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[Stone Soup 0.3.3] YASDs Demonspawn Berserkers - 2 for One..

 
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kalirion

External


Since: Jan 07, 2008
Posts: 2



(Msg. 1) Posted: Mon Jan 07, 2008 10:01 pm
Post subject: [Stone Soup 0.3.3] YASDs Demonspawn Berserkers - 2 for One Special
Archived from groups: rec>games>roguelike>misc (more info?)

First of all I'd like to thank everybody who's responded to my
previous YASD / a rant about Abyss and how much I hate it. A lot of
great advice was offered, and since then my characters managed to
escape that horrible place TWICE! Once I was lucky and a portal was a
screen away, but who knows if I'd have made it without the wand of
digging. The second time I quickly put on my ring of teleportation
and, after burning through all my teleportation scrolls to get out of
dead ends (didn't have a wand of digging.... dumb) managed to find an
Altar of Lugonu. It would never have occurred to me to abandon the
jealous Trog if not for John Calver's advice! Of course both
characters soon met unrelated demises, but hey, that's Crawl for you!

Anyway, getting tired of Troll Berserkers being forced to pass up all
those nice armor goodies, I decided to try some Demonspawn Berserkers
for a change. In this postwe have my new Best and my third best
characters, the former having died just minutes ago. Both died
strictly from my carelessness.


First, The Best. This guy got some really nice finds, and some
pretty damn useful mutations. The +5 armour of the Dragon King
(Golden Dragon Armour, Magic Resistence) was by far my favorite armor
ever! First innate mutation immune poison, third one life from death
and destruction! Potion/other mutations were more of a hit and miss,
but still more hits than misses (though the bad-fitting armor probably
helped in my final demise.) And then, after reading through my 6th or
so deck of cards, The Shuffle.... Suddenly I was overloaded, my
wondrous strength was down to 8! Dexterity was up a ton which made
combat with swords fine, but I had to dump almost all of my gear!

Ah well, by this time I had cleared out Orc, Lair, Swamp, Hive, and
Vaults, and Crypt and down to Dungeon Level 23 or so. I cleared out
through 26, then decided to go pay those hated Elves a visit. I mean
hey, "incredible" magic resistance should make it a cakewalk, right?
And cakewalk it was right until the Vault at the end. That little
caster gauntlet at the beginning.... having to use up a ring slot for
levitation.... I know what you're thinking - I got overconfident, ran
right through, and died, right? Well almost. Twice the casters and
demons brought me down to ~25 or so health, and both times I managed
to blink/teleport to safety in time. Eventually I just said "screw
it", levitated, berserked, and killed the whole bunch. Lots of
experience, but not much useful loot....

Then I went to the Slime Pits, which had caused a few of my previous
deaths. Those really WERE a cakewalk by this time!

Then I went to the Tomb. Ran afoul of greater mummies. And died.
The thing is, had I berserked in time, I could have escaped that
battle at least, but I didn't. In early and mid game, I berserk at
the drop of a hat, but in the end game, even with a resist slowing, I
forget about that ability for soem reason. Dumb.

And here he is, my best char ever:

Dungeon Crawl Stone Soup version 0.3.3 (crawl-ref) character file.

755993 Kalirion the Swordfighter (level 26, -1/235 HPs)
Began as a Demonspawn Berserker on Jan 5, 2008.
Was an Elder of Trog.
Slain by a spectral warrior (5 damage)
... on Level 2 of the Tomb of the Ancients on Jan 6,
2008.
The game lasted 11:59:34 (122490 turns).

Kalirion the Swordfighter (755993 points)

Race : Demonspawn Res.Fire : + . . See Invis. : +
Class : Berserker Res.Cold : + . . Warding : .
Worship : Trog**** Life Prot.: + + . Conserve : .
Level : 26 Res.Poison: + Res.Corr. : .
Exp : 1064938 Res.Elec. : + Saprovore : . . .
Next Level : 1187199
Exp Needed : 122261 Sust.Abil.: . Rnd.Telep. : .
Spls.Left : 27 Res.Mut. : . Ctrl.Telep.: .
Gold : 10537 Res.Slow : . Levitation : .
Clarity : + Ctrl.Flight: .
HP : -1/235
MP : 24 Weapon : +4,+9 triple sword of
electrocution
Str : 10 Armour : +5 armour of the Dragon King
Int : 17 Shield :
Dex : 32 Helmet :
AC : 31 Cloak : +0 cloak of the King
Evasion : 6 Gloves : +0 pair of gloves
Shield : 0 Boots : cursed -1 pair of boots of
Wondrous Po
Amulet : amulet of the Four Winds
Play time : 11:59:51 Ring :
Turns : 122490 Ring : ring "Ciammiug"


You were on level 2 of the Tomb of the Ancients.
You worshipped Trog.
Trog was extremely pleased with you.
You were full.

You visited 13 branches of the dungeon, and saw 85 of its levels.
You visited 1 portal chamber (including bazaars).

Inventory:
Hand weapons
a - a +4,+9 triple sword of electrocution (weapon)
S - a cursed +1,+4 dagger of returning {@t1}
Armour
l - the +0 cloak of the King (worn)
(You found it on level 24 of the Dungeon)
It affects your strength (+3).
It affects your intelligence (+3).
It enhances your eyesight.
It lets you sense your surroundings.

y - the cursed -1 pair of boots of Wondrous Power (worn)
(You acquired it on level 2 of the Snake Pit)
It affects your dexterity (+3).
It has a curse placed upon it.
I - a +2 buckler of protection
K - a +3 elven robe
N - a +0 pair of gloves (worn)
X - the +5 armour of the Dragon King (worn)
(You found it on level 7 of the Vaults)
It amplifies your intrinsic magic resistance.

Magical devices
z - a wand of healing (2)
O - a wand of digging (Cool
Y - a wand of hasting (4)
Comestibles
i - 4 honeycombs
k - a royal jelly
q - 10 grapes
D - a pear
J - a beef jerky
Scrolls
e - a scroll of blinking
o - 3 scrolls of detect curse
p - 3 scrolls of identify
Jewellery
c - an uncursed ring of levitation
d - the ring of Robustness
(You found it on level 1 of the Tomb of the Ancients)
This ring either protects its wearer from harm or makes them more
vulnerable to injury, to a degree dependent on its power.
It affects your AC (+Cool.
f - an uncursed ring of regeneration
g - the amulet of the Four Winds (around neck)
(You found it on level 15 of the Dungeon)
This amulet protects its wearer from some forms of mental
confusion.
It partially protects you from negative energy.
It amplifies your intrinsic magic resistance.

h - an uncursed ring of teleport control
j - an uncursed ring of sustenance
m - an uncursed ring of teleportation
u - the ring "Ciammiug" (left hand)
(You bought it in a shop on level 10 of the Dungeon)
This ring allows its wearer to see those things hidden from view by
magic.
It affects your evasion (+3).
It partially protects you from negative energy.

A - an uncursed amulet of conservation {@P3}
B - the ring of Power
(You found it on level 1 of the Elven Halls)
This ring increases or decreases the mental ability of its wearer,
depending on the degree to which it has been enchanted.
It affects your intelligence (-3).
It affects your accuracy (+1).
It insulates you from electricity.
It amplifies your intrinsic magic resistance.

E - an uncursed amulet of resist slowing {@P1}
M - a +3 ring of strength
Potions
s - a potion of might
Magical staves
b - a rod of discovery (16/16)
(You found it on level 8 of the Vaults)
Miscellaneous
T - a lantern of shadows


You had 22 experience left.

Skills:
+ Level 18 Fighting
- Level 7 Short Blades
- Level 25 Long Blades
- Level 2 Axes
+ Level 3 Maces & Flails
+ Level 2 Darts
+ Level 9 Throwing
+ Level 15 Armour
+ Level 5 Dodging
- Level 1 Stealth
+ Level 3 Stabbing
+ Level 16 Shields
+ Level 15 Unarmed Combat
- Level 1 Spellcasting
+ Level 10 Evocations


You had 27 spell levels left.
You didn't know any spells.

Overview of the Dungeon

Branches:
Temple: D:6 Orc : D:11 Elf : Orc:4 Lair : D:11
Swamp : Lair:5 Slime : Lair:9 Snake : Lair:7 Hive : D:15
Vault : D:18 Blade : Vault:4 Crypt : Vault:2 Tomb : Crypt:3
Zot : D:27

Altars:
The Shining One: Snake:5
Kikubaaqudgha: Hive:3, Crypt:5
Yredelemnul: D:22, Lair:4
Xom: Snake:2
Okawaru: D:20
Makhleb: Elf:4
Sif Muna: Lair:4

Shops:
D:6: ( D:10: = D:16: ( Orc:3: ? Elf:7: [ Lair:5: % Lair:7: */
Snake:5: (
Vault:2: [ Vault:3: ( Vault:4: =

Portals:
Hell: D:22 D:23 D:24 D:25 D:26
Abyss: D:21 D:23 D:25 D:27
Pan: D:24


Innate Abilities, Weirdness & Mutations

Your system is immune to poisons.
You have a pair of small horns on your head.
You can draw strength from death and destruction.
You can channel magical energy from Hell.
You can drain life in unarmed combat.
You digest meat inefficiently.
You are immune to electric shocks.
Armour fits poorly on your badly deformed body.
Your vision is a little blurry.
You are robust (+10 percent hp).
You have very sharp teeth.
You are partially covered in ridged grey scales (AC + 2, Dex -1).

A stone staircase leading up.
You feel much better.
This wand has 2 charges left.
The greater mummy mumbles some strange words.
Something smites you!
The spectral warrior hits you but doesn't do any damage.
The vampire bites you but doesn't do any damage.
The hungry ghost hits you but doesn't do any damage.
The greater mummy hits you!
* * * LOW HITPOINT WARNING * * *
The stone giant skeleton hits you!
* * * LOW HITPOINT WARNING * * *
The spectral warrior hits you.
You die...

....Wn..........
....W............
L..M..#...#.....
.................
..................
...........$......
..................
........WMV.......
..?.....z@........
........Z.p.......
..............$..
.................
.............%.
.............
...#...#...
..?......
...

**********************************************************************************************

And now the my most recent (and third best) character. Also a
Demonspawn Berserker specializing in long swords. Also drew the
Shuffle to drop Strength (to 7 points now) while raising Dexterity.
Also died to carelessness.

This is actually the one I mentioned before that switched worship to
Lugonu. Trog surrouned me with Ogres and Giants a few times, but they
only served to add experience. For once I was glad about the berserk
mutation - really got me out of a few jams. And for once, one of my
(ex)Berserkes could cast spells! I started learning Divination and
Enchantment immediately, hoping to maybe eventually be able to cast
Haste and Identify. And then, a Hydra came upon me when I was slowed
down from a berserk. I should have hasted immidiately, but for some
reason I didn't. Tried to fight it with my dagger, and only realized
the error when was down to extremely low health. No time haste, had
to blink. And immediately blink again. Finally a (very short)
distance from the Hydra I hasted back to normal speed, and the damn
thing was right next to me. I was at 4 HP. Since I'm pretty sure the
Hydra has faster movement speed, I knew my only chance was to blink
again. Wound up right on the other side of the Hydra and
died........ Never even got the chance to find a vorpalizing scroll
for the awesome katana Trog had given me back in the orc caves.....

If only I'd found a SINGLE RESIST SLOWING AMULET that game! Actually,
if only I'd been smarter.........


Dungeon Crawl Stone Soup version 0.3.3 (crawl-ref) character file.

268718 Kalirion the Fencer (level 19, -5/149 HPs)
Began as a Demonspawn Berserker on Jan 7, 2008.
Was an Elder of Lugonu.
Slain by a hydra (7 damage)
... on Level 3 of the Vaults.
The game lasted 06:00:40 (57493 turns).

Kalirion the Fencer (268718 points)

Race : Demonspawn Res.Fire : + . . See Invis. : +
Class : Berserker Res.Cold : + . . Warding : .
Worship : Lugonu**** Life Prot.: . . . Conserve : +
Level : 19 Res.Poison: + Res.Corr. : .
Exp : 380441 Res.Elec. : + Saprovore : . . .
Next Level : 408099
Exp Needed : 27658 Sust.Abil.: . Rnd.Telep. : .
Spls.Left : 18 Res.Mut. : . Ctrl.Telep.: .
Gold : 2410 Res.Slow : . Levitation : .
Clarity : . Ctrl.Flight: .
HP : -5/149
MP : 18/21 Weapon : +2,+9 dagger "Embalmer" {@t1}
Str : 7 Armour : +0 swamp dragon armour
Int : 16 Shield : +2 buckler
Dex : 29 Helmet : +0 jewelled helmet of see
invisible
AC : 22 Cloak : +0 cloak of darkness
Evasion : 16 Gloves : +2 pair of gloves of strength
Shield : 6 Boots : +2 pair of boots
Amulet : amulet of conservation
Play time : 06:01:12 Ring : ring of protection from magic
Turns : 57493 Ring : +3 ring of dexterity


You were on level 3 of the Vaults.
You worshipped Lugonu.
Lugonu was extremely pleased with you.
You were full.

You visited 10 branches of the dungeon, and saw 50 of its levels.
You visited the Abyss 1 time.

Inventory:
Hand weapons
a - a +6,+8 katana
b - a +3,+9 falchion of speed
c - the +9,+9 Sword of Zonguldrok
(You found it on level 3 of the Swamp)
This dreadful weapon is used at the user's peril.

C - a +0,+0 orcish hand axe of returning
K - a +2,+1 blowgun
P - the +2,+9 dagger "Embalmer" (weapon) {@t1}
(Trog gifted it to you on level 4 of the Swamp)
It affects your evasion (+7).
It affects your dexterity (-1).
It makes you much less stealthy.

Missiles
G - 29 poisoned +0 needles
L - 10 +4 darts
O - 22 +0 dwarven darts
Armour
f - a +2 pair of gloves of strength (worn)
i - a +0 jewelled helmet of see invisible (worn)
z - a +2 pair of boots (worn)
B - a +0 swamp dragon armour (worn)
I - the +2 large shield of Joiler
(You found it on level 1 of the Vaults)
It affects your evasion (+4).
It affects your dexterity (+2).

M - a +2 buckler (worn)
Q - a +0 cloak of darkness (worn)
Magical devices
e - a wand of fire (7)
m - a wand of slowing (6)
o - a wand of polymorph other (3)
q - a wand of lightning (14)
s - a wand of frost (9)
w - a wand of hasting (2)
A - a wand of fireball (7)
D - a wand of paralysis (10)
E - a wand of fire (1)
R - a wand of lightning (9)
Comestibles
k - a cheese
l - 2 bread rations
v - 2 chokos
F - a pear
Scrolls
g - 2 scrolls of remove curse
p - a scroll of identify
u - a scroll of detect curse
Jewellery
d - an uncursed amulet of clarity
h - an uncursed ring of sustenance
r - an uncursed amulet of the gourmand
t - an uncursed amulet of resist corrosion {Resist Slowing}
x - an amulet of conservation (around neck)
H - a +3 ring of dexterity (left hand)
J - an uncursed ring of sustain abilities
N - an uncursed ring of levitation
T - a ring of protection from magic (right hand)
Potions
j - 6 potions of healing
y - 3 potions of heal wounds
Books
S - a book of Charms
Miscellaneous
n - a stone of earth elementals {@w1}


You had 8 experience left.

Skills:
+ Level 13 Fighting
- Level 9 Short Blades
+ Level 18 Long Blades
- Level 3 Axes
+ Level 6 Maces & Flails
+ Level 2 Darts
+ Level 4 Throwing
+ Level 7 Armour
- Level 9 Dodging
+ Level 2 Stealth
+ Level 2 Stabbing
+ Level 12 Shields
+ Level 1 Unarmed Combat
+ Level 2 Spellcasting
+ Level 1 Enchantments
+ Level 3 Divinations
+ Level 4 Evocations


You had 18 spell levels left.
You knew the following spells:

Your Spells Type Power Success
Level
a - Detect Secret Doors Divn ###....... Very Good 1
b - Detect Creatures Divn ###.... Good 2
c - Corona Ench #......... Fair 1


Overview of the Dungeon

Branches:
Temple: D:7 Orc : D:7 Elf : Orc:3 Lair : D:11
Swamp : Lair:7 Slime : Lair:7 Snake : Lair:5 Hive : D:15
Vault : D:15 Crypt : Vault:3

Altars:
Kikubaaqudgha: D:6
Okawaru: Orc:3
Beogh: D:10, Orc:3

Shops:
D:6: [ D:8: [ D:11: [ Orc:2: * Lair:10: + Swamp:1: (*+ Snake:1: +
%%


Innate Abilities, Weirdness & Mutations

Your flesh is heat resistant.
Your flesh is cold resistant.
You are immune to electric shocks.
You can channel magical energy from Hell.
You are partially covered in green scales (AC + 1).
Your natural rate of healing is unusually fast.
You tend to lose your temper in combat.
You are partially covered in black scales (AC + 1).


The hydra bites you!
* * * LOW HITPOINT WARNING * * *
The hydra misses you.
The hydra bites you but doesn't do any damage.
Use which ability? (? or * to list)
Space bends around you!
You blink.
* * * LOW HITPOINT WARNING * * *
You feel slightly less full.
Aim (? - help, Shift-Dir - shoot in a straight line)
You feel yourself speed up.
A metal wall.
An open door.
Use which ability? (? or * to list)
Space bends around you!
You blink.
* * * LOW HITPOINT WARNING * * *
You feel slightly less full.
You block the hydra's attack.
The hydra bites you but doesn't do any damage.
You block the hydra's attack.
You block the hydra's attack.
The hydra bites you!
You die...

Ah well.

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erisdiscordia

External


Since: Nov 15, 2007
Posts: 11



(Msg. 2) Posted: Wed Jan 09, 2008 3:17 am
Post subject: Re: YASDs Demonspawn Berserkers - 2 for One Special [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hiya!

> helped in my final demise.) And then, after reading through my 6th or
> so deck of cards, The Shuffle.... Suddenly I was overloaded, my

Because of this risk, I tend to avoid Changes and Wonders nowadays
unless trying to get rid of a really nasty mutation or unless I have
enough to have a decent chance of reversing a Shuffle.

At least, that's the theory. In practice, I'm a little more compulsive
than that. Wink


> right through, and died, right? Well almost. Twice the casters _and
> demons_ brought me down to ~25 or so health,

Backing up and waiting around a corner for *them* to come to *you* is
a good tactic for melee specialists against elves in general, but
considering the sometimes game-ending power of demons, it is
especially so against demonologists.


> Then I went to the Tomb. Ran afoul of greater mummies.

The Tomb is tough and often dangerous even for specialized anti-Tomb
builds; it is quite deadly for other characters, even if they are
tanks. On the rare occasions when I take such a character up against
the Tomb, not only do I postpone it until after the Hells and Zot:1-
Zot:4, I even tend to postpone it until after a Pan run. (And I still
sweat bullets.)


> (ex)Berserkes could cast spells! I started learning Divination and
> Enchantment immediately, hoping to maybe eventually be able to cast
> Haste and Identify.

Haste is powerful, but Identify is weak, especially for its level. The
game is balanced for characters unable to cast Identify, so Identify,
in turn, does not bring much of a benefit. It's a bit of a design
problem, though there are higher priority design problems out there.


> And then, a Hydra came upon me when I was slowed [...then I hasted, then...]
> thing was right next to me. I was at 4 HP. Since I'm pretty sure the
> Hydra has faster movement speed,

It doesn't -- it moves at the same speed as a normal-speed character,
and slowing + hasting = normal speed.

> I knew my only chance was to blink
> again. Wound up right on the other side of the Hydra and
> died...

Ugh. That's always embarrassing. Had something similar happen to me
just yesterday -- with twice or thrice as many beneficial blink
squares in view as detrimental ones, I decided to risk blinking when
fleeing from a Storm Dragon. (Spriggan, running Repel Missiles, down
to 40 HP.) Landed in the worst possible square, right next to the
bugger. Panicked, I just stepped away. Unfortunately, storm dragons
apparently read the ##crawl IRC channel, as he pulled the Stupid Shock
Trick on me and I was electifried in an instant.

Ah well.

> Ah well.

Indeed. Smile

e.

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Rachel Elizabeth Dillon

External


Since: Oct 18, 2007
Posts: 49



(Msg. 3) Posted: Wed Jan 09, 2008 5:13 pm
Post subject: Re: YASDs Demonspawn Berserkers - 2 for One Special [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-09, erisdiscordia <erik DeleteThis @sky.cz> wrote:
>> Then I went to the Tomb. Ran afoul of greater mummies.
>
> The Tomb is tough and often dangerous even for specialized anti-Tomb
> builds; it is quite deadly for other characters, even if they are
> tanks. On the rare occasions when I take such a character up against
> the Tomb, not only do I postpone it until after the Hells and Zot:1-
> Zot:4, I even tend to postpone it until after a Pan run. (And I still
> sweat bullets.)

I did it before most of that with my DSBe, but I ducked into Zot for
gold dragon armor. Making good use of stairs is _key_. You also need to
be prepared to deal with _lots_ of different curses; I burned a whole
lot of healing potions in there.

-r.
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kalirion

External


Since: Jan 07, 2008
Posts: 2



(Msg. 4) Posted: Wed Jan 09, 2008 8:53 pm
Post subject: Re: YASDs Demonspawn Berserkers - 2 for One Special [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> > And then, a Hydra came upon me when I was slowed [...then I hasted, then...]
> > thing was right next to me. I was at 4 HP. Since I'm pretty sure the
> > Hydra has faster movement speed,
>
> It doesn't -- it moves at the same speed as a normal-speed character,
> and slowing + hasting = normal speed.

That's strange, I'm sure I've had hydras hurt my Troll Berserkers when
they tried to run away at normal speed (unencumbered).
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erisdiscordia

External


Since: Nov 15, 2007
Posts: 11



(Msg. 5) Posted: Thu Jan 10, 2008 6:39 am
Post subject: Re: YASDs Demonspawn Berserkers - 2 for One Special [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 9, 7:13 pm, Rachel Elizabeth Dillon <rac... DeleteThis @akrasiac.org>
wrote:
> On 2008-01-09, erisdiscordia <e... DeleteThis @sky.cz> wrote:
>
> >> Then I went to the Tomb. Ran afoul of greater mummies.
>
> > The Tomb is tough and often dangerous even for specialized anti-Tomb
> > builds; it is quite deadly for other characters, even if they are
> > tanks. On the rare occasions when I take such a character up against
> > the Tomb, not only do I postpone it until after the Hells and Zot:1-
> > Zot:4, I even tend to postpone it until after a Pan run. (And I still
> > sweat bullets.)
>
> I did it before most of that with my DSBe, but I ducked into Zot for
> gold dragon armor. Making good use of stairs is _key_. You also need to
> be prepared to deal with _lots_ of different curses; I burned a whole
> lot of healing potions in there.
>
> -r.

Heh. Yes. Though I am sometimes accused of not minding tedium, it
really isn't the case, at least not universally, and so I prioritize
avoiding heavy stair-scumming over doing the Tomb relatively early.
But yes, it can be done much earlier than usual (assuming heavy stair-
scumming isn't usual, which may be a bad assumption) that way.

e.
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erisdiscordia

External


Since: Nov 15, 2007
Posts: 11



(Msg. 6) Posted: Thu Jan 10, 2008 6:43 am
Post subject: Re: YASDs Demonspawn Berserkers - 2 for One Special [Login to view extended thread Info.]
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On Jan 10, 5:53 am, kalir... RemoveThis @virginia.edu wrote:
> > > And then, a Hydra came upon me when I was slowed [...then I hasted, then...]
> > > thing was right next to me. I was at 4 HP. Since I'm pretty sure the
> > > Hydra has faster movement speed,
>
> > It doesn't -- it moves at the same speed as a normal-speed character,
> > and slowing + hasting = normal speed.
>
> That's strange, I'm sure I've had hydras hurt my Troll Berserkers when
> they tried to run away at normal speed (unencumbered).

The only case where hydras have faster than normal speed is in Crawl
4.1, an abortive attempt at continuing the development of the original
Crawl that preceded Stone Soup. I doubt that you'd end up playing 4.1
and getting that far without noticing what you were playing,
however. Smile So, I'm stumped.

In any case: no, all things being equal, you needn't worry about
getting sniped at while retreating from an adjacent hydra if you are
at normal speed. Note that heading up stairs gives your pursuers a
free turn, however.

e.
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cyrus.pilcrow

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Since: Nov 19, 2007
Posts: 15



(Msg. 7) Posted: Thu Jan 10, 2008 6:54 am
Post subject: Re: YASDs Demonspawn Berserkers - 2 for One Special [Login to view extended thread Info.]
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On Jan 10, 8:43 am, erisdiscordia <e... DeleteThis @sky.cz> wrote:
> On Jan 10, 5:53 am, kalir... DeleteThis @virginia.edu wrote:
>
> > > > And then, a Hydra came upon me when I was slowed [...then I hasted, then...]
> > > > thing was right next to me.  I was at 4 HP.  Since I'm pretty sure the
> > > > Hydra has faster movement speed,
>
> > > It doesn't -- it moves at the same speed as a normal-speed character,
> > > and slowing + hasting = normal speed.
>
> > That's strange, I'm sure I've had hydras hurt my Troll Berserkers when
> > they tried to run away at normal speed (unencumbered).
>
> The only case where hydras have faster than normal speed is in Crawl
> 4.1, an abortive attempt at continuing the development of the original
> Crawl that preceded Stone Soup. I doubt that you'd end up playing 4.1
> and getting that far without noticing what you were playing,
> however. Smile So, I'm stumped.
>
> In any case: no, all things being equal, you needn't worry about
> getting sniped at while retreating from an adjacent hydra if you are
> at normal speed. Note that heading up stairs gives your pursuers a
> free turn, however.
>
> e.

Unless I'm mistaken, hydras are faster than you in shallow water. At
the very least, chasing down fleeing hydras in the Swamp often seems
futile.
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cyrus.pilcrow

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Since: Nov 19, 2007
Posts: 15



(Msg. 8) Posted: Thu Jan 10, 2008 6:55 am
Post subject: Re: YASDs Demonspawn Berserkers - 2 for One Special [Login to view extended thread Info.]
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On Jan 10, 8:39 am, erisdiscordia <e....TakeThisOut@sky.cz> wrote:
> On Jan 9, 7:13 pm, Rachel Elizabeth Dillon <rac....TakeThisOut@akrasiac.org>
> wrote:
>
>
>
>
>
> > On 2008-01-09, erisdiscordia <e....TakeThisOut@sky.cz> wrote:
>
> > >> Then I went to the Tomb.   Ran afoul of greater mummies.
>
> > > The Tomb is tough and often dangerous even for specialized anti-Tomb
> > > builds; it is quite deadly for other characters, even if they are
> > > tanks. On the rare occasions when I take such a character up against
> > > the Tomb, not only do I postpone it until after the Hells and Zot:1-
> > > Zot:4, I even tend to postpone it until after a Pan run. (And I still
> > > sweat bullets.)
>
> > I did it before most of that with my DSBe, but I ducked into Zot for
> > gold dragon armor. Making good use of stairs is _key_. You also need to
> > be prepared to deal with _lots_ of different curses; I burned a whole
> > lot of healing potions in there.
>
> > -r.
>
> Heh. Yes. Though I am sometimes accused of not minding tedium, it
> really isn't the case, at least not universally, and so I prioritize
> avoiding heavy stair-scumming over doing the Tomb relatively early.
> But yes, it can be done much earlier than usual (assuming heavy stair-
> scumming isn't usual, which may be a bad assumption) that way.
>
> e.- Hide quoted text -
>
> - Show quoted text -

Suggest that "of Stairwell Abuse" be added to the list of randart
names.
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erisdiscordia

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Since: Nov 15, 2007
Posts: 11



(Msg. 9) Posted: Thu Jan 10, 2008 11:10 am
Post subject: Re: YASDs Demonspawn Berserkers - 2 for One Special [Login to view extended thread Info.]
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On Jan 10, 3:54 pm, cyrus.pilc....RemoveThis@gmail.com wrote:
> On Jan 10, 8:43 am, erisdiscordia <e....RemoveThis@sky.cz> wrote:
>
>
>
> > On Jan 10, 5:53 am, kalir....RemoveThis@virginia.edu wrote:
>
> > > > > And then, a Hydra came upon me when I was slowed [...then I hasted, then...]
> > > > > thing was right next to me. I was at 4 HP. Since I'm pretty sure the
> > > > > Hydra has faster movement speed,
>
> > > > It doesn't -- it moves at the same speed as a normal-speed character,
> > > > and slowing + hasting = normal speed.
>
> > > That's strange, I'm sure I've had hydras hurt my Troll Berserkers when
> > > they tried to run away at normal speed (unencumbered).
>
> > The only case where hydras have faster than normal speed is in Crawl
> > 4.1, an abortive attempt at continuing the development of the original
> > Crawl that preceded Stone Soup. I doubt that you'd end up playing 4.1
> > and getting that far without noticing what you were playing,
> > however. Smile So, I'm stumped.
>
> > In any case: no, all things being equal, you needn't worry about
> > getting sniped at while retreating from an adjacent hydra if you are
> > at normal speed. Note that heading up stairs gives your pursuers a
> > free turn, however.
>
> > e.
>
> Unless I'm mistaken, hydras are faster than you in shallow water. At
> the very least, chasing down fleeing hydras in the Swamp often seems
> futile.

Yes, you're right, that sounds like the most likely explanation for
the "getting outrun" incident.

(It's because wading in water slows you down, whereas it has no effect
on the speed of a hydra. Levitate or fly, and you won't be wading
anymore, so you'll be back to normal speed.)

e.
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