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YASD - Nimble Spriggan -crawl-

 
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Janne Joensuu

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Since: Apr 04, 2006
Posts: 1



(Msg. 1) Posted: Tue Apr 04, 2006 6:55 am
Post subject: YASD - Nimble Spriggan -crawl-
Archived from groups: rec>games>roguelike>misc (more info?)

Dungeon Crawl version 4.0.0 beta 26 character file.


Sourcery the Nimble

Race : Spriggan Res.Fire : + . . See Invis. : +
Class : Stalker Res.Cold : . . . Warding : .
Worship : Okawaru Life Prot.: . . . Conserve : .
Level : 15 Res.Poison: . Res.Corr. : .
Exp : 122539 Res.Elec. : . Gourmand : .
Next Level : 137149
Exp Needed : 14610 Sust.Abil.: . Rnd.Telep. : .
Spls.Left : 1 Res.Mut. : . Ctrl.Telep.: .
Gold : 290 Res.Slow : . Levitation : .
Clarity : . Ctrl.Flight: +

I did awesomely well in this game. I never, NEVER, got this far with any
of my earlier characters. Sourcery almost died many, many times, and I
was forced to enter areas that seemed too challenging. He had bad luck
with weapons, but somehow could handle about half the fights he got
into. Then, at last, Okawaru granted him a gift that truly was godly,
divine.
a - a +9,+7 quick blade
I was wondering how to continue from there, as I had both Scroll of
Enchant Weapon III and a scroll of Vorpalize Weapon. I should probably
have done something, but I doubt it would have made a difference.


HP : 0/78
MP : 32/35
Str : 10 Weapon : +1,+3 falchion "Ufyfi"
Int : 18 Armour : +5 robe (R-fire)
Dex : 24 Shield : +2 buckler
AC : 8 Helmet : +1 elf cap (see invis)
Evasion : 24 Cloak : +0 cloak
Shield : 5 Gloves :
Boots :
Play time : 08:25:32 Amulet : amulet of controlled flight

I'm not sure if I left the game running. The game consumed hours, any
way. His main tactic was to Sting, then run away. Later, he threw flames
to the floor in front of his enemies, or Sticky Flames on the creatures
themselves. Slime Creatures are stupid enough to advance towards him
through the flaming clouds, and to retreat through them as well. Very Happy

Turns : 57440 Ring : +6 ring of strength
Ring : +4 ring of dexterity

The ring of strenth was an early find. I never took it off. I only
raised strength once, at the last level-up I could choose a stat to
raise, because I hoped to be ready if and when I found something worth
wearing. Lair had nothing.

You are in the Elven Halls.

A mistake, but I didn't know where to go. Lair was cleared. I had no
poison resistance, my short trip to Slime Pit was frightening, the next
level of main dungeon had a tribe of Yaktaurs in it and I had just
learned Deflect Missiles and couldn't cast it effectively... And I
didn't seem to find any sense in the Orcish Mines. It couldn't have been
only four levels deep, could it?

You worship Okawaru.
Okawaru is exalted by your worship.
You are not hungry.

Inventory:
Hand weapons
a - a +9,+7 quick blade
b - the +5,+3 short sword of World's End
A truly terrible weapon, it drains the life of those it strikes.
It insulates you from electricity.
It lets you go berserk.
It lets you sense your surroundings.
It causes teleportation.

*Another Okawaru's gift. The teleport was useful, especially in Orcish
Mines, and helped me to find new areas in Lair as well. I never
berserked, and never noticed any difference when using sense
surroundings.

l - a +3,+3 dagger of electrocution
v - the +1,+3 falchion "Ufyfi" (weapon)
It inflicts no extra harm, but heals its wielder somewhat when he or
she
strikes a living foe.
It affects your evasion (+7).
It affects your strength (-3).
It makes you much more stealthy.

* This must have been another reason for me to increase strength. If I
only wanted to cast spells, which often seemed to be the only option,
this was very, very useful. I hoped it would protect against the arrows
of the Elven Knights, but it didn't.

N - a +5,+3 short sword of protection
* My early weapon. Saved me, but I just couldn't deal enough damage.

Armour
n - a +0 elven robe of magic resistance
* Okie.
z - a +2 buckler (worn)
* very, very useful. Although I don't understand how I could block the
large stones the giants threw at me. Very Happy

B - a +5 robe of fire resistance (worn)
* Found as +4, with nothing special before it.

G - a +1 elven cap of see invisible (worn)

* My best headgear, after unfortunate meeting with *an* Oklob Plant. I'm
sorry for you who had to suffer through a forest of them. +2 Wizard's
Hat wasn't that good, either, but it was better than this.
Z - a +0 cloak (worn)
Magical devices
d - a wand of magic darts (16)
g - a wand of fireball (3)
i - a wand of paralysis (3)
j - a wand of cold (3)
r - a wand of digging (1)
x - a wand of teleportation (5)
H - a wand of fireball (7)
I - a wand of lightning (Cool
P - a wand of slowing (7)
V - a wand of hasting (0)
W - a wand of digging (6)
X - a wand of disintegration (4)

*I had used the last charge from \haste just before, but it wasn't
enough. Okie's healing didn't heal me enough, I was out of healing
potions, and the bow-wielding elf knight was in full health IIRC. And I
was afraid to "waste" a turn teleporting... It mightn't have saved me,
but it was one chance I didn't use.

Comestibles
e - a bread ration
w - a sausage
R - 4 strawberries
T - a lychee
U - 2 chunks of elf flesh
Scrolls
h - a scroll of detect curse
u - 2 scrolls of identify
L - a scroll of magic mapping
M - a scroll of teleportation

* I had hoped the magic mapping could help me advance further in the Orc
Mines.

Jewellery
k - a +6 ring of strength (right hand)
m - a ring of regeneration
p - a ring of protection from cold
s - a +4 ring of dexterity (left hand)
A - a ring of fire
J - a ring of levitation
O - an amulet of controlled flight (around neck)

* I bought the resCold from a shop. I never used the regeneration or
levitation. I think I had some duplicates stashed in Lair 1.

Potions
c - a potion of levitation

o - a potion of experience
q - a potion of degeneration
t - a potion of magic
* not id'd

y - a potion of invisibility
C - a potion of healing
* I thought I hadn't have these any more. The healing seemed to be too
little, any way.
E - 2 potions of speed
Q - a potion of might
Books
D - a book of Wizardry
F - a book of the Sky
* I had bought these and some fire book (cloud of fire, sticky flames,
fireball) from a shop I had visited several times. Wizardy was useless,
although Detect Creatures might've helped me to get further in Orc
Mines. The Sky was bought solely for Deflect Missiles. I found shops,
but nothing good, and I was getting desperate.
*I had found Geomancy and something of Necromany, and they were now
stashed.

Magical staves
f - a staff of earth
* Power and Ice stashed.

You have 6 experience left.

Skills:
+ Level 7 Fighting
- Level 11 Short Blades
- Level 1 Darts
+ Level 15 Dodging
- Level 7 Stealth
- Level 3 Stabbing
- Level 3 Shields
+ Level 5 Traps & Doors
- Level 3 Unarmed Combat
+ Level 11 Spellcasting
- Level 12 Conjurations
- Level 7 Enchantments
- Level 1 Necromancy
+ Level 7 Fire Magic
- Level 1 Air Magic
+ Level 2 Earth Magic
- Level 11 Poison Magic
+ Level 3 Invocations
- Level 2 Evocations

*I had had horns at some point, and then identified Cure Mutations. That
made Unarmed Combat even less useful, so I turned it off. Stealth was
off since 5, I think. I used Sting very, very much, at everything
possible. And to many things that weren't affected.


You have one spell level left.
You know the following spells:

Your Spells Type Success
Level
a - Sting Poison/Conjuration Excellent 1
* It could kill anything. Orcs up to Warlords, all Elves I encountered,
most things in the Lair...
b - Sure Blade Enchantment Great 2
* hardly ever used
c - Conjure Flame Fire/Conjuration Great 3
* Wall of fire keeps them at bay while the poison eats them from inside.
Also, wonderful against many things slower than me, and any creatures
dumb enough to advance and retreat the shortest rout.
d - Vampiric Draining Necromancy Good 3
* I hoped this would've packed more punch. Of course, I was very bad at
Necromancy, so the healing wasn't enough, especially as it was so much
slower than just hacking' at 'em with a Quick Blade.
f - Throw Flame Fire/Conjuration Excellent 2
* Learned for the things Poison didn't affect. Wasn't used much any
more, as I could fight most things, had used to use Conjure Flame
better, and got unresistable Stone Arrow.
m - Silence Air/Enchantment Very Good 3
* From the Air book, to increase my chance of deflecting missiles and to
protect me from the evil elf mages.
n - Projected Noise Enchantment Great 2
* Wasted on me. Only cast it a few times after I had learned it. I
wasn't weak or stealthy enough to be able to use it, and I was afraid to
do anything to wake up e.g. Wraiths when I was already too deep to be
comfortable - because I had had to dive down from level I wasn't
comfortable in!
r - Regeneration Enchantment/Necromancy Very Good 3
* Saved me few times, but wasn't used much.
s - Stone Arrow Earth/Conjuration Great 3
B - Fireball Fire/Conjuration Fair 6
* With Ring of Fire, this baby finally got me rid of an Oklob Plant.
Whew...
C - Mephitic Cloud Poison/Air/Conjuration Great 3
S - Sticky Flame Fire/Conjuration Great 4
* If you can't Sting it, Burn it.

Mutations & Other Weirdness
You are agile (Dex +1).
* Potion of Gain Dex isn't what I thought it to be...

Last Messages

Use which ability? (? or * to list)
Which direction?
You are healed.
You feel slightly more hungry.
The deep elf knight shoots an arrow.
The arrow hits you!
You die...

{{{{...)..{{.....................
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............{{.........).?......{{
...........ee{.................{{{
.........................)))..{{{{
...........................{{{{{
..........)e......).).....{{{{{
................)........{{{{{
............@............{{{{
........................)<{.
...........................
##########################


Vanquished Creatures
3 orc warlords (D:15 Orc:3 Orc:4)
* D15 had an orc investation, and an 'Orcish idol'. 8. I was afraid at
first.

An azure jelly (Slime:1)
* Quick venture, quick retreat.

A stone giant (Orc:4)
Jozef (D:15)
7 hydras (Lair:4 D:15 Lair:7 Lair:9 Vault:2)
* They run through clouds of fire. No challenge at all, I just had to
align myself correctly.

2 rakshasas (D:15 Vault:2)
A griffon (Lair:Cool
An orc high priest (D:15)
* I hadn't even noticed him. Bah, Sting kills 'em all.

2 centaur warriors (Vault:1 Vault:2)
* I didn't have too much trouble in Vaults, even without any missile
protection and these few nasty Centaurs and their buddies. Poison 'em
all.

2 elephant slugs (Lair:5 Lair:7)
A giant amoeba (Slime:1)
An ice devil (Elf:1)
5 unseen horrors (D:9 D:10 D:12 D:13 Vault:2)
* I'm a Spriggan! I can Sting 'em!

4 deep elf knights (Elf:1 Orc:3)
* Much worse than I thought. I could melee most things by this point,
even if it was risky. Encountering the third one, with a bow!, when I
already had two on my tail was just nasty, and I didn't realize it soon
enough.

An elf (shapeshifter) (Vault:1)
* I had insane luck with shapeshifters. I never even thought they were
out of depth, before the corpse was of wrong colour.

5 hill giants (D:11 D:12 D:14 Vault:1)
3 orc knights (D:15 Orc:4)
Erolcha (D:10)
An oklob plant (Lair:6)
* Nasty. And I mean it!

4 orc sorcerers (D:15 Orc:2 Orc:4)
* These, on the other hand, didn't do much. I Stinged 'em and threw some
fire at them, and they died while I danced away with the demons on my
heels.

6 black snakes (Lair:5 Lair:6 Lair:7 Lair:Cool
A wolf spider (D:16)
* Oh, this was supposed to be tough? I had just acquired the Quick Blade
of Doom, I didn't notice.

2 mimics (Vault:1 Vault:2)
28 slime creatures (D:11 D:12 D:15 Vault:1 Vault:2)
A slime creature (shapeshifter) (Elf:1)
* Yep, some luck in here.

Michael (D:13)
15 giant brown frogs (Lair:1 Lair:2 Lair:4 Lair:5 Lair:7)
A griffon skeleton (Vault:1)
2 cyclopes (D:12 D:13)
2 komodo dragons (Lair:6 Lair:Cool
3 giant snails (Lair:5 Lair:7 Lair:9)
6 ugly things (D:13 Vault:1)
10 spiny frogs (Lair:2 Lair:3 Lair:6 Lair:4 Lair:7)
Psyche (D:10)
7 trolls (D:13 D:14 Vault:1 D:15 Vault:2)
Donald (D:12)
A polar bear (Lair:Cool
14 blink frogs (Lair:5 Lair:8 Lair:10 Lair:9)
* Lair was a big one, reaching down to level 10. No jewellery, but lots
of useless wands, some potions, not bad. It just wasn't enough.
Thankfully, most things could be poisoned.

3 giant goldfish (D:13)
A vampire (D:14)
* Nasty one. I couldn't poison him, and the level was open. After a few
reruns, I cast Sticky Flames on him, and then he died.

2 firedrakes (Lair:10 Lair:9)
3 two-headed ogres (D:15 D:14)
3 deep elf conjurers (Elf:1)
7 hippogriffs (D:11 Lair:3 Lair:2 Lair:6 Lair:5)
A hungry ghost (D:15)
3 deep elf summoners (Elf:1)
11 giant slugs (Lair:1 Lair:4 Lair:5 Lair:3 Lair:10)
A wood golem (D:12)
40 yaks (Lair:1 Lair:2 Lair:4 Lair:6 D:14)
A cyclops skeleton (Vault:2)
2 giant blowflies (D:12 Vault:1)
5 deep elf fighters (Elf:1)
A soldier ant (D:11)
A wraith (D:15)
2 manticores (D:11 D:12)
6 wyverns (D:9 D:10 D:13 D:15 Vault:1)
14 big kobolds (D:7 D:14)
A phantom (D:6)
3 deep elf priests (Elf:1)
An elf (Lair:7)
10 giant lizards (Lair:2 Lair:3 Lair:6 Lair:7 Lair:Cool
3 ice beasts (D:10 D:13)
16 ogres (D:5 D:6 D:9 D:11 D:13)
4 gila monsters (Lair:3 Lair:5 Lair:4 Lair:7)
11 centaurs (D:6 D:9 D:12 D:11 Vault:2)
A necrophage (D:11)
6 war dogs (Lair:1)
22 giant frogs (D:6 D:7 D:8 D:9 Lair:2)
2 yellow wasps (D:14 D:15)
2 boring beetles (Lair:9 Lair:10)
3 wargs (Orc:2 Orc:4)
37 orc warriors (D:7 D:8 D:9 D:11 D:12)
12 brown snakes (Lair:2 Lair:1 Lair:5 Lair:6 Lair:10)
2 eyes of draining (D:11 D:13)
9 deep elf magi (Elf:1)
A steam dragon (D:10)
3 jellyfish (D:13)
A small abomination (Lair:7)
A cyclops zombie (Vault:1)
20 killer bees (D:9 D:10 D:13)
7 big fish (D:13)
A yaktaur zombie (Vault:2)
11 imps (D:7 D:8 D:9 D:11 D:13)
33 orc priests (D:3 D:5 D:9 D:12 D:15)
15 hounds (D:4 D:5 D:7 D:8 D:9)
An orange rat (D:14)
3 giant beetles (D:6 D:14)
33 orc wizards (D:5 D:8 D:11 D:12 D:13)
2 scorpions (D:4 D:9)
11 deep elf soldiers (Elf:1)
6 giant ants (D:4 D:5 D:10 D:11)
A yak zombie (Vault:1)
7 electrical eels (Lair:5 Elf:1)
9 giant iguanas (D:9 Lair:1 Lair:2 Lair:3 Lair:4)
24 sheep (Lair:7 Lair:6 Lair:5)
Ijyb (D:2)
A two-headed ogre zombie (D:14)
3 jellies (D:11 D:13)
8 giant centipedes (Lair:1 Lair:2 Lair:5 D:14 Vault:1)
21 snakes (D:2 D:3 D:5 D:7 D:Cool
2 big kobold zombies (D:5 D:12)
A lemure (Elf:1)
A wyvern zombie (D:13)
6 giant mites (D:2 D:3 D:5 Lair:2 Lair:Cool
A white imp (Elf:1)
7 worms (D:3 D:7 Lair:1 Lair:Cool
85 green rats (Lair:1 Lair:2 Lair:3 Lair:4 Lair:5)
3 mummies (D:8 D:9 D:12)
2 giant frog zombies (D:7 D:10)
Terence (D:2)
An ooze (D:2)
Jessica (D:4)
2 giant eyeballs (D:8 D:15)
2 scorpion zombies (D:5 D:Cool
5 ufetubi (Elf:1)
5 giant cockroaches (D:1 D:2 D:6 D:15)
10 giant geckos (D:4 D:5 D:7 D:8 Lair:1)
94 grey rats (Lair:1 Lair:2 Lair:3 Lair:4 Lair:7)
21 hobgoblins (D:1 D:2 D:3 D:4 D:6)
27 jackals (D:3 D:5 D:7 D:10 Lair:1)
44 kobolds (D:1 D:2 D:3 D:4 D:6)
154 orcs (D:3 D:4 D:5 D:6 D:7)
17 quokkas (D:2 D:3 D:4 D:6 D:Cool
6 small snakes (D:1 D:2 D:6 D:11)
A butterfly zombie (D:15)
4 fake rakshasas (D:15 Vault:2)
* I could see through that illusion. these were the slightly transparent
ones, or something. I StickyFlamed the original one, of course.

51 giant bats (D:1 D:2 D:3 D:4 D:5)
11 giant newts (D:1 D:2 D:3 D:4 D:5)
35 goblins (D:1 D:2 D:3 D:4 D:5)
A goblin zombie (Orc:4)
3 orc zombies (D:6 D:8 Orc:4)
38 rats (D:1 D:2 D:3 D:4 D:6)
6 fungi (D:8 Lair:5 Lair:1 Lair:7 Lair:9)
9 plants (Lair:2 Lair:3 Lair:6 Lair:7 Lair:4)

1282 creatures vanquished.


I'm kind of proud of him. Lots of hardships, the last glorious moments
where the small guy could gut his way through the big'uns, and then the
feeling of creeping doom as everything was too challenging. Very
enjoyable game. Maybe I'll try a Kobold next, I had some food problems
in this game. Very Happy

I'm afraid my headers are screwed up, but oh well.

Janne )'( Joensuu,
Endoperez

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Erik Piper

External


Since: Mar 21, 2005
Posts: 395



(Msg. 2) Posted: Tue Apr 04, 2006 6:55 am
Post subject: Re: YASD - Nimble Spriggan -crawl- [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Janne Joensuu wrote:

> You are in the Elven Halls.
>
> A mistake, but I didn't know where to go.

Some level 15 characters are entirely ready for the Halls, but yeah,
this one may not have been ready in any case.

> I had no poison resistance

The Snake Pit would still have been an option -- you'd dodge nagas'
poison spit most of the time, and survive it easily the rest of the
time, and the relative lack of edible food would be bearable due to a
Spriggan's slow metabolism.

> my short trip to Slime Pit was frightening,

At 15th level, it would be!

> learned Deflect Missiles and couldn't cast it effectively... And I
> didn't seem to find any sense in the Orcish Mines. It couldn't have been
> only four levels deep, could it?

It is.

> Inventory:
> Hand weapons
> a - a +9,+7 quick blade
> b - the +5,+3 short sword of World's End
> A truly terrible weapon, it drains the life of those it strikes.
> It insulates you from electricity.
> It lets you go berserk.
> It lets you sense your surroundings.
> It causes teleportation.
>
> *Another Okawaru's gift. The teleport was useful, especially in Orcish
> Mines, and helped me to find new areas in Lair as well. I never
> berserked, and never noticed any difference when using sense
> surroundings.

Sense Surroundings Evocations tend to be fairly short-ranged.

> v - the +1,+3 falchion "Ufyfi" (weapon)
> It inflicts no extra harm, but heals its wielder somewhat when he or
> she
> strikes a living foe.
> It affects your evasion (+7).
> It affects your strength (-3).
> It makes you much more stealthy.
>
> * This must have been another reason for me to increase strength. If I
> only wanted to cast spells, which often seemed to be the only option,
> this was very, very useful. I hoped it would protect against the arrows
> of the Elven Knights, but it didn't.

They're very accurate.

> * My best headgear, after unfortunate meeting with *an* Oklob Plant. I'm
> sorry for you who had to suffer through a forest of them.

Actually, the forest is less dangerous for your gear than one plant is,
as it's clear in advance that something is "wrong."


> Potions

> o - a potion of experience

The extra couple HP on levelup would have effectively healed you a
little bit. I suppose you were saving it for just after a levelup, but
using it early is better than dying. Or if you just hadn't ID'd it,
well, situations like this are why I quaff-test potions almost
immediately. Smile

> C - a potion of healing
> * I thought I hadn't have these any more. The healing seemed to be too
> little, any way.

After the opening, it really is.

> Magical staves
> f - a staff of earth
> * Power and Ice stashed.

For a Conjurations-based character, Power might've still made sense as
a mainline weapon.

> 4 deep elf knights (Elf:1 Orc:3)
> * Much worse than I thought. I could melee most things by this point,
> even if it was risky. Encountering the third one, with a bow!, when I
> already had two on my tail was just nasty, and I didn't realize it soon
> enough.

They're even worse sometimes when you can't see invisible.

> 14 blink frogs (Lair:5 Lair:8 Lair:10 Lair:9)
> * Lair was a big one, reaching down to level 10.

It always reaches down to level 10.

Good luck with your next dive!

e.

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Erik Piper

External


Since: Mar 21, 2005
Posts: 395



(Msg. 3) Posted: Tue Apr 04, 2006 8:44 am
Post subject: Re: YASD - Nimble Spriggan -crawl- [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Janne Joensuu wrote:
> On 4 Apr 2006 05:55:06 -0700, Erik Piper wrote:

> > The extra couple HP on levelup would have effectively healed you a
> > little bit. I suppose you were saving it for just after a levelup, but
> > using it early is better than dying. Or if you just hadn't ID'd it,
> > well, situations like this are why I quaff-test potions almost
> > immediately. Smile
>
> I hadn't identified it. And I thought it'd be better to wait until I had
> two of the same kind. I quess there's no reason to wait, then.

There's plenty of reason to wait -- potions of mutation and cure
mutation. That's why there's two camps on this. Confused yet? Smile

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Janne Joensuu

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Since: Apr 04, 2006
Posts: 1



(Msg. 4) Posted: Tue Apr 04, 2006 12:55 pm
Post subject: Re: YASD - Nimble Spriggan -crawl- [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 4 Apr 2006 05:55:06 -0700, Erik Piper wrote:

> Janne Joensuu wrote:


>> I had no poison resistance
>
> The Snake Pit would still have been an option -- you'd dodge nagas'
> poison spit most of the time, and survive it easily the rest of the
> time, and the relative lack of edible food would be bearable due to a
> Spriggan's slow metabolism.

Wow, I hadn't even noticed that. Spriggans seem very, very good right
now. And very fragile, but nothing's perfect...

>> * My best headgear, after unfortunate meeting with *an* Oklob Plant. I'm
>> sorry for you who had to suffer through a forest of them.
>
> Actually, the forest is less dangerous for your gear than one plant is,
> as it's clear in advance that something is "wrong."

Might be. However, this particular plant was somehow between me and the
stairway, and I had very small area to move safely in. It was very, very
nasty feeling.

>> Potions
>
>> o - a potion of experience
>
> The extra couple HP on levelup would have effectively healed you a
> little bit. I suppose you were saving it for just after a levelup, but
> using it early is better than dying. Or if you just hadn't ID'd it,
> well, situations like this are why I quaff-test potions almost
> immediately. Smile

I hadn't identified it. And I thought it'd be better to wait until I had
two of the same kind. I quess there's no reason to wait, then.

>> Magical staves
>> f - a staff of earth
>> * Power and Ice stashed.
>
> For a Conjurations-based character, Power might've still made sense as
> a mainline weapon.

I wanted to think of him more as a melee fighter, but you are probably
right.

>> 4 deep elf knights (Elf:1 Orc:3)
>> * Much worse than I thought. I could melee most things by this point,
>> even if it was risky. Encountering the third one, with a bow!, when I
>> already had two on my tail was just nasty, and I didn't realize it soon
>> enough.
>
> They're even worse sometimes when you can't see invisible.

Shocked
Wow, Spriggans have really, REALLY good starting abilities. Maybe not
for fighters, but... *shudder*

>> 14 blink frogs (Lair:5 Lair:8 Lair:10 Lair:9)
>> * Lair was a big one, reaching down to level 10.
>
> It always reaches down to level 10.

Surprising. I had always thought Orcish Mines would be much bigger. And
this was the first time I cleared Lair, although I think I've died to a
Hydra before.

> Good luck with your next dive!

I'd like to say I won't need it, but in this case... Very Happy


Janne )'( Joensuu,
Endoperez
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Erik Piper

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Since: Mar 21, 2005
Posts: 395



(Msg. 5) Posted: Wed Apr 05, 2006 3:36 am
Post subject: Re: YASD - Nimble Spriggan -crawl- [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

J.M. Joensuu wrote:
> On 4 Apr 2006 08:44:39 -0700, Erik Piper wrote:
>
> > Janne Joensuu wrote:
> >> On 4 Apr 2006 05:55:06 -0700, Erik Piper wrote:

> BTW, what does the twisted body-mutation do to Spriggans?

The same as to anyone: it halves the base AC from body armour, then
rounds up. It doens't reduce pluses. Since Spriggans can only wear
robes, animal skins, and dragon armours, this is usually irrelevant,
especially in light of the fact that the light dragon armours are
unimpressive and the heavy ones use Armour skill, which is not at all a
Spriggan's forte.

However, even "meaningless" mutations can be meaningful, as they can
get in the way when trying to remove a bad mutation, or when hoping not
to remove a good mutation while removing a bad mutation. Note that
generally the harder a mutation is to get, the harder it is to get rid
of; you can find a list of mutation rarities in the code.

> What about horns, or hooved feet?

You are even more unable to wear boots and metal headgear than before.
Smile In other words, nothing. However, if you do melee with your
spriggan, you will now find yourself pouring XP into Unarmed Combat
whether you want to or not. Generally that's not SUCH a bad thing, but
if your XP are spread out too thin already, it might be.

> They already won't be able to use helmets, body
> armor other than robes or boots, so in theory they'd make pretty
> interesting unarmed fighters... IF they had infinite access to mutation
> source.

Infinite, or sufficiently large finite -- for example random !oM PLUS
mutagenic corpses distilled into !oM using Fulsome Distillation PLUS
decks -- plus some luck.

> Some kind of Alter Self self-mutation session

That's the simplest path.

> about those earlier. Is that more of a specialized game, like HaHu,

Not sure what you mean here.

> or
along the lines of Mummy SifMunite who first gets all the books, then
> out-waits the wrath, then joins another religion?

Sif Muna protects you from Transmigrations miscast-glow (more evil than
most schools' miscast-glow), but you can avoid the necessity by just
arranging a low failure rate on the spell in the first place.

Each casting of Alter Self does lots of damage to you, although it will
never kill you IIRC. So you have to spend lots of time resting up
between castings. Fortunately Spriggans have a slow metabolism. If you
can cast ToD, you can sit around in it during the resting so you're not
forced to walk around and kill stuff allatime to be able to rest, not
to mention the increased safety. On the other hand, you'll want to kill
things for food--hopefully you'll have an AotG by this point. You may
also want Passwall so you can hop into and out of your hidey hole for
your hunting trips instead of always breaking/remaking it.

Spriggans' slow metabolism could be nice for waiting out SM's anger,
but Spriggans have excellent Transmigrations aptitude, so getting skill
up enough to not need her help is also easier than usual.

e.
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J.M. Joensuu

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Since: Apr 05, 2006
Posts: 6



(Msg. 6) Posted: Wed Apr 05, 2006 6:55 am
Post subject: Re: YASD - Nimble Spriggan -crawl- [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 4 Apr 2006 08:44:39 -0700, Erik Piper wrote:

> Janne Joensuu wrote:
>> On 4 Apr 2006 05:55:06 -0700, Erik Piper wrote:
>
>>> The extra couple HP on levelup would have effectively healed you a
>>> little bit. I suppose you were saving it for just after a levelup, but
>>> using it early is better than dying. Or if you just hadn't ID'd it,
>>> well, situations like this are why I quaff-test potions almost
>>> immediately. Smile
>>
>> I hadn't identified it. And I thought it'd be better to wait until I had
>> two of the same kind. I quess there's no reason to wait, then.
>
> There's plenty of reason to wait -- potions of mutation and cure
> mutation. That's why there's two camps on this. Confused yet? Smile

No. I don't know what you're talking about, but it seems I'm still able
to walk. Wink

I did have quite a surprise when my horns and twisted body disappeared
when I was quaffing un-identified potions, but I got so many scrolls
destroyed that I think I'm not going to risk losing interesting potions
any more. For a while, at least.

BTW, what does the twisted body-mutation do to Spriggans? What about
horns, or hooved feet? They already won't be able to use helmets, body
armor other than robes or boots, so in theory they'd make pretty
interesting unarmed fighters... IF they had infinite access to mutation
source. Some kind of Alter Self self-mutation session, I think I've read
about those earlier. Is that more of a specialized game, like HaHu, or
along the lines of Mummy SifMunite who first gets all the books, then
out-waits the wrath, then joins another religion?

Janne )'( Joensuu,
Endoperez
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J.M. Joensuu

External


Since: Apr 05, 2006
Posts: 6



(Msg. 7) Posted: Wed Apr 05, 2006 4:55 pm
Post subject: Re: YASD - Nimble Spriggan -crawl- [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 5 Apr 2006 03:36:18 -0700, Erik Piper wrote:

> Each casting of Alter Self does lots of damage to you, although it will
> never kill you IIRC. So you have to spend lots of time resting up
> between castings. Fortunately Spriggans have a slow metabolism. If you
> can cast ToD, you can sit around in it during the resting so you're not
> forced to walk around and kill stuff allatime to be able to rest, not
> to mention the increased safety. On the other hand, you'll want to kill
> things for food--hopefully you'll have an AotG by this point. You may
> also want Passwall so you can hop into and out of your hidey hole for
> your hunting trips instead of always breaking/remaking it.

I didn't know half of that.

With the HaHu/Mummy part, I was trying to ask if it is something the
Masters do when they get bored with "just" winning, or if it is a tactic
that might actually make the game easier.

It seems it is somewhat risky business, but in certain situation, it
might pay off. I quess that means I won't be trying it anytime soon.

Thanky you for your help, this has been quite enlightening.

Janne )'( Joensuu,
Endoperez
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