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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1683773 times)

EnigmaticHat

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13245 on: March 14, 2016, 11:49:24 pm »

And given that similarity, they may as well remove backgrounds entirely and add a couple of extra screens for character creation where you allocate a handful of statpoints and buy a spellbook/weapon or so, but they've said before they want to keep the number of screens between opening the game and starting it as minimal as possible. Got to chase the ADD crowd I guess.
I've played games like that, and ts never balanced or fun.  It just gets tedious and obvious what you should pick.  For example unless you're a weak race there's no point in picking a weapon over a spellbook, since you can just pick any old dagger or mace off the ground.  Pretty much everyone's start would be grabbing the wizard's spellbook and then dumping all of their stat points into whichever stat is most relevant to their playstyle.

As to everyone playing the same... I would agree that's becoming a problem.  I think the main issue is that crawl's RPG elements are kinda... odd.  Its just not clear what's good or what results in what, especially if you haven't spent a while wiki diving.  Strength vs dexterity is pretty ambiguous, swords vs maces is the same and unfortunately the unusual weapons don't have too much to recommend them.  Ranged weapons are in about the same place.  Fighting vs weapon skill vs defensive skills feels like throwing exp into a blender and hoping you survive long enough to reach 15/27 in everything.  Magic is probably the most clear cut out of everything; int has a clear effect, the different spell schools are obviously different and spell slots are easy to understand and present an interesting choice.  Magic does have the issue that damaging spells really really care about spell power and other spells don't so there's a clear divide between blasters and everyone else.  Stealth is well done but I would say its more of a minor/supporting skill for me than a playstyle unto itself.

I do agree with most of the removals... I think it might be time to start adding things tho.  A few careful additions and maybe a revision/replacement to hunger/IDing could go a long way.  Also I think strength should affect HP directly (despite the technical headaches that would result in), dexterity should affect weapon damage or accuracy, and fighting should be removed/altered.  And maybe the game's difficulty lowered a bit so low str characters have a chance in hell of surviving (right now you can pretty much make str or dex your dump stat with few regrets).
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EnigmaticHat

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13246 on: March 15, 2016, 12:37:23 am »

What I was saying is that IF str was made to determine HP then the game should probably be made easier.  Right now you can have a character with low/medium str or dex and its not painful at all.  Int is the only one that really hurts you because it makes blasting impossible if you have 8 int.  If both str and dex are low then you find yourself crippled in melee but otherwise I've found it doesn't matter too much.  I guess it would suck to have low dex in extended and not be able to dodge anything but most of my characters don't live that long.
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Damiac

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13247 on: March 15, 2016, 11:52:55 am »

So here is where my MF is now.  As I planned, I enchanted up a bardiche, ditched the shield, and swapped to TSO for extended.  Unfortunately, I forgot to do slime before making the switch, so I almost died a few times in slime when Oka airdropped a crowd on my head there.  As I said previously, having blink makes god wraths much easier to deal with, and this character does not have blink...  For future reference, I recommend avoiding slime when under god wrath...

So now I'm using a +9 holy wrath bardiche.  That's 18 base damage, pretty damn powerful, better than a great mace, plus it has reaching!  Most species would be loathe to spend the XP to get a skill to level 26, but a +4 aptitude makes it pretty easy.  Still, if I wasn't doing extended I'd probably have stuck with a glaive.

As you can see, I have haste castable.  STR is most certainly not a dump stat, if it weren't for my massive STR I wouldn't be able to cast anything, and my EV would be tanked in the heavy armor I'm wearing.  Of course, most of my STR comes from equipment, I believe I put 1 stat up into it, the rest went into dex.

I'm not sure if swapping out the guardian spirit amulet for my current one was a good move or not.  Slaying +6, sh+3, str+4 are all great, but guardian spirit means a fair bit more effective health, and TSO heals both health and MP on unholy kills.  Still... I'm a sucker for more damage.

My character went from feeling wildly OP throughout the normal game, to pretty darn mortal in extended.  My offense is great, but defenses mean a lot less when you have hellfire and torments flying around.  And I still haven't found rMut, so if I get too many bad muts and run out of cure mut potions I might have to ascend without all 15 runes.  I had teleportitis in slime, and that almost got me killed a few times.

Code: [Select]
Dungeon Crawl Stone Soup version 0.18-a0-1572-g0a86841 (webtiles) character file.

damiac14 the Merfolkian Porcupine (MfGl)          Turns: 103500, Time: 09:26:56

Health: 242/242    AC: 57    Str: 31    XL:     27
Magic:  35/35      EV: 27    Int: 17    God:    the Shining One [******]
Gold:   5943       SH:  3    Dex: 22    Spells: 3 memorised, 31 levels left

rFire  + + .      SeeInvis +    a - +9 bardiche (holy)
rCold  + . .      Gourm    .    j - +9 crystal plate armour of the Gardener {Str+4}
rNeg   + + +      Faith    .    (shield currently unavailable)
rPois  .          Spirit   .    w - +2 helmet {SInv}
rElec  +          Dismiss  .    m - +0 cloak "Kiytulaqi" {Str+6 Int+2}
rCorr  .          Reflect  +    Z - +4 pair of gloves of Jewof {+Inv rElec rF+ MR+}
SustAt .          Harm     .    c - +2 pair of boots {run}
MR     ++++.                    I - amulet "Ixkeprite" {Reflect Str+4 Int+3 Slay+6 SH+3}
Stlth  ..........               F - ring of Robustness {AC+8}
                                N - ring "Penuvef" {rC+ MR+ Str-2 Int+3}

@: glowing, studying Throwing, quick, incredibly resistant to hostile
enchantments, extremely unstealthy
A: change form in water, swift swim, fire resistance 1
a: Divine Shield, Cleansing Flame, Summon Divine Warrior, Renounce Religion,
Evoke Invisibility
}: 6/15 runes: barnacled, slimy, silver, abyssal, demonic, gossamer


You are on level 3 of the Depths.
You worship the Shining One.
The Shining One is exalted by your worship.
You are not hungry.

You have visited 12 branches of the dungeon, and seen 61 of its levels.
You have visited Pandemonium 2 times, and seen 9 of its levels.
You have visited the Abyss 5 times.
You have also visited: Ossuary and Ice Cave.

You have collected 7972 gold pieces.
You have spent 2029 gold pieces at shops.

Inventory:

Hand Weapons
 a - a +9 bardiche of holy wrath (weapon)
Missiles
 s - 17 throwing nets
 D - 73 javelins (quivered)
Armour
 c - a +2 pair of boots of running (worn)
 j - the +9 crystal plate armour of the Gardener (worn) {Str+4}
   (Okawaru gifted it to you on level 6 of the Lair of Beasts)   
   
   It affects your strength (+4).
 m - the +0 cloak "Kiytulaqi" (worn) {Str+6 Int+2}
   (Okawaru gifted it to you on level 8 of the Lair of Beasts)   
   
   It affects your strength (+6).
   It affects your intelligence (+2).
 w - a +2 helmet of see invisible (worn)
 Z - the +4 pair of gloves of Jewof (worn) {+Inv rElec rF+ MR+}
   (Okawaru gifted it to you on level 4 of the Spider Nest)   
   
   It protects you from fire.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
   It lets you turn invisible.
Jewellery
 h - a ring of protection from fire
 l - the ring of Rihankoa {rPois rN+ Dex+7}
   (You took it off a skeletal warrior on level 3 of the Crypt)   
   
   [ring of positive energy]
   
   It affects your dexterity (+7).
   It protects you from poison.
   It protects you from negative energy.
 u - an uncursed ring of flight
 F - the ring of Robustness (right hand) {AC+8}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   [ring of protection]
   
   It affects your AC (+8).
 I - the amulet "Ixkeprite" (around neck) {Reflect Str+4 Int+3 Slay+6 SH+3}
   (You took it off a skeletal warrior on level 3 of the Crypt)   
   
   [amulet of reflection]
   
   It shields you and reflects attacks.
   It affects your strength (+4).
   It affects your intelligence (+3).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+6).
   It affects your SH (+3).
 N - the ring "Penuvef" (left hand) {rC+ MR+ Str-2 Int+3}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of protection from magic]
   
   It affects your strength (-2).
   It affects your intelligence (+3).
   It protects you from cold.
   It affects your resistance to hostile enchantments.
 W - an uncursed amulet of guardian spirit
Wands
 o - a wand of disintegration
 t - a wand of digging (9/24)
 J - a wand of teleportation (3/9)
 P - a wand of heal wounds (6/9)
 Y - a wand of disintegration (13/24)
Scrolls
 d - 22 scrolls of identify
 e - 32 scrolls of remove curse
 n - 2 scrolls of summoning
 q - 9 scrolls of magic mapping
 x - 10 scrolls of recharging
 y - 8 scrolls of fog
 z - 5 scrolls of blinking
 O - 14 scrolls of fear
 S - 5 scrolls of teleportation
Potions
 b - 8 potions of brilliance
 i - 3 potions of might
 k - 30 potions of curing
 p - 8 potions of resistance
 r - 11 potions of agility
 v - 15 potions of heal wounds
 B - 4 potions of flight
 G - 5 potions of cancellation
 U - 12 potions of haste
Books
 L - a manual of Throwing
Miscellaneous
 E - a fan of gales
Comestibles
 f - 30 bread rations
 A - 18 fruits
 C - a chunk of flesh
 K - 20 slices of pizza
 R - 3 beef jerkies


   Skills:
 + Level 25.5 Fighting
 O Level 27 Polearms
 + Level 23.0 Throwing
 + Level 18.1 Armour
 + Level 26.3 Dodging
   Level 4.0 Shields
 - Level 8.0 Spellcasting
 - Level 20.5 Charms
   Level 8.5 Necromancy
 + Level 5.1 Invocations
 - Level 7.0 Evocations


You have 31 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Spectral Weapon       Hex/Chrm       #####...     6%          3    #......
b - Repel Missiles        Chrm/Air       #####.       2%          2    None
c - Haste                 Chrm           ######..     4%          6    ######.


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:6            Lair (8/8) D:8
 Shoals (4/4) Lair:3       Spider (4/4) Lair:5        Slime (6/6) Lair:7
    Orc (2/2) D:10            Elf (3/3) Orc:2        Vaults (5/5) D:14
  Crypt (3/3) Vaults:3       Tomb (0/3) Crypt:3      Depths (5/5) D:15
    Zot (5/5) Depths:5   

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Pakellas
Qazlal
Ru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
The Shining One
Jiyva

Shops:
D:4 }   D:13 %   Orc:2 =[((*   Elf:1 [   Shoals:2 }   Vaults:1 *
Depths:1 *

Portals:
Hell: Depths:1 Depths:2 Depths:3 Depths:4 Depths:5
Abyss: Depths:3 Depths:4
Pandemonium: Depths:3 Depths:5
Ziggurat: Depths:2
Trove: Elf:1 (give +4 fire dragon armour)

Annotations:
Spider:3 Wiglaf
Elf:2 1 runed door


Innate Abilities, Weirdness & Mutations

You revert to your normal form in water.
You are very nimble and swift while swimming.
Your flesh is heat resistant.


Message History

The Shining One accepts your kill.
You feel better.
Found a leather armour.
Found a gateway leading out of the Abyss.
Found a potion of heal wounds.
There is a gateway leading out of the Abyss here.
You pass through the gate.
Welcome back to the Depths! x2
There is a one-way gate leading to the halls of Pandemonium here.
Items here: // :: =
an uncursed ring of wizardry; a wand of acid; a wand of confusion
a book of Dreams; Dawoushri's Incunabulum of Aerial Venom
Drop what? 47/52 slots (_ for help) (? for menu, Esc to quit)
You drop a scroll of enchant armour.
You drop a scroll of enchant weapon.
Saving game... please wait.
Welcome back, damiac14 the Merfolk Gladiator.
The Shining One says: Lead the forces of light to victory!
Press ? for a list of commands and other information.
Char dumped successfully.

# ######     #.#####
###....##   ##.....#
.....#..## ##......#
....###..###.......#
..### ##..##......##
.##    ##.#........##
.##     ##..........##
..##     #.#.........##
(((####  ###....@∩....#
#.(...## #............#
#..(...####...........#
#.......# #...........#
........###........####
.........##.........###
..........#...........#
......................#
......................#




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Levi

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13248 on: March 15, 2016, 12:47:02 pm »

What kind of Gardener really needs +9 crystal plate armour.   

Unless maybe he was growing Oklob plants...
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Damiac

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13249 on: March 15, 2016, 03:27:03 pm »

What really makes me mad is that having 27 polearm skill gets me the title "Merfolkian Porcupine".  With 27 fighting skill you get "The Slayer"...

Shouldn't it be "Merfolkian Hoplite" or something that has a least some connection to polearms?  I guess whoever came up with the titles didn't like polearms either...
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Arcvasti

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13250 on: March 15, 2016, 08:21:35 pm »

IIRC, Hoplite IS a Polearms title, just not the level 27 one. "Politician" is my personal favourite level 27 title, although the Invocation/Spellcasting ones are pretty great too.



Alright, I will concede that Bardiches are hella robust implements. Didn't realize they were better then Great Maces[Which seem pretty mediocre on close examination, honestly]. I'll see if I can't do better at Merfolk then. I probably just need to stop picking fights with Hydras[Or just saving the Lair until I've cleared Orc and Dungeon]. Or get a flaming glaive or somesuch. That'd help with Hydras, who are probably responsible for a good fifth of all my deaths.

EDIT:

HOLY SHIT I JUST FOUND A POTION OF EXPERIENCE ON D:1

I've found stuff like ice dragon hides and crystal plate mails there, but DAMN. This took my MfGl's Polearms skill from 4ish to 15.1. Assuming I don't mess up, this should make the early game pretty easy.
« Last Edit: March 15, 2016, 09:05:27 pm by Arcvasti »
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flame99

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13251 on: March 15, 2016, 11:55:09 pm »

I found ice dragon armor (not hide, ARMOR) on D:2 in my latest game.

...as a draconian.

Everybody warns you about Oka's wrath but nobody mentions when the *RNG* decides to smite you.
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Micro102

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13252 on: March 16, 2016, 12:01:35 am »

I found ice dragon armor (not hide, ARMOR) on D:2 in my latest game.

...as a draconian.

Everybody warns you about Oka's wrath but nobody mentions when the *RNG* decides to smite you.

I am convinced that the game purposefully throws things you cannot use at you just to fuck with you.
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Arcvasti

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13253 on: March 16, 2016, 12:54:34 am »

I found ice dragon armor (not hide, ARMOR) on D:2 in my latest game.

...as a draconian.

Everybody warns you about Oka's wrath but nobody mentions when the *RNG* decides to smite you.

I am convinced that the game purposefully throws things you cannot use at you just to fuck with you.

The obvious solution is to be a Human and worship Ashenzari. ALL the adaptability! ALL OF IT!



In any case. After tossing dozens of TrMos and MfGls into the grinder that is hydra, I decided to go back to mages. Literally the first DrFE I play is already done Lair, wading through the ghosts of my previous failures. And I thought magic was supposed to be harder to get going.
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flame99

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13254 on: March 16, 2016, 01:00:29 am »

I've found that casters are hard to get going...For three dungeon floors. Past that it's still difficult, but I'd honestly say they're easier than melee if you avoid getting cocky. Which, of course, I never do.
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EnigmaticHat

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13255 on: March 16, 2016, 01:14:49 am »

Dark elf conjurer went pretty well for me.  It makes it a lot more obvious what you have to do when you have such insane blasting power at your disposal... of course, you'll probably die from a bee sting or a paper cut, but.  Its fun while it lasts.
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Damiac

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13256 on: March 16, 2016, 08:24:16 am »

IIRC, Hoplite IS a Polearms title, just not the level 27 one. "Politician" is my personal favourite level 27 title, although the Invocation/Spellcasting ones are pretty great too.



Alright, I will concede that Bardiches are hella robust implements. Didn't realize they were better then Great Maces[Which seem pretty mediocre on close examination, honestly]. I'll see if I can't do better at Merfolk then. I probably just need to stop picking fights with Hydras[Or just saving the Lair until I've cleared Orc and Dungeon]. Or get a flaming glaive or somesuch. That'd help with Hydras, who are probably responsible for a good fifth of all my deaths.

EDIT:

HOLY SHIT I JUST FOUND A POTION OF EXPERIENCE ON D:1

I've found stuff like ice dragon hides and crystal plate mails there, but DAMN. This took my MfGl's Polearms skill from 4ish to 15.1. Assuming I don't mess up, this should make the early game pretty easy.

Nice, that's a huge boon.  Personally I might have spread it between polearms and dodging, but just putting into polearms wasn't a bad decision.

Don't forget that spears and tridents do not cut off hydra heads, so if you can't find a flaming halberd or anything like that, don't be afraid to carry around the best trident or spear you can find for hydra poking.  Also, if you're playing a character who you don't think can go toe to toe with hydras, they're a great target for wands, especially freezing blast, since it will slow them too.

Since you have your offense pretty well set for the time being, I would strongly recommend you split your skill training between dodging and fighting.  Merfolk EV goes up pretty quick thanks to that +3 dodging apt.  I don't know what armor you're wearing, but probably the best enchanted leather, ring, or scale armor would be your best option.  Generally I try to just have the highest possible EV+AC total, while there are situations where one is better than the other, it's still a good rule of thumb.

Here's my current merfolk, just finished the hells, just tomb to go.  High throwing skill + paralyze needles made the hell lords hilariously easy.  The iron giants were scarier than the bosses!
I suppose I'll swap out my RC MR ring for a rpois dex+7 ring, although I'm a bit nervous about going into tomb with only 3* of MR.  It seems odd, but maybe it'd be a better move to swap out the ring of robustness, I supposed i could probably spare 8 ac...  If I wasn't so lazy I could search all the unidentified cloaks and look for a rpois one, but I don't really feel like doing that, I've already run around the dungeon enough...

Code: [Select]
Dungeon Crawl Stone Soup version 0.18-a0-1575-g920359c (webtiles) character file.

damiac14 the Merfolkian Porcupine (MfGl)          Turns: 127712, Time: 12:11:12

Health: 151/249    AC: 62    Str: 34    XL:     27
Magic:  48/48      EV: 29    Int:  9    God:    the Shining One [******]
Gold:   10288      SH:  3    Dex: 22    Spells: 3 memorised, 39 levels left

rFire  + + .      SeeInvis +    a - +9 bardiche (holy)
rCold  + + .      Gourm    .    j - +9 crystal plate armour of the Gardener {Str+4}
rNeg   + + +      Faith    .    (shield currently unavailable)
rPois  .          Spirit   .    w - +2 helmet {SInv}
rElec  +          Dismiss  .    m - +0 cloak "Kiytulaqi" {Str+6 Int+2}
rCorr  .          Reflect  +    Z - +4 pair of gloves of Jewof {+Inv rElec rF+ MR+}
SustAt .          Harm     .    J - +2 pair of boots of Honour {rC+}
MR     ++++.                    L - amulet of Zeafith {Reflect rF+ MP+9 Str+7 Int-5 SH+3}
Stlth  ..........               F - ring of Robustness {AC+8}
                                N - ring "Penuvef" {rC+ MR+ Str-2 Int+3}

@: glowing, studying Armour, repel missiles, incredibly resistant to hostile
enchantments, extremely unstealthy
A: change form in water, swift swim
a: Divine Shield, Cleansing Flame, Summon Divine Warrior, Renounce Religion,
Evoke Invisibility
}: 14/15 runes: barnacled, slimy, silver, iron, obsidian, icy, bone, abyssal,
demonic, glowing, magical, fiery, dark, gossamer


You are on level 7 of Cocytus.
You worship the Shining One.
The Shining One is exalted by your worship.
You are not hungry.

You have visited 17 branches of the dungeon, and seen 90 of its levels.
You have visited Pandemonium 6 times, and seen 32 of its levels.
You have visited the Abyss 10 times.
You have also visited: Trove, Ossuary and Ice Cave.

You have collected 12716 gold pieces.
You have spent 2428 gold pieces at shops.

Inventory:

Hand Weapons
 a - a +9 bardiche of holy wrath (weapon)
 b - a +5 blowgun
Missiles
 g - 14 javelins of penetration
 o - 43 needles of confusion
 s - 17 throwing nets
 D - 49 javelins (quivered)
 I - a needle of paralysis
Armour
 c - a +2 pair of boots of running
 j - the +9 crystal plate armour of the Gardener (worn) {Str+4}
   (Okawaru gifted it to you on level 6 of the Lair of Beasts)   
   
   It affects your strength (+4).
 m - the +0 cloak "Kiytulaqi" (worn) {Str+6 Int+2}
   (Okawaru gifted it to you on level 8 of the Lair of Beasts)   
   
   It affects your strength (+6).
   It affects your intelligence (+2).
 w - a +2 helmet of see invisible (worn)
 J - the +2 pair of boots of Honour (worn) {rC+}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   It protects you from cold.
 Z - the +4 pair of gloves of Jewof (worn) {+Inv rElec rF+ MR+}
   (Okawaru gifted it to you on level 4 of the Spider Nest)   
   
   It protects you from fire.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
   It lets you turn invisible.
Jewellery
 h - an uncursed ring of protection from fire
 l - the ring of Rihankoa {rPois rN+ Dex+7}
   (You took it off a skeletal warrior on level 3 of the Crypt)   
   
   [ring of positive energy]
   
   It affects your dexterity (+7).
   It protects you from poison.
   It protects you from negative energy.
 u - an uncursed ring of flight
 F - the ring of Robustness (right hand) {AC+8}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   [ring of protection]
   
   It affects your AC (+8).
 L - the amulet of Zeafith (around neck) {Reflect rF+ MP+9 Str+7 Int-5 SH+3}
   (You found it in Pandemonium)   
   
   [amulet of reflection]
   
   It shields you and reflects attacks.
   It affects your strength (+7).
   It affects your intelligence (-5).
   It protects you from fire.
   It affects your magic capacity (+9).
   It affects your SH (+3).
 N - the ring "Penuvef" (left hand) {rC+ MR+ Str-2 Int+3}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of protection from magic]
   
   It affects your strength (-2).
   It affects your intelligence (+3).
   It protects you from cold.
   It affects your resistance to hostile enchantments.
 W - an uncursed amulet of guardian spirit
Wands
 t - a wand of digging (9/24)
 C - a wand of teleportation (5/9)
 P - a wand of heal wounds (6/9)
 Y - a wand of disintegration (13/24)
Scrolls
 d - 27 scrolls of identify
 e - 32 scrolls of remove curse
 n - 3 scrolls of summoning
 q - a scroll of magic mapping
 x - 11 scrolls of recharging
 y - 10 scrolls of fog
 z - 6 scrolls of blinking
 O - 15 scrolls of fear
 S - 6 scrolls of teleportation
Potions
 i - 3 potions of might
 k - 23 potions of curing
 p - 8 potions of resistance
 r - 13 potions of agility
 v - 14 potions of heal wounds
 B - a potion of cure mutation
 G - a potion of cancellation
 U - 13 potions of haste
Books
 H - the Incunabulum of Enchantment
   (You found it on level 7 of the Iron City of Dis)   
   
    Spells                             Type                      Level
    a - Gell's Gravitas              Hexes/Translocation           3
    b - Cause Fear                   Hexes                         4
    c - Discord                      Hexes                         8
 Q - a manual of Armour
Miscellaneous
 E - a fan of gales
Comestibles
 f - 31 bread rations
 A - 30 fruits
 K - 16 slices of pizza
 M - 3 chunks of flesh


   Skills:
 O Level 27 Fighting
 O Level 27 Polearms
 O Level 27 Throwing
 + Level 24.0 Armour
 O Level 27 Dodging
   Level 4.0 Shields
 - Level 12.1 Spellcasting
 - Level 20.5 Charms
   Level 8.5 Necromancy
 + Level 24.5 Invocations
 - Level 7.0 Evocations


You have 39 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Spectral Weapon       Hex/Chrm       ###.....     3%          3    ##.....
b - Repel Missiles        Chrm/Air       ###...       1%          2    None
c - Haste                 Chrm           #####...     1%          6    #######


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:6            Lair (8/8) D:8
 Shoals (4/4) Lair:3       Spider (4/4) Lair:5        Slime (6/6) Lair:7
    Orc (2/2) D:10            Elf (3/3) Orc:2        Vaults (5/5) D:14
  Crypt (3/3) Vaults:3       Tomb (0/3) Crypt:3      Depths (5/5) D:15
   Hell (1/1)                 Dis (7/7) Hell            Geh (7/7) Hell
    Coc (7/7) Hell            Tar (7/7) Hell            Zot (5/5) Depths:5
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spümpkin

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13257 on: March 16, 2016, 01:13:12 pm »

This thread just makes me realise how bad I am ;-;.

Any tips for how to do well? I've been playing it a bit lately, but I keep getting killed by a group of orc mages and warriors. Damn travelling circuses.

Maybe I should alter my strategy? I play as a Draconian mostly, with the background usually being something random. I actually quite often take Wanderer, just because it's quite fun. I once had a decent melee run wtih a Draconian Wanderer, but then the travelling orc circus stepped in, so yeah.
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Quote from: Sergarr
When in doubt, use puns.
Quote from: Calidovi
in our own special way we are all shitpost
each day, when the sun shines and greets us with a smile, at least one of us finds that inner strength to spout bullshit on a forum revolving around the systemized slaughter of midgets
dont call me a shitposter, call me a spirit one with the shitpost atman
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spümpkin

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13258 on: March 16, 2016, 01:46:51 pm »

Alright, I'll play sometime later, and I'll post my more dire challenges here. Also, should I always be really careful when equipping items? Because once I got a cursed club, and since then I'm very cautious about equipping anything I pick up.
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Quote from: Sergarr
When in doubt, use puns.
Quote from: Calidovi
in our own special way we are all shitpost
each day, when the sun shines and greets us with a smile, at least one of us finds that inner strength to spout bullshit on a forum revolving around the systemized slaughter of midgets
dont call me a shitposter, call me a spirit one with the shitpost atman
Quote from: Descan
that's pretty gay

Damiac

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13259 on: March 16, 2016, 02:47:31 pm »

I know draconian is a common suggestion for new players, but honestly if you're trying to have an easier game you might want to try an easier race.  Minotaurs are a powerful, straightforward race, a Gladiator or fighter is a good background if you don't want to totally lock yourself out of spellcasting. If you don't mind not being able to cast spells, a Berserker is a great choice (Minotaur Berserker is probably one of the easiest combos to win)

I'm not sure where the travelling orc circuses are killing you, but you should not go to the orc mines before you go to the lair.  If you're just talking about orc priests, wizards, and such in the dungeon, a good thing to remember is DON'T MOVE TOWARD ENEMIES.  When you see enemies, go backward a little ways into safe territory, preferably into a 1 tile wide corridor around a corner, and make them walk right up to you.  Obviously this isn't always possible, but most of the time it is, and if you follow this advice, you will find your survival odds greatly increase. 

On the subject of wearing weapons and armor, don't just equip every random glowing weapon and armor just to see what it is, but if the weapon could actually be a fit for your character, don't be too afraid to try it.  Like Covenant said, remove curse scrolls are plentiful.  I personally wouldn't waste an enchant weapon scroll just to remove a curse unless the situation were really dire. 

Around the end of D2, it's a good idea to read your unidentified scrolls (start with the biggest stacks) until you find identify.  Then identify your potions until you find curing and/or heal wounds.  Once you've identified those potions, it's a good idea to identify scrolls until you find blinking and teleport, then go back to identifying potions.  If you aren't getting enough identify scrolls to id all your other scrolls, it's pretty safe to just read them to find out what they are, the real downside to that is that you'll sometimes waste some good scrolls in the process.

Also, remember most enemies in the game are the same speed as you, or slower (unless you're a naga).  Walking away is a good option when you don't like a situation most of the time. 
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