One time I rolled draconians and leveled to 5 or 10 or whatever the level you need is, over and over, to try to get the color I wanted. Wasn't worth the effort.
Which is to say, don't roll a draconian if you want a specific color, roll one if you want the fun of adjusting to the surprise aptitudes.
See the thing about being a necromancer is... My primary early spell hurts me. And I have to cast it a lot. So I mostly die from either running out of food, or running out of health potions.
Deep Dwarves natural damage resistance prevents any damage, but they don't regenerate so you really don't want to get melleed.
so in nethack I'm to the valley of the dead right after the castle. I got the wand of wishing, and I only got 1 charge to start with which I used on blessed recharging scrolls. After recharging it I'm down to one wish again. Do I only get one recharge on it?
game is going pretty awesome though. I've got a +6 stormbringer, almost every resist covered(no magic), some black dragon scale mail, shield of reflection, and gauntlets of power. I have no holy water though which is really annoying.
so in nethack I'm to the valley of the dead right after the castle. I got the wand of wishing, and I only got 1 charge to start with which I used on blessed recharging scrolls. After recharging it I'm down to one wish again. Do I only get one recharge on it?
game is going pretty awesome though. I've got a +6 stormbringer, almost every resist covered(no magic), some black dragon scale mail, shield of reflection, and gauntlets of power. I have no holy water though which is really annoying.
Yep just one recharge. If you try it a second time it'll explode always.
Sounds like it's going pretty good there. What class are you playing? Speed boots (or some sort of magic resistance) could be a good use of that wish but I don't know what your situation is like.
so in nethack I'm to the valley of the dead right after the castle. I got the wand of wishing, and I only got 1 charge to start with which I used on blessed recharging scrolls. After recharging it I'm down to one wish again. Do I only get one recharge on it?
game is going pretty awesome though. I've got a +6 stormbringer, almost every resist covered(no magic), some black dragon scale mail, shield of reflection, and gauntlets of power. I have no holy water though which is really annoying.
Yep just one recharge. If you try it a second time it'll explode always.
Sounds like it's going pretty good there. What class are you playing? Speed boots (or some sort of magic resistance) could be a good use of that wish but I don't know what your situation is like.
Also note that if you're desperate, you can wrest one last wish from a spent wand (zap over and over and over and over again...there's a very small chance you'll get another wish).
I'd recommend a cloak of magic resistance. edit: A blessed unicorn horn is also a must if you don't already have one, but they're easier to get ahold of.
The two big things I do not have are a bag of holding and magic resist, I'm kind of torn because I might find a gray dragon at fort lodius, but you can't get all the gold without a bag of holding. Playing as an elf priestess. Does magic resist make you immune to like paralyze spells? those are almost certain death.
Jars on
0
143999Tellin' yanot askin' ya, not pleadin' with yaRegistered Userregular
edited April 2010
I never could get into any of these (Spelunky notwithstanding) just out of sheer lack of patience with the old-school ASCII-level interface.
Stone Soup looks to break me of that. Except for the part where the ghost of my last guy just killed my current guy.
For the two of you having trouble with your old Ghosts in Stone Soup, some advice;
It all depends on what your dead classes were, but ghosts can be meleed down fairly easily if you have Haste or Might or can go Berzerk. Destructive wands also do pretty well against them, and Necromancer characters shouldn't have too much trouble.
If you _really_ despise Ghosts (and sometimes I do since they don't carry even a single item from your previous character) you can delete your bones files from the Saves directory. But almost every character with just a little luck should be able to kill them.
The two big things I do not have are a bag of holding and magic resist, I'm kind of torn because I might find a gray dragon at fort lodius, but you can't get all the gold without a bag of holding. Playing as an elf priestess. Does magic resist make you immune to like paralyze spells? those are almost certain death.
Hey my first ascension was a elf priestess I support this endeavor.
Magic resist makes it so that the effect of paralyze and stun spells are reduced to one turn. It's very good to have for many reasons.
#176 on the Desktop Dungeons Ranked Score. Yes I used a cheesy Vampire, yes you are still jealous.
How do you manage to do well with a vampire? The only build I've had any success with has been Assassin worshipping Tikki Took, so I get an idiotic chance to dodge after a few levels thanks to the guaranteed instant kill of lower level monsters.
#176 on the Desktop Dungeons Ranked Score. Yes I used a cheesy Vampire, yes you are still jealous.
How do you manage to do well with a vampire? The only build I've had any success with has been Assassin worshipping Tikki Took, so I get an idiotic chance to dodge after a few levels thanks to the guaranteed instant kill of lower level monsters.
Vampires seem a little imbalanced, the leaderboard shows that.
Basically from what I've seen you need a bit of luck to start out. I almost end up reseting a few times as if I'm playing solitare to look for enough low level enemies around me at the start to live. I immediately shoot for higher level guys if possible.
In terms of skills mostly I sacrifice all the glyphs for extra HP leech. The one spell which summons monsters is kind of useful in a pinch. You should definitely keep the +30% damage spell around as once your damage gets high enough you are in the clear for a win.
Taurog or Dracul are both very useful in getting your damage/Leech up. Other than that its just a bit of luck for me. I use a few potions early to make sure I can walk around enough. Eventually you will be strong enough to reliably drop monsters a level higher than you so you can finish quite quickly.
That run I had Taurog and not much else going on but I finished in 4:00 exactly, so with some lucky items its easy to see how people have crazy scores.
So hey, the Genesis Collection on the PS3 & 360 has this game called Fatal Labyrinth, which is also a roguelike.
It's more fun than it should be.
Genesis had this awesome tile based, turn based D&D game that switched to real time FPS D&D in dungeons. It was great, revolved around your castle being picked up and teleported out in the wilderness someplace. Wasn't roguelike, but it had just an absolutely STUPID number of dungeons and whatnot that made it FEEL roguelike. Like, you could run out into the forest, find a cave, and just go exploring for hours.
Somebody said it just spawns mobs from deeper in the snake pit, which would mean nagas I guess.
Seems like archery got a nice buff. I find my paladin using archery almost exclusively. Fire bows not consuming ammo is pretty rad, and there are some nifty brands that I hadn't come across before (not completely sure if they are new or not). Tempted to try out an arcane marksman or a hunter.
I tried out a Draconian fire elementalist. Sticky Flame and Conjure Flame are the best things early on. Even Flame Tongue got pretty rad with 5 range (aided by Vehumut).
I feel like i keep making the same mistakes. I always get to about the same level range and then get ruined by some higher level ranged baddie.
Be it, Centaur/Orc Mage/Sigmund, its usually an ambush and maybe I have enough scrolls/potions to get out of it at least once, but man how are you supposed to deal with these things reliably?
Sigmund especially tends to come around corners and smack you with enough effects that even if I teleport away any encounter with say an Orc Warrior or Iguana type baddie will end you.
So hey, the Genesis Collection on the PS3 & 360 has this game called Fatal Labyrinth, which is also a roguelike.
It's more fun than it should be.
Genesis had this awesome tile based, turn based D&D game that switched to real time FPS D&D in dungeons. It was great, revolved around your castle being picked up and teleported out in the wilderness someplace. Wasn't roguelike, but it had just an absolutely STUPID number of dungeons and whatnot that made it FEEL roguelike. Like, you could run out into the forest, find a cave, and just go exploring for hours.
In other news, Dungeon Crawl is pretty awesome. I'd say my best game was a Deep Elf Conjurer that managed to find a couple spellbooks, a ring of wizardry, a ring of sustenance, and a ton of other cool stuff. Ended up dying after teleporting away from an invisible THING beating the snot out of me, into a group of about 5 hill giants, 3 yaks, and a warg.
The RNG wanted that character dead .
It seems like most of my characters die from progressing too fast down the dungeon or something, without getting gear to compensate for it, as they start getting slaughtered by some nasty stuff. Are you supposed to go down a floor as soon as you explore the current floor, or should you wander around and beat on monsters till you run out of food/stuff is too easy? Not sure what I can do to fix this issue.
So hey, the Genesis Collection on the PS3 & 360 has this game called Fatal Labyrinth, which is also a roguelike.
It's more fun than it should be.
Genesis had this awesome tile based, turn based D&D game that switched to real time FPS D&D in dungeons. It was great, revolved around your castle being picked up and teleported out in the wilderness someplace. Wasn't roguelike, but it had just an absolutely STUPID number of dungeons and whatnot that made it FEEL roguelike. Like, you could run out into the forest, find a cave, and just go exploring for hours.
In other news, Dungeon Crawl is pretty awesome. I'd say my best game was a Deep Elf Conjurer that managed to find a couple spellbooks, a ring of wizardry, a ring of sustenance, and a ton of other cool stuff. Ended up dying after teleporting away from an invisible THING beating the snot out of me, into a group of about 5 hill giants, 3 yaks, and a warg.
The RNG wanted that character dead .
It seems like most of my characters die from progressing too fast down the dungeon or something, without getting gear to compensate for it, as they start getting slaughtered by some nasty stuff. Are you supposed to go down a floor as soon as you explore the current floor, or should you wander around and beat on monsters till you run out of food/stuff is too easy? Not sure what I can do to fix this issue.
That was probably an unseen horror that was wailing on you. They are permanently invisible, move like giant bats, and run away when they get hurt too bad.
Do you ever venture off into the branches of the dungeon? Some of those are easier than drilling down too deep in the main dungeon, depending upon your character's build.
I feel like i keep making the same mistakes. I always get to about the same level range and then get ruined by some higher level ranged baddie.
Be it, Centaur/Orc Mage/Sigmund, its usually an ambush and maybe I have enough scrolls/potions to get out of it at least once, but man how are you supposed to deal with these things reliably?
Sigmund especially tends to come around corners and smack you with enough effects that even if I teleport away any encounter with say an Orc Warrior or Iguana type baddie will end you.
For a lot of characters, the solution is running to the next floor. Any character with curare or a method of berserking can usually kill him on first sighting. Transmuters with evaporate probably can too. A damage wand should generally do the trick, too.
Somebody said it just spawns mobs from deeper in the snake pit, which would mean nagas I guess.
Seems like archery got a nice buff. I find my paladin using archery almost exclusively. Fire bows not consuming ammo is pretty rad, and there are some nifty brands that I hadn't come across before (not completely sure if they are new or not). Tempted to try out an arcane marksman or a hunter.
It's gotta be quite a bit deeper -- I typically run into Centaur Warriors, which are way past D9, for example.
Apparently as long as you keep moving around it's fine.
Okay I think I know my biggest problem. Is there any rule of thumb for the range of enemy damage?
It seems like I die all the time when fighting an enemy because they randomly "critical" me for much more than their normal damage amount.
I just used a wand of enslavement on Duvessa with my Centaur Ranger to make her kill her twin brother (cruel I know.), afterwards the effect wears off and she turned on me.
We are sparring and I'm taking hits of about 5-7 damage and thinking everything is fine since I have a couple escape devices in the bag, then she randomly decks me for a 17 HP insta kill, like jees. Hard to conserve your items without knowing the range of what could happen.
I feel like i keep making the same mistakes. I always get to about the same level range and then get ruined by some higher level ranged baddie.
Be it, Centaur/Orc Mage/Sigmund, its usually an ambush and maybe I have enough scrolls/potions to get out of it at least once, but man how are you supposed to deal with these things reliably?
Sigmund especially tends to come around corners and smack you with enough effects that even if I teleport away any encounter with say an Orc Warrior or Iguana type baddie will end you.
For a lot of characters, the solution is running to the next floor. Any character with curare or a method of berserking can usually kill him on first sighting. Transmuters with evaporate probably can too. A damage wand should generally do the trick, too.
Ogres, despite being pretty terrible in most respects, have enough HP that they can usually bludgeon Sigmund to death at first sight.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
Part of the problem with Crawl is that damage calculations are very swingy. A creature can do something like 2d20 damage or 3d48 damage, and that's reduced by 1dYourArmor skill, which could be 1d20, but before that it checks your Dodge so that's another 1d15 chance, etc etc.
Basically, if a creature can hit for a quarter of your health, it could also possibly hit for half or all of it.
I feel like a genius because I just figured out something that's probably fundamental in Crawl.
If you have a bunch of XP, you can just stand around and let harmless monsters beat on you to train your armor/shield/dodge skill. Also it's fun to turn off all your skills so you can dump a lot of xp into gaining something new like evocations/spellcasting.
Turning off spell schools or weapon proficiency in order to train Spellcasting/Fighting is something that many (most?) people eventually adopt at some point.
Every new character I start I turn of dodging and all immediately. It's not even that I don't want it, but untreained skills still earn xp, right? Just at a much slower pace.
So considering how often you'll get hit, if you were training that skill, you're losing a lot of points to something that isn't spellcasting.
ARGH! My best run yet. White Draconian. LVL 11. I even picked up a mutation for fire breath and horns! A large shield. A falchion I had enchanted up to +2+5! The damned thing started at +1+2. An actual +2 robe. A large shield. A bow of flame! Oodles of wands. Plenty of teleport scrolls. Four stars of piety! And a god damned 5 headed hydra shows up out of nowhere and rips me apart before the scroll even goes off. I'd killed a 7 header before! That one didnt resist all my slow zaps.
... I need to not hold back on using those god powers, I think. A divine shield and divine warrior probably would have done the job.
The two big things I do not have are a bag of holding and magic resist, I'm kind of torn because I might find a gray dragon at fort lodius, but you can't get all the gold without a bag of holding. Playing as an elf priestess. Does magic resist make you immune to like paralyze spells? those are almost certain death.
Magic resistance is probably in the top three most important intrinsics really.
It stops a lot of things (but not paralyze via potion), but the single most important thing is Touch/Finger/Wand of Death (wand can be reflected too).
If you don't have it, the wizard will be more difficult and any upgraded L can ruin your day, along with other high level casters; you can survive touch of death a couple other ways though so it's not impossible, just difficult. If Death is guarding your altar the endgame is much much harder, he specifically checks for magic resist. You absolutely must keep reflection to prevent wand of death attacks (and orcus is guaranteed one, though I suppose you could bypass him if needed).
You have reflection so that's covered. If you have polymorph control you could polymorph into a demon/undead when needed and become immune that way.
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Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
I like Draconians but I've been burned so many times. Draconian Wizards are okay though.
Which is to say, don't roll a draconian if you want a specific color, roll one if you want the fun of adjusting to the surprise aptitudes.
Spelunky.
I had climbing gloves, kapala, jetpack, jumping shoes, and spectacles. I was fuckin' ballin.
I had a shopkeeper trapped between two pillars he couldn't jump out of.
I pull out a bomb. I throw it. It hits him, the hit sends him high enough in the air to shoot me. I die.
this happens all the fucking time.
game is going pretty awesome though. I've got a +6 stormbringer, almost every resist covered(no magic), some black dragon scale mail, shield of reflection, and gauntlets of power. I have no holy water though which is really annoying.
Yep just one recharge. If you try it a second time it'll explode always.
Sounds like it's going pretty good there. What class are you playing? Speed boots (or some sort of magic resistance) could be a good use of that wish but I don't know what your situation is like.
I'd recommend a cloak of magic resistance. edit: A blessed unicorn horn is also a must if you don't already have one, but they're easier to get ahold of.
Stone Soup looks to break me of that. Except for the part where the ghost of my last guy just killed my current guy.
It all depends on what your dead classes were, but ghosts can be meleed down fairly easily if you have Haste or Might or can go Berzerk. Destructive wands also do pretty well against them, and Necromancer characters shouldn't have too much trouble.
If you _really_ despise Ghosts (and sometimes I do since they don't carry even a single item from your previous character) you can delete your bones files from the Saves directory. But almost every character with just a little luck should be able to kill them.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
It's more fun than it should be.
Hey my first ascension was a elf priestess I support this endeavor.
Magic resist makes it so that the effect of paralyze and stun spells are reduced to one turn. It's very good to have for many reasons.
How do you manage to do well with a vampire? The only build I've had any success with has been Assassin worshipping Tikki Took, so I get an idiotic chance to dodge after a few levels thanks to the guaranteed instant kill of lower level monsters.
Vampires seem a little imbalanced, the leaderboard shows that.
Basically from what I've seen you need a bit of luck to start out. I almost end up reseting a few times as if I'm playing solitare to look for enough low level enemies around me at the start to live. I immediately shoot for higher level guys if possible.
In terms of skills mostly I sacrifice all the glyphs for extra HP leech. The one spell which summons monsters is kind of useful in a pinch. You should definitely keep the +30% damage spell around as once your damage gets high enough you are in the clear for a win.
Taurog or Dracul are both very useful in getting your damage/Leech up. Other than that its just a bit of luck for me. I use a few potions early to make sure I can walk around enough. Eventually you will be strong enough to reliably drop monsters a level higher than you so you can finish quite quickly.
That run I had Taurog and not much else going on but I finished in 4:00 exactly, so with some lucky items its easy to see how people have crazy scores.
Genesis had this awesome tile based, turn based D&D game that switched to real time FPS D&D in dungeons. It was great, revolved around your castle being picked up and teleported out in the wilderness someplace. Wasn't roguelike, but it had just an absolutely STUPID number of dungeons and whatnot that made it FEEL roguelike. Like, you could run out into the forest, find a cave, and just go exploring for hours.
Man, I wish I could remember it's name.
Seems like archery got a nice buff. I find my paladin using archery almost exclusively. Fire bows not consuming ammo is pretty rad, and there are some nifty brands that I hadn't come across before (not completely sure if they are new or not). Tempted to try out an arcane marksman or a hunter.
Be it, Centaur/Orc Mage/Sigmund, its usually an ambush and maybe I have enough scrolls/potions to get out of it at least once, but man how are you supposed to deal with these things reliably?
Sigmund especially tends to come around corners and smack you with enough effects that even if I teleport away any encounter with say an Orc Warrior or Iguana type baddie will end you.
Pretty sure you are talking about Dungeons & Dragons: Warriors of the Eternal Sun. I also loved that game to death, it was pretty awesome.
In other news, Dungeon Crawl is pretty awesome. I'd say my best game was a Deep Elf Conjurer that managed to find a couple spellbooks, a ring of wizardry, a ring of sustenance, and a ton of other cool stuff. Ended up dying after teleporting away from an invisible THING beating the snot out of me, into a group of about 5 hill giants, 3 yaks, and a warg.
The RNG wanted that character dead .
It seems like most of my characters die from progressing too fast down the dungeon or something, without getting gear to compensate for it, as they start getting slaughtered by some nasty stuff. Are you supposed to go down a floor as soon as you explore the current floor, or should you wander around and beat on monsters till you run out of food/stuff is too easy? Not sure what I can do to fix this issue.
That was probably an unseen horror that was wailing on you. They are permanently invisible, move like giant bats, and run away when they get hurt too bad.
Do you ever venture off into the branches of the dungeon? Some of those are easier than drilling down too deep in the main dungeon, depending upon your character's build.
For a lot of characters, the solution is running to the next floor. Any character with curare or a method of berserking can usually kill him on first sighting. Transmuters with evaporate probably can too. A damage wand should generally do the trick, too.
It's gotta be quite a bit deeper -- I typically run into Centaur Warriors, which are way past D9, for example.
Apparently as long as you keep moving around it's fine.
It seems like I die all the time when fighting an enemy because they randomly "critical" me for much more than their normal damage amount.
I just used a wand of enslavement on Duvessa with my Centaur Ranger to make her kill her twin brother (cruel I know.), afterwards the effect wears off and she turned on me.
We are sparring and I'm taking hits of about 5-7 damage and thinking everything is fine since I have a couple escape devices in the bag, then she randomly decks me for a 17 HP insta kill, like jees. Hard to conserve your items without knowing the range of what could happen.
Ogres, despite being pretty terrible in most respects, have enough HP that they can usually bludgeon Sigmund to death at first sight.
Basically, if a creature can hit for a quarter of your health, it could also possibly hit for half or all of it.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
If you have a bunch of XP, you can just stand around and let harmless monsters beat on you to train your armor/shield/dodge skill. Also it's fun to turn off all your skills so you can dump a lot of xp into gaining something new like evocations/spellcasting.
So considering how often you'll get hit, if you were training that skill, you're losing a lot of points to something that isn't spellcasting.
There is some intense stuff in there.
... I need to not hold back on using those god powers, I think. A divine shield and divine warrior probably would have done the job.
Magic resistance is probably in the top three most important intrinsics really.
It stops a lot of things (but not paralyze via potion), but the single most important thing is Touch/Finger/Wand of Death (wand can be reflected too).
If you don't have it, the wizard will be more difficult and any upgraded L can ruin your day, along with other high level casters; you can survive touch of death a couple other ways though so it's not impossible, just difficult. If Death is guarding your altar the endgame is much much harder, he specifically checks for magic resist. You absolutely must keep reflection to prevent wand of death attacks (and orcus is guaranteed one, though I suppose you could bypass him if needed).
You have reflection so that's covered. If you have polymorph control you could polymorph into a demon/undead when needed and become immune that way.