Returning to DCSS, back to basics


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Temple Termagant

Posts: 14

Joined: Sunday, 15th March 2015, 16:31

Post Sunday, 15th March 2015, 18:40

Returning to DCSS, back to basics

As per title, I'm returning to Crawl after ~year long break. I continuing with my old Spriggan Enchanter for few hours, only to die to carelessness, Good fun, especially considering I abandoned the character as "hopeless" year ago due to being short-sightedly tunnel-visioning on same route I used on my other characters. I've now thrown a few Deep Elf casters down the drain - mostly due to my #1 cause of death, carelessness. While most of the deaths have been the kind that could've easily been avoided had I not done something stupid, the more I play (and die!) the more I realize again just how little I know about the game.

Since asking generic questions in a game like is likely to produce equally generic - and often useless - answers, I'll try to keep them focused on what I'm playing right now: Deep Elf Wizard of Vehumet.

The goal is to mostly obliterate stuff at range, before it gets to melee range and becomes a problem. Vehumet chosen for the range bonus and mana-efficiency, as well as simply being simple god to play with. Currently using the Staff of Wizardry for better offense.

As for the questions...

* I've been neglecting my defenses thus far, trusting in idiom "best defense is a good offense". However, I remember losing characters to such thinking before though, so I'm wondering... Are there any HP "thresholds" I should shoot for when moving to specific areas? Like "X HP to avoid getting one-shot by monster Y"? How about some general idea how much to invest into Dodging? Other things I should consider?

* Related to above. Currently I'm using a simple robe along with the Staff of Power and some non-magical accessories. I seem to remember seeing mention of Armour 9 being useful threshold to reach, due to removing penalty of using some kind of armor/shield if memory serves. Just how big of a deal is this? Mandatory? Preferable? Only if I find a very good item to justify it first?

* Considering the spellbooks available, any spells that really scream "learn me"? Currently only using Fireball and Ignite Poison outside Minor Magic.

* My last character type in stealthy backstabber of a Spriggan Enchanter taught me a bit more of just how useful Stealth can be. How useful is it for this kind of character though? Any specific thresholds I should at least consider? I'm already quite noisy with Fireball and Mephitic Cloud being used often, so is just a waste to bother with Stealth at this point? Or perhaps even more important because of it?

* Stats. I've invested fully into Int thus far, leaving my Str to a mere 4 and Dex to 13. Should I consider putting points into either of the two and if so, why? Is there a point of diminishing returns where more Int is no longer desirable?

* Staves skill. Is it used just for increased hit chance / attack speed, or is there another, more pressing reason to dedicate some XP into this?

Might add more when more questions pop up. Any generic advice for this kind of character is also welcome.

Edit: most recent dump:

  Code:
 Dungeon Crawl Stone Soup version 0.16.0-6-gad6103a (webtiles) character file.

Jushak the Thaumaturge (Deep Elf Wizard)           Turns: 13786, Time: 01:46:22

Health: 54/54      AC: 11    Str:  4    XL:     11   Next: 20%
Magic:  34/34      EV: 16    Int: 27    God:    Vehumet [****..]
Gold:   479        SH:  0    Dex: 13    Spells: 9 memorised, 6 levels left

rFire  . . .     SeeInvis .     u - +1 dire flail (protect)
rCold  . . .     Clarity  .     R - +2 robe
rNeg   . . .     SustAb   .     (no shield)
rPois  .         Gourm    .     b - +0 hat
rElec  .         Spirit   .     (no cloak)
rCorr  .         Warding  .     X - +0 pair of gloves
rMut   .         Stasis   .     r - +0 pair of boots
MR     +....                    (no amulet)
Stlth  ++........               I - +3 ring of slaying
                                o - ring of invisibility

@: repel missiles, somewhat resistant to hostile enchantments, unstealthy
A: no striking features
a: Renounce Religion, Evoke Invisibility


You are on level 9 of the Dungeon.
You worship Vehumet.
Vehumet is greatly pleased with you.
You are not hungry.

You have visited 1 branch of the dungeon, and seen 10 of its levels.

You have collected 479 gold pieces.

Inventory:

Hand weapons
 i - a dagger of chaos
 u - a +1 dire flail of protection (weapon)
 J - a spear of chaos
 K - a dagger of chaos
 M - a spear of chaos
 N - a dagger of chaos
 Q - a whip of freezing
Armour
 b - a +0 hat (worn)
 r - a +0 pair of boots (worn)
 x - a troll hide
 R - a +2 robe (worn)
 X - a +0 pair of gloves (worn)
Magical staves
 n - an uncursed staff of wizardry
Jewellery
 o - a ring of invisibility (left hand)
 I - a +3 ring of slaying (right hand)
Magical devices
 y - a wand of frost {zapped: 15}
 L - a wand of polymorph {zapped: 2}
 O - a wand of cold {zapped: 4}
 P - a wand of confusion
 S - a wand of polymorph
 T - a wand of paralysis
 Y - a wand of disintegration
Scrolls
 g - 3 scrolls of identify
 h - 5 scrolls of remove curse
 j - 6 scrolls of amnesia
 k - 3 scrolls labeled LEUHEO CRIMO
 l - a scroll labeled QOICOD AZONK
 m - a scroll labeled BOUMUEKKIU
 q - 5 scrolls labeled OZEIFRA LEUVA
 w - a scroll labeled JOLEHURPHUM
 z - a scroll labeled PNOEMIREHI
 A - 2 scrolls labeled KIOLUW SAALIE
 F - a scroll labeled GREOTUF LON JIXOL
 G - a scroll of teleportation
 H - 2 scrolls labeled PETZURPHAABA
 W - a scroll labeled SCHUJINOZAWK
Potions
 e - 2 potions of curing
 f - 2 potions of mutation
 p - 2 potions of cure mutation
 t - 3 potions of haste
 v - a potion of heal wounds
 D - 2 potions of brilliance
 E - 2 potions of flight
 U - a potion of agility
Books
 a - a book of Dreams   
   
    Spells                             Type                      Level
    a - Ensorcelled Hibernation      Hexes/Ice                     2
    b - Flight                       Charms/Air                    3
    c - Phase Shift                  Translocation                 5
    d - Shadow Creatures             Summoning                     5
    e - Mass Confusion               Hexes                         6
    f - Darkness                     Hexes                         7
 c - a book of Minor Magic   
   
    Spells                             Type                      Level
    a - Magic Dart                   Conjuration                   1
    b - Blink                        Translocation                 2
    c - Call Imp                     Summoning                     2
    d - Repel Missiles               Charms/Air                    2
    e - Slow                         Hexes                         2
    f - Conjure Flame                Conjuration/Fire              3
    g - Mephitic Cloud               Conjuration/Poison/Air        3
 C - a book of Fire   
   
    Spells                             Type                      Level
    a - Ignite Poison                Fire/Transmutation            5
    b - Fireball                     Conjuration/Fire              5
    c - Bolt of Fire                 Conjuration/Fire              6
    d - Delayed Fireball             Conjuration/Fire              7
    e - Ring of Flames               Charms/Fire                   7
 Z - a book of the Earth   
   
    Spells                             Type                      Level
    a - Leda's Liquefaction          Hexes/Earth                   4
    b - Bolt of Magma                Conjuration/Fire/Earth        5
    c - Statue Form                  Transmutation/Earth           6
    d - Iron Shot                    Conjuration/Earth             6
    e - Shatter                      Earth                         9
Comestibles
 d - 2 bread rations
 s - 7 royal jellies
 B - a beef jerky
 V - 4 meat rations


   Skills:
 + Level 0.0 Fighting
 - Level 8.0 Dodging
 - Level 2.5 Stealth
 - Level 12.0 Spellcasting
 - Level 10.3 Conjurations
 - Level 8.1 Charms
 - Level 1.1 Summonings
 - Level 1.1 Translocations
 - Level 9.1 Fire Magic


You have 6 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           ####         1%          1    None
b - Blink                 Tloc           N/A          3%          2    None
c - Mephitic Cloud        Conj/Pois/Air  ####....     1%          3    None
d - Repel Missiles        Chrm/Air       #####.       1%          2    None
e - Fireball              Conj/Fire      ######....   1%          5    ###....
f - Conjure Flame         Conj/Fire      ######..     1%          3    None
g - Call Imp              Summ           ###.....     3%          2    None
h - Ignite Poison         Fire/Trmt      #####.....   4%          5    ###....
i - Bolt of Magma         Conj/Fire/Erth ######....   2%          5    ###....


Dungeon Overview and Level Annotations

Branches:
Dungeon (10/15)            Temple (0/1) D:5             Orc (0/4) D:9
  Lair: D:8-11     

Altars:
Elyvilon
Fedhas
Gozag
Kikubaaqudgha
Okawaru
Sif Muna
Vehumet
Xom
Yredelemnul
The Shining One

Shops:
D:4 %   D:6 [   D:9 !

Annotations:
D:2 1 runed door

Message History

You continue eating. x2
Things that are here:
a dagger; a robe
Things that are here:
a dagger; a robe
Your pack is full.
Things that are here:
a short sword; 3 chunks of flesh
You offer a prayer to Vehumet.
Vehumet is greatly pleased with you.
Okay, then.
Casting: Magic Dart
Confirm with . or Enter, or press ? or * to list all spells.
Okay, then.
Wield which item (- for none, * to show all)? (? for menu, Esc to quit)
You feel protected!
u - a +1 dire flail of protection (weapon)
Casting: Magic Dart
Confirm with . or Enter, or press ? or * to list all spells.
Okay, then.

   #.....##########....#        #
   #..∩..'........#....#        #
   #.....#........#....#        #
   #.....#........#....#        #
   #.....#........#....#        #
   #.....#........'....#  #######
   #.....#..####)##....####......
   #######..#.>..................
        #...'...@))..............
        #...#....)...............
##      ##..#....................
.##     #...#....................
..#     #..##....................
..#     #....####'##.............
#########....'.....####'###......
.............#.....'......'......
..†..........#.....#......#......


There are no monsters in sight!

Vanquished Creatures
  2 hill giants (D:10)
  Pikel (D:5)
  A manticore (D:9)
  A queen bee (D:9)
  2 trolls (D:10)
  Grinder (D:5)
  A two-headed ogre (D:10)
  12 yaks (D:10)
  A hippogriff (D:8)
  Edmund (D:4)
  Menkaure (D:5)
  3 sky beasts
  4 ice beasts
  2 orc warriors
  3 slaves (D:5)
  4 ogres
  4 centaurs
  A crocodile (D:9)
  4 giant frogs
  21 killer bees
  4 scorpions
  A centaur zombie (D:8)
  A goliath beetle (D:9)
  A crimson imp (D:8)
  7 hounds
  6 orc priests
  2 quasits
  A jelly (D:10)
  2 centaur skeletons
  2 giant frog skeletons
  3 iguanas
  10 orc wizards
  6 worker ants
  Ijyb (D:5)
  2 hound skeletons
  12 gnolls
  A worker ant zombie (D:10)
  13 adders
  A river rat (D:6)
  2 giant mites
  A worm (D:6)
  2 adder zombies
  2 adder skeletons
  4 giant geckos
  44 orcs
  2 bat skeletons (D:7)
  A bat zombie (D:8)
  6 giant cockroaches
  20 hobgoblins
  4 jackals (D:9)
  7 quokkas
  2 ball pythons
  15 bats
  A giant gecko skeleton (D:4)
  2 giant newts
  A giant spore (D:10)
  12 goblins
  A goblin skeleton (D:8)
  A goblin zombie (D:8)
  2 hobgoblin zombies (D:8)
  17 kobolds
  2 kobold skeletons (D:8)
  A kobold zombie (D:8)
  An orc skeleton (D:8)
  2 quokka skeletons
  22 rats
  3 ballistomycetes (D:10)
326 creatures vanquished.

Vanquished Creatures (others)
  A scorpion (D:5)
  A crimson imp (D:5)
  A hound (D:5)
  A worker ant (D:5)
  A white imp (D:6)
  An orc (D:6)
6 creatures vanquished.

Grand Total: 332 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | Jushak, the Deep Elf Wizard, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 10/10 MP: 6/6
   265 | D:1      | Reached XP level 2. HP: 15/15 MP: 2/10
   269 | D:1      | Learned a level 2 spell: Blink
   272 | D:1      | Learned a level 2 spell: Call Imp
   275 | D:1      | Learned a level 2 spell: Repel Missiles
   666 | D:1      | Reached skill level 5 in Spellcasting
   937 | D:2      | Reached XP level 3. HP: 19/19 MP: 10/14
  1288 | D:2      | Found a runed door.
  1288 | D:2      | Noticed a human
  1293 | D:2      | Found a basalt altar of Yredelemnul.
  1465 | D:3      | Learned a level 3 spell: Mephitic Cloud
  1606 | D:3      | Found a deep blue altar of Sif Muna.
  1616 | D:3      | Reached XP level 4. HP: 24/24 MP: 9/17
  2145 | D:3      | Noticed a giant frog
  2247 | D:3      | Killed a giant frog
  2247 | D:3      | Reached skill level 5 in Conjurations
  2247 | D:3      | Reached XP level 5. HP: 28/28 MP: 11/19
  2252 | D:3      | Learned a level 3 spell: Conjure Flame
  2567 | D:4      | Reached skill level 6 in Conjurations
  2651 | D:4      | Reached XP level 6. HP: 26/32 MP: 17/21
  2923 | D:4      | Found Praes' Food Shoppe.
  3160 | D:4      | Reached skill level 7 in Conjurations
  3617 | D:4      | Noticed Edmund
  3803 | D:4      | Killed Edmund
  3803 | D:4      | Reached skill level 8 in Conjurations
  3803 | D:4      | Reached XP level 7. HP: 36/36 MP: 12/22
  4231 | D:5      | Entered Level 5 of the Dungeon
  4274 | D:5      | Noticed Ijyb
  4532 | D:5      | Killed Ijyb
  4798 | D:5      | Noticed Grinder
  4817 | D:5      | Noticed Pikel
  5074 | D:5      | Killed Grinder
  5074 | D:5      | Reached skill level 9 in Conjurations
  5324 | D:5      | Reached skill level 10 in Conjurations
  5324 | D:5      | Reached XP level 8. HP: 25/41 MP: 2/24
  5653 | D:6      | Reached skill level 1 in Fire Magic
  5915 | D:6      | Found an iron altar of Okawaru.
  5920 | D:6      | Found a radiant altar of Vehumet.
  5928 | D:6      | Became a worshipper of Vehumet
  5933 | D:6      | Found a blossoming altar of Fedhas.
  6057 | D:6      | Found a basalt altar of Yredelemnul.
  6092 | D:6      | Found Broas' Armour Shop.
  6296 | D:6      | Reached skill level 5 in Fire Magic
  6651 | D:6      | Found a shimmering altar of Xom.
  6741 | D:6      | Found a white marble altar of Elyvilon.
  6743 | D:6      | Found an opulent altar of Gozag.
  7081 | D:6      | Acquired Vehumet's first power
  7081 | D:6      | Offered knowledge of Sting by Vehumet.
  7167 | D:5      | Found a staircase to the Ecumenical Temple.
  7328 | D:5      | Noticed Menkaure
  7345 | D:5      | Killed Menkaure
  7502 | D:5      | Killed Pikel
  7502 | D:5      | Reached XP level 9. HP: 32/45 MP: 10/25
  8274 | D:7      | Learned a level 5 spell: Fireball
  9184 | D:8      | Offered knowledge of Sandblast by Vehumet.
  9682 | D:8      | Found a glowing golden altar of the Shining One.
 10089 | D:8      | Offered knowledge of Inner Flame by Vehumet.
 10313 | D:9      | Found a staircase to the Orcish Mines.
 10514 | D:9      | Reached skill level 10 in Spellcasting
 10514 | D:9      | Reached XP level 10. HP: 50/50 MP: 21/31
 10534 | D:9      | Learned a level 5 spell: Ignite Poison
 10550 | D:9      | Acquired Vehumet's second power
 10560 | D:10     | Entered Level 10 of the Dungeon
 10825 | D:10     | Reached skill level 11 in Spellcasting
 10884 | D:10     | Reached skill level 5 in Charms
 11148 | D:10     | Offered knowledge of Static Discharge by Vehumet.
 11311 | D:10     | Noticed a hill giant
 11319 | D:10     | Killed a hill giant
 11353 | D:10     | Noticed a hill giant
 11371 | D:10     | Killed a hill giant
 11371 | D:10     | Reached skill level 5 in Dodging
 11592 | D:10     | Found an ancient bone altar of Kikubaaqudgha.
 11993 | D:10     | Acquired Vehumet's third power
 12444 | D:9      | Reached XP level 11. HP: 38/54 MP: 26/33
 12450 | D:9      | Offered knowledge of Lightning Bolt by Vehumet.
 12665 | D:9      | Learned a level 5 spell: Bolt of Magma
 13299 | D:9      | Found Evirun's Distillery.
 13460 | D:9      | Noticed a manticore
 13463 | D:9      | Killed a manticore
 13743 | D:9      | Reached skill level 12 in Spellcasting


Action                   |  1- 3 |  4- 6 |  7- 9 | 10-12 || total
-------------------------+-------+-------+-------+-------++-------
Melee: Staff             |       |     7 |    35 |    57 ||    99
 Cast: Magic Dart        |    82 |   149 |   355 |   110 ||   696
       Mephitic Cloud    |     2 |    16 |    52 |    10 ||    80
       Conjure Flame     |       |     3 |    30 |    11 ||    44
       Blink             |       |       |     8 |     1 ||     9
       Repel Missiles    |       |       |     3 |     1 ||     4
       Call Imp          |       |       |     4 |       ||     4
       Fireball          |       |       |    28 |    35 ||    63
       Bolt of Magma     |       |       |       |    23 ||    23
       Ignite Poison     |       |       |       |     1 ||     1
  Use: Scroll            |       |     2 |     1 |     6 ||     9
       Potion            |       |       |       |     4 ||     4
 Stab: Confused          |       |       |     5 |       ||     5
  Eat: Chunk             |     1 |     6 |    26 |    15 ||    48
       Pizza             |       |     1 |       |       ||     1
       Beef jerky        |       |       |     1 |     1 ||     2
Last edited by Jushak on Sunday, 15th March 2015, 19:47, edited 1 time in total.

Vestibule Violator

Posts: 1601

Joined: Sunday, 14th July 2013, 16:36

Post Sunday, 15th March 2015, 19:21

Re: Returning to DCSS, back to basics

I think you were trying to remember "shields 9", the threshold at which a spriggan fully removes all penalties for wearing a buckler. You probably just care about spellcasting penalties, and for normal-sized races, 1 shield skill is enough, I think, for a buckler.

Staff of Wizardry, incidentally, doesn't make your spells more powerful: it just makes them easier to cast. So it's great if it means the difference between being able to cast bolt of fire and not being able to cast it, but it doesn't do much for you if all of your spells have good failure rates without it.

Usually, until mid game, a blaster mage alternates between training magic to get the next spell, then training defenses (mostly fighting and dodging) for a while until it's time to start working on the next spell. This pattern can even last through nearly the entire game if you're going for level 9 spells. Assuming you're still at the point where it matters, the biggest thing that Staff of Wizardry does for you is that it lets you start the "train defenses" cycles much, much earlier.

(you might eventually want to train magic skills for the purpose of increasing your damage, but IMO that's a minor effect and better put off until training defenses becomes comparatively expensive)

If you have a staff of power, at some point you'll want to train up your magic skills so that you don't need wizardry to cast them and you can switch to staff of power; I find the MP bonus to be pretty powerful.

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Sunday, 15th March 2015, 19:27

Re: Returning to DCSS, back to basics

Generally speaking, it's a good idea to post a full dump. Your reasoning for providing the information you did is good, but if you don't know what generic questions to ask you might not recognize something important that you should tell us.

Wizardry is probably something you want to outgrow eventually, although there's no problem using it for the time being. It raises spell success but not spell power, and spell power is rather important for a deep elf of Vehumet that is almost exclusively using conjurations. Protection is nice for the time being, too, but don't discount the possibility of getting a hold-out melee weapon for handling things that are not too dangerous when you don't want to risk being low on mp or want to manage noise. An enhancer staff for your element of choice is not a bad option, either, if it turns up, since that raises the damage of your spells.

It probably is not a good idea to continue neglecting your defenses, and how much to raise your defenses depends on the character. For a deep elf, dodging is the most cost-effective per level, but low-level investment in everything is going to be more cost-effective than pushing everything on one defensive skill. Get them as long as they still feel like cheap investments. Armour is probably the least favorable, however, verging on nearly useless unless you decide to upgrade to a body armor that has higher base AC. With 4 strength, it's probably best just to stick to fighting, dodging, and stealth.

Stealth works great with a ranged character. It often means you get to choose whether to initiate a fight or not, and if you have to leave in a hurry it means that the monsters chasing you will start losing track of you quicker once you've broken line-of-sight with them. It is much easier to break up packs with decent stealth investment, which helps keep you from running out with still-dangerous threats on the field.

Strength is only useful if you plan to upgrade body armor in the future. Probably not worth it. Dexterity at least provides a good multiplier that works into your EV, but intelligence is very nice all the way up for a spell power-dependent character.

Staff skill is for hitting things with staves. It is useful only if you get a damaging enhancer staff or a lajatang, and does essentially nothing with a staff of wizardry since extra attack speed means you deal zero damage slightly faster.

I don't even know how far you are into this game, so there's not really much I can say about strategic matters.

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Jushak, Sar

Temple Termagant

Posts: 14

Joined: Sunday, 15th March 2015, 16:31

Post Sunday, 15th March 2015, 19:58

Re: Returning to DCSS, back to basics

Added current dump.

Guessing I'm switching to Protection weapon for now, since my spells are all only 1-5% miscast right now.

Starting skilling of Fighting for now I guess, since my HP is pretty low.

Thanks for the answers thus far, more suggestions are welcome though.

If it doesn't show up on the dump, I'm just starting Orc-branch and have cleared 10 levels of Dungeon thus far.

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Sunday, 15th March 2015, 20:07

Re: Returning to DCSS, back to basics

For goodness' sake, identify your scrolls. It could easily be a matter of life or death. Three scrolls of identify aren't going to do any good in your inventory or on your stash, and there are some stacks that you could read-identify too.

I would swap Bolt of Magma to Bolt of Fire; BoF has much higher range and doesn't get spell power leached off by a lack of investment in a third spell skill. Against fire-resistant monsters, cast it twice. Against fire-immune monsters, stroll casually away in the other direction until you find a less xp-intensive way to get around their immunity.

Your next stop is to find Lair and kill everything inside. Try to break up packs before killing them, and mind the noise. Bolt of Fire/Magma is much quieter than Fireball, even though they are harder to cast. Conjure Flame can reliably kill much of Lair, too. Orc is relatively less favorable for your character, since there are some uncommon spawns that are very dangerous and you probably don't much want the gold, weapons, or body armor that drop.

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Sar

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Sunday, 15th March 2015, 20:17

Re: Returning to DCSS, back to basics

Actually, you have six spell levels available, just memorize BoF, bolt of mama isn't too bad for level 5, but as was pointed out, it loses spell power from not having earth trained (if it was a choice I would always take BoF, but having both doesn't suck)
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Temple Termagant

Posts: 14

Joined: Sunday, 15th March 2015, 16:31

Post Sunday, 15th March 2015, 20:43

Re: Returning to DCSS, back to basics

Cheers for the advice.

Yeah, my scrolls could indeed use identifying. Need to check up how many dangerous ones I have left unidentified. Same for pots,

Of the branches, Lair and Orc I'm quite familiar with. If memory serves I've reached last level in few of the Rune branches as well (the Spriggan died in last level of Swamp). Most of my mages just blasted everything with Fireball and escaped downstairs to refresh in lair... Which is pretty careless I guess. Guess I'll try a more careful approach for a change.

Siegurt is right I guess, having both BoF and BoM for now and dropping BoM later on sounds like a good idea until I find/decide next spell to skill up for.

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