Yeah, 50% of Ice Bolt's damage is unresistable, but that's still not enough that you'd want to use it against anything that resists it.
Bolt of Cold does great damage and can hit multiple enemies and has great range. It's absolutely terrific against anything that doesn't resist cold.
You're way better going with that whenever you can and Bolt of Iron against anything else. Those two spells can easily carry you through the game offensively.
---
If you haven't yet, you might consider turning off Ice skill so you can get more experience into conjuration and spellcasting, which will help both bolt spells.
WHOAH scroll of Acuirement, new to me.... I think I might take a Magic Rod.
e~ Figured out how to toggle a skill... Conj is 13 and Ice is 7. Scroll got me a Staff of Conj ^^
e2~ There is a skeletal warrior rolling around this level who I cant chill or confuse, he's got me on the run and Iron Bolt is not really castable ;o I'm doing so well for me, I really hope he gets cancer and dies.
e3~ Goddamit, telescrolled and landed adjacent to another one.
Nah bolt of cold is the money spell. Both are effective against cold resistant enemies but bolt of cold is stronger and has insane range.
Bolt of cold is actually straight cold damage, though it does hit everything in it's path (as compared to ice bolt which will stop when it hits something.)
Do the innate superpowers still exist? I remember an older version that gave me an exploding ethereal blast that I could fire machinegun style at no cost. Although it did tend to unravel the strings of reality holding items together.
A Ring of Wizardry is great for your spell casting success rate. For example, in heavy armor my necro can cast M. Cloud with a "Good" success rate while wearing a Ring of Wizardry. If I take the ring off, his success rate drops to "Poor". I don't have any int items on him so I can't compare the effects of Int. It factors into spell power which is good.
Thanks for the info once again. INT & Prot for me for now then... I'm in a +5 Cold Res Robe and all my spells cast at Excellent. I'll keep the Wizardry's on me for learning new big spells down the road.
Stone Soup 0.5.1 (20090728)
Disclaimer: These are merely the highlights, not an exhaustive list of changes.
* Improved performance for the Tiles version.
* Fixed crashes related to giant spores.
* Fixed Summon Horrible Things sometimes hanging or crashing.
* Fixed monsters refusing to enter or attack into grids on the map edge.
* Fixed minivaults not being placed. This is awesome, I've seen a gnoll castle and an orc fishing pond so far.
* Fixed inconvenient electrical eels in entry vaults.
* Fixed summoning decks giving permanent summons at low power.
* Fixed erroneous "blocked line of fire" warnings.
* Fixed missing items in Tiles inventory menus.
* Fixed 'C' closing one out of several adjacent doors without prompting.
* Fixed Xom's repel stairs effect moving shops.
* Fixed Xom gifts not being destroyed in deep water.
* Fixed magic mapping bugs in the Tiles version.
* Fixed AltGr not being recognized in Windows Tiles version.
* Fixed Alt-Tab sometimes locking the Alt key on Windows.
* Fixed misbehaviour for temporary weapon brands and throwing.
* Fixed Blade Hands not counting as slicing while wearing melded gloves.
* Fixed berserking allies taking orders from 'ta'.
* Fixed random blinking sometimes placing the player in dangerous clouds.
* Fixed certain incorporeal monsters flying instead of levitating.
* Fixed server disconnects at --More-- prompts allowing to avoid retribution.
* Staff of earth damage is reduced by AC.
* Lowered damage output for elemental staves.
* Once entered, the gate to Zot remains open even without carrying runes.
* Add some fancy messaging when opening the gate to Zot.
* Prompt before moving when confused and next to lava or deep water.
* Check some abilities' requirements before rolling the success check.
* Consider armour properties in fatal stat loss check before transforming.
* Really allow uniques to retain their spells when polymorphed.
* Improve Yredelemnul's Enslave Soul, no longer uses random resistance checks.
* Mutation attacks disregard magic resistance again.
* Zin gets a power to once per game cure a follower of all mutations.
* Artificers start with 1 MP.
* Prompt before allowing TSO/Lugonu to bless your weapon.
* Vampiric Draining/Drain Life deal damage to summons again, but don't heal.
* Wielding stones for Sandblast now guarantees a range of 2.
* Change Portal Projectile range to full LOS.
* Limit the number of items a monster may pick up to two per turn.
* Unknown mimics are no longer stabbable.
* Turn autopickup back on if you gain see invisible, even temporarily.
* Polymorph other always polymorphs shapeshifters whose form isn't magic immune.
* Troll hide and armour count as light armour.
* Let ghouls wear gloves again.
* Wearing a visored helmet prevents biting attacks.
* Allow players to reroll already named random character combinations.
* Improved error messages when trying to load pre-0.5 save files or ghosts.
* Some new vaults.
* Add new milestones for the CAO tournament.
* Tiles: Re-allow selection of player dolls ('-' command).
* Add missing tiles options to the options guide (docs/, '?&' command).
* Improve tiles for escape hatches and disturbances in shallow water.
* Document tiles lags in tiles_help.txt and in the in-game FAQ ('?Q' command).
Annnddd... I've got a decent character to show off for the new patch:
Dungeon Crawl Stone Soup version 0.5.1 (crawl-ref) character file.
Clamon the Destroyer (Mummy Venom Mage) Turns: 94152, Time: 03:08:49
HP 85/85 AC 24 Str 8 Exp: 14/103422 (107), need: 7577
MP 31/40 EV 7 Int 22 God: Sif Muna ******
Gold 1225 SH 0 Dex 11 Spells: 11 memorised, 1 level left
Res.Fire : + . . See Invis. : . s - staff of wizardry
Res.Cold : + . . Warding : + j - +1 dragon armour
Life Prot.: + + + Conserve : + (no shield)
Res.Poison: + Res.Corr. : + p - +1 visored helmet {Int+3}
Res.Elec. : . Clarity : . B - +1 cloak {rCorr, Cons}
A - +2 pair of orc gloves
Sust.Abil.: . Rnd.Telep. : . T - +0 pair of boots
Res.Mut. : . Ctrl.Telep.: . m - amulet of Pnoac {Ward rC+}
Res.Slow : . Levitation : . a - ring of magical power
Saprovore : . . . Ctrl.Flight: . l - ring "Raujyel" {MR AC+4 Int+3 Dam+1}
@: burdened, slow, quite resistant to magic, extremely unstealthy
A: in touch with death, poison resistance, cold resistance 1, torment resistance, life protection 3
a: Self-Restoration, Channel Energy, Forget Spell, Renounce Religion
You are in the Ecumenical Temple.
You worship Sif Muna.
Sif Muna is exalted by your worship.
You are encumbered.
You are not hungry.
You have visited 5 branches of the dungeon, and seen 32 of its levels.
You have collected 2512 gold pieces.
You have spent 1303 gold pieces at shops.
Inventory:
Hand weapons
y - an uncursed glowing orcish dagger (quivered)
Armour
j - a +1 dragon armour (worn)
p - a +1 visored helmet of intelligence (worn)
x - the +2 robe of Alieba {+Rage rC+ MR EV+5 Dex-1 Int-1 SInv}
(You found it on level 4 of the Dungeon)
It affects your evasion (+5).
It affects your intelligence (-1).
It affects your dexterity (-1).
It protects you from cold.
It increases your resistance to enchantments.
It enhances your eyesight.
It lets you go berserk.
A - a +2 pair of orcish gloves (worn)
B - a +1 cloak of preservation (worn)
T - a +0 pair of boots (worn)
Magical devices
e - a wand of confusion {zapped: 1}
o - a wand of draining
q - a wand of fireball {zapped: 1}
r - a wand of paralysis
w - a wand of frost
z - a wand of fire {zapped: 3}
F - a wand of draining {zapped: 3}
J - a wand of slowing {zapped: 1}
P - a wand of frost
Q - a wand of lightning {zapped: 1}
Scrolls
c - 6 scrolls of teleportation
d - 8 scrolls of identify
f - 4 scrolls of remove curse
g - 2 scrolls of fear
k - 2 scrolls of blinking
n - 2 scrolls of detect curse
Jewellery
a - a ring of magical power (right hand)
h - an uncursed ring of levitation
l - the ring "Raujyel" (left hand) {MR AC+4 Int+3 Dam+1}
(You bought it in a shop on level 10 of the Dungeon)
[ring of protection from magic]
It affects your AC (+4).
It affects your intelligence (+3).
It affects your damage-dealing abilities (+1).
m - the amulet of Pnoac (around neck) {Ward rC+}
(You bought it in a shop on level 10 of the Dungeon)
[amulet of warding]
It protects you from cold.
Books
b - a Young Poisoner's Handbook
Spells Type Level
*Sting Conjuration/Poison 1
Cure Poison Poison 2
Poison Weapon Enchantment/Poison 2
*Mephitic Cloud Conjuration/Poison/Air 3
Venom Bolt Conjuration/Poison 5
i - the Incunabulum of Creative Evil
(You found it on level 14 of the Dungeon)
Spells Type Level
Pain Necromancy 1
Summon Scorpions Summoning/Poison 4
Excruciating Wounds Enchantment/Necromancy 5
Borgnjor's Revivification Necromancy 5
Shadow Creatures Summoning 5
t - a book of Divinations
Spells Type Level
Detect Secret Doors Divination 1
*Detect Creatures Divination 2
Detect Items Divination 2
Detect Curse Divination 3
See Invisible Enchantment/Divination 4
Forescry Divination 5
Identify Divination 6
u - a book of Divinations
Spells Type Level
Detect Secret Doors Divination 1
*Detect Creatures Divination 2
Detect Items Divination 2
Detect Curse Divination 3
See Invisible Enchantment/Divination 4
Forescry Divination 5
Identify Divination 6
v - a book of Minor Magic [flame]
Spells Type Level
Magic Dart Conjuration 1
Summon Small Mammals Summoning 1
Throw Flame Conjuration/Fire 2
*Blink Translocation 2
Slow Enchantment 3
*Mephitic Cloud Conjuration/Poison/Air 3
Conjure Flame Conjuration/Fire 3
C - a book of Minor Magic [summ]
Spells Type Level
Magic Dart Conjuration 1
Summon Small Mammals Summoning 1
*Blink Translocation 2
*Repel Missiles Enchantment/Air 2
Slow Enchantment 3
Call Canine Familiar Summoning 3
*Mephitic Cloud Conjuration/Poison/Air 3
D - a book of Surveyances
Spells Type Level
Detect Secret Doors Divination 1
Detect Traps Divination 2
Detect Items Divination 2
*Magic Mapping Divination/Earth 4
E - a book of Surveyances
Spells Type Level
Detect Secret Doors Divination 1
Detect Traps Divination 2
Detect Items Divination 2
*Magic Mapping Divination/Earth 4
G - a book of War Chants
Spells Type Level
Fire Brand Enchantment/Fire 2
Freezing Aura Enchantment/Ice 2
*Repel Missiles Enchantment/Air 2
Berserker Rage Enchantment 3
Regeneration Enchantment/Necromancy 3
Haste Enchantment 6
H - Sif Muna's Grimoire of Blows and Bruises {god gift}
(Sif Muna gifted it to you on level 4 of the Orcish Mines)
Spells Type Level
*Stone Arrow Conjuration/Earth 3
Ice Bolt Conjuration/Ice 4
Poisonous Cloud Conjuration/Poison/Air 6
Freezing Cloud Conjuration/Ice/Air 7
I - Sif Muna's Book of Damage Dealing and Intoxication {god gift}
(Sif Muna gifted it to you on level 11 of the Dungeon)
Spells Type Level
Throw Frost Conjuration/Ice 2
Olgreb's Toxic Radiance Poison 4
Poison Arrow Conjuration/Poison 6
Lehudib's Crystal Spear Conjuration/Earth 8
K - a book of Callings
Spells Type Level
Summon Small Mammals Summoning 1
Sticks to Snakes Transmutation/Summoning 2
Call Imp Summoning 3
Summon Elemental Summoning 4
Summon Scorpions Summoning/Poison 4
Summon Ice Beast Ice/Summoning 5
L - a book of Morphology
Spells Type Level
Lee's Rapid Deconstruction Transmutation/Earth 5
Polymorph Other Transmutation 5
Cigotuvi's Degeneration Transmutation/Necromancy 5
Alter Self Transmutation 7
Shatter Transmutation/Earth 9
M - a book of Wizardry
Spells Type Level
*Detect Creatures Divination 2
Summon Elemental Summoning 4
*Magic Mapping Divination/Earth 4
Teleport Self Translocation 5
Fireball Conjuration/Fire 6
Identify Divination 6
Haste Enchantment 6
N - a book of the Earth {god gift}
Spells Type Level
Maxwell's Silver Hammer Transmutation/Earth 2
*Magic Mapping Divination/Earth 4
*Dig Transmutation/Earth 4
Statue Form Transmutation/Earth 6
*Bolt of Iron Conjuration/Earth 6
Shatter Transmutation/Earth 9
O - a book of the Tempests
Spells Type Level
Static Discharge Conjuration/Air 4
Lightning Bolt Conjuration/Air 5
Fireball Conjuration/Fire 6
Shatter Transmutation/Earth 9
R - a book of Summonings
Spells Type Level
Abjuration Summoning 3
Recall Summoning/Translocation 3
Call Canine Familiar Summoning 3
Summon Ugly Thing Summoning 5
Shadow Creatures Summoning 5
Summon Wraiths Necromancy/Summoning 7
Summon Horrible Things Summoning 8
S - Dispater's Reference Book on Conjuration {god gift}
(Sif Muna gifted it to you on level 10 of the Lair of Beasts)
Spells Type Level
Throw Flame Conjuration/Fire 2
Iskenderun's Mystic Blast Conjuration 4
*Bolt of Cold Conjuration/Ice 6
Chain Lightning Conjuration/Air 8
U - a book of Cantrips
Spells Type Level
Confusing Touch Enchantment 1
Animate Skeleton Necromancy 1
Summon Small Mammals Summoning 1
Detect Secret Doors Divination 1
*Apportation Translocation 1
V - Sif Muna's Collected Works on Cloudy Attacks {god gift}
(Sif Muna gifted it to you on level 7 of the Lair of Beasts)
Spells Type Level
Shock Conjuration/Air 1
Throw Flame Conjuration/Fire 2
Silence Enchantment/Air 5
Poison Arrow Conjuration/Poison 6
Poisonous Cloud Conjuration/Poison/Air 6
W - Sif Muna's Guide on Torrid Conjuration {god gift}
(Sif Muna gifted it to you on level 1 of the Hive)
Spells Type Level
Flame Tongue Conjuration/Fire 1
*Sting Conjuration/Poison 1
Iskenderun's Mystic Blast Conjuration 4
Conjure Ball Lightning Conjuration/Air 7
Delayed Fireball Conjuration/Fire 7
X - Sif Muna's Tome of Blistering Combat Magic {god gift}
(Sif Muna gifted it to you on level 9 of the Lair of Beasts)
Spells Type Level
*Sting Conjuration/Poison 1
Sticky Flame Conjuration/Fire 4
Bolt of Draining Conjuration/Necromancy 6
Fire Storm Conjuration/Fire 9
Y - Sif Muna's Tome of Torrid Arcane Weapons {god gift}
(Sif Muna gifted it to you on level 2 of the Lair of Beasts)
Spells Type Level
Flame Tongue Conjuration/Fire 1
*Sting Conjuration/Poison 1
Iskenderun's Mystic Blast Conjuration 4
Bolt of Fire Conjuration/Fire 6
Lehudib's Crystal Spear Conjuration/Earth 8
Magical staves
s - a staff of wizardry (weapon)
You have 107 experience left.
Skills:
+ Level 2 Fighting
- Level 2 Staves
+ Level 4 Armour
- Level 2 Dodging
- Level 3 Stealth
+ Level 2 Traps & Doors
+ Level 11 Spellcasting
+ Level 15 Conjurations
+ Level 1 Translocations
- Level 2 Divinations
+ Level 3 Ice Magic
- Level 1 Air Magic
- Level 7 Earth Magic
- Level 9 Poison Magic
+ Level 5 Invocations
You have one spell level left.
You know the following spells:
Your Spells Type Power Success Level
a - Sting Pois/Conj ##### Excellent 1
b - Mephitic Cloud Pois/Air/Conj #######... Excellent 3
c - Bolt of Iron Erth/Conj #######... Very Good 6
d - Blink Tloc N/A Great 2
e - Magic Mapping Erth/Divn ###### Very Good 4
f - Stone Arrow Erth/Conj ####### Excellent 3
g - Bolt of Cold Ice/Conj #######... Fair 6
h - Apportation Tloc ####...... Great 1
i - Detect Creatures Divn #####.. Great 2
j - Repel Missiles Air/Ench ####...... Very Good 2
k - Dig Erth/Trmt ######.... Good 4
Overview of the Dungeon
Branches: (use G to reach them and ?/B for more information)
Temple: D:7 Orc : D:9 Elf : Orc:4 Lair : D:13
Swamp : Lair:4 Slime : Lair:10 Snake : Lair:8 Hive : D:14
Altars: (use Ctrl-F "altar" to reach them and ?/G for information about gods)
The Shining One: D:7, Lair:9
Xom: Orc:2
Shops: (use Ctrl-F "shop" to reach them)
D:5: [ D:6: + D:10: = D:11: * D:13: * D:15: % Orc:2: / Orc:4: /%! Lair:3: [ Lair:9: /
Innate Abilities, Weirdness & Mutations
Your flesh is vulnerable to fire.
You are in touch with the powers of death.
You can restore your body by infusing magical energy.
Your system is resistant to poisons.
Your flesh is cold resistant.
You are immune to unholy pain and torment.
You are immune to negative energy.
Any advice in terms of spells? I think I'm going to do snake pits, swamp, vaults for my runes.
Bolt of Cold does wonders on hydras and swamp dragons, especially when they are in the water.
However, you don't have a basic attack good for the swamps that doesn't eat up food, do you? Poison is heavily resisted.
fake edit: ah stone arrow, nice.
Why Sif Muna over Vehumet? I've always done Sif, but my last char was deep in the swamps owning hydras but they just wouldnt stop coming and I ran out of Magic... then I actually read up on the deities and Veh seems brilliant.
Also: Heavy Armor? Is that generally better than Light for casters once you can get some skill in it?
Guh, I missed my chance to cheese the Staff of Earth : (
---
I'd personally switch off conjurations for a bit and just focus on either Poison Arrow or Crystal Spear. There's no real reason to go with both. I'd probably go with Poison Arrow since Bolt of Iron's already a fine earth option, and I think Mummies probably have better poison aptitude. I don't play mummies though so I'd check that first. And maybe Crystal Spear really is a lot more amazing than I give it credit for, but every time I've watched people playing through with it I haven't been that impressed.
Other than that, Detect Traps would be a sound investment. Summon Small Mammals is always decent.
Haste might take too long to get to, but I'm not sure how close you are to it on spellcasting/intelligence alone (I'd assume not very by Repel Missile's success rate), but some enchantment skill would be advisable anyway in anticipation of Deflect Missiles. But with Magic Mapping and Detect Creatures you can probably mostly get away without hasting as long as you're careful.
He's a mummy so he can just spam bolts of iron and cold as he desires. I'm honestly surprised he hasn't just ditched Stone Arrow now that he has Bolt of Iron.
Sif Muna is good for mummies since they can channel without hunger. And I honestly like her as a conjurer deity anyway since she'll probably give you a good offensive spell eventually and she gives a better shot at all the other cool stuff like Tukima's Dance or whatever.
I think dragon armor has a pretty low evasion penalty, so it's not a terrible choice for a caster in any case. I maybe wouldn't go up to plate mail or the like, but having some armor skill is really nice when you find that artifact ring or chain mail. The only decent light armor is a robe of resistance, really.
I think the main advantage of crystal spear over bolt of iron is accuracy. Other than that I think it's mainly just good because it's got such a high damage output.
I always try to go for heavy armor on my casters. There's a different equation, so that even with identical AC, heavy armor will reduce damage more (and more reliably). It lets you tank anything weaker than you.
e:
Also, does anyone know of any good AoE spells on the high end? I gather that the Bolt of * and * Arrow spells will hit targets in a line, but is there something better (especially in ice, poison, or earth).
Not all the bolt spells hit things in a line (ie stone arrow and bolt of iron will hit something and stop or miss something and maybe hit something behind it), fire and cold and I think poison are the bolts that hit areas (bolt of ice does not.) Dunno about poison arrow, though I'll wager it's single-target.
I really like freezing cloud as AOE, but I've never used the equivalent fire spell. When I go fire magic I invariably stop with fireball / delayed fireball and then move onto earth magic.
This is one thing I really like about mummies and vampires, they can rather easily gain armor and casting skills so as to use both. Ring/staff of wizardry helps, too.
Guh, I missed my chance to cheese the Staff of Earth : (
What does it do?
re: Casters in heavy armor - does your casting suffer?
Staff of Earth was the most ridiculously powerful weapon in the game. All of the elemental staves do (did, perhaps) a solid amount of bonus damage if you have high elemental magic and evocations. Staff of Earth did this bonus damage, and that damage was unresistable and unaffected by AC.
It was the chosen weapon of many a fifteen rune runner who didn't want the exercise to actually be challenging. And I missed it : (
I'm having trouble getting past level one and two... I starved once on level three...
e~ seems like Throw Cold and Meph Cloud have food costs now? Maybe just because I need to level up some skills.... never noticed that before, though.
e2~ Yeah, I think it was just me trying to use more than Dart earlier than usual + some bad luck. Doing well now though, Artifact ring Resists Cold and Elec, +4 Dex +3 AC and allows me to Berserk ^^ I'm a caster, but still amazing.
e3~ Book of Transfiguration - any good? I took Sand Blast to get a little Earth skill for Iron Bolt, but I'm not sure what else is good. Statue Form, Alter Self, Poly Other, Dragon Form?
Just got the "Your digestive system is specialized to digest meat" mutation, along with Firebreathing, unnaturally fast healing, and my vision becoming 'a little blurry'.
Is there any reason to keep wearing my Gourmand Ammy, or is the mutation an identical deal?
I'm having trouble getting past level one and two... I starved once on level three...
e~ seems like Throw Cold and Meph Cloud have food costs now? Maybe just because I need to level up some skills.... never noticed that before, though.
e2~ Yeah, I think it was just me trying to use more than Dart earlier than usual + some bad luck. Doing well now though, Artifact ring Resists Cold and Elec, +4 Dex +3 AC and allows me to Berserk ^^ I'm a caster, but still amazing.
e3~ Book of Transfiguration - any good? I took Sand Blast to get a little Earth skill for Iron Bolt, but I'm not sure what else is good. Statue Form, Alter Self, Poly Other, Dragon Form?
Alter self is good for messing around with, I wouldn't take dragon form or statue form unless you plan on focusing soley on transmutation.
I'm having trouble getting past level one and two... I starved once on level three...
Seems like it to me, too. I've been having difficulty just getting past 1k points. All my characters have died in d1-d4 so far. Trying to beat this game is trying to jump to the moon.
Deep Dwarf Berserkers seem pretty damn cool. Trog's Hand lets you save your MP for recharging your healing wand later. Deep Dwarves with regeneration from Trog seem like a great combination. You probably can't keep your piety up to get good gifts though. Too bad mine keep getting ganked before I can find the Lair and level up a bit.
Don't go to level D:4 unless you can handle around 4 orcs, 2 orc wizards, and a few orc enchanters or can run from them consistently. You WILL get killed by some invisible Wizard more than likely.
Deep Dwarf Berserkers seem pretty damn cool. Trog's Hand lets you save your MP for recharging your healing wand later. Deep Dwarves with regeneration from Trog seem like a great combination. You probably can't keep your piety up to get good gifts though. Too bad mine keep getting ganked before I can find the Lair and level up a bit.
Don't go to level D:4 unless you can handle around 4 orcs, 2 orc wizards, and a few orc enchanters or can run from them consistently. You WILL get killed by some invisible Wizard more than likely.
Deep Dwarves aren't supposed to benefit from regeneration; this works?
edit: So, it does work. From the description of Deep Dwarves that would seem like a bug, except that it's a recommended class for them.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
Deep Dwarf Berserkers seem pretty damn cool. Trog's Hand lets you save your MP for recharging your healing wand later. Deep Dwarves with regeneration from Trog seem like a great combination. You probably can't keep your piety up to get good gifts though. Too bad mine keep getting ganked before I can find the Lair and level up a bit.
Don't go to level D:4 unless you can handle around 4 orcs, 2 orc wizards, and a few orc enchanters or can run from them consistently. You WILL get killed by some invisible Wizard more than likely.
Deep Dwarves aren't supposed to benefit from regeneration; this works?
edit: So, it does work. From the description of Deep Dwarves that would seem like a bug, except that it's a recommended class for them.
Necromantic Spell "Regeneration" doesn't work. Malheb's healing works. Healing from Elyvilon makes a Deep Dwarf Healer also a recommended class, but I've never tried it. I'm guessing it works too.
How do you play a healer? Healing monsters? Sounds lethal to try.
From what I see, you pretty much "nice" most monsters to death (read: most things that you'd chop up for vittles), clubbing stuff that won't turn easily.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Necromantic Spell "Regeneration" doesn't work. Malheb's healing works. Healing from Elyvilon makes a Deep Dwarf Healer also a recommended class, but I've never tried it. I'm guessing it works too.
How do you play a healer? Healing monsters? Sounds lethal to try.
Kill what you can handle, heal into neutrality what you can't, and either kill or heal weaker creatures depending on your current needs for food and piety.
Deep Dwarf healers in particular are all about balancing piety (for self-healing) with hunger.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
Necromantic Spell "Regeneration" doesn't work. Malheb's healing works. Healing from Elyvilon makes a Deep Dwarf Healer also a recommended class, but I've never tried it. I'm guessing it works too.
How do you play a healer? Healing monsters? Sounds lethal to try.
Kill what you can handle, heal into neutrality what you can't, and either kill or heal weaker creatures depending on your current needs for food and piety.
Deep Dwarf healers in particular are all about balancing piety (for self-healing) with hunger.
Healing is based on Invocations? I've tried healing rats and whatnot, and get a "Nothing appears to happen" message. Do I need to hit them around a few times before I try to heal them?
Edit: I've managed to convert the stuff I usually eat. Nothing humanoid. Why would you ever want to convert your walking food?
Necromantic Spell "Regeneration" doesn't work. Malheb's healing works. Healing from Elyvilon makes a Deep Dwarf Healer also a recommended class, but I've never tried it. I'm guessing it works too.
How do you play a healer? Healing monsters? Sounds lethal to try.
Kill what you can handle, heal into neutrality what you can't, and either kill or heal weaker creatures depending on your current needs for food and piety.
Deep Dwarf healers in particular are all about balancing piety (for self-healing) with hunger.
Healing is based on Invocations? I've tried healing rats and whatnot, and get a "Nothing appears to happen" message. Do I need to hit them around a few times before I try to heal them?
Edit: I've managed to convert the stuff I usually eat. Nothing humanoid. Why would you ever want to convert your walking food?
Yeah, it's based on Invocation.
Conversion is good for avoiding or winning tough fights and it's a great source of piety. If you're good on food and you see a small critter that gives poor XP, convert it; if you're hungry, kill it.
You also should get the thickest armor you can and the biggest weapon that you can, since it won't interfere with your abilities; healers are (usually) just dedicated fighters that can convert enemies at will and heal themselves as necessary.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
Powered up heals are one of the best ways to deal with the threat of a hydra. Also, neutral monsters (what they turn into after healing) will fight with hostile monsters and vice versa if they get in each others way. If you use a weaksauce animal as speedbump for an oncoming horde then it will likely die anyways.
Necromantic Spell "Regeneration" doesn't work. Malheb's healing works. Healing from Elyvilon makes a Deep Dwarf Healer also a recommended class, but I've never tried it. I'm guessing it works too.
How do you play a healer? Healing monsters? Sounds lethal to try.
Kill what you can handle, heal into neutrality what you can't, and either kill or heal weaker creatures depending on your current needs for food and piety.
Deep Dwarf healers in particular are all about balancing piety (for self-healing) with hunger.
Healing is based on Invocations? I've tried healing rats and whatnot, and get a "Nothing appears to happen" message. Do I need to hit them around a few times before I try to heal them?
Edit: I've managed to convert the stuff I usually eat. Nothing humanoid. Why would you ever want to convert your walking food?
Yeah, it's based on Invocation.
Conversion is good for avoiding or winning tough fights and it's a great source of piety. If you're good on food and you see a small critter that gives poor XP, convert it; if you're hungry, kill it.
You also should get the thickest armor you can and the biggest weapon that you can, since it won't interfere with your abilities; healers are (usually) just dedicated fighters that can convert enemies at will and heal themselves as necessary.
Spilling blood while praying to Elyvilon gives you penance. That's a good reason to never, ever pray unless you are planning on reading a teleport scroll or something. Her protection comes from praying, but you are a sitting duck and can't attack? :? Seems like a shitty god.
Still better than Zin though. Oh joy, being satiated for piety, piety for cash, but restrictions about eating intelligent beings force you to starving more often anyway. I've never started a priest that didn't worship Beogh. Maybe if good gods weren't so shitty they'd be more popular.
The Shining One seems like the only serious contender for "Useful" good god. The Corona and everything else seems pretty great.
How are you guys managing to wear Heavy Armor as casters at any point? As soon as I put it on my spell success goes down the toilet. When do you make the swap?
I just had a ridiculous start with a Mountain Dwarf artificer. I start in a vault that is filled with a bunch of doors to blocks of walls that don't go anywhere, and the only enemy I run into is an ooze. I am able to kill it with a wand, but there are no visible doors out of the vault, only a hatch. I go down and bludgeon a goblin to death and pick up his club.
The club is cursed. A few steps away is a scroll, turns out to be ID, and the only unIDed thing is the club, which turns out to be -3. A few steps more away is a remove curse scroll, hurray, throw that POS club away.
I walk around the corner, and proceed to get fucked by Sigmund. There was no where to run.
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I memorized Iron but have only failed at casting it... just found a Geomancy book though, and picked up Stoneskin to train up some Earth skill.
Bolt of Cold does great damage and can hit multiple enemies and has great range. It's absolutely terrific against anything that doesn't resist cold.
You're way better going with that whenever you can and Bolt of Iron against anything else. Those two spells can easily carry you through the game offensively.
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If you haven't yet, you might consider turning off Ice skill so you can get more experience into conjuration and spellcasting, which will help both bolt spells.
WHOAH scroll of Acuirement, new to me.... I think I might take a Magic Rod.
e~ Figured out how to toggle a skill... Conj is 13 and Ice is 7. Scroll got me a Staff of Conj ^^
e2~ There is a skeletal warrior rolling around this level who I cant chill or confuse, he's got me on the run and Iron Bolt is not really castable ;o I'm doing so well for me, I really hope he gets cancer and dies.
e3~ Goddamit, telescrolled and landed adjacent to another one.
e4~ FUCK
Bolt of cold is actually straight cold damage, though it does hit everything in it's path (as compared to ice bolt which will stop when it hits something.)
Sorry to hear about your character's death; for future reference, you still train spellcasting skills when you fail to cast a spell.
How do I use it, is it a weapon or like a wand or what?
I have a Ring of Prot +2, Ring of Int +2 and two Rings of Wizardry. I'm not sure how Int and Wizardy affect my spellcasting, which should I wear?
http://sourceforge.net/projects/crawl-ref/files/
Annnddd... I've got a decent character to show off for the new patch:
Dungeon Crawl Stone Soup version 0.5.1 (crawl-ref) character file. Clamon the Destroyer (Mummy Venom Mage) Turns: 94152, Time: 03:08:49 HP 85/85 AC 24 Str 8 Exp: 14/103422 (107), need: 7577 MP 31/40 EV 7 Int 22 God: Sif Muna ****** Gold 1225 SH 0 Dex 11 Spells: 11 memorised, 1 level left Res.Fire : + . . See Invis. : . s - staff of wizardry Res.Cold : + . . Warding : + j - +1 dragon armour Life Prot.: + + + Conserve : + (no shield) Res.Poison: + Res.Corr. : + p - +1 visored helmet {Int+3} Res.Elec. : . Clarity : . B - +1 cloak {rCorr, Cons} A - +2 pair of orc gloves Sust.Abil.: . Rnd.Telep. : . T - +0 pair of boots Res.Mut. : . Ctrl.Telep.: . m - amulet of Pnoac {Ward rC+} Res.Slow : . Levitation : . a - ring of magical power Saprovore : . . . Ctrl.Flight: . l - ring "Raujyel" {MR AC+4 Int+3 Dam+1} @: burdened, slow, quite resistant to magic, extremely unstealthy A: in touch with death, poison resistance, cold resistance 1, torment resistance, life protection 3 a: Self-Restoration, Channel Energy, Forget Spell, Renounce Religion You are in the Ecumenical Temple. You worship Sif Muna. Sif Muna is exalted by your worship. You are encumbered. You are not hungry. You have visited 5 branches of the dungeon, and seen 32 of its levels. You have collected 2512 gold pieces. You have spent 1303 gold pieces at shops. Inventory: Hand weapons y - an uncursed glowing orcish dagger (quivered) Armour j - a +1 dragon armour (worn) p - a +1 visored helmet of intelligence (worn) x - the +2 robe of Alieba {+Rage rC+ MR EV+5 Dex-1 Int-1 SInv} (You found it on level 4 of the Dungeon) It affects your evasion (+5). It affects your intelligence (-1). It affects your dexterity (-1). It protects you from cold. It increases your resistance to enchantments. It enhances your eyesight. It lets you go berserk. A - a +2 pair of orcish gloves (worn) B - a +1 cloak of preservation (worn) T - a +0 pair of boots (worn) Magical devices e - a wand of confusion {zapped: 1} o - a wand of draining q - a wand of fireball {zapped: 1} r - a wand of paralysis w - a wand of frost z - a wand of fire {zapped: 3} F - a wand of draining {zapped: 3} J - a wand of slowing {zapped: 1} P - a wand of frost Q - a wand of lightning {zapped: 1} Scrolls c - 6 scrolls of teleportation d - 8 scrolls of identify f - 4 scrolls of remove curse g - 2 scrolls of fear k - 2 scrolls of blinking n - 2 scrolls of detect curse Jewellery a - a ring of magical power (right hand) h - an uncursed ring of levitation l - the ring "Raujyel" (left hand) {MR AC+4 Int+3 Dam+1} (You bought it in a shop on level 10 of the Dungeon) [ring of protection from magic] It affects your AC (+4). It affects your intelligence (+3). It affects your damage-dealing abilities (+1). m - the amulet of Pnoac (around neck) {Ward rC+} (You bought it in a shop on level 10 of the Dungeon) [amulet of warding] It protects you from cold. Books b - a Young Poisoner's Handbook Spells Type Level *Sting Conjuration/Poison 1 Cure Poison Poison 2 Poison Weapon Enchantment/Poison 2 *Mephitic Cloud Conjuration/Poison/Air 3 Venom Bolt Conjuration/Poison 5 i - the Incunabulum of Creative Evil (You found it on level 14 of the Dungeon) Spells Type Level Pain Necromancy 1 Summon Scorpions Summoning/Poison 4 Excruciating Wounds Enchantment/Necromancy 5 Borgnjor's Revivification Necromancy 5 Shadow Creatures Summoning 5 t - a book of Divinations Spells Type Level Detect Secret Doors Divination 1 *Detect Creatures Divination 2 Detect Items Divination 2 Detect Curse Divination 3 See Invisible Enchantment/Divination 4 Forescry Divination 5 Identify Divination 6 u - a book of Divinations Spells Type Level Detect Secret Doors Divination 1 *Detect Creatures Divination 2 Detect Items Divination 2 Detect Curse Divination 3 See Invisible Enchantment/Divination 4 Forescry Divination 5 Identify Divination 6 v - a book of Minor Magic [flame] Spells Type Level Magic Dart Conjuration 1 Summon Small Mammals Summoning 1 Throw Flame Conjuration/Fire 2 *Blink Translocation 2 Slow Enchantment 3 *Mephitic Cloud Conjuration/Poison/Air 3 Conjure Flame Conjuration/Fire 3 C - a book of Minor Magic [summ] Spells Type Level Magic Dart Conjuration 1 Summon Small Mammals Summoning 1 *Blink Translocation 2 *Repel Missiles Enchantment/Air 2 Slow Enchantment 3 Call Canine Familiar Summoning 3 *Mephitic Cloud Conjuration/Poison/Air 3 D - a book of Surveyances Spells Type Level Detect Secret Doors Divination 1 Detect Traps Divination 2 Detect Items Divination 2 *Magic Mapping Divination/Earth 4 E - a book of Surveyances Spells Type Level Detect Secret Doors Divination 1 Detect Traps Divination 2 Detect Items Divination 2 *Magic Mapping Divination/Earth 4 G - a book of War Chants Spells Type Level Fire Brand Enchantment/Fire 2 Freezing Aura Enchantment/Ice 2 *Repel Missiles Enchantment/Air 2 Berserker Rage Enchantment 3 Regeneration Enchantment/Necromancy 3 Haste Enchantment 6 H - Sif Muna's Grimoire of Blows and Bruises {god gift} (Sif Muna gifted it to you on level 4 of the Orcish Mines) Spells Type Level *Stone Arrow Conjuration/Earth 3 Ice Bolt Conjuration/Ice 4 Poisonous Cloud Conjuration/Poison/Air 6 Freezing Cloud Conjuration/Ice/Air 7 I - Sif Muna's Book of Damage Dealing and Intoxication {god gift} (Sif Muna gifted it to you on level 11 of the Dungeon) Spells Type Level Throw Frost Conjuration/Ice 2 Olgreb's Toxic Radiance Poison 4 Poison Arrow Conjuration/Poison 6 Lehudib's Crystal Spear Conjuration/Earth 8 K - a book of Callings Spells Type Level Summon Small Mammals Summoning 1 Sticks to Snakes Transmutation/Summoning 2 Call Imp Summoning 3 Summon Elemental Summoning 4 Summon Scorpions Summoning/Poison 4 Summon Ice Beast Ice/Summoning 5 L - a book of Morphology Spells Type Level Lee's Rapid Deconstruction Transmutation/Earth 5 Polymorph Other Transmutation 5 Cigotuvi's Degeneration Transmutation/Necromancy 5 Alter Self Transmutation 7 Shatter Transmutation/Earth 9 M - a book of Wizardry Spells Type Level *Detect Creatures Divination 2 Summon Elemental Summoning 4 *Magic Mapping Divination/Earth 4 Teleport Self Translocation 5 Fireball Conjuration/Fire 6 Identify Divination 6 Haste Enchantment 6 N - a book of the Earth {god gift} Spells Type Level Maxwell's Silver Hammer Transmutation/Earth 2 *Magic Mapping Divination/Earth 4 *Dig Transmutation/Earth 4 Statue Form Transmutation/Earth 6 *Bolt of Iron Conjuration/Earth 6 Shatter Transmutation/Earth 9 O - a book of the Tempests Spells Type Level Static Discharge Conjuration/Air 4 Lightning Bolt Conjuration/Air 5 Fireball Conjuration/Fire 6 Shatter Transmutation/Earth 9 R - a book of Summonings Spells Type Level Abjuration Summoning 3 Recall Summoning/Translocation 3 Call Canine Familiar Summoning 3 Summon Ugly Thing Summoning 5 Shadow Creatures Summoning 5 Summon Wraiths Necromancy/Summoning 7 Summon Horrible Things Summoning 8 S - Dispater's Reference Book on Conjuration {god gift} (Sif Muna gifted it to you on level 10 of the Lair of Beasts) Spells Type Level Throw Flame Conjuration/Fire 2 Iskenderun's Mystic Blast Conjuration 4 *Bolt of Cold Conjuration/Ice 6 Chain Lightning Conjuration/Air 8 U - a book of Cantrips Spells Type Level Confusing Touch Enchantment 1 Animate Skeleton Necromancy 1 Summon Small Mammals Summoning 1 Detect Secret Doors Divination 1 *Apportation Translocation 1 V - Sif Muna's Collected Works on Cloudy Attacks {god gift} (Sif Muna gifted it to you on level 7 of the Lair of Beasts) Spells Type Level Shock Conjuration/Air 1 Throw Flame Conjuration/Fire 2 Silence Enchantment/Air 5 Poison Arrow Conjuration/Poison 6 Poisonous Cloud Conjuration/Poison/Air 6 W - Sif Muna's Guide on Torrid Conjuration {god gift} (Sif Muna gifted it to you on level 1 of the Hive) Spells Type Level Flame Tongue Conjuration/Fire 1 *Sting Conjuration/Poison 1 Iskenderun's Mystic Blast Conjuration 4 Conjure Ball Lightning Conjuration/Air 7 Delayed Fireball Conjuration/Fire 7 X - Sif Muna's Tome of Blistering Combat Magic {god gift} (Sif Muna gifted it to you on level 9 of the Lair of Beasts) Spells Type Level *Sting Conjuration/Poison 1 Sticky Flame Conjuration/Fire 4 Bolt of Draining Conjuration/Necromancy 6 Fire Storm Conjuration/Fire 9 Y - Sif Muna's Tome of Torrid Arcane Weapons {god gift} (Sif Muna gifted it to you on level 2 of the Lair of Beasts) Spells Type Level Flame Tongue Conjuration/Fire 1 *Sting Conjuration/Poison 1 Iskenderun's Mystic Blast Conjuration 4 Bolt of Fire Conjuration/Fire 6 Lehudib's Crystal Spear Conjuration/Earth 8 Magical staves s - a staff of wizardry (weapon) You have 107 experience left. Skills: + Level 2 Fighting - Level 2 Staves + Level 4 Armour - Level 2 Dodging - Level 3 Stealth + Level 2 Traps & Doors + Level 11 Spellcasting + Level 15 Conjurations + Level 1 Translocations - Level 2 Divinations + Level 3 Ice Magic - Level 1 Air Magic - Level 7 Earth Magic - Level 9 Poison Magic + Level 5 Invocations You have one spell level left. You know the following spells: Your Spells Type Power Success Level a - Sting Pois/Conj ##### Excellent 1 b - Mephitic Cloud Pois/Air/Conj #######... Excellent 3 c - Bolt of Iron Erth/Conj #######... Very Good 6 d - Blink Tloc N/A Great 2 e - Magic Mapping Erth/Divn ###### Very Good 4 f - Stone Arrow Erth/Conj ####### Excellent 3 g - Bolt of Cold Ice/Conj #######... Fair 6 h - Apportation Tloc ####...... Great 1 i - Detect Creatures Divn #####.. Great 2 j - Repel Missiles Air/Ench ####...... Very Good 2 k - Dig Erth/Trmt ######.... Good 4 Overview of the Dungeon Branches: (use G to reach them and ?/B for more information) Temple: D:7 Orc : D:9 Elf : Orc:4 Lair : D:13 Swamp : Lair:4 Slime : Lair:10 Snake : Lair:8 Hive : D:14 Altars: (use Ctrl-F "altar" to reach them and ?/G for information about gods) The Shining One: D:7, Lair:9 Xom: Orc:2 Shops: (use Ctrl-F "shop" to reach them) D:5: [ D:6: + D:10: = D:11: * D:13: * D:15: % Orc:2: / Orc:4: /%! Lair:3: [ Lair:9: / Innate Abilities, Weirdness & Mutations Your flesh is vulnerable to fire. You are in touch with the powers of death. You can restore your body by infusing magical energy. Your system is resistant to poisons. Your flesh is cold resistant. You are immune to unholy pain and torment. You are immune to negative energy.However, you don't have a basic attack good for the swamps that doesn't eat up food, do you? Poison is heavily resisted.
fake edit: ah stone arrow, nice.
Why Sif Muna over Vehumet? I've always done Sif, but my last char was deep in the swamps owning hydras but they just wouldnt stop coming and I ran out of Magic... then I actually read up on the deities and Veh seems brilliant.
Also: Heavy Armor? Is that generally better than Light for casters once you can get some skill in it?
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I'd personally switch off conjurations for a bit and just focus on either Poison Arrow or Crystal Spear. There's no real reason to go with both. I'd probably go with Poison Arrow since Bolt of Iron's already a fine earth option, and I think Mummies probably have better poison aptitude. I don't play mummies though so I'd check that first. And maybe Crystal Spear really is a lot more amazing than I give it credit for, but every time I've watched people playing through with it I haven't been that impressed.
Other than that, Detect Traps would be a sound investment. Summon Small Mammals is always decent.
Haste might take too long to get to, but I'm not sure how close you are to it on spellcasting/intelligence alone (I'd assume not very by Repel Missile's success rate), but some enchantment skill would be advisable anyway in anticipation of Deflect Missiles. But with Magic Mapping and Detect Creatures you can probably mostly get away without hasting as long as you're careful.
Sif Muna is good for mummies since they can channel without hunger. And I honestly like her as a conjurer deity anyway since she'll probably give you a good offensive spell eventually and she gives a better shot at all the other cool stuff like Tukima's Dance or whatever.
I think dragon armor has a pretty low evasion penalty, so it's not a terrible choice for a caster in any case. I maybe wouldn't go up to plate mail or the like, but having some armor skill is really nice when you find that artifact ring or chain mail. The only decent light armor is a robe of resistance, really.
I think the main advantage of crystal spear over bolt of iron is accuracy. Other than that I think it's mainly just good because it's got such a high damage output.
e:
Also, does anyone know of any good AoE spells on the high end? I gather that the Bolt of * and * Arrow spells will hit targets in a line, but is there something better (especially in ice, poison, or earth).
I really like freezing cloud as AOE, but I've never used the equivalent fire spell. When I go fire magic I invariably stop with fireball / delayed fireball and then move onto earth magic.
What does it do?
re: Casters in heavy armor - does your casting suffer?
This is one thing I really like about mummies and vampires, they can rather easily gain armor and casting skills so as to use both. Ring/staff of wizardry helps, too.
Staff of Earth was the most ridiculously powerful weapon in the game. All of the elemental staves do (did, perhaps) a solid amount of bonus damage if you have high elemental magic and evocations. Staff of Earth did this bonus damage, and that damage was unresistable and unaffected by AC.
It was the chosen weapon of many a fifteen rune runner who didn't want the exercise to actually be challenging. And I missed it : (
I'm having trouble getting past level one and two... I starved once on level three...
e~ seems like Throw Cold and Meph Cloud have food costs now? Maybe just because I need to level up some skills.... never noticed that before, though.
e2~ Yeah, I think it was just me trying to use more than Dart earlier than usual + some bad luck. Doing well now though, Artifact ring Resists Cold and Elec, +4 Dex +3 AC and allows me to Berserk ^^ I'm a caster, but still amazing.
e3~ Book of Transfiguration - any good? I took Sand Blast to get a little Earth skill for Iron Bolt, but I'm not sure what else is good. Statue Form, Alter Self, Poly Other, Dragon Form?
Is there any reason to keep wearing my Gourmand Ammy, or is the mutation an identical deal?
Alter self is good for messing around with, I wouldn't take dragon form or statue form unless you plan on focusing soley on transmutation.
Seems like it to me, too. I've been having difficulty just getting past 1k points. All my characters have died in d1-d4 so far. Trying to beat this game is trying to jump to the moon.
Don't go to level D:4 unless you can handle around 4 orcs, 2 orc wizards, and a few orc enchanters or can run from them consistently. You WILL get killed by some invisible Wizard more than likely.
Deep Dwarves aren't supposed to benefit from regeneration; this works?
edit: So, it does work. From the description of Deep Dwarves that would seem like a bug, except that it's a recommended class for them.
Necromantic Spell "Regeneration" doesn't work. Malheb's healing works. Healing from Elyvilon makes a Deep Dwarf Healer also a recommended class, but I've never tried it. I'm guessing it works too.
How do you play a healer? Healing monsters? Sounds lethal to try.
- The Four Horsemen of the Apocalypse (2017, colorized)
Kill what you can handle, heal into neutrality what you can't, and either kill or heal weaker creatures depending on your current needs for food and piety.
Deep Dwarf healers in particular are all about balancing piety (for self-healing) with hunger.
Healing is based on Invocations? I've tried healing rats and whatnot, and get a "Nothing appears to happen" message. Do I need to hit them around a few times before I try to heal them?
Edit: I've managed to convert the stuff I usually eat. Nothing humanoid. Why would you ever want to convert your walking food?
Yeah, it's based on Invocation.
Conversion is good for avoiding or winning tough fights and it's a great source of piety. If you're good on food and you see a small critter that gives poor XP, convert it; if you're hungry, kill it.
You also should get the thickest armor you can and the biggest weapon that you can, since it won't interfere with your abilities; healers are (usually) just dedicated fighters that can convert enemies at will and heal themselves as necessary.
Spilling blood while praying to Elyvilon gives you penance. That's a good reason to never, ever pray unless you are planning on reading a teleport scroll or something. Her protection comes from praying, but you are a sitting duck and can't attack? :? Seems like a shitty god.
Still better than Zin though. Oh joy, being satiated for piety, piety for cash, but restrictions about eating intelligent beings force you to starving more often anyway. I've never started a priest that didn't worship Beogh. Maybe if good gods weren't so shitty they'd be more popular.
The Shining One seems like the only serious contender for "Useful" good god. The Corona and everything else seems pretty great.
The club is cursed. A few steps away is a scroll, turns out to be ID, and the only unIDed thing is the club, which turns out to be -3. A few steps more away is a remove curse scroll, hurray, throw that POS club away.
I walk around the corner, and proceed to get fucked by Sigmund. There was no where to run.