dragon in 3 hits (25 throwing) with large rocks.

Quote
Missiles
b - 155 large rocks {BFR}
 g - 17 tomahawks of returning
 i - 21 poisoned javelins (quivered)
 j - 3 poisoned tomahawks
 l - 9 tomahawks
 s - 32 javelins
 z - 2 javelins of penetration
 M - 8 steel javelins
 N - 32 curare-tipped needles
 X - 6 throwing nets
 Y - 8 silver javelins
 Z - 4 javelins of returning

I haven't done the Depths yet. Maybe I can get over 200 large rocks?
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tompliss

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12789 on: October 19, 2014, 12:16:40 pm »

Throwing now has really high damage, especially on a high Str race as Ogre.
I think I read that it has the same logic as unarmed combat (in term of damage increase per skill, str, and dex), and knowing that unarmed 27 on a non-claw race can deal as much as a 2-h enchanted weapon, that means something.
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Dr Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12790 on: October 19, 2014, 04:36:49 pm »

Code: [Select]
Dungeon Crawl Stone Soup version 0.15.2 (webtiles) character file.

1514066 DrFeelgood the Conqueror (level 27, 323/323 HPs)
             Began as an Ogre Hunter on Oct 12, 2014.
             Was a Favourite Plaything of Xom.
             Escaped with the Orb
             ... and 3 runes on Oct 19, 2014!
             
             The game lasted 16:44:42 (90767 turns).

DrFeelgood the Conqueror (Ogre Hunter)             Turns: 90767, Time: 16:44:43

HP 323/323       AC 22     Str 28      XL: 27
MP  37/37        EV 23     Int 12      God: Xom
Gold 3046        SH 25     Dex 20      Spells:  0 memorised, 26 levels left

rFire  + + +     SeeInvis +     f - +5 eveningstar "Lominu" {crush, rF+ rC+}
rCold  + + .     Clarity  .     U - +6 mottled dragon armour
rNeg   + . .     rCorr    .     I - +3 large shield {rF+}
rPois  +         rRot     .     Q - +2 hat
rElec  .         Spirit   .     E - +1 cloak "Ufoth" {Dex+2 Int+2}
SustAb .         Warding  .     (gloves unavailable)
rMut   +         Stasis   .     (boots unavailable)
Gourm  .         NoCast   +     d - amulet of resist mutation
MR     +++..                    G - ring of Hecrax {-Cast rPois rC+ rN+ MR+}
                                e - ring of Order {+Fly rF+ SInv}

@: studying Evocations, extremely resistant to hostile enchantments, very
unstealthy
A: unfitting armour, strong 1, tough skin 1
a: Renounce Religion, Evoke Flight
0: Orb of Zot
}: 3/15 runes: serpentine, barnacled, silver


You escaped.
You worshipped Xom.
You were a favourite toy of Xom.
You were not hungry.

You visited 11 branches of the dungeon, and saw 57 of its levels.
You also visited: Ice Cave and Volcano.

You collected 7139 gold pieces.
You spent 4093 gold pieces at shops.

Inventory:

Hand weapons
 f - the +5 eveningstar "Lominu" (weapon) {crush, rF+ rC+}
   (You found it on level 8 of the Lair of Beasts)   
   
   It inflicts extra damage upon your enemies.
   
   It protects you from fire.
   It protects you from cold.
 t - the +7 broad axe "Skihotz" {vamp, Str+3 Int+4}
   (You found it on level 5 of the Realm of Zot)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
   
   It affects your strength (+3).
   It affects your intelligence (+4).
 J - the +1 blowgun "Emuluhas" {speed, rC+}
   (You bought it in a shop on level 5 of the Snake Pit)   
   
   Attacks with this weapon are significantly faster.
   
   It protects you from cold.
 S - a +9 demon whip of flaming
   (Trog gifted it to you on level 4 of the Orcish Mines)
Missiles
 b - 159 large rocks (quivered) {BFR}
 i - 5 poisoned javelins
 l - 2 javelins of penetration
 s - 12 javelins
 N - 23 curare-tipped needles
 O - 8 steel javelins
 X - 8 throwing nets
 Y - 7 silver javelins
 Z - 2 steel tomahawks
Armour
 E - the +1 cloak "Ufoth" (worn) {Dex+2 Int+2}
   (You found it on level 3 of the Elven Halls)   
   
   It affects your intelligence (+2).
   It affects your dexterity (+2).
 I - a +3 large shield of fire resistance (worn)
   (You acquired it on level 10 of the Dungeon)
 Q - a +2 hat (worn)
   (You found it in an ice cave)
 U - a +6 mottled dragon armour (worn)
   (You found it on level 2 of the Vaults)
Magical devices
 a - a wand of teleportation (4) {!d}
   (You found it on level 8 of the Dungeon)
 m - a wand of teleportation (7) {!d}
   (You bought it in a shop on level 4 of the Depths)
 o - a wand of heal wounds (6) {!d}
   (You acquired it on level 6 of the Dungeon)
 r - a wand of digging (13)
   (You found it on level 1 of the Depths)
 u - a wand of fire (8)
   (You found it on level 1 of the Realm of Zot)
Comestibles
 B - 12 bread rations
Scrolls
 c - 14 scrolls of teleportation
 n - 3 scrolls of vulnerability
 q - 3 scrolls of recharging
 A - 8 scrolls of fear
 K - 7 scrolls of blinking
 V - 6 scrolls of fog
Jewellery
 d - an amulet of resist mutation (around neck)
   (You found it on level 14 of the Dungeon)
 e - the ring of Order (left hand) {+Fly rF+ SInv}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of see invisible]
   
   It protects you from fire.
   It enhances your eyesight.
   It lets you fly.
 g - the amulet of Cekugob {Ward -Tele rElec rPois rN++ AC+1 EV+1}
   (You found it on level 3 of the Elven Halls)   
   
   [amulet of warding]
   
   It may prevent the melee attacks of summoned creatures.
   It affects your AC (+1).
   It affects your evasion (+1).
   It insulates you from electricity.
   It protects you from poison.
   It greatly protects you from negative energy.
   It prevents most forms of teleportation.
 h - an uncursed ring of teleportation
   (You found it on level 3 of the Dungeon)
 j - the brooch of Shielding {Ward rN+ AC+4 EV+4}
   (You found it on level 3 of the Elven Halls)   
   
   [amulet of warding]
   
   It may prevent the melee attacks of summoned creatures.
   It affects your AC (+4).
   It affects your evasion (+4).
   It protects you from negative energy.
 p - an uncursed amulet of stasis
   (You took it off a deep elf annihilator on level 4 of the Vaults)
 y - the amulet of the Four Winds {Clar rN+ MR+++}
   (You found it on level 3 of the Elven Halls)   
   
   [amulet of clarity]
   
   It provides mental clarity.
   It protects you from negative energy.
   It affects your resistance to hostile enchantments.
 G - the ring of Hecrax (right hand) {-Cast rPois rC+ rN+ MR+}
   (You found it on level 5 of the Vaults)   
   
   [ring of protection from magic]
   
   It protects you from cold.
   It protects you from poison.
   It protects you from negative energy.
   It affects your resistance to hostile enchantments.
   It prevents spellcasting.
 H - an uncursed amulet of resist corrosion
   (You found it on level 6 of the Dungeon)
 M - the ring of the Hidden Tales {Str-3 Dex+3 Int-1}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of dexterity]
   
   It affects your strength (-3).
   It affects your intelligence (-1).
   It affects your dexterity (+3).
 T - a +4 ring of slaying
   (You found it on level 5 of the Vaults)
Potions
 k - 27 potions of curing
 v - 6 potions of resistance
 C - 5 potions of agility
 F - 10 potions of heal wounds
 L - a potion of berserk rage
 P - 3 potions of might
Books
 w - a manual of Evocations
   (You found it on level 5 of the Vaults)
Miscellaneous
 D - a fan of gales (inert)
   (You found it on level 4 of the Snake Pit)
 W - a fan of gales
   (You found it on level 3 of the Elven Halls)


   Skills:
 O Level 27 Fighting
 - Level 12.0 Maces & Flails
 O Level 27 Throwing
 + Level 18.4 Armour
 + Level 16.1 Dodging
 - Level 8.0 Stealth
 - Level 15.0 Shields
 - Level 12.4 Evocations


You had 26 spell levels left.
You didn't know any spells.

4th win in a row. 50% win rate!

Anyway, I only found 15 large rocks in the Depths, due to only a few stone giants appearing. Oh well. I ended up doing the Elven Halls, because my gear was mediocre. And elves are pushovers when you have over 30 curare needles.

Zot was very easy. My unbranded javelins could 1-shot orb guardians, and most enemies died before they could touch me. I mainly used steel and poisoned javelins for Zot. I used my large rocks when I ran out of javelins.



Ogrebro surrounded by haters on D:1.
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Moron

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12791 on: October 19, 2014, 05:54:50 pm »

I find accuracy to be a problem with throwing, even at high skill. My HaBe threw 15 silver tomahawks at an orb of fire, and 14 of them missed. (that was with 22 Throwing and around 27 dex.)
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Dr Feelgood

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12792 on: October 20, 2014, 01:03:15 pm »

I didn't have any accuracy issues past the Lair. I threw 6 large rocks at Mara and only 2 missed. It probably helped that I focused on both Fighting and Throwing equally. Fighting has a significant impact on throwing weapons.

Spriggans and blademasters were hard to hit, due to their high EV. Orbs of fire have similar EV to spriggans, iirc. They also have really high AC. My silver javelins, which 2-shot tentacled monstrosities, weren't effective against orbs of fire. I had to use my large rocks against them.

I never had to rest in Zot or use buffs, and I barely took any damage. Everything died too fast.
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Moron

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12793 on: October 20, 2014, 01:22:20 pm »

Anyone else finding enchant armour scrolls much rarer in 0.15 than earlier versions? I know that since item destruction was removed, scroll and potion generation has been tweaked, so maybe that's the reason.

I've had a number of characters recently get to the end of a 3-rune game with body armour enchanted to +3 or less because there have not been enough scrolls to get it any higher - and also characters sticking with leather or robes because they generated with +2 or +3 already, and while there have been dragon hides of all types there were no scrolls to enchant them.

Maybe it's a cunning plan by the devs to buff octopodes (relative to the other species…)
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debvon

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #12794 on: October 23, 2014, 03:57:56 am »

Anyone else finding enchant armour scrolls much rarer in 0.15 than earlier versions?

Yeah, unless it's my imagination. If my memory doesn't suck I've only had 3-4 enchant armor scrolls total by the time I fully clear the depths in most of my games.

Any pro tips for playing under Beogh? Better to gift ego armor or branded weapons (or hefty shields) to orcs? At invocation 15~ better to zap cold/fire/draining/elec wands or is it better to spam smite? Is it true that the best way to an orc's heart is through his ribcage?
« Last Edit: October 23, 2014, 04:03:15 am by debvon »
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