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Archived from groups: rec.games.roguelike.misc (More info?)
At first the bragging (sorry again):
Actually I'm making some progress, my current DEIE is my first level 17
char, the first time I reached the bottom of the Snake Pits (still w/o
any source of res_poison) and got my very first Rune (Serpentine). Not a
big deal for most of you, but for me, as a very slow player and learner,
it's a big success! And now: applause, please ;-)
Meanwhile I think I could need some advice on my skill organization (and
some other things). I'm pretty much groping in the dark here. Here is a
char dump with skills and equipment, to get a picture how I'm playing
this one:
Dungeon Crawl version 4.0.0 beta 26 character file.
/* this is where I found the serpentine rune.
/* a (lesser?) vault, right?
#..<...)..)).................
############)###############.
#####....###### #.
######...)....).)..#### #.
###....#.............#..### #.
##...:..#.............#....# #.
#.......#....#...))#..#....## #.
#.......#.............##....# #.
##.......##.)#.)@.....##.....# #.
#.....#...##....}..)###......###.
#........).#........)#.)..)...##.
#........#).))#/)..))).#......##.
#..............)#.))..........##.
#..#..........))..).#..)....#.##.
....##..........)......./...##.##.
....##.................)....##.##.
....##.......#..))..........##.###
TicMuna the Destroyer (Deep Elf)
(Level 17 Ice Elementalist)
Play time: 15:30:25 Number of turns: 50257
Experience : 17/208681
Strength 8 Dexterity 14 Intelligence 26
Hit Points : 74 Magic Points : 47
AC : 17 Evasion : 13 Shield : 0
^^^^^^^
/* AC is currently not as high as it could be.
/* right now I'm testing my now staff of energy
/* but I think I don't need it since I have a
/* huge stash of honeycombs and royal jellies.
GP : 853
You are in the Snake Pit.
You worship Vehumet.
Vehumet is exalted by your worship.
You are not hungry.
Inventory:
Hand weapons
a - a +5,+4 quarterstaff of protection
/* this is my main weapon
c - a +0 scimitar of flaming
/* this my somewhat expensive desecting device ;-)
Armour
g - a +4 robe of fire resistance (worn)
/* also have a +2 robe of magic resistance. Are there any
/* reasons or places where I should use the latter instead?
p - a +2 cloak (worn)
t - a +2 pair of boots of stealth (worn)
/* later I'll ask about stealth. please take this boots into acount.
C - a +2 visored helmet (worn)
O - a +2 pair of gloves (worn)
Magical devices
d - a wand of fireball (10)
f - a wand of teleportation
k - a wand of disintegration (4)
q - a wand of magic darts
/* newly auto-pickuped, just forgot to drop
w - a wand of draining
B - a wand of digging (1)
F - a wand of fireball
K - a wand of enslavement (4)
V - a wand of paralysis
Comestibles
e - a honeycomb
o - a royal jelly
s - a bread ration
Scrolls
h - 2 scrolls of magic mapping
j - 6 scrolls of blinking
/* didn't need any for a long time now, but
/* paranoids like me never can carry enough of them
y - 5 scrolls of teleportation
/* same here. blink and teleport are some kind of one unit to me.
P - 4 scrolls of remove curse
Z - 4 scrolls of detect curse
Jewellery
i - an amulet of resist corrosion
/* I'm not sure whether and where I better should
/* use this one instead of the conservation.
u - an uncursed ring of teleport control
x - a ring of see invisible
z - a ring of magical power (left hand)
A - a +4 ring of strength
/* I'm only using this for transport actions like
/* carrying all the comestibles out of the Hive.
D - an amulet of controlled flight
/* don't know what to do with this right now, but I guess
/* it could become handy later, in zot-trap scattered areas.
E - a ring of levitation
J - a ring of ice (right hand)
/* probably don't need it any more, if it only effects spell failure
/* rate. If it powers up my ice-spells too, I won't drop it.
Q - an amulet of conservation (around neck)
/* see 'i'
X - an uncursed ring of sustenance
/* will I ever become short on food again?
Potions
l - a potion of levitation
r - 2 potions of healing
G - 6 potions of heal wounds
L - a potion of mutation
M - 2 potions of invisibility
R - a potion of speed
U - 2 potions of restore abilities
Magical staves
b - a staff of wizardry
/* sometimes it _feels_ like it would power up my spells.
/* the difference isn't that much, so I'm still unsure.
m - a staff of energy (weapon)
Miscellaneous
v - a serpentine rune of Zot
/* my very first rune! 🙂
You have 13 experience left.
Skills:
- Level 1 Short Blades
+ Level 3 Staves
- Level 7 Dodging
/* I hope this is enough for now.
+ Level 6 Stealth
/* I have no idea how much stealth is useful.
/* I was planning to switch it off when at 7,
/* but it didn't grow up for some time now...
+ Level 13 Spellcasting
+ Level 19 Conjurations
/* and here's the main reason for that post
/* besides the bragging, of course ;-)
/* how do those "meta-skills" relate to the elemental skills?
/* or in my case: what is more important, Spellcasting/Conjurations
/* or Ice Magic?
+ Level 4 Enchantments
/* should I better witch it off?
+ Level 1 Summonings
+ Level 16 Ice Magic
+ Level 3 Air Magic
+ Level 4 Evocations
You have 7 spell levels left.
You know the following spells:
Your Spells Type Success Level
a - Freeze Ice Perfect 1
b - Throw Frost Ice/Conjuration Perfect 2
c - Ozocubu's Armour Ice/Enchantment Perfect 3
d - Ice Bolt Ice/Conjuration Perfect 4
/* this is my *real* main weapon (not the staff, of course).
/* but I'm afraid of cold resistance monsters I'll surely meet soon or
/* later, that's why I'm also investigating in Earth and Air schools.
/* does it make sense or is it too much already and should I better
/* concentrate on one second school only, Earth _or_ Air?
e - Shock Air/Conjuration Excellent 1
f - Swiftness Air/Enchantment Great 2
g - Mephitic Cloud Poison/Air/Conjuration Great 3
h - Repel Missiles Air/Enchantment Great 2
i - Static Discharge Air/Conjuration Excellent 4
j - Summon Ice Beast Ice/Summoning Excellent 5
k - Levitation Air/Enchantment Great 2
l - Bolt of Iron Earth/Conjuration Very Good 6
TIA,
Rubinstein
At first the bragging (sorry again):
Actually I'm making some progress, my current DEIE is my first level 17
char, the first time I reached the bottom of the Snake Pits (still w/o
any source of res_poison) and got my very first Rune (Serpentine). Not a
big deal for most of you, but for me, as a very slow player and learner,
it's a big success! And now: applause, please ;-)
Meanwhile I think I could need some advice on my skill organization (and
some other things). I'm pretty much groping in the dark here. Here is a
char dump with skills and equipment, to get a picture how I'm playing
this one:
Dungeon Crawl version 4.0.0 beta 26 character file.
/* this is where I found the serpentine rune.
/* a (lesser?) vault, right?
#..<...)..)).................
############)###############.
#####....###### #.
######...)....).)..#### #.
###....#.............#..### #.
##...:..#.............#....# #.
#.......#....#...))#..#....## #.
#.......#.............##....# #.
##.......##.)#.)@.....##.....# #.
#.....#...##....}..)###......###.
#........).#........)#.)..)...##.
#........#).))#/)..))).#......##.
#..............)#.))..........##.
#..#..........))..).#..)....#.##.
....##..........)......./...##.##.
....##.................)....##.##.
....##.......#..))..........##.###
TicMuna the Destroyer (Deep Elf)
(Level 17 Ice Elementalist)
Play time: 15:30:25 Number of turns: 50257
Experience : 17/208681
Strength 8 Dexterity 14 Intelligence 26
Hit Points : 74 Magic Points : 47
AC : 17 Evasion : 13 Shield : 0
^^^^^^^
/* AC is currently not as high as it could be.
/* right now I'm testing my now staff of energy
/* but I think I don't need it since I have a
/* huge stash of honeycombs and royal jellies.
GP : 853
You are in the Snake Pit.
You worship Vehumet.
Vehumet is exalted by your worship.
You are not hungry.
Inventory:
Hand weapons
a - a +5,+4 quarterstaff of protection
/* this is my main weapon
c - a +0 scimitar of flaming
/* this my somewhat expensive desecting device ;-)
Armour
g - a +4 robe of fire resistance (worn)
/* also have a +2 robe of magic resistance. Are there any
/* reasons or places where I should use the latter instead?
p - a +2 cloak (worn)
t - a +2 pair of boots of stealth (worn)
/* later I'll ask about stealth. please take this boots into acount.
C - a +2 visored helmet (worn)
O - a +2 pair of gloves (worn)
Magical devices
d - a wand of fireball (10)
f - a wand of teleportation
k - a wand of disintegration (4)
q - a wand of magic darts
/* newly auto-pickuped, just forgot to drop
w - a wand of draining
B - a wand of digging (1)
F - a wand of fireball
K - a wand of enslavement (4)
V - a wand of paralysis
Comestibles
e - a honeycomb
o - a royal jelly
s - a bread ration
Scrolls
h - 2 scrolls of magic mapping
j - 6 scrolls of blinking
/* didn't need any for a long time now, but
/* paranoids like me never can carry enough of them
y - 5 scrolls of teleportation
/* same here. blink and teleport are some kind of one unit to me.
P - 4 scrolls of remove curse
Z - 4 scrolls of detect curse
Jewellery
i - an amulet of resist corrosion
/* I'm not sure whether and where I better should
/* use this one instead of the conservation.
u - an uncursed ring of teleport control
x - a ring of see invisible
z - a ring of magical power (left hand)
A - a +4 ring of strength
/* I'm only using this for transport actions like
/* carrying all the comestibles out of the Hive.
D - an amulet of controlled flight
/* don't know what to do with this right now, but I guess
/* it could become handy later, in zot-trap scattered areas.
E - a ring of levitation
J - a ring of ice (right hand)
/* probably don't need it any more, if it only effects spell failure
/* rate. If it powers up my ice-spells too, I won't drop it.
Q - an amulet of conservation (around neck)
/* see 'i'
X - an uncursed ring of sustenance
/* will I ever become short on food again?
Potions
l - a potion of levitation
r - 2 potions of healing
G - 6 potions of heal wounds
L - a potion of mutation
M - 2 potions of invisibility
R - a potion of speed
U - 2 potions of restore abilities
Magical staves
b - a staff of wizardry
/* sometimes it _feels_ like it would power up my spells.
/* the difference isn't that much, so I'm still unsure.
m - a staff of energy (weapon)
Miscellaneous
v - a serpentine rune of Zot
/* my very first rune! 🙂
You have 13 experience left.
Skills:
- Level 1 Short Blades
+ Level 3 Staves
- Level 7 Dodging
/* I hope this is enough for now.
+ Level 6 Stealth
/* I have no idea how much stealth is useful.
/* I was planning to switch it off when at 7,
/* but it didn't grow up for some time now...
+ Level 13 Spellcasting
+ Level 19 Conjurations
/* and here's the main reason for that post
/* besides the bragging, of course ;-)
/* how do those "meta-skills" relate to the elemental skills?
/* or in my case: what is more important, Spellcasting/Conjurations
/* or Ice Magic?
+ Level 4 Enchantments
/* should I better witch it off?
+ Level 1 Summonings
+ Level 16 Ice Magic
+ Level 3 Air Magic
+ Level 4 Evocations
You have 7 spell levels left.
You know the following spells:
Your Spells Type Success Level
a - Freeze Ice Perfect 1
b - Throw Frost Ice/Conjuration Perfect 2
c - Ozocubu's Armour Ice/Enchantment Perfect 3
d - Ice Bolt Ice/Conjuration Perfect 4
/* this is my *real* main weapon (not the staff, of course).
/* but I'm afraid of cold resistance monsters I'll surely meet soon or
/* later, that's why I'm also investigating in Earth and Air schools.
/* does it make sense or is it too much already and should I better
/* concentrate on one second school only, Earth _or_ Air?
e - Shock Air/Conjuration Excellent 1
f - Swiftness Air/Enchantment Great 2
g - Mephitic Cloud Poison/Air/Conjuration Great 3
h - Repel Missiles Air/Enchantment Great 2
i - Static Discharge Air/Conjuration Excellent 4
j - Summon Ice Beast Ice/Summoning Excellent 5
k - Levitation Air/Enchantment Great 2
l - Bolt of Iron Earth/Conjuration Very Good 6
TIA,
Rubinstein

