Spider Stomper
Posts: 203
Joined: Wednesday, 17th June 2015, 00:14
Location: Germany
Streak of 15-rune games
(Link to games in sign.)
None of the combos was a hard one.
Species:
3: Ce, Mi
2: Ho, DD, Gh, Hu
1: Dg, Gr, Ba, Mf, Tr, Og
Gods:
6: Oka
4: Oka->TSO
2: Makhleb (DD), Uskayaw, Gozag, Trog->TSO
1: no god, Nemelex
Stat-increasement went to INT in almost every case in preparation for extended/spells.
Most chars have a shield somewhen.
Spell selection looks nearly the same in each morgue:
Statue form: even on non-UC.
Aura of abj: to get rid of summons when the summoner cannot be easily killed (Pan lord, GM)
PoG, Blink: movement
Lesser beck, Apportation: valuable when in statue form and cheap.
Butterflies: never used the spell since I have lightning spire but they are good
Passwall: even when this spell is used only on the orbrun
Deflect M., Shroud of G., regen.: defensive spells
Lee's rapid dec.: creating corners/cover or to steal runes (Tartarus)
Lightning spire + Portal Projectile: Spire to block LoF, PP+Throwing to get rid of the malmutator/whatever.
Silence: for Tomb. Hardly ever use it (as an emerg.) and will be unlearned after Tomb.
B.v.Clutch: comes with necro (regen) and statue form (earth). There is no reason not to use it and it is one of the spells I consider to be broken/much too strong.
Invisible is strong in Extended to avoid some monster (tormentor, neqoxec, hellion, death scarab,..) but training it (or finding the spell) won't happen often. Inv on an item/potion will do fine.
I value stealth a lot and try to have some stealth (some combos have stealth skilled a bit in the beginning) for as long as possible. Certainly trained for Ext.
Typical order of a run:
D1-D11/d12
Lair
Orc
D12-D15
Both Lair branches
V1-4
Elf
Depths 1-5
V5
Slime
Zot 1-4
Crypt
Hell Vest.
Abyss
Tomb
Hell
Pan
Zot 5
Crypt is rather late to keep the option for TSO if I have trouble with some resists.
Tomb is done early since I have statue form and I have to care less if my resists are still incomplete.
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