[crawl] YAVP

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"Erik Piper" <efrniokr@sdky.cz> wrote in message news:<395snpF5sh9fsU1@individual.net>...
> bork bork bork Johan Strandell bork 12:27:35 AM bork 3/3/2005 bork bork:

> After the first couple of levels, I find spell point management to be a
> non-issue for fighter-mages, as long they do little or no conjuring -- the
> powerup spells simply don't eat enough spell points for that. (This may be
> because I scum so much XP into Spellcasting in the early game, though.)

Agreed.

> That leaves HP, prayer, and durations. Prayer first. Although I feel silly
> for repeating this in post after post, I guess it's relevant here: Ely is so
> good for Crusaders it's practically a no-brainer. (I have a suspicion the
> word "crusade" in his description is a pointed hint at this.) This is
> because, before you get an "oRS and at any time after that when you need to
> wear some other amulet, Ely can provide the most important function of an
> "oRS instead: his cheap Purification power cures post-berserk slowing.

But if you don't play Crusaders and/or doesn't worship Ely then things
get quite different. (See below.)

> Durations... well, it's not hard to tell when a spell has turned off, if
> that's what you mean. If you mean the trouble of keeping the most important
> stuff active, it kinda depends on what spells are important. Fire brand is a
> pain since it can't be renewed midstream; by midgame, though, you're not
> usually depending on it anyway. (I say strictly "fire brand," because it's
> the better, more conservative option in that it ensures you won't be left
> with no easy route for the Swamp if you never find a decent weapon of
> flaming. It does however have the downside that it hinders the development of
> Oz's Armour if you're a dodging Crusader.) Regeneration I don't play with
> much because of the Ely route; from my experience when using it with
> non-Crusaders, I find it to be something that you just let slide if it
> expires mid-battle, unless it's a multiple-waves sort of thing where you
> can't avoid a second wave, but you can prepare for it. Haste is something you
> cast only when your life depends on it, and generally the concern is to
> shorten it (i.e. make sure your "oRS isn't on), not lengthen it. Armoring and
> deflection spells are both, it seems, renewable midterm. For the odd
> shortblades crusaders, there's the annoyance of keeping Short Blade fresh
> (it's really short in duration, but stackable); generally, it's how I spent
> 1-turn breathers in my Halfling game. Berserk rage is, of course, the last
> thing you cast before charging off, if the situation demands Berserk Rage.

With my current character, a MeTM, I've had to constantly juggle Oz's
armour, Repel missiles and Blade hands. That the latter makes
spellcasting harder is an interesting complication. He didn't find
enough armour so he had to have Oz's armour active to survive melee
combat, and it tends to run out mid-combat fairly often. Add prayer to
that (I prefer Makhleb for my transmuters) and you have your hands
full. A turn spent for prayer or for renewing spells is a free turn
for the opposition, and if you're going with Makhleb, a turn where
you're (potentially) not getting any HP:s or MP:s back.

I had a couple of interesting situations in the Elven Halls when
adding Silence to the mix, especially since that means you can't cast
spells until Silence runs out, and when it does it means that those
unfriendly deep elves can cast their spells too.

> HP... with Ely and Berserk Rage, HP aren't usually a problem. 🙂

Neither with Makhleb. :)

> Lovecats the Elven Ballista
> (Level 25 Deep Elf Fire Elementalist)
<snip>
> Oh, you meant NORMAL fire elementalists, didn't you? 🙂

:)
Preparing yourself for the bows patch, are you? 😉

> > The thing about fighters is that they usually have fewer options, and
> > really need a nice weapon and some good armour, which is far from
> > guaranteed.
>
> Actually -- thinking of the healer you just ascended -- I think some healers
> start out with a quarterstaff, which, though a bad weapon in the grand scheme
> of things, is a fantastic starting weapon -- on my personal super-scientific
> "add accuracy to damage and fudge for speed and handedness" scale, it beats
> all other starting weapons, I think. But besides the theory, I find it a good
> early weapon in practice, too. Better for a fighter-mage than a fighter,
> though, and many races have no-brainer weapon choices that can be described
> in brief as "not a quarterstaff."

My healer ditched the quarterstaff the instant he found his first axe.
Decent early weapons can usually be found, but often I find myself
hunting for a better weapon in the early midgame, and not getting a
way of dishing out enough damage will kill you directly or indirectly.
It depends a lot on what weapon you want though; axes are common
enough if you can survive the orcish mines (but that can depend on
finding something better than a +0 hand axe - catch 22), and maces and
clubs are plenty. Swords or polearms aren't as common.

With most spellbooks you get a nice progression of spells, so it's
definitely not as big a problem for magic users.

> > Spellcasters are guaranteed more spells than they can use
> > if they go with Sif Muna, so they have the flexibility.
>
> I find Sif Muna a bit of a dead end -- so you get all the books, and... then
> what? Vehumet keeps on giving and giving and giving... as long as you know
> how to squeeze the most out of the random allotment of books you slowly
> accrue. If your starting book is good enough, it's not really a problem no
> matter what.

I'm not that fond of Sif Muna myself, just wanted to point out that
getting lots of spellbooks isn't a problem for a spellcaster. Compared
to say Okawaru you're guaranteed to get something useful fairly soon -
it doesn't take that long to get your first book, unlike getting a
nice weapon from Okawaru or Trog.

> > And from that comes the bigger opportunities for screwups.
>
> The biggest screwup with a mage is leaning on the keys, really. The closest
> thing to a real fighter I brought down to the endgame -- a Hill Orc Crusader
> -- could afford to accidentally stand next to something dangerous for several
> turns. A mage or ordinary fighter-mage can't.

I'm not sure if I agree. A mage usually have lot less hitpoints and
worse AC/EV, so mistakes tend to be fatal. And with more options you
need to think more about the alternatives. A pure fighter can just
wade in or run away, while a mage possibly has 10-15 different spells
to choose from, and different ways of using them, so the potential
actions aren't as clearcut as for the fighter. More decisions in Crawl
usually mean more opportunities for bad decisions. :)

I killed a nice GEAE who met a dragon by trying to use magic (I think
the fatal mistake was not knowing that dragons aren't confused by
Mephilitic cloud). Any sensible fighter (or sensible mage for that
matter) would have run away the instant he saw the dragon.

> A mage, unlike a fighter-mage, has to take care never to have too few MP for
> an escape. Not doing that was the source of the endgame pure-mage death.

Which illustrates my point: a mage has more opportunities for action,
but that comes at the cost of having to juggle more things than a
fighter. Fighters have drawbacks too: they might not even have a way
of escape if things aren't going their way (scrolls/potions can be
destroyed and wands are not guaranteed).

> > It cuts both ways: a mage
> > can (usually) deal with most things in some way or other, while a
> > fighter only can fight or run away. When faced with a monster than
> > they can handle they can only run away...
>
> ...unless they're cut off from the stairs, unlikely to land safely when
> teleporting, unable to teleport and/or slower than your nearby foes... then
> you can only die. Still, pure fighters are indeed pretty hot stuff in Crawl.

The dying part was implied when either choice doesn't cut it. :)

/Johan
 
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"Erik Piper" <efrniokr@sdky.cz> wrote in message
news:<395snpF5sh9fsU1@individual.net>...
> bork bork bork Johan Strandell bork 12:27:35 AM bork 3/3/2005 bork bork:

[the three things to juggle with a fighter-mage: first spell points, then...]
> > That leaves fear, surprise, and fanatical devotion to the pope. Prayer
> > first.

> > [For a Crusader, Ely's great, and Ely in turn is no-prayer. So there. Ha.]

> But if you don't play Crusaders and/or doesn't worship Ely then things
> get quite different. (See below.)

Don't you simply mean "if you don't worship Ely"? Class doesn't affect the
prayer issue if the prayer issue works out to "no prayer." Or you mean you
wouldn't consider Ely for a non-crusader fighter-mage? I still would; over
time I've found him to be really good. Maybe in part due to the very prayer
issue -- not so much from the standpoint of a *more successful* game as from
the standpoint of a *less annoying* one. 'Course there's the annoyance of
smuggling weapons to him all the time ("god of peace"... yeah right buddy,
*I* know what you want all those weapons for -- ARMED REVOLUTION!!!), but due
to how the piety system works, it actually only makes sense to run weapons to
Ely until about dlevel 10 or so, after which you can forget about him until
you need his benefits.

Also, of course, there *are* other no-consecration gods out there besides
Ely. They don't happen to be popular (except for SM, who's kind of out of the
running for a fighter-mage though), but then Ely wasn't always popular either
(still isn't? Hard to say, with so few Crawlers out there, period) outside of
healers and the roleplaying thing.

> > [spell durations]

> With my current character, a MeTM, I've had to constantly juggle Oz's
> armour, Repel missiles and Blade hands. That the latter makes
> spellcasting harder is an interesting complication. He didn't find
> enough armour so he had to have Oz's armour active to survive melee
> combat,

Actually, even with good armor I tend to cast Oz in any semi-significant
battle. You never know when things will take a turn for the worse, e.g. some
nasty reinforcments, and it's nice to have a few more hitpoints and perhaps
some leftover duration when that happens.

> and [Oz] tends to run out mid-combat fairly often.

You can stack Oz -- the maximum is 50 units (not sure whether that equals 50
turns or not, though it probably does), which amounts, with some
simplification, to 3 castings early on and 2 castings after that. Stacking
should help with the mid-combat expirations; at least it does for me. (As a
Merfolk and a dodger, you should have passable stealth, so you should be able
to get in all the prayers and powerups before entering melee... right?)

> Add prayer to that (I prefer Makhleb for my transmuters) and you have your
> hands full.

Actually, transmuters usually have their hands empty. ;-) (Though a
weapon-wielding transmuter is no more unthinkable than a spellcasting troll
or a "hunting reaver"...)

> A turn spent for prayer or for renewing spells is a free turn
> for the opposition, and if you're going with Makhleb, a turn where
> you're (potentially) not getting any HP:s or MP:s back.

Hmmm... it's hard to advise, since I personally had few duration problems and
haven't played transmuters at all recently and haven't done them "seriously"
ever... but I'll mention the usual checklist (even though I know you already
know most of it... hell, you've won, I haven't): corridors, one-turn
mid-battle breathers, conjure flame [1], dance-enhanced blinking [2],
swiftness, traffic management [3].

> I had a couple of interesting situations in the Elven Halls when
> adding Silence to the mix, especially since that means you can't cast
> spells until Silence runs out, and when it does it means that those
> unfriendly deep elves can cast their spells too.

Here I think we can compare notes a little better. Corner tricks help (they
let you reduce the time from silencing to the start of battle); so do missile
weapons (though these are right out for a merfolk). Mephitic Cloud sometimes
helps (sayeth my occasional mon-Elyvilonites). So does Evaporate (sayeth my
sneaky Elyilonites, who always rejoice at finding nasty potions in shops and
who sometimes wish the Tomb came a little earlier in the game...).

[...]

> > Lovecats the Elven Ballista
> > (Level 25 Deep Elf Fire Elementalist)
> <snip>
> > Oh, you meant NORMAL fire elementalists, didn't you? 🙂

:)
> Preparing yourself for the bows patch, are you? 😉

Sort of, plus I always wanted my first win to be something unusual (the real
reason why I don't "do" pure fighters, I guess), and that qualified in
spades. Dead now. :-( Tomb:3. Epitaph: "Left the stairs." Running a Kenku
Fire-Elementalist-Turned-Reaver worshipping Kikkybootickly (to get
Necromutation) at the moment, since nobody seems to do Kenkus much.

> > > The thing about fighters is that they usually have fewer options, and
> > > really need a nice weapon and some good armour, which is far from
> > > guaranteed.
> >
> > Actually -- thinking of the healer you just ascended -- I think some
> > healers start out with a quarterstaff, which, though a bad weapon in the
> > grand scheme of things, is a fantastic starting weapon -- on my personal
> > super-scientific "add accuracy to damage and fudge for speed and
> > handedness" scale, it beats all other starting weapons, I think. But
> > besides the theory, I find it a good early weapon in practice, too.
Better
> > for a fighter-mage than a fighter, though, and many races have no-brainer
> > weapon choices that can be described in brief as "not a quarterstaff."

> My healer ditched the quarterstaff the instant he found his first axe.

Well yeah, it was a dwarf -- that's what I meant by the last line above. For
some other races though, the quarterstaves option really is not just more
sensible than it sounds, it's quite sensible overall. If I ever finish with
the staff-wielding human wanderer I have parked, I'll prove it to the world,
too. 🙂

> Decent early weapons can usually be found, but often I find myself
> hunting for a better weapon in the early midgame, and not getting a
> way of dishing out enough damage will kill you directly or indirectly.

My crusaders tend to get stuck agonizing over whether to invest scrolls on
what they've got, or wait for a better base weapon first. My
longsword-seekers tend to suffer as they run around waiting for their
longswords. But all in all, crusadery tends to mask the lack of a good weapon
-- it's pretty easy to do damage with anything short of a tin opener when
you're berserking. Transmuters have no weapon cares either; as for my current
reaver, he avoided the shortblade woes (and wasted XP) by conjuring until
well after his first falchion, but now his scimitar is indeed starting to
look a bit weak.

'Course, it's not just your weapon that affects your fighting, so sometimes
you can do fine with a lousy base type as long as you're skilled enough or
you've got some slaying stuff or whatever.

> > It depends a lot on what weapon you want though; axes are common
> > enough if you can survive the orcish mines (but that can depend on
> > finding something better than a +0 hand axe - catch 22), and maces and
> > clubs are plenty. Swords or polearms aren't as common.

Actually, (long) swords are fine in nearly the same sense axes are -- you go
to the Mines for them, first getting a lousy training falchion and then
gradually getting stuff that's better and better. The only minus is the
shortblades period you usually have to suffer through before that. Polearms
are another story, though (Sigmund notwithstanding).

> With most spellbooks you get a nice progression of spells, so it's
> definitely not as big a problem for magic users.

'Cept for Warpers, whose book is just plain awful (apparently revenge for
them historically being just plain cheesy).

> > > [Spellcasters are flexible - look at SM]
> > [I'd rather not]

> I'm not that fond of Sif Muna myself, just wanted to point out that
> getting lots of spellbooks isn't a problem for a spellcaster. Compared
> to say Okawaru you're guaranteed to get something useful fairly soon -
> it doesn't take that long to get your first book, unlike getting a
> nice weapon from Okawaru or Trog.

Reeeally depends, though. It can sometimes take an awfully long time to get
your first book, especially to get a book that actually makes sense for your
character.

> > > And from that comes the bigger opportunities for screwups.
> >
> > The biggest screwup with a mage is leaning on the keys, really. The
> > closest thing to a real fighter I brought down to the endgame -- a Hill
> > Orc Crusader -- could afford to accidentally stand next to something
> > dangerous for several turns. A mage or ordinary fighter-mage can't.

> I'm not sure if I agree. A mage usually have lot less hitpoints and
> worse AC/EV, so mistakes tend to be fatal. And with more options you
> need to think more about the alternatives. A pure fighter can just
> wade in or run away, while a mage possibly has 10-15 different spells
> to choose from, and different ways of using them, so the potential
> actions aren't as clearcut as for the fighter. More decisions in Crawl
> usually mean more opportunities for bad decisions. :)

Oh, I dunno. Only about a third of my memorable deaths in Crawl have related
to bad spell strategy rather than bad strategy overall, and that's with
almost all of my characters being full or partial spellcasters. 'Course on
the other hand, some have been in places where I just plain wouldn't have
even entered with a non-undead pure fighter. 🙂

> I killed a nice GEAE who met a dragon by trying to use magic (I think
> the fatal mistake was not knowing that dragons aren't confused by
> Mephilitic cloud). Any sensible fighter (or sensible mage for that
> matter) would have run away the instant he saw the dragon.

Or cast Deflect Missiles, or Ice Bolt, or Crystal Spear, or Haste. Not sure
if those facts correspond or disagree with your line of thought. 🙂 More
ways to do better, more ways to do worse, I'd say, in half-agreement.

> A mage, unlike a fighter-mage, has to take care never to have too few MP for
> an escape. Not doing that was the source of the endgame pure-mage death.

[...]

Oof. Out of breath, and out of time.

Erik

[1] Yeah, Merfolk, fire spell. But it's only level 3...

[2] By this I mean pillar dancing so as to reach a position where the vast
majority of blink targets are good choices -- this usually means the spot
where a corridor leads into a room -- and then uncontrolled-blinking. Almost
guaranteed to create distance in an intended direction, and tends to not only
create it, but create it in spades.

[3] "Getting the rat next to you first instead of the Ogre," and letting the
*rat* attack you as you make various preparations. Recently I had a funny
denouement to a frightening situation in the Lair where I just *could not*
find a breather long enough to fully heal up, and my eventual solution was to
blast a corridor into the wall with a wand of digging, and let a rat "pound
on" me as I rested up to full health, while a spiny frog or whatever bounced
around behind it.