YADECjCD - Seeking some skills and eq advice

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Archived from groups: rec.games.roguelike.misc (More info?)

Hi all,

I just can't seem to get enough punishment; not only do I return again and
again to Crawl, I have to play DECj's on top of it. To ease things a bit, I
often start-scum for the ones with the Fire/Earth book (though I recently
realized that Ice/Air, though perhaps weaker, are easier skills for a DE to
learn). My latest one has gotten farther than I've gotten, I think, despite
so many near-death experiences I've lost count. It would be really cool if
this one is The One, and so I humbly ask y'all's advice in helping achieve
that sublime state of affairs.

My idea for a basic plan is:
- A transclocating, forewarned (Divinations) earth/fire conjurer, with
Summoning as an ace up its sleeve.
- Diving each branch until things get Really Hairy (tm), then switching to
whatever other branch suits my fancy until it, too, gets Really Hairy. Repeat
ad nauseum.

My main questions are:
- Does the penalty for more than three "main" magic schools cause XP to be
allocated less *efficiently*, or just less often? So far I've been counting
on the former.
- Does the penalty still apply if both of a character's "bottom two" schools
are tied for skill level? So far I've been counting on it not applying in
such a situation.
- Assuming my assumptions above are right, the most efficient thing to do is
to almost always have two schools tied for bottom. So far, I've picked
translocations and summoning for these. Any thoughts on the choice?

---

Incidentally, I would like hereby to deeply thank Darshan for opening up the
(horrid) beauties of this game for me by removing the annoyances that would
otherwise prevent me from playing it. I would be missing out on a lot.

---

[heavily snipped dump and .lst file follow]

Dungeon Crawl version 4.0.0 beta 26 character file.

Tim the Destroyer (Deep Elf)
/// "There are some who call me... 'Tim'?"
(Level 15 Conjurer)

Play time: 16:12:50 Number of turns: 72554
/// Egads, a full waking day on this fellow and he's not even past D:12. No
wonder I have no social life ;-)

Experience : 15/106173
Strength 7 Dexterity 15 Intelligence 26
Hit Points : 61/65 Magic Points : 13/47
AC : 22 Evasion : 12 Shield : 6
GP : 28

You are in the Elven Halls.
/// Not a very friendly place to be with 13 MP... I really should monitor
these more...

You worship Sif Muna.
/// Yadda yadda Vehumet yadda yadda. I'm still a relative newbie and I find
the extra flexibility from SM's Forget Spell to be tremendously helpful if I
screw up -- for example, I learned the pointless Summon Small Mammals to
train summoning, and was able to free it up to learn something more useful.

Sif Muna is exalted by your worship.
/// And showers me with more duplicate spellbooks than Commander Taco.

Inventory:
Hand weapons
o - the +6,+0 bow of Demand
/// Shop. Perhaps a mistake.

v - a +4,+5 dagger of protection (weapon)
/// Still waiting for a staff, ANY staff. But otherwise... I shouldn't bother
with any other weapon than "of protection," right? I've found some other
brands on short blades, but so far have been faithful to this dagger.

Missiles
I - 22 +0 arrows
N - 14 +3 elven arrows of ice
/// Shop. Perhaps a mistake.

Armour
b - a +1 shield of protection (worn)
It protects its wearer from harm (+3 to AC).
/// Yes, I realize that it hinders spellcasting. In my character's concrete
situation, though, it only seems to cause trouble for Identify, and there I
can just take it off for that spell. On the other hand I'll eventually be
wielding a staff, and switching to dagger+shield in mid-battle is kind of
iffy and silly. So I'm not sure what to do, and for the moment I'm slugging
onwards as-is.

n - the +2 pair of gloves of the Loofah (worn)
Armour rating: 1
Evasion modifier: +0
It greatly protects you from cold.
A - a +1 dwarven cloak (worn)
D - a +2 elven leather armour (worn)
J - a +0 pair of boots (worn)
Magical devices
k - a wand of flame (22)
q - a wand of paralysis (2)
r - a wand of disintegration (8)
H - a wand of digging (7)
Comestibles
i - 4 chokos
B - a chunk of elf flesh
E - an orange
O - a pear
U - a meat ration
///Hmm, time to stash some food I guess.

Scrolls
c - 5 scrolls of teleportation
l - 9 scrolls of remove curse
s - 5 scrolls of detect curse
u - 2 scrolls of magic mapping
w - a scroll of summoning
F - 2 scrolls of identify
Q - 5 scrolls of recharging
Jewellery
d - an uncursed ring of sustenance
This ring provides energy to its wearer, so that they need eat less often.
It weighs around 1.0 aum.
/// This little bauble is probably the main reason I've made it this far --
being able to take my time is a wonderful thing. (The amulet of the gourmand
coming up is something I acquired much later.)

e - a ring of magical power (left hand)
This ring increases its wearer's reserves of magical power.
/// I've heard it said that these aren't worth wearing, but I can't see
what's non-valuable about a 27% increase to max MP...

f - a ring of life protection
g - the amulet "Fijul Nyte" (around neck)
This amulet protects some of the possessions of its wearer from outright
destruction, but not infallibly so.
It protects you from poison.
h - a ring of wizardry (right hand)
p - an amulet of the gourmand
Potions
j - 2 potions of heal wounds
m - a potion of levitation
t - a potion of healing
x - 5 potions of restore abilities
G - 2 potions of speed
K - 6 potions of might
Books
R - a book of Divinations


Skills:
- Level 2 Fighting
/// I've heard this is debatable for a spellcaster? I dunno; the extra hit
points have saved my life several times, though I guess it could be argued
that with greater skill somewhere else, I would never have needed the buffer.
- Level 2 Short Blades
- Level 1 Staves
+ Level 6 Dodging
+ Level 5 Stealth
+ Level 1 Shields
+ Level 15 Spellcasting
+ Level 16 Conjurations
+ Level 4 Summonings
+ Level 4 Translocations
+ Level 8 Divinations
+ Level 12 Fire Magic
+ Level 12 Earth Magic

+ Level 2 Evocations
/// Oops...

You have 2 spell levels left.
You know the following spells:

Your Spells Type Success Level
a - Teleport Self Translocation Good 5
b - Throw Flame Fire/Conjuration Perfect 2
c - Stone Arrow Earth/Conjuration Excellent 3
d - Conjure Flame Fire/Conjuration Excellent 3
e - Bolt of Magma Fire/Earth/Conjuration Excellent 5
f - Fireball Fire/Conjuration Great 6
g - Detect Creatures Divination Excellent 2
///Ditch? I'm not using it much, and it would help me learn Iron Bolt sooner,
but maybe I just haven't given it a chance...
h - Magic Mapping Earth/Divination Excellent 4
i - Summon Elemental Summoning Very Good 4
/// Much more useful than I expected -- I'm getting almost exclusively
friendly earth elementals.

j - Identify Divination Good 6
k - Blink Translocation Great 2

Mutations & Other Weirdness
You enjoy playing Russian Roulette (Mutations +6).
You have tough skin (AC +1).
You are agile (Dex +1).
You are partially covered in supple grey scales (AC + 1).
You have a slow metabolism.
/// W00t!!!

You have supernaturally acute eyesight.
You can spit poison.
/// Heh, forgot about this one.

You occasionally forget where you are.
/// Nasty (especially since it interferes with the Travel command), but
livable. I got this when quaff-ID'ing potions very early on, not from my
later Russian Roulette.

You are partially covered in brown scales (AC + 2).

###

Selections from .lst file:

books, not counting dupes, perhaps missing some books that aren't called a
"book" -
a book of Air
a book of Conjurations
a book of Enchantments
a book of Power
a book of Clouds
a book of Wizardry
a book of Frost
a book of Death
a book of Control
a book of Minor Magic
a Monster Manual

Other:
the +3 ring mail "Ufev Hekime"
A leather suit covered in little rings.
Armour rating: 4
Evasion modifier: -2
It affects your strength (+3).
It affects your dexterity (+2).
It affects your damage-dealing abilities (+2).
/// Oops, forgot to sac this...

a +0 dwarven buckler
/// nothing special here, but I was just wondering -- cloaks don't count as
body armor, right? I hope not, since I'm wearing a dwarven cloak, and dwarven
body armor hinders casting. I guess I could just take it off and check, but I
keep forgetting...

a ring of regeneration
a ring of levitation
a +3 ring of intelligence
13 honeycombs
/// Thanks, bees!
a wand of confusion (1)
a troll hide
a scroll of vorpalise weapon
2 scrolls of magic mapping
3 scrolls of identify
3 scrolls of enchant weapon II
a wand of polymorph other
a small ebony casket
a crystal ball of energy
an amulet of controlled flight
a wand of slowing
a wand of polymorph other
a wand of polymorph other

Selected shop items:

Level 8 of the Dungeon
Gyhidyl's Jewellery Shop
a +1 ring of evasion (154 gold)
an amulet of warding (231 gold)
the ring of Shaolin (770 gold)
It affects your evasion (+8).
an amulet of resist slowing (231 gold)
an amulet of resist slowing (231 gold)
a ring of sustenance (192 gold)
a ring of protection from magic (308 gold)
an amulet of resist mutation (231 gold)

Level 1 of the Lair
Beleczyhete's Jewellery Shop
a ring of sustain abilities (192 gold)
a +2 ring of strength (231 gold)
a ring of ice (477 gold)
a +4 ring of strength (385 gold)
an amulet of warding (231 gold)
the amulet of Cekugob (685 gold)
[ofWarding]
It affects your AC (+1).
It affects your evasion (+1).
It insulates you from electricity.
It protects you from poison.
It partially protects you from negative energy.
It prevents most forms of teleportation.
It speeds your metabolism.
a +4 ring of protection (385 gold)
an amulet of resist slowing (231 gold)
the amulet of Fun (539 gold)
[rMutations]
It insulates you from electricity.
It weighs around 1.0 aum.
the cursed necklace of Bloodlust (261 gold)
[blah blah pointless]

Level 6 of the Lair
W Sic Lywy's Armour Shop
the +3 robe of Vupiselatox (495 gold)
It affects your damage-dealing abilities (+4).
It protects you from poison.
It enhances your eyesight.
It glows with mutagenic radiation.
a +2 pair of gloves of dexterity (241 gold)
It increases the dexterity of its wearer (+3 to dexterity).

Level 2 of the Elven Halls
Cos Roto's Jewellery Shop
an amulet of resist slowing (315 gold)
a +3 ring of protection (420 gold)
a +2 ring of intelligence (315 gold)
a +4 ring of dexterity (525 gold)
a +2 ring of dexterity (315 gold)
the amulet "Wiwupy" (577 gold)
[ofGourmand]
It protects you from fire.

Level 3 of the Swamp
So's Magical Wand Shop
a wand of frost (6) (71 gold)
a wand of confusion (6) (92 gold)
a wand of slowing (10) (168 gold)
a wand of slowing (3) (79 gold)
a wand of fireball (10) (294 gold)
a wand of confusion (11) (134 gold)
a wand of disintegration (8) (205 gold)
a wand of confusion (12) (142 gold)
a wand of digging (7) (100 gold)

Vanquished Creatures
2 acid blobs (Slime:1)
/// Yuck. Any point in going there naked or such?
A sphinx (shapeshifter) (D:11)
/// Lured up from D:12. Is there such a thing as a shapeshifter pit? I think
I saw more than one on that level, but I didn't stick around long to check...

A moth of wrath (shapeshifter) (D:12)
An eye of devastation (shapeshifter) (D:12)
/// See what I mean?

14 insubstantial wisps
/// That many???

A giant frog (shapeshifter) (D:12)
/// Didn't notice this one...

Ijyb (D:4)
A butterfly (Swamp:2)
/// How cute!

20 fungi
4 plants
/// I was too lazy to turn on Darshan's "don't target 0-XP monsters" setting,
so I just subjected these to my wrath... and then there were the ones I
bashed on to practice fighting skill.
 
Archived from groups: rec.games.roguelike.misc (More info?)

Erik Piper <efrniokr@sdky.cz> barked:

[XL:15 DECj]
> My idea for a basic plan is:
> - A transclocating, forewarned (Divinations) earth/fire conjurer,
> with Summoning as an ace up its sleeve.

Sounds good.

> - Diving each branch until things get Really Hairy (tm), then
> switching to whatever other branch suits my fancy until it, too,
> gets Really Hairy. Repeat ad nauseum.

That it's 'Really Hairy' could easily turn into 'Dead Now', so 'Ok,
this might become Really Hairy, maybe I'll go somewhere else for
now.' would be more prudent.

> My main questions are:
> - Does the penalty for more than three "main" magic schools cause
> XP to be allocated less *efficiently*, or just less often? So far
> I've been counting on the former.

I don't really know what you mean here.

> - Does the penalty still apply if both of a character's "bottom
> two" schools are tied for skill level? So far I've been counting
> on it not applying in such a situation.

How can two schools be tied? One is almost always a little ahead,
and I think it'd be highly unlikely that the actual numbers of Exp
dumped into any skill exactly match the numbers of Exp dumped into
another.

Why would a tie matter, anyway?

> Play time: 16:12:50 Number of turns: 72554
> /// Egads, a full waking day on this fellow and he's not even
> past D:12. No wonder I have no social life ;-)

What's 'Egads'?

> You are in the Elven Halls.
> /// Not a very friendly place to be with 13 MP... I really should
> monitor these more...

See about your plan further up. Maybe the Elven Halls aren't a good
place to be, yet. Have you done the Lair, Hive, Swamp, Snake Pit?
(I'm bad at remembering what XL roughly matches which places, but
I'd prefer to do these before venturing into the Elven Halls.)

> You worship Sif Muna.
> /// Yadda yadda Vehumet yadda yadda.

Hm?

> I'm still a relative newbie and I find the extra flexibility from
> SM's Forget Spell to be tremendously helpful if I screw up -- for
> example, I learned the pointless Summon Small Mammals to train
> summoning, and was able to free it up to learn something more
> useful.

Summon Small Mammals is less pointless than Magic Dart. Learning it
out of its native time (early on) is not the fault of the spell...
And it can still be useful to actually learn Summoning, and get
something to send off after an approaching monster while you flee.
It's only one spellpoint, after all.

> Sif Muna is exalted by your worship.
> /// And showers me with more duplicate spellbooks than Commander
> Taco.

Who's that?

> v - a +4,+5 dagger of protection (weapon)
> /// Still waiting for a staff, ANY staff. But otherwise... I
> shouldn't bother with any other weapon than "of protection,"
> right? I've found some other brands on short blades, but so far
> have been faithful to this dagger.

A weapon of poison can be useful early on - poke and run, but for a
pure spellcaster, a staff, or a light weapon of protection, or some
nifty artifact with lots of benefits, is the best bet.

> Armour
> b - a +1 shield of protection (worn)
> It protects its wearer from harm (+3 to AC).
> /// Yes, I realize that it hinders spellcasting. In my
> character's concrete situation, though, it only seems to cause
> trouble for Identify, and there I can just take it off for that
> spell. On the other hand I'll eventually be wielding a staff, and
> switching to dagger+shield in mid-battle is kind of iffy and
> silly. So I'm not sure what to do, and for the moment I'm
> slugging onwards as-is.

Once you find a staff you like, keep in mind that the shield adds
only 3 AC, which doesn't do all that much on its own later in a
game, when you've got a decent AC without it. (You would actually
still have a decent AC without it now.) An AC of 2 or 5 is a big
difference, but 19 or 22 isn't.

> Comestibles
> i - 4 chokos
> B - a chunk of elf flesh
> E - an orange
> O - a pear
> U - a meat ration
> ///Hmm, time to stash some food I guess.

With so little food, I'd take it all along.

> Scrolls
> c - 5 scrolls of teleportation
> l - 9 scrolls of remove curse
> s - 5 scrolls of detect curse
> u - 2 scrolls of magic mapping
> w - a scroll of summoning
> F - 2 scrolls of identify
> Q - 5 scrolls of recharging

Time to stash some scrolls I'd say. :)

> e - a ring of magical power (left hand)
> This ring increases its wearer's reserves of magical power.
> /// I've heard it said that these aren't worth wearing, but I
> can't see what's non-valuable about a 27% increase to max MP...

More like 28% rounded down I think, except it's just +10, whether
you've got 3 Mana or 37 Mana without it, until you've got lots of
Mana already (don't know when exactly it becomes less than +10, but
at 50 it only adds 4).

They're not worth wearing when you've got something better for your
character at that time. Early on the following ring for example
would not be better...

> f - a ring of life protection

... but later in the game it would.

> g - the amulet "Fijul Nyte" (around neck)
> This amulet protects some of the possessions of its wearer
> from outright destruction, but not infallibly so.
> It protects you from poison.

Nice one.

> Potions
> j - 2 potions of heal wounds
> m - a potion of levitation
> t - a potion of healing
> x - 5 potions of restore abilities
> G - 2 potions of speed
> K - 6 potions of might

Some of that could be stashed, too (some restore abilities and some
might).

> Skills:
> - Level 2 Fighting
> /// I've heard this is debatable for a spellcaster? I dunno; the
> extra hit points have saved my life several times, though I guess
> it could be argued that with greater skill somewhere else, I
> would never have needed the buffer.

I don't think these two levels would have made much difference
elsewhere (skills get harder to raise the more points you have
already), and this is a real benefit.

> + Level 1 Shields

This doesn't seem to gain you any benefit (since you're planning to
drop the shield).

> + Level 15 Spellcasting
> + Level 16 Conjurations
> + Level 4 Summonings
> + Level 4 Translocations
> + Level 8 Divinations
> + Level 12 Fire Magic
> + Level 12 Earth Magic

I still don't quite understand your actual question about tied skill
levels.

> + Level 2 Evocations
> /// Oops...

Why oops?

> You have 2 spell levels left.
> You know the following spells:

> Your Spells Type Success Level
> a - Teleport Self Translocation Good 5
> b - Throw Flame Fire/Conjuration Perfect 2
> c - Stone Arrow Earth/Conjuration Excellent 3
> d - Conjure Flame Fire/Conjuration Excellent 3
> e - Bolt of Magma Fire/Earth/Conjuration Excellent 5
> f - Fireball Fire/Conjuration Great 6
> g - Detect Creatures Divination Excellent 2
> ///Ditch? I'm not using it much, and it would help me learn Iron
> Bolt sooner, but maybe I just haven't given it a chance...

Detect Creatures? Or did you just end up in the wrong line and mean
Stone Arrow or Bolt of Magma or Magic Mapping?

Don't you have Bolt of Fire and Sticky Flame? I'd use mainly that
for offense (I guess you don't yet have Bolt of Iron), and use Magic
Mapping to raise Earth, but you've already got much Earth skill...
Bolt of Iron is Level 6 like Fireball, and should have the same
Success rate (with your skills).

> h - Magic Mapping Earth/Divination Excellent 4
> i - Summon Elemental Summoning Very Good 4
> /// Much more useful than I expected -- I'm getting almost
> exclusively friendly earth elementals.

It is a rather neat spell.

> Selections from .lst file:

> books, not counting dupes, perhaps missing some books that aren't
> called a "book" -

Don't you sort your stuff in your stash?

I used to arrange them in a half-square, some squares away around
the entry stairs in the Temple, a line or column for each category
radiating away, with more or less the more interesting stuff
closest, but the columns made the .lst file look jumbled, so now
they're all just in horizontal lines... Still in the Temple. Looks
like (abbreviated for obvious reasons):

[...]
( n, 7) [staves]
(-5, 8) manual of Crossbows
(-4, 8) manual of Stealth manual of Armour
(-3, 8) manual of Necromancy
(-2, 8) tome of Destruction
( 0, 8) Necronomicon Summonings Annihilations
( 1, 8) Changes Morphology
( 2, 8) Death Unlife Necromancy
( 3, 8) the Warp Transfigurations
( 4, 8) Geomancy the Earth
( 5, 8) Wizardry Divinations the Sky Surveyances Air
( 6, 8) 3*Minor Magic 2*Conjurations
( 7, 8) Ice Flames Fire Frost
( 8, 8) Practical Magic
( 9, 8) Hinderance
(10, 8) [the rest]
( 0, 9) 48 scrolls of remove curse
[...]

0, 8 is always the point where I drop the first spellbook. Don't ask
me why. :)

(I've actually got 2 manuals of Necromancy, carrying the other with
me to dump Exp into the skill.)

Anyway, that makes checking books easier. :)

> a book of Air
> a book of Conjurations
> a book of Enchantments
> a book of Power

That has Bolt of Iron.

> a book of Clouds
> a book of Wizardry
> a book of Frost
> a book of Death
> a book of Control
> a book of Minor Magic
> a Monster Manual

How come you've got so few books matching your skills?

What you could use is a book of Flames (Sticky Flame, Bolt of Fire).

> Selected shop items:
[...]
> the cursed necklace of Bloodlust (261 gold)
> [blah blah pointless]

It's not that bad for a fighter, just useless for a spellcaster. Do
you want to see a nearly completely pointless artifact?

n - the ring "Inev Fyklifet"
This ring increases the ability of its wearer to use magical spells.
It prevents spellcasting.
It weighs around 1.0 aum.

I suppose it might still help learning spells, haven't tried.

> Vanquished Creatures
> 2 acid blobs (Slime:1)
> /// Yuck. Any point in going there naked or such?

The slime pits are not a friendly place, and you need to be tough
and well protected. Naked would be a bad idea. Better is with an
amulet of resist corrosion (or a cloak of preservation), double cold
resistance, and wearing as many useful artifacts (instead of normal
armour) as you can - artifacts won't get corroded. Fire spells are
nice in the Slime Pits.

You'll also need teleport control to get at the loot, so trying
before that won't gain you anything - there's no random stuff lying
around apart from the occasional object from a trap that the
monsters trigger, but they tend to eat those straight away.

> A sphinx (shapeshifter) (D:11)
> /// Lured up from D:12. Is there such a thing as a shapeshifter
> pit? I think I saw more than one on that level, but I didn't
> stick around long to check...

Not a pit, that I know of, but they become more frequent deeper in
the dungeon, and I don't know whether there might be some vaults
(normal dungeon level with pre-designed bits and loot) that have
them in greater numbers.

> A moth of wrath (shapeshifter) (D:12)
> An eye of devastation (shapeshifter) (D:12)
> /// See what I mean?

Yep.

--
Tina the Hurler - an Elder of the Recently Noisome Gallows
 
Archived from groups: rec.games.roguelike.misc (More info?)

Tina Hall wrote:

> Erik Piper <efrniokr@sdky.cz> barked:

<snip>

> Once you find a staff you like, keep in mind that the shield adds
> only 3 AC, which doesn't do all that much on its own later in a
> game, when you've got a decent AC without it. (You would actually
> still have a decent AC without it now.) An AC of 2 or 5 is a big
> difference, but 19 or 22 isn't.

The AC from shields is related to how often you will block with it, and
thereby reduce the damage taken to 0, not how much AC it adds to your
overall armour (Which is also zero.)

--
To the engineer, all matter in the universe can be placed
into one of two categories: (1) things that need to be fixed,
and (2) things that will need to be fixed after you've had a
few minutes to play with them.
 
Archived from groups: rec.games.roguelike.misc (More info?)

Erik Piper wrote:

> My main questions are:
> - Does the penalty for more than three "main" magic schools cause XP to be
> allocated less *efficiently*, or just less often? So far I've been counting
> on the former.

Less often I believe. You don't actually use any more experience to
learn the skills, but it takes more uses to have experience applied to them.

> - Does the penalty still apply if both of a character's "bottom two" schools
> are tied for skill level? So far I've been counting on it not applying in
> such a situation.

Your skill levels are rarely actually tied, and the penalty only
penalizes the rate at which you learn the skills anyways.

> - Assuming my assumptions above are right, the most efficient thing to do is
> to almost always have two schools tied for bottom. So far, I've picked
> translocations and summoning for these. Any thoughts on the choice?

The most efficient thing to do is to train those spell schools that you
plan to use to the level at which the spells you plan to use are very
unlikely to fail.

> /// Yes, I realize that it hinders spellcasting. In my character's concrete
> situation, though, it only seems to cause trouble for Identify, and there I
> can just take it off for that spell. On the other hand I'll eventually be
> wielding a staff, and switching to dagger+shield in mid-battle is kind of
> iffy and silly. So I'm not sure what to do, and for the moment I'm slugging
> onwards as-is.

Shields protect you from missiles, spells, and breath weapons, as well
as preventing damage when you block attacks. If you don't have any
other way of protecting yourself against missile weapons, then you might
very well want a shield.

> ///Hmm, time to stash some food I guess.

You've got virtually no food actually.

> e - a ring of magical power (left hand)
> This ring increases its wearer's reserves of magical power.
> /// I've heard it said that these aren't worth wearing, but I can't see
> what's non-valuable about a 27% increase to max MP...

They aren't worth wearing once you find a ring of fire or ice, since the
boost to power from the enhancers will be more useful than the number of
spells you could cast from the extra power points.

> Skills:
> - Level 2 Fighting
> /// I've heard this is debatable for a spellcaster?

The more hitpoints you have, the less likely you are to die. I'd leave
it activated, since you can never have too many hitpoints.

> + Level 5 Stealth

I'd turn stealth off, since a conjurer is inherently non-stealthy while
throwing around exploding fireballs.

> + Level 2 Evocations
> /// Oops...

Not an oops at all, since it allows you to figure out how many charges
are on wands eventually, and there are some quite useful items out there.

> ///Ditch? I'm not using it much, and it would help me learn Iron Bolt sooner,
> but maybe I just haven't given it a chance...

It will save your life when you see a 'd' or 'D' around some corner.

> /// Much more useful than I expected -- I'm getting almost exclusively
> friendly earth elementals.

Almost all earth elementals are friendly after earth skill 5. Fire
elementals are a bit less likely to be friendly, and air elementals are
the least predictable.

Graeme Dice
--
The nineteenth century was a time of a great many thoughts and
inventions. People stopped reproducing by hand and started
reproducing by machine. The invention of the steamboat caused
a network of rivers to spring up. Cyrus McCormick invented the
McCormick raper, which did the work of a hundred men.
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork Graeme Dice bork 2:13:38 AM bork 11/16/2004 bork bork:

First off: this fellow's dead, thus the past tense in the below.

> Erik Piper wrote:
>
> > My main questions are:
> > - Does the penalty for more than three "main" magic schools cause XP to be
> > allocated less efficiently, or just less often? So far I've been counting
> > on the former.
>
> Less often I believe. You don't actually use any more experience to learn
> the skills, but it takes more uses to have experience applied to them.

That's GREAT news. Thank you, Graeme. I don't have a problem with having to
try harder to get experience applied -- sitting around and scumming my
experience pool is nothing new for me. 🙂

I take it the race affinities, however, do affect the efficiency of
conversion (or more precisely how many points it takes to reach a level in a
skill)?

> > - Does the penalty still apply if both of a character's "bottom two"
> > schools are tied for skill level? So far I've been counting on it not
> > applying in such a situation.
>
> Your skill levels are rarely actually tied, and the penalty only penalizes
> the rate at which you learn the skills anyways.

I thought perhaps the "bottom" school was not judged on the level of
individual experience points. I'm glad to see it's not so important anyway.

> > /// Yes, I realize that it hinders spellcasting. In my character's
> > concrete situation, though, it only seems to cause trouble for Identify,
> > and there I can just take it off for that spell. On the other hand I'll
> > eventually be wielding a staff, and switching to dagger+shield in
> > mid-battle is kind of iffy and silly. So I'm not sure what to do, and for
> > the moment I'm slugging onwards as-is.
>
> Shields protect you from missiles, spells, and breath weapons, as well as
> preventing damage when you block attacks. If you don't have any other way
> of protecting yourself against missile weapons, then you might very well
> want a shield.
>
> > ///Hmm, time to stash some food I guess.
>
> You've got virtually no food actually.

I had an amulet of the Gourmand as a swap and a a ring of sustenance also as
a swap, thus I snipped the line where it was written that my status was
"full." Food was the least of my problems, or rather would have been but for
my obsession in that game with identifying everything -- level 6 spells are
rather hungering when you cast them over and over... even still, food wasn't
really a problem.

>
> > e - a ring of magical power (left hand)
> > This ring increases its wearer's reserves of magical power.
> > /// I've heard it said that these aren't worth wearing, but I can't see
> > what's non-valuable about a 27% increase to max MP...
>
> They aren't worth wearing once you find a ring of fire or ice, since the
> boost to power from the enhancers will be more useful than the number of
> spells you could cast from the extra power points.

I guess I wouldn't wear it over an element-wizardry combo... but... I might,
especially when my base MPs would be less than about 20 (i.e. more than a 50%
boost to spell points).

> > + Level 5 Stealth
>
> I'd turn stealth off, since a conjurer is inherently non-stealthy while
> throwing around exploding fireballs.

Thanks for the tip.

> > + Level 2 Evocations
> > /// Oops...
>
> Not an oops at all, since it allows you to figure out how many charges are
> on wands eventually, and there are some quite useful items out there.

My thinking was that since spell points are based only on the highest of
Spellcasting/Evocations/Invocations, raising more than one of them is a
waste, especially for a character that can cast Identify. However, after that
game, I've rethought my love for identifying everything and thus for
Divinations, and it IS true that it's nice to have a bit of extra punch in
the wands you reach for when spell points fail.

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork Tina Hall bork 8:11:00 PM bork 11/15/2004 bork bork:

> Erik Piper <efrniokr@sdky.cz> barked:
>
> [XL:15 DECj]
> > My idea for a basic plan is:
> > - A transclocating, forewarned (Divinations) earth/fire conjurer,
> > with Summoning as an ace up its sleeve.
>
> Sounds good.

Not good enough to save me from the Iron Dragon that killed me. :-(

> > - Diving each branch until things get Really Hairy (tm), then
> > switching to whatever other branch suits my fancy until it, too,
> > gets Really Hairy. Repeat ad nauseum.
>
> That it's 'Really Hairy' could easily turn into 'Dead Now', so 'Ok,
> this might become Really Hairy, maybe I'll go somewhere else for
> now.' would be more prudent.

That is indeed basically how I died. I kept tempting fate by trying to clean
out that game's jinxed (verhext) -- I swear -- D:12. I don't know WHY it was
more populated with shapeshifters than any other D:12 I've seen in my Crawl
career, and I don't know if that Iron Dragon that waltzed in and killed me in
5-6 turns was a shapeshifter or just an OOD as part of the overall jinx mix,
but I should have just realized that place was dangerous as hell and
forgotten about trying to clear it until I was much more buff.

> > My main questions are:
> > - Does the penalty for more than three "main" magic schools cause
> > XP to be allocated less efficiently, or just less often? So far
> > I've been counting on the former.
>
> I don't really know what you mean here.

Working on more than three of [Conjurations | Summoning | Divinations |
Enchantments | Transmigrations | Necromancy | Translocations] causes learning
to work differently; for more information, see Loonie's pages. I was asking
about the details of that difference. No problem; Graeme straightened it out
for me.

> > - Does the penalty still apply if both of a character's "bottom
> > two" schools are tied for skill level? So far I've been counting
> > on it not applying in such a situation.
>
> How can two schools be tied? [...]

If you count by full level rather than by experience point, they can
certainly be tied. I was basically asking if the counting was by full level
or by experience points. Again, this is cleared up now.

> > Play time: 16:12:50 Number of turns: 72554
> > /// Egads, a full waking day on this fellow and he's not even
> > past D:12. No wonder I have no social life ;-)
>
> What's 'Egads'?

A sweet, harmless swear word. I assume it's derived from "Ye Gods."

> > You are in the Elven Halls.
> > /// Not a very friendly place to be with 13 MP... I really should
> > monitor these more...
>
> See about your plan further up. Maybe the Elven Halls aren't a good
> place to be, yet.

Nah, I was just being careless at that particular moment.

> Have you done the Lair, Hive, Swamp, Snake Pit?

Lair was cleared. Swamp was largely cleared. Hive was on a safely reachable
part of D:13 and thus I almost visited it instead of my doom. Snake Pit
entrance wasn't found yet.

> (I'm bad at remembering what XL roughly matches which places, but
> I'd prefer to do these before venturing into the Elven Halls.)

They blasted fast, I blasted faster. Maybe deeper in the Halls would have
been a problem, but I was finding the shallow part to be about on part with
my lowest depth in the Swamp.

> > You worship Sif Muna.
> > /// Yadda yadda Vehumet yadda yadda.
>
> Hm?

From Yiddish, I think. Means "there's a lot of blah-blah about Vehumet, but I
don't care." At least, I hope it means that.

The funny part is, I finally gave Vehumet a serious try in the game following
that and I was so impressed that I don't think I'll ever run a Sif Muna
conjurer again.

> > Sif Muna is exalted by your worship.
> > /// And showers me with more duplicate spellbooks than Commander
> > Taco.
>
> Who's that?

First of all -- I should have just written "duplicates"; it would have been
funnier that way for the 1% of the readers who would understand it. Commander
Taco helps to run Slashdot. Slashdot shows news stories. There is a forum for
discussion of each story. Many people on the forum state that Slashdot runs
duplicate stories too often.

(It's funny. Laugh.)

> > Comestibles
> > i - 4 chokos
> > B - a chunk of elf flesh
> > E - an orange
> > O - a pear
> > U - a meat ration
> > ///Hmm, time to stash some food I guess.
>
> With so little food, I'd take it all along.

"Full" status, amulet of the gourmand available as a swap, ring of sustenance
available as a swap. Nope, drop the food.

> > Scrolls
> > c - 5 scrolls of teleportation
> > l - 9 scrolls of remove curse
> > s - 5 scrolls of detect curse
> > u - 2 scrolls of magic mapping
> > w - a scroll of summoning
> > F - 2 scrolls of identify
> > Q - 5 scrolls of recharging
>
> Time to stash some scrolls I'd say. :)

Oof, I should have read that scroll of summoning instead of a scroll of
teleportation once I realized how dangerous Iron Dragons are (the one that
killed me was my first).

I guess I've been playing too much ToME lately... "if it's worth occupying a
slot, it's worth occupying the slot with 30 of 'em" 🙂

> > e - a ring of magical power (left hand)
> > This ring increases its wearer's reserves of magical power.
> > /// I've heard it said that these aren't worth wearing, but I
> > can't see what's non-valuable about a 27% increase to max MP...
>
> More like 28% rounded down I think, except it's just +10, whether
> you've got 3 Mana or 37 Mana without it

Oh, I *know* thaaa-aat.

> until you've got lots of
> Mana already (don't know when exactly it becomes less than +10, but
> at 50 it only adds 4).

I didn't know *that*, though!

> > Potions
> > j - 2 potions of heal wounds
> > m - a potion of levitation
> > t - a potion of healing
> > x - 5 potions of restore abilities
> > G - 2 potions of speed
> > K - 6 potions of might
>
> Some of that could be stashed, too (some restore abilities and some
> might).

See above for what was going on in my head. I'm not sure, really, that
!ofMight are actually worth carrying for a conjurer--I don't need might to
fight for fun or training, and I can't expect fighting for any other reason
to save my skin.

> > Skills:
> > - Level 2 Fighting
> > /// I've heard this is debatable for a spellcaster? I dunno; the
> > extra hit points have saved my life several times, though I guess
> > it could be argued that with greater skill somewhere else, I
> > would never have needed the buffer.
>
> I don't think these two levels would have made much difference
> elsewhere (skills get harder to raise the more points you have
> already), and this is a real benefit.

Glad to hear the support for this from you and Graeme. I do breathe a lot
easier with the extra HPs.

> > + Level 2 Evocations
> > /// Oops...
>
> Why oops?

See reply to Graeme.

> > Your Spells Type Success Level
> > a - Teleport Self Translocation Good 5
> > b - Throw Flame Fire/Conjuration Perfect 2
> > c - Stone Arrow Earth/Conjuration Excellent 3
> > d - Conjure Flame Fire/Conjuration Excellent 3
> > e - Bolt of Magma Fire/Earth/Conjuration Excellent 5
> > f - Fireball Fire/Conjuration Great 6
> > g - Detect Creatures Divination Excellent 2
> > ///Ditch? I'm not using it much, and it would help me learn Iron
> > Bolt sooner, but maybe I just haven't given it a chance...
>
> Detect Creatures? Or did you just end up in the wrong line and mean
> Stone Arrow or Bolt of Magma or Magic Mapping?

Detect Creatures -- I'm not too impressed by just knowing it's, for example,
a 'd' without knowing what kind of 'd'. And I hate the fact that old monster
positions aren't erased...

> Don't you have Bolt of Fire and Sticky Flame?

Nope; in fact, I don't think I've found these in any game since I picked up
Crawl again on Friday.

> I'd use mainly that
> for offense (I guess you don't yet have Bolt of Iron)

I did have several Books of Power, but I didn't have enough spell levels for
it without sacrificing elsewhere. OTOH, perhaps it would have saved me from
that dragon...

> > Selections from .lst file:
>
> > books, not counting dupes, perhaps missing some books that aren't
> > called a "book" -
>
> Don't you sort your stuff in your stash?

I have lots of stashes -- basically any square next to a staircase is
eligible for stash status. Junk in one pile, junk ammo in another (in case I
change my mind), useful junk in another, etc. etc. But not a unified stash,
definitely not with such a low strength. If the book is a "book" or I know
its name, it's no problem. And books are so rare, it's not hard to recall the
names of the ones I do find in most games (games that end by char-level 12 --
"most games" 🙂).


[snip]

Show-off! 🙂

> Anyway, that makes checking books easier. :)

I find the "check .lst, use Travel" approach to also work pretty well. 🙂

> How come you've got so few books matching your skills?

I must have missed the "Welcome to the Sif Muna Information System, Please
Select Book Type" dialog. 🙂

> What you could use is a book of Flames (Sticky Flame, Bolt of Fire).

Actually, I found Magma and even Stone Arrow to work pretty well. What I
really wanted was a staff.
> > Selected shop items:
> [...]
> > the cursed necklace of Bloodlust (261 gold)
> > [blah blah pointless]
>
> It's not that bad for a fighter, just useless for a spellcaster.

Right, and which one was I? ;-)

> > Vanquished Creatures
> > 2 acid blobs (Slime:1)
> > /// Yuck. Any point in going there naked or such?
>
> The slime pits are not a friendly place, and you need to be tough
> and well protected. Naked would be a bad idea. Better is with an
> amulet of resist corrosion (or a cloak of preservation), double cold
> resistance, and wearing as many useful artifacts (instead of normal
> armour) as you can - artifacts won't get corroded.

THANK YOU, I was wondering about that.

> Fire spells are nice in the Slime Pits.

Thanks for the tip.

> You'll also need teleport control to get at the loot

The forums say that levitation will also work...

> , so trying
> before that won't gain you anything - there's no random stuff lying
> around apart from the occasional object from a trap that the
> monsters trigger, but they tend to eat those straight away.

Thanks for confirming that (I didn't ask, but only because I didn't want to
be told by everyone not to even think of the slime pits yet, because I
REALIZE that).

> > A sphinx (shapeshifter) (D:11)
> > /// Lured up from D:12. Is there such a thing as a shapeshifter
> > pit? I think I saw more than one on that level, but I didn't
> > stick around long to check...
>
> Not a pit, that I know of, but they become more frequent deeper in
> the dungeon,

"More frequent"? 0 generated on D:1 through D:11, and something like 5 on
D:12 -- the chances of that being a product of the normal monster generation
algorithm seem low to me, but whatever...

> and I don't know whether there might be some vaults
> (normal dungeon level with pre-designed bits and loot) that have
> them in greater numbers.

Ah. Reacted too soon. But if there was treasure, I never got close enough to
even see it... ;-(


Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

Erik Piper .-- .-. --- - . ---...

>>> - Does the penalty for more than three "main" magic schools cause XP to be
>>> allocated less efficiently, or just less often? So far I've been counting
>>> on the former.
>> Less often I believe. You don't actually use any more experience to learn
>> the skills, but it takes more uses to have experience applied to them.
> That's GREAT news. Thank you, Graeme. I don't have a problem with having to
> try harder to get experience applied -- sitting around and scumming my
> experience pool is nothing new for me. 🙂
> I take it the race affinities, however, do affect the efficiency of
> conversion (or more precisely how many points it takes to reach a level in a
> skill)?

Maybe this will help you, however the interpretation is rather hard
sometimes:
http://www.crawl.webpark.pl/skills.html


>>> + Level 5 Stealth
>> I'd turn stealth off, since a conjurer is inherently non-stealthy while
>> throwing around exploding fireballs.
> Thanks for the tip.

I wouldn't turn it off, because I believe that only a small part of spells
is attracting monsters (like Fireball, Fire Storm, Detect monsters) and the
others are "silent", like for example Bolt of Fire. Not sure about this,
but it's useful strategy - approach few monsters, shot at one of them
firebolt, retreat a little, kill the lonely one, repeat.


> My thinking was that since spell points are based only on the highest of
> Spellcasting/Evocations/Invocations, raising more than one of them is a
> waste, especially for a character that can cast Identify. However, after that
> game, I've rethought my love for identifying everything and thus for
> Divinations, and it IS true that it's nice to have a bit of extra punch in
> the wands you reach for when spell points fail.

IMO identify is a waste of experience, as being spellcaster you don't need
a lot of stuff (weapons - except artifacts, heavy armour) as you won't use
it anyways, thus you don't identify these items, so you have more identify
scrolls for other things like important wands (say teleport).

--
Loonie
---------------------------------------
Respondit Pilatus quod scripsi scripsi.
http://www.crawl.webpark.pl
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork Loonie bork 12:42:42 PM bork 11/16/2004 bork bork:

> Prezydent Warszawy Lech Kaczynski nie wyklucza,
ze Erik Piper .-- .-. --- - . --- ...

[...]
>
> Maybe this will help you, however the interpretation is rather hard
> sometimes:
> http://www.crawl.webpark.pl/skills.html

Loonie, your spoiler pages are a part of my Crawl Bible. But just like the
real Bible, the hard part is indeed intrepretation. ;-)


> >>> + Level 5 Stealth
> >> I'd turn stealth off, since a conjurer is inherently non-stealthy while
> >> throwing around exploding fireballs.
> > Thanks for the tip.
>
> I wouldn't turn it off, because I believe that only a small part of spells
> is attracting monsters (like Fireball, Fire Storm, Detect monsters) and the
> others are "silent", like for example Bolt of Fire. Not sure about this,
> but it's useful strategy - approach few monsters, shot at one of them
> firebolt, retreat a little, kill the lonely one, repeat.

It is true that the most important time to be stealthy is before you've
thrown a single spell -- for example, if I had known how dangerous Iron
Dragons are, and I had been stealthy enough not to wake one up before getting
it into my visual range, then I could simply have run from the one that
killed me.

Quit making me indecisive, you guys. 🙂

> > My thinking was that since spell points are based only on the highest of
> > Spellcasting/Evocations/Invocations, raising more than one of them is a
> > waste, especially for a character that can cast Identify. However, after
> > that game, I've rethought my love for identifying everything and thus for
> > Divinations, and it IS true that it's nice to have a bit of extra punch in
> > the wands you reach for when spell points fail.
>
> IMO identify is a waste of experience,

Not necessarily a waste, if you'll be doing Divinations anyway and you have a
way to forget spells...

> as being spellcaster you don't need
> a lot of stuff (weapons - except artifacts, heavy armour) as you won't use
> it anyways, thus you don't identify these items, so you have more identify
> scrolls for other things like important wands (say teleport).

....but I do see your point. I have had so much trouble getting accustomed to
the vastly different approach to ID in Crawl -- no other roguelike I know,
not even Nethack, is quite as hostile towards ID-hungry players as Crawl is,
and I keep playing Crawl as if it's another roguelike in that respect. I
guess I needed that game to have one last orgasm of identification before
finally admitting that indeed, if fighters can make it with nothing but
scrolls, so can I.

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Erik Piper" <efrniokr@sdky.cz> writes:

>bork bork bork Tina Hall bork 8:11:00 PM bork 11/15/2004 bork bork:

>> Fire spells are nice in the Slime Pits.

>> You'll also need teleport control to get at the loot

>The forums say that levitation will also work...

No, not in the Slime Pits. Levitation works in the Hive, where
the loot isn't even nearly as good.

-Jukka
--
Jukka Kuusisto
 
Archived from groups: rec.games.roguelike.misc (More info?)

Tina_Hall@kruemel.org (Tina Hall) wrote:
>Erik Piper <efrniokr@sdky.cz> shouted:
>> The funny part is, I finally gave Vehumet a serious try in the
>> game following that and I was so impressed that I don't think
>> I'll ever run a Sif Muna conjurer again.
>
>Next time you find no books you might reconsider. :)

Conjurers can do quite well off their starting book. There are a *lot*
of monsters in the Orc Mines; every kill in Vehumet's name is desirable
to Vehumet. It's far from difficult to be a Lord of Destruction by the
third level of the Orc Mines, and Lords of Destruction receive powerful
spellbooks of destructive magic from Vehumet.
--
Martin Read - my opinions are my own. share them if you wish.
 
Archived from groups: rec.games.roguelike.misc (More info?)

Erik Piper wrote:

> Oops. You know, them Usenet forums ;-) (I've been playing a lot of ToME lately,
> and ToME has forums.)

I'm wondering where I knew your name from, now I know: it's from ToME!
Or did you play ADOM, too?
Anyway, welcome to us crawlified people!
Just in case you don't know already, there actually _is_ a (very small,
though) forum for Crawl:
http://crawl.proboards30.com/index.cgi

Rubinstein
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork Rubinstein bork 9:56:03 PM bork 11/18/2004 bork bork:

> Erik Piper wrote:
>
> > Oops. You know, them Usenet forums ;-) (I've been playing a lot of ToME
> > lately, and ToME has forums.)
>
> I'm wondering where I knew your name from, now I know: it's from ToME!
> Or did you play ADOM, too?
> Anyway, welcome to us crawlified people!
> Just in case you don't know already, there actually is a (very small,
> though) forum for Crawl: http://crawl.proboards30.com/index.cgi
>
> Rubinstein

I played ADOM quite a lot (and still pick it up from time to time -- I have a
quite advanced farmer and a somewhat advanced "ordinary" fighter that I am
ignoring at the moment). I switched almost entirely to ToME in the last half
year, but my "I CANNOT *STAND* THIS GAME" timer timed out for Crawl last
Friday, so I picked it up again and I've been stuck on it since.

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

In article <304arbF2s97g0U1@uni-berlin.de>,
Erik Piper <efrniokr@sdky.cz> wrote:
>
>***REQUEST FOR HELP***
>
>I just discovered that I can't figure out how to drop less than a full stack.
>When I press #-drop, I move in a direction and enter the drop interface -- no
>matter whether I use the numpad or the top of the keyboard. When I press
>drop-#, I enter the drop interface and scroll one page. It's frustrating!

d 23 e

drops 23 of item 'e'

--
Mark Mackey
The Association for the Advancement of Dungeon Crawling
Hints, tips and spoilers
http://www.swallowtail.org/crawl/
 
Archived from groups: rec.games.roguelike.misc (More info?)

Mark Mackey wrote:

> In article <304arbF2s97g0U1@uni-berlin.de>,
> Erik Piper <efrniokr@sdky.cz> wrote:
> >
> > ***REQUEST FOR HELP***
> >
> > I just discovered that I can't figure out how to drop less than a full
> > stack. When I press #-drop, I move in a direction and enter the drop
> > interface -- no matter whether I use the numpad or the top of the keyboard.
> > When I press drop-#, I enter the drop interface and scroll one page. It's
> > frustrating!
>
> d 23 e
>
> drops 23 of item 'e'

Like I say, that's not working for me -- the example string you mention would
be interpreted on my computer as:

d [scroll item list one page] [scroll item list one page] e

"You drop 49 bolts." ....

:-(((

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Erik Piper" <efrniokr@sdky.cz> wrote in
news:308ierF2stlnlU1@uni-berlin.de:

> Mark Mackey wrote:
>
>> In article <304arbF2s97g0U1@uni-berlin.de>,
>> Erik Piper <efrniokr@sdky.cz> wrote:
>> >
>> > ***REQUEST FOR HELP***
>> >
>> > I just discovered that I can't figure out how to drop less than a
>> > full stack. When I press #-drop, I move in a direction and enter
>> > the drop interface -- no matter whether I use the numpad or the top
>> > of the keyboard. When I press drop-#, I enter the drop interface
>> > and scroll one page. It's frustrating!
>>
>> d 23 e
>>
>> drops 23 of item 'e'
>
> Like I say, that's not working for me -- the example string you
> mention would be interpreted on my computer as:
>
> d [scroll item list one page] [scroll item list one page] e
>
> "You drop 49 bolts." ....

Try d [space as many times as it takes to get to last page of item list]
23 e

Once it can't scroll anymore, it'll accept numerical input. Just like how
it won't accept a particular letter until it's done scrolling.
 
Archived from groups: rec.games.roguelike.misc (More info?)

Chipacabra wrote:

> "Erik Piper" <efrniokr@sdky.cz> wrote in
> news:308ierF2stlnlU1@uni-berlin.de:
>
> > Mark Mackey wrote:
> >
> >> In article <304arbF2s97g0U1@uni-berlin.de>,
> >> Erik Piper <efrniokr@sdky.cz> wrote:
> >> >
> >> > ***REQUEST FOR HELP***
> >> >
> >> > I just discovered that I can't figure out how to drop less than a
> >> > full stack. When I press #-drop, I move in a direction and enter
> >> > the drop interface -- no matter whether I use the numpad or the top
> >> > of the keyboard. When I press drop-#, I enter the drop interface
> >> > and scroll one page. It's frustrating!
> >>
> >> d 23 e
> >>
> >> drops 23 of item 'e'
> >
> > Like I say, that's not working for me -- the example string you
> > mention would be interpreted on my computer as:
> >
> > d [scroll item list one page] [scroll item list one page] e
> >
> > "You drop 49 bolts." ....
>
> Try d [space as many times as it takes to get to last page of item list]
> 23 e
>
> Once it can't scroll anymore, it'll accept numerical input. Just like how
> it won't accept a particular letter until it's done scrolling.

Actually, I ran into this myself in the meantime. Yes, this does the trick,
with one caveat (at least on my system): you need to have Num Lock on when
typing the number for this to work. This may seem silly to mention, but, again
at least on my system, the number keys work as Shift-num (!!!?!) when Num Lock
is active, so I have to play with Num Lock off.

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Erik Piper" <efrniokr@sdky.cz> wrote in
news:30dpkcF2t3iiqU1@uni-berlin.de:

> Actually, I ran into this myself in the meantime. Yes, this does the
> trick, with one caveat (at least on my system): you need to have Num
> Lock on when typing the number for this to work. This may seem silly
> to mention, but, again at least on my system, the number keys work as
> Shift-num (!!!?!) when Num Lock is active, so I have to play with Num
> Lock off.
>
> Erik
>

I only have that trouble with the number pad. I just turn off numlock, use
the number pad for movement, and use the upper row for actual numbers.