YA2VP: MfFi^QAZ, SpWz^Hep


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Slime Squisher

Posts: 419

Joined: Monday, 12th September 2016, 16:25

Post Wednesday, 19th January 2022, 03:32

YA2VP: MfFi^QAZ, SpWz^Hep

http://crawl.montres.org.uk/morgue/dame ... 212354.txt

Oh, wait, no. That's a Merfolk Fighter who I got home with Qazlal, but
didn't have much to write about; I got a demon trident off an Orc:2
room of bastards with demonspawn, so unusually (for Merfolk) went
1h+shield. I dithered about this to the point of enchanting up a
bardiche, which is why Mennas's trishula is only +6. Oh, and after
getting the demonic rune I dived back into Pan, got into serious
trouble, and had the wit to just go and win.

http://crawl.montres.org.uk/morgue/dame ... 160858.txt

You might ask, why Fedhas? Why indeed, I asked myself, as I hung onto
fruit because I might need to eat it later. I generally felt like I
got little benefit from Fedhas, but that's a bit unfair; I spent a lot
of Lair running through plants to survive - free with Fedhas, and
Lair's a really easy place to die - and did drop about 7 oklob farms -
at the entrance to the Orb vault, the entrance to the Elf:3 room of
bastards, and a few times on Tar:7.

I notice rereading this I need to set note_hp_percent higher than 25%;
I was seriously considering giving up on Tartarus after a series of
horrible experiences on Tar:5, almost none of which shows up in the
log.

However, rather than write the usual essay, I thought I'd do a spell
review.

Magic Dart: well, I started with it, nothing resists it, it's not bad
early on or just to poke something at LOS range, but I never found
Isk's Battlesphere so didn't keep just using Magic Dart to cycle it.

Blink (learned on D:1): worth having, but much less use on a spriggan
who can just walk away from a lot of stuff.

Conjure Flame (learned on D:2): well, Lair is full of stuff which must
walk into it to hurt you, so it was worth it there.

Mephitic Cloud (effectively learned on D:2): much better than I think
it is. I didn't use it as much as I should, but then, I never do.

Slow (learned on D:5): amnesiaed it out, I preferred Petrify.

Summon Guardian Golem (learned on D:6): I think I had some scheme
involving it and Call Imp, but it didn't work out.

Summon Lightning Spire (learned on D:8): Used a fair bit to add a bit
of firepower.

Sticky Flame (learned on Lair:1): I always love Sticky Flame but it's
extra good on a spriggan who can set people on fire and run away; I
had 1145 casts.

OTR (learned on Lair:4): Also extremely good on a spriggan. So good,
I'd run into trouble later because I didn't really know how to deal
with the rare opponent who could not be Sticky Flamed or OTRed.

Yara's (learned on D:10): I really like Yara's on any character whose
aptitudes lean that way. It doesn't let you blow stuff up, but it does
just let you shut down all kinds of enemy buffs.

Petrify (learned on Snake:1, but Snake:1 was so bad I cleared Elf:1,
D:15, and Shoals:4 before coming back): I really appreciated Petrify.
It does work on some things which can't be Stickied or OTRed; it takes
a few turns to kick in but the opponent is slowed during them. (For
example, naga warriors are rPois and giant sacks of HP so Sticky Flame
takes a while...)

Malign Gateway (learned on D:13): only 3 casts, and in retrospect I
clearly focussed the skills for it too much, but those three "cast it
and run away" attacks were worth it - the first, with brilliance.

Throw Flame (learned on D:15): I learned this to boil stuff in Shoals,
and it was indispensable for that and useless thereafter.

Ensorcelled Hibernation (learned on Shoals:3): Tried it out, preferred
Petrify.

Shroud of Golubria (learned on Shoals:4): I do wonder if the Stoat
Soup permabuffs are "too good", but also I tend to use them because I
developed them.

Irradiate (effectively learned on Elf:3): Another spell I love, and
one I'd use a lot in the late game. Situational, but the situation is
"I'm surrounded by bastards".

Regeneration (learned on Elf:3): The remark about permabuffs is still
true, albeit it's level 4 in Stoat Soup so represents more investment.

Apportation (learned after Elf): it's Apportation, there's an item on
a Zot trap that you wanted.

Dispel Undead (learned on V:1): I used this a huge amount for clearing
Crypt, as you can imagine, and it was useful thereafter.

LRD (effectively learned on U:3): I was trying to find another direct
damage spell that would be useful.

Beastly Appendage (learned just after V:5): I realised since a
spriggan can't wear helmet or boots, this was free-ish melee damage
with the skills I already had.

Iron Shot (learned just after V:5): Like LRD, I learned this and used
it a bit for direct untyped damage.

Insulation (learned on Tar:7): Useful against electric golems.

Borgnjor's Vile Clutch (learned just before Zot): I mean, it's BVC; I
used it a bit for tying down draconians.
Ascension reports with too many words since 2016.
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Wednesday, 19th January 2022, 08:37

Re: YA2VP: MfFi^QAZ, SpWz^Hep

damerell wrote:Shroud of Golubria (learned on Shoals:4): I do wonder if the Stoat
Soup permabuffs are "too good", but also I tend to use them because I
developed them.
I'm pretty sure they're too good, but at least you don't have haste there :)

Apportation (learned after Elf): it's Apportation, there's an item on
a Zot trap that you wanted.
Optimally, you should probably apport every useful item as soon as you see it in case a dangerous monster should appear and prevent you from getting it (or you fall down a shaft). This is what makes Apportation a bit irritating spell (I learn it on practically every non-Trog character).

Insulation (learned on Tar:7): Useful against electric golems.
Really? You have Insulation in Stoat Soup? I had to check, it was removed in DCSS 0.12... Do you have Resist/Cure Poison as well?
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Slime Squisher

Posts: 419

Joined: Monday, 12th September 2016, 16:25

Post Wednesday, 19th January 2022, 13:12

Re: YA2VP: MfFi^QAZ, SpWz^Hep

Sprucery wrote:I'm pretty sure they're too good, but at least you don't have haste there.


I think I might argue the other side of the question - how good they are has been pretty steadily eroded away since the first implementation. You save turns, of course, but it's hard to get Shroud back up in combat once it dissipates - where a non-permabuff character could just recast it if they wanted the 10 EHP more than the turn right now.

Optimally, you should probably apport every useful item as soon as you see it in case a dangerous monster should appear and prevent you from getting it (or you fall down a shaft).


That's at least less true in Stoat Soup where the OOD timer and food clock are ticking as you wait for the MP to regenerate, and you can't peek into stacks from afar. Mind you, it would take turns to walk over to the item too.

You have Insulation in Stoat Soup? I had to check, it was removed in DCSS 0.12... Do you have Resist/Cure Poison as well?


Yes (in the 0.23ish development version), and See Invisible. We don't have Resist/Cure Poison because there are more ways to deal with Poison, but a level 4 Charms/Air spell is a nontrivial investment for - mostly - not being yoinked by Nikola.
Ascension reports with too many words since 2016.

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