[Crawl] [YASD] Suggestion for future?

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It's my first post on this group, so I don't write to long post ;).

I've never play with Xom, but it was fun.
I don't like gods to pray and waiting for his staff.

Dungeon Crawl version 4.0.0 beta 26 character file.

RomanS the Skirmisher (Demonspawn)
(Level 9 Chaos Knight)

// I like demonspawn for his mutations, you see....

Play time: 01:24:56 Number of turns: 10140

Experience : 9/2887
Strength 20/21 Dexterity 10 Intelligence 15/16

// Xom don't like my str, and int, and dex

Hit Points : -5/99 (dead) Magic Points : 11
AC : 21 Evasion : 8 Shield : 0
GP : 34

You are on level 9.
You worship Xom.
You are not hungry.

Inventory:
Hand weapons
a - the +8,+5 dagger of the Messenger (weapon)
Occasionally upon striking a foe it will discharge some electrical energy
and cause terrible harm.
It protects you from poison.
It lets you levitate.
It lets you sense your surroundings.

// ;)

b - a +0 bow
Missiles
d - 12 +0 darts
f - 8 +4 darts
g - 48 +0 arrows
l - 11 +1 elven arrows
m - 26 +6 elven arrows
Armour
q - the +2 centaur barding of Nonsense

// What does it do?

F - a +1 pair of elven boots (worn)
J - a +4 dwarven chain mail of positive energy (worn)
K - a +0 cloak of poison resistance (worn)
Magical devices
h - a wand of confusion (9)
k - a wand of lightning (4)
C - a wand of draining (1)
Comestibles
c - 4 bread rations
Scrolls
e - 2 scrolls of teleportation
j - a scroll of enchant weapon II
r - 3 scrolls of fear
z - 3 scrolls of curse armour
A - 2 scrolls of magic mapping
I - 4 scrolls of detect curse
N - a scroll of blinking
Jewellery
s - a ring of see invisible

// I found it three times. Won't some?

u - a +3 ring of protection (left hand)
x - an amulet of rage (around neck)
y - an amulet of resist mutation
L - a ring of see invisible (right hand)
Potions
i - 5 potions of healing
p - a potion of heal wounds
v - a potion of speed
P - a potion of invisibility
Books
t - a book of War Chants

// try to learn any spells, but i'm fail ;(

Magical staves
n - a staff of summoning
w - a staff of power


You have 1 experience left.

Skills:
+ Level 6 Fighting
+ Level 5 Short Blades
- Level 3 Axes
+ Level 3 Bows
- Level 2 Darts
+ Level 2 Throwing
+ Level 3 Armour
- Level 3 Dodging
+ Level 1 Stealth
+ Level 1 Unarmed Combat
+ Level 1 Spellcasting


You have 10 spell levels left.
You don't know any spells.

Mutations & Other Weirdness
* You have extremely tough skin (AC +3).
You can spit poison.

// I'm split on Ogres and then run.

You can breathe flames.
* You have a pair of large horns on your head.

// I've got it first time, I like minotaurs for his headbut

Your muscles are strong (Str +1), but stiff (Dex -1).
---end dump---

Any suggestion for future?

RomanS

P.S. Sorry for my english, I know it is horrible.
 
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"Roman Sikorski" <roman18@NOSPAM.wp.pl> wrote in message news:<c5r6u6$h8r$1@atlantis.news.tpi.pl>...
> It's my first post on this group, so I don't write to long post ;).
>
> I've never play with Xom, but it was fun.
> I don't like gods to pray and waiting for his staff.
>
> Dungeon Crawl version 4.0.0 beta 26 character file.
>
> RomanS the Skirmisher (Demonspawn)
> (Level 9 Chaos Knight)
> // I like demonspawn for his mutations, you see....

Me too! 8D

> Hit Points : -5/99 (dead) Magic Points : 11
> AC : 21 Evasion : 8 Shield : 0

You should try to get BOTH your evasion and your armor class up. If
you can both evade hits, and take hits when you dont dodge them,
you'll be saved VERY often, and thus live longer. 21 AC is still quite
impressive though. Good job. :)

[snip]
> Inventory:
> Hand weapons
> a - the +8,+5 dagger of the Messenger (weapon)
> Occasionally upon striking a foe it will discharge some electrical energy
> and cause terrible harm.
> It protects you from poison.
> It lets you levitate.
> It lets you sense your surroundings.

NICE!


> b - a +0 bow
[snip]
> m - 26 +6 elven arrows

Impressive. I'd enchant the bow too, as you have enough strength to
make use of a enchanted bow. (Increasing accuracy on a bow is the
best!) Weilding arrows may also let you enchant them... but i'm not
sure about it.

> Armour
> q - the +2 centaur barding of Nonsense
>
> // What does it do?
Bardings are worn only by Nagas (Naga Barding) and Centaurs (Centaur
Barding) and both give armor like any other peice of armor does,
except it's specifically designed for them, so no other race can wear
them. Nagas can't wear Centaur bardings and viceversa. As well,
Centaurs and Nagas can't wear boots and dont get a full bonus from the
armor they wear. (Scale Mail gives 8 AC to everyone, last i recall,
but it gives nagas/centaurs something like 4 AC.)

Thus if you find a naga barding as a naga or a centaur barding as a
centaur ALWAYS KEEP IT WITH YOU AND ENCHANT IT TO MAXIMUM! Otherwise,
dont even bother taking it with you. A demonspawn has no use for a
centaur or naga specific item. ;)

> F - a +1 pair of elven boots (worn)
> J - a +4 dwarven chain mail of positive energy (worn)
> K - a +0 cloak of poison resistance (worn)

elven boots give a stealth bonus, dwarven chain mail resists corrosion
and gives a automatic +1, and a cloak of poison resistance is doubly
good as a cloak naturally protects you from splashes of acid and with
the poison resistance it's a VERY nice item.

[snip]
Drop scrolls of curse armor, they're useless. Save weapon/armor
enchantment scrolls unless you know you'll keep the item you're
enchanting or you need to enchant a item to defeat a strong enemy.
enchant armor scrolls when used on troll/dragon hides to become troll
leather/dragon armor - they have NO EFFECT on animal hides, so save
enchant armor scrolls if you only have a animal hide worn.

Get more food. Save the offensive wands (IE: Lightning) for big
nasties that could really hurt you. Scrolls of blinking are god - save
them at every turn and use them in only the most dire of situations.
As well, scrolls of enchant weapon only work on weapons in your hand -
you can't enchant your fists. :p

> Jewellery
drop multiples of rings, always keep one of a type that you find. as
far as i know (AFAIK) having two rings of the same type on may not
"stack" with eachother. (stacking is like 1+1=2) ring of protection
+3? Nice! Dont wear the ring of resist mutation as a demon spawn
though - it *may* stop you from getting your mutations! o.0

> Potions
good collection use speed ONLY when escaping something nastier and
faster then you are. invisibility with elven boots is godlike stealth.
heal wounds don't cure poison, but potions of healing do. Save all
heal wounds potions when you go critical or when a enemy rounds' the
corner when you're resting.

> Books
> t - a book of War Chants
take off *heavy* armor and weapons (IE: Chainmail and battle-axes)
when trying to memorize and cast spells. robes and dragon armors are
the best armors to use while casting, because of their lightness. for
your information (FYI) dragon armor is the best armor in the game, and
not many other items can top it, so if you find some dragon armor do
WHATEVER it takes to get it.

> Magical staves
staves of power are always a good choice when casting magic, afaik.
use the staff of summoning if you find

> You have 1 experience left.
>
> Skills:
> + Level 6 Fighting
> + Level 5 Short Blades
> - Level 3 Axes
Short blades arn't a good choice in the long run - they simply dont do
enough damage. Use axes instead. The eventual level you can become
will nearly negate any speed penalty with axes.
> + Level 3 Bows
> - Level 2 Darts
Yeah, darts are useless... Working on bows is a good idea.
> + Level 2 Throwing
> + Level 3 Armour
> - Level 3 Dodging
NO! KEEP DODGING ON! IT IS NEARLY THE ONLY THING TO INCREASE YOUR
EVASION!!!
> + Level 1 Stealth
ALWAYS a good idea to keep this on; especially if you have elven
boots!
> + Level 1 Unarmed Combat
get this up to do more damage when you head-butt something
> + Level 1 Spellcasting
This is why you were failing in casting spells so much. learn simple,
very easy to learn spells first, then work your way up.
>
> You have 10 spell levels left.
> You don't know any spells.
If you cast or even LEARN spells and are worshiping the god Trog, he
will kick your ass... HARD! 8*|
>
> Mutations & Other Weirdness
> * You have extremely tough skin (AC +3).
> You can spit poison.
> You can breathe flames.
> * You have a pair of large horns on your head.
> Your muscles are strong (Str +1), but stiff (Dex -1).
Good mutations! Spitting and breathing poison is ALWAYS a good combo
:) Getting [colored] scales will also increase your AC, ontop of the
tough skin mutation. In my experiance, a single level of one type of
scales gives a +2 AC. Muscles are strong but stiff ... ehhh, that one
is questionable. Having horns on your head stops you from wearing a
helmet, too, but provides another attack in battle. At good trade, if
you ask me.

> P.S. Sorry for my english, I know it is horrible.

More coherant then some of the one's i've read in other forums. o.0
Just keep workin' on it, and you'll be able to type and talk it in no
time. :)
 
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On 17 Apr 2004 15:28:18 -0700, in a fit of madness
necromancer_90@hotmail.com (Mechanoid) declared:

>> + Level 2 Throwing
>> + Level 3 Armour
>> - Level 3 Dodging
>NO! KEEP DODGING ON! IT IS NEARLY THE ONLY THING TO INCREASE YOUR
>EVASION!!!
>> + Level 1 Stealth
>ALWAYS a good idea to keep this on; especially if you have elven
>boots!

He's wearing heavy armor. These won't go up in any case.

--
R. Dan Henry
danhenry@inreach.com
 
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R Dan Henry <danhenry@inreach.com> wrote in message news:<ku7480987rg3ceveeoiekclaf8klsqn4gl@4ax.com>...
> On 17 Apr 2004 15:28:18 -0700, in a fit of madness
> necromancer_90@hotmail.com (Mechanoid) declared:
>
> >> + Level 2 Throwing
> >> + Level 3 Armour
> >> - Level 3 Dodging
> >NO! KEEP DODGING ON! IT IS NEARLY THE ONLY THING TO INCREASE YOUR
> >EVASION!!!
> >> + Level 1 Stealth
> >ALWAYS a good idea to keep this on; especially if you have elven
> >boots!
>
> He's wearing heavy armor. These won't go up in any case.

then how does my stealth skill increase when i have scale mail on? :*|
 
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On 18 Apr 2004 13:54:24 -0700, in a fit of madness
necromancer_90@hotmail.com (Mechanoid) declared:

>R Dan Henry <danhenry@inreach.com> wrote in message news:<ku7480987rg3ceveeoiekclaf8klsqn4gl@4ax.com>...
>> On 17 Apr 2004 15:28:18 -0700, in a fit of madness
>> necromancer_90@hotmail.com (Mechanoid) declared:
>>
>> >> + Level 2 Throwing
>> >> + Level 3 Armour
>> >> - Level 3 Dodging
>> >NO! KEEP DODGING ON! IT IS NEARLY THE ONLY THING TO INCREASE YOUR
>> >EVASION!!!
>> >> + Level 1 Stealth
>> >ALWAYS a good idea to keep this on; especially if you have elven
>> >boots!
>>
>> He's wearing heavy armor. These won't go up in any case.
>
>then how does my stealth skill increase when i have scale mail on? :*|

Is it *elvish* scale mail by any chance?

--
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danhenry@inreach.com
 
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Mechanoid wrote:
> "Roman Sikorski" <roman18@NOSPAM.wp.pl> wrote in message news:<c5r6u6$h8r$1@atlantis.news.tpi.pl>...
>
>>It's my first post on this group, so I don't write to long post ;).
>>
>>I've never play with Xom, but it was fun.

It's enough that he plays with you :)

>>I don't like gods to pray and waiting for his staff.

but still some reliable powers, like Okawaru's haste or Makhleb's major
destruction are fun too.

>>Dungeon Crawl version 4.0.0 beta 26 character file.
>>
>>RomanS the Skirmisher (Demonspawn)
>>(Level 9 Chaos Knight)
>>// I like demonspawn for his mutations, you see....
>
> Me too! 8D

AOL!

>>Hit Points : -5/99 (dead) Magic Points : 11
>>AC : 21 Evasion : 8 Shield : 0
>
>
> You should try to get BOTH your evasion and your armor class up. If
> you can both evade hits, and take hits when you dont dodge them,
> you'll be saved VERY often, and thus live longer.

But with heavy armour you won't get your EV about 10 unless you're
wearing some rings of evasion, so maybe heavy armour+shield is a better
combo.

>> Inventory:
>>Hand weapons
>> a - the +8,+5 dagger of the Messenger (weapon)
>> Occasionally upon striking a foe it will discharge some electrical
energy
>> and cause terrible harm.
>> It protects you from poison.
>> It lets you levitate.
>> It lets you sense your surroundings.
>
>
> NICE!

but a dagger nonetheless. Better get something with more punch unless
you are into the stealth/stabbing game (in that case you need lighter
armour).

>> F - a +1 pair of elven boots (worn)
>> J - a +4 dwarven chain mail of positive energy (worn)
>> K - a +0 cloak of poison resistance (worn)
>
> elven boots give a stealth bonus, dwarven chain mail resists corrosion
> and gives a automatic +1,

isn't that +2 to armour skill? so it's an EV bonus mostly.

>>Jewellery
>
> drop multiples of rings, always keep one of a type that you find. as
> far as i know (AFAIK) having two rings of the same type on may not
> "stack" with eachother. (stacking is like 1+1=2)

They do. At least those with a numerical value, resist fire/cold and
rings of fire/ice will.

> ring of protection
> +3? Nice! Dont wear the ring of resist mutation as a demon spawn
> though - it *may* stop you from getting your mutations! o.0

AFAIK demonspawn mutations ignore amulet effects but Xom's cosmetic
mutations don't.

>>Books
>> t - a book of War Chants
>
> take off *heavy* armor and weapons (IE: Chainmail and battle-axes)
> when trying to memorize and cast spells. robes and dragon armors are
> the best armors to use while casting, because of their lightness. for
> your information (FYI) dragon armor is the best armor in the game, and
> not many other items can top it, so if you find some dragon armor do
> WHATEVER it takes to get it.

unless it's gold dragon armour and you're playing a spellcaster, or the
armour is still attached to the respective dragon.


>> + Level 2 Throwing
>> + Level 3 Armour
>> - Level 3 Dodging
>
> NO! KEEP DODGING ON! IT IS NEARLY THE ONLY THING TO INCREASE YOUR
> EVASION!!!

It doesn't train anyway when you're wearing heavy armour.

>> + Level 1 Stealth
>
> ALWAYS a good idea to keep this on; especially if you have elven
> boots!

see above.

>> + Level 1 Unarmed Combat
>
> get this up to do more damage when you head-butt something

and to get more head-butts (IIRC it's a skill+1/20 chance to get an
additional head-but when attacking something).


> Having horns on your head stops you from wearing a
> helmet, too, but provides another attack in battle. At good trade, if
> you ask me.

You can still wear hats (but not THE hat of the Alchemist) and caps.


Lars
 

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Mechanoid .-- .-. --- - . ---...

> take off *heavy* armor and weapons (IE: Chainmail and battle-axes)
> when trying to memorize and cast spells. robes and dragon armors are
> the best armors to use while casting, because of their lightness. for
> your information (FYI) dragon armor is the best armor in the game, and
> not many other items can top it, so if you find some dragon armor do
> WHATEVER it takes to get it.

Weaponry (except staves and artifacts) has no effect on spellcasting.
Dragon armour comes in many types, some of them are useful for spellcasters
some not. In fact only light armour has no negative effect on spellcasting,
heavy armour have always negative effect, AFAIR proportional to their
weight. See the classification at:
http://www.crawl.iconrate.net/defense.php#armor_ac_ev

--
Loonie
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http://www.crawl.iconrate.net
 
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Loonie <loonie2@tlen.pl> writes:

>Weaponry (except staves and artifacts) has no effect on spellcasting.

Yes they do. Weapons that have high delay value (IIRC higher than a
quarterstaff) make spellcasting harder.

-Jukka
--
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Lars Kecke .-- .-. --- - . ---...

>>> F - a +1 pair of elven boots (worn)
>>> J - a +4 dwarven chain mail of positive energy (worn)
>>> K - a +0 cloak of poison resistance (worn)
>> elven boots give a stealth bonus, dwarven chain mail resists corrosion
>> and gives a automatic +1,
> isn't that +2 to armour skill? so it's an EV bonus mostly.

When calculating AC it can be seen as bonus to Armour skill, but for EV
calculation only the genuine Armour skill value is taken (to neutralize the
EV value of body armour), so no EV bonus.


>>> if you find some dragon armor do
>> WHATEVER it takes to get it.
>
> unless ... the armour is still attached to the respective dragon.

LOL :)

--
Loonie
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Jukka Kuusisto .-- .-. --- - . ---...

> Yes they do. Weapons that have high delay value (IIRC higher than a
> quarterstaff) make spellcasting harder.

I might be wrong but isn't it like quarterstaff make spellcasting 30%
faster while all other weapons are normal (100%)?

--
Loonie
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Loonie <loonie2@tlen.pl> writes:

>Jukka Kuusisto .-- .-. --- - . ---...

>> Yes they do. Weapons that have high delay value (IIRC higher than a
>> quarterstaff) make spellcasting harder.

>I might be wrong but isn't it like quarterstaff make spellcasting 30%
>faster while all other weapons are normal (100%)?

Well, we'll have to wait for someone who knows the source to answer...
I recall that staves are no exception, their delay is just small
enough, just like short swords, for example.

-Jukka
--
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Loonie <loonie2@tlen.pl> growled:
> Jukka Kuusisto .-- .-. --- - . ---...

>> Yes they do. Weapons that have high delay value (IIRC higher
>> than a quarterstaff) make spellcasting harder.

> I might be wrong but isn't it like quarterstaff make spellcasting
> 30% faster while all other weapons are normal (100%)?

Afair I've _seen_ spellcasting get easier (checking failure rates)
after unwielding a weapon.

Why should a quarterstaff affect spellcasting any different than
other weapons?

--
Tina the Severer - the Favourite Plaything of the Relaxed Nebulous Grindstone
 
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T.Hall@railroad.robin.de (Tina Hall) writes:

>Afair I've _seen_ spellcasting get easier (checking failure rates)
>after unwielding a weapon.

I checked from
<http://www.eleves.ens.fr/home/grasland/crawl/spoilers/crawl_armours_013.txt>
and it says:
--------------
-- weapon_penalty is equal to 1.5 * (weapon_speed - 12), where weapon_speed
is the base attack delay of the weapon (10 for a weapon of with a base
attack delay of 100%, 12 for a short sword, 10 for a rod, etc.). This
value cannot be negative (0 is taken instead).
--------------

So weapons with delay greater than 130% hinder spellcasting (the bigger
the delay, the bigger the hinderance), other weapons don't affect it at all.

-Jukka
--
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Jukka Kuusisto .-- .-. --- - . ---...

> T.Hall@railroad.robin.de (Tina Hall) writes:
>
>>Afair I've _seen_ spellcasting get easier (checking failure rates)
>>after unwielding a weapon.
>
> I checked from
> <http://www.eleves.ens.fr/home/grasland/crawl/spoilers/crawl_armours_013.txt>
> and it says:
> --------------
> -- weapon_penalty is equal to 1.5 * (weapon_speed - 12), where weapon_speed
> is the base attack delay of the weapon (10 for a weapon of with a base
> attack delay of 100%, 12 for a short sword, 10 for a rod, etc.). This
> value cannot be negative (0 is taken instead).
> --------------
>
> So weapons with delay greater than 130% hinder spellcasting (the bigger
> the delay, the bigger the hinderance), other weapons don't affect it at all.

You have right of course, my idea about staves being special is taken from
ToME AFAIR. :)

--
Loonie
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