keith

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I am running a sprig poison mage and the deeper I go the more probs I
encounter with poison-resistant critters. I have no rod of anything so
what can I do? The only sprig I ran before was an air elementalist which
was a really good combo due to swiftness and levitation which allowed me
to escape most encounters. Shock is good too, as it bounces off the walls.
 
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Twisted One wrote:
> Erik Piper wrote:
> > The best strat is to play a *band. This will fulfill your goal of
> > boring yourself to death much more efficiently
>
> w0t?!

Heh. :)

"We" Czechs always say it's the duck that's shot who quacks the
loudest. ;-)

Erik
 
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keith wrote:
> On 6 Apr 2005 14:15:27 -0700, Erik Piper <erik@sky.cz> wrote:
>
>
> > Actually, rods are a very convenient all-in-one package; all sorts
of
> > powers in one little skill, and one that trains quite fast for most
> > races, and really fast for some. Spriggans are *unusually* talented
> > with Evocations. So don't think of it as "eating up skill points,"
> > think of it as "putting skill points in the bank." :)
>
> Well, I personally get high-sky values in Evocations if I don't turn
them
> off. Even when turned off, I still train in them. So I usually turn
them
> off. I was thinking of running a sprig Warper or Enchanter or
somesuch as
> the rod will then be my prime offensive weapon. It just seems a waste
as
> I'd like to raise Spellcasting usually and the highest of
> Spellcasting/Evocations determines the amount of my mana. So I
usually cut
> back on Evocations a little. I was thinking of warper because of the

> scarcity of teleportation scrolls :)

You might want to flip that and -- even for a Venom Mage -- let your
Evocations determine your mana and your Spellcasting raise gradually.
Don't get wrong; spellcasting is a very nice skill. But the power of
rods -- especially for someone who's not so good with conjurations --
has to be seen to be believed.

[summoner strategy?]
>
> > The best strat is to play a *band. This will fulfill your goal of
> > boring yourself to death much more efficiently, especially if you
> > choose a *band summoner on top of that. :p
>
> By *band you mean an Angband variant?

Angband or a variant, yes. Sorry for the lame joke, by the way. I
haven't played them much (you can guess why, I think), but I'd say the
best strategy in Crawl for a summoner, during the start, is to train up
spellcasting (by turning off summoning) to increase your spell points
so you can get quite a large cloud of small mammals around you, while
gradually collecting clubs, arrows, and
whatever-that-other-thing-is-that-can-be-converted-to-snakes, and
cautiously "spend" these when you encounter a difficult opponent. After
that, from what I can tell, things get better and better.

Keep in mind that:
* Vehumet provides four things that are very useful to summoners --
summoning books, lowered miscast probabilities, SP regeneration for
kills, and energy channeling
* You will receive less experience for your kills than if you were
killing by hand, so you will always be a bit XP-starved.

You might want to read over Tina Hall's summoner YAVP in the Google
Groups archive. Some good keywords to use for the search are, well,
tina, hall, summoner, and yavp. :)

> Also do you think we will have a multiplayer Crawl someday?

Most likely not. Roguelikes take poorly to multiplay, because of the
difficult problem of coordinating turns. Even moving down a corridor
may take 20 moves, and if you have to wait during each of those turns
for someone else who is fighting a hydra, etc. and thus needing to
think 30 seconds about each move, that's 10 minutes to move down a
corridor. So quite innovative solutions are needed to accomodate even
two players at a time in a roguelike, let alone 20 or 200.

There have been attempts at MMORs, however; see for example TOMEnet
(you can navigate there fairly easily I think by starting from the
address http://t-o-m-e.net).

The engine would probably have to be built from the ground up to
accomodate multiplay, and Crawl is not very easy to tinker with; the
code and its comments read more like a theological discussion than a
built-to-modify set of modules.

Erik
 
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Twisted One wrote:
> Erik Piper wrote:
> > Twisted One wrote:
> >
> >>Erik Piper wrote:
> >>
> >>>The best strat [for a Crawl summoner] is to play a *band. This
will fulfill
> >>>your goal of boring yourself to death much more efficiently
> >>
> >>w0t?!
> >
> > Heh. :)
> >
> > "We" Czechs always say it's the duck that's shot who quacks the
> > loudest. ;-)
>
> What's that mean -- that you've inferred I'm a *band player? :)

That would be like inferring that George W. Bush is the President. :)

Erik
 
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Erik Piper wrote:
> The best strat is to play a *band. This will fulfill your goal of
> boring yourself to death much more efficiently

w0t?!

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
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Erik Piper wrote:
> Twisted One wrote:
>
>>Erik Piper wrote:
>>
>>>The best strat is to play a *band. This will fulfill your goal of
>>>boring yourself to death much more efficiently
>>
>>w0t?!
>
> Heh. :)
>
> "We" Czechs always say it's the duck that's shot who quacks the
> loudest. ;-)

What's that mean -- that you've inferred I'm a *band player? :)

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
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keith <johndoe9485@yahoo.com> wrote in message news:<opsotqdyaua64ohw@p200>...

You've already got quite a few replies, so I'll just answer what I
can.

> Is worshipping Vehumet better than Sif Muna? Can Sif give you Vehumet's
> special books?

For a Venom mage turned Conjurer or Summoner - no contest. If you're
planning on other spell schools, then perhaps SM might be good.
Personally I find Sif Muna boring. :)

> BTW: What's a good strat for a summoner? It seems to me small mammals are
> best creatures to summon en masse.

It depends on whether you're using summoning as your primary means of
attack, or as defence. With the summoners I've played I've gone with
Summon small mammals until I can get Ice creatures. But that has been
with Deep elf summoners, and they gain spellpoints and Spellcasting
fast enough to make Small mammals quite powerful fairly quickly: when
you hit a certain level of spell power you get more creatures per
casting, in addition to nice colourful rats. 4MP then mean 8 rats and
various other critters, and that is enough to take out an Ogre or to
distract those pesky Orc Priests and Wizards.

As for transmutations, I wouldn't go that way with a spriggan, unless
you're starting out as a Transmuter. You need Fighting and Unarmed
Combat to really get the full use from Transmutations. The first
really powerful transmutation is Blade Hands, and to use that you need
a quite high skill.

Good luck with you Venom Mage. I find them pretty powerful in the
early game, but when you begin to run into poison resistant creatures
you need to have some other way of dealing with them. (Naga Venom
Mages are great fun, especially when you get Toxic radiance and can
use it without any ill effect. For yourself at least. :)

/Johan