YAVP 0.23


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Slime Squisher

Posts: 400

Joined: Sunday, 27th January 2019, 13:50

Post Monday, 25th February 2019, 11:42

YAVP 0.23

First win in the 0.23 version, as well as the first challenge build.
MiAE^Ash, 4 runes
Pastebin link: https://pastebin.com/nbnDAVRy

Lessons learned:
1) Klowns are no longer free XP. Because the one thing you need when around an ancient lich is bat form, or a single tile silence. The pie taste = effect is cute, though.
2) I've been spoiled rotten with 0 and -1 aptitudes for magic, and will never again take them for granted.
There is always something new to learn.

Ziggurat Zagger

Posts: 5332

Joined: Friday, 25th November 2011, 07:36

Post Monday, 25th February 2019, 18:59

Re: YAVP 0.23

Very interesting to see an assortment of conjurations on a minotaur; starting mostly air and then kind of switching to earth. Going for two level 9 spells (even if you were a bit short on getting tornado all the way castable) on a minotaur is pretty crazy though so congrats on the "reaver" build even though that background is long gone :)

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Slime Squisher

Posts: 400

Joined: Sunday, 27th January 2019, 13:50

Post Monday, 25th February 2019, 21:22

Re: YAVP 0.23

tasonir wrote:Very interesting to see an assortment of conjurations on a minotaur; starting mostly air and then kind of switching to earth. Going for two level 9 spells (even if you were a bit short on getting tornado all the way castable) on a minotaur is pretty crazy though so congrats on the "reaver" build even though that background is long gone :)


Yeah, I switched over to earth for the iron and zombie hands, they're brutal when combined. Orbs are pretty cool, but the aiming and wall fails are a bitch to work around. I've only been on Tavern for a short time, could you tell me more about this "reaver"? I might make one with intent now :D
There is always something new to learn.
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Ziggurat Zagger

Posts: 4351

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

Post Monday, 25th February 2019, 22:48

Re: YAVP 0.23

Sorcerous wrote:could you tell me more about this "reaver"?

Here's one:
  Code:
 Dungeon Crawl version 3.40 character file.


Ajaja the Annihilator (Human)

(Level 27 Reaver)

Experience : 27/987777

Strength 18     Dexterity 16     Intelligence 20

Hit Points : 124          Magic Points : 38

AC : 29          Evasion : 13          Shield : 0

Gp : 2781


You escaped.

You worship The Shining One.

The Shining One is exalted by your worship.

You are not hungry.


  Inventory:

Hand weapons

 a - a +8,+6 dwarven battleaxe of freezing (2032gold)

Armour

 d - a +2 helm (worn) (198gold)

 o - a +2 cloak (worn) (165gold)

 t - a +2 pair of boots (worn) (176gold)

 y - a +4 banded mail of cold resistance (worn) (3335gold)

   A suit made of bands of metal.

   Armour rating: 7

   Evasion modifier: -4

   It has been heavily enchanted to be more effective in reducing injury. It

   protects its wearer from cold. It weighs around 50 aum.

 T - the +2 pair of gloves of Grot (worn) (327gold)

   A pair of gloves.

   Armour rating: 1

   Evasion modifier: 0

   It has been moderately enchanted to be more effective in reducing injury.

   It weighs around 2 aum.

Magical devices

 c - a wand of teleportation (11) (96gold)

 f - a wand of healing (8) (93gold)

 j - a wand of invisibility (16) (141gold)

 s - a wand of fireball (1) (75gold)

 v - a wand of disintegration (0) (3gold)

 B - a wand of hasting (6) (99gold)

 D - a wand of digging (1) (36gold)

 K - a wand of invisibility (2) (57gold)

 N - a wand of hasting (10) (135gold)

Comestibles

 q - 4 meat rations (320gold)

 x - 2 bread rations (160gold)

 A - 3 royal jellies (840gold)

Jewellery

 g - a ring of teleport control (294gold)

   This ring allows its wearer to control the destination of any

   teleportation, although without perfect accuracy. Trying to teleport into a
   solid object will result in a random teleportation, at least in the case of
   a normal teleportation.It weighs around 2 aum.

 i - a ring of fire (434gold)

   This ring brings its wearer more in contact with the powers of fire. He or

   she gains resistance to heat and can use fire magic more effectively, but

   becomes more vulnerable to the effects of cold. It weighs around 2 aum.

 m - a cursed ring of levitation (140gold)

   This ring causes its wearer to hover above the floor. It has a curse placed
   upon it. It weighs around 2 aum.

 n - the ring of Yqejojukluc (1050gold)

   This powerful ring can be activated to hide its wearer from the view of

   others, but increases the speed of his or her metabolism greatly while

   doing so.

   It affects your dexterity (+2).

   It partially protects you from negative energy.

   It weighs around 2 aum.

 z - the amulet of Cekugob (neck) (210gold)

   This amulet repels some of the attacks of creatures which have been

   magically summoned.

   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.

   It weighs around 2 aum.

 C - a ring of teleportation (1gold)

   This ring occasionally exerts its power to randomly translocate its wearer

   to another place, and can be deliberately activated for the same effect. It
   weighs around 2 aum.

 E - a ring of sustenance (175gold)

   This ring provides energy to its wearer, so that they need eat less often.

   It weighs around 2 aum.

 I - the ring "Yqeticituqi" (right hand) (630gold)

   This ring increases its wearer's resistance to hostile enchantments.

   It affects your evasion (+3).

   It affects your dexterity (+4).

   It enhances your eyesight.

   It weighs around 2 aum.

 Q - a ring of fire (left hand) (434gold)

   This ring brings its wearer more in contact with the powers of fire. He or

   she gains resistance to heat and can use fire magic more effectively, but

   becomes more vulnerable to the effects of cold. It weighs around 2 aum.

 U - the amulet of Tfrxtah (560gold)

   This amulet protects its wearer from mutations, although not infallibly so.
   It lets you turn invisible.

   It lets you blink.

   It weighs around 2 aum.

 X - a ring of sustain abilities (175gold)

   This ring protects its wearer from the loss of their strength, dexterity

   and intelligence. It weighs around 2 aum.

 Y - an amulet of the gourmand (105gold)

   This amulet allows its wearer to consume meat in various states of decay

   without suffering unduly as a result. Poisonous or cursed flesh is still

   not recommended. It weighs around 2 aum.

 Z - an amulet of clarity (210gold)

   This amulet protects its wearer from some forms of mental confusion. It

   weighs around 2 aum.

Potions

 k - 2 potions of heal wounds (60gold)

 p - a potion of might (25gold)

 R - a potion of healing (20gold)

Magical staves

 b - a staff of energy (weapon) (250gold)

Orbs of Power

 l - the Orb of Zot (10000gold)

Miscellaneous

 h - a decaying rune of Zot (1200gold)

 r - a serpentine rune of Zot (1200gold)

 u - a silver rune of Zot (1200gold)

 w - a crystal ball of seeing (500gold)

 G - the Horn of Geryon (5000gold)

 W - 2 slimy runes of Zot (2400gold)



 You have 24 experience left.


   Skills:

 + Level 4 Fighting

 + Level 8 Axes

 + Level 2 Bows

 + Level 12 Armour

 + Level 3 Dodging

 + Level 6 Stealth

 + Level 2 Shields

 + Level 7 Traps & Doors

 + Level 2 Unarmed Combat

 + Level 11 Spellcasting

 + Level 26 Conjurations

 + Level 4 Divinations

 + Level 15 Fire Magic

 + Level 3 Air Magic

 + Level 1 Poison Magic

 + Level 10 Invocations



You have 3 spell levels left.

You know the following spells:


  Your Spells                       Type                  Success   Level

 a - Magic Dart                   Conjuration             Perfect     1

 b - Throw Frost                  Ice/Conjuration         Great       2

 c - Conjure Flame                Fire/Conjuration        Perfect     3

 d - Mephitic Cloud               Poison/Air/Conjuration  Great       3

 e - Bolt of Fire                 Fire/Conjuration        Perfect     5

 f - Fireball                     Fire/Conjuration        Perfect     6

 g - Detect creatures             Divination              Great       2

 h - Iskenderun's Mystic Blast    Conjuration             Perfect     4

 i - Fire Storm                   Fire/Conjuration        Great       9

 j - Cure Poison                  Poison                  Good        2

 k - Lightning Bolt               Air/Conjuration         Very Good   6

 l - Detect Items                 Divination              Great       2

DCSS: 77: ...HaWrSpWz{OgGlTrMo}{CeWnMfBeMiSk}DrEE{GrFiFoGl}DgEnFeNe{OpGlHuSu}
DDArHaCKSpAEGrTmDgFEDsCjGhMoHuVM{HaAMBaEn}{HuMoHOWn}DsWzDDHu{DgWnGnBe}
FeIE{MiEnMfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}FeEE{HOIEMiAE}GrGlHuWr
Bloat: 4: RaRoPrPh{GuStGnCa

For this message the author Sprucery has received thanks:
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User avatar

Slime Squisher

Posts: 400

Joined: Sunday, 27th January 2019, 13:50

Post Tuesday, 26th February 2019, 10:50

Re: YAVP 0.23

Sprucery wrote:Here's one:
  Code:
 Dungeon Crawl version 3.40 character file.


Ajaja the Annihilator (Human)

(Level 27 Reaver)

Experience : 27/987777

Strength 18     Dexterity 16     Intelligence 20

Hit Points : 124          Magic Points : 38

AC : 29          Evasion : 13          Shield : 0

Gp : 2781


You escaped.

You worship The Shining One.

The Shining One is exalted by your worship.

You are not hungry.


  Inventory:

Hand weapons

 a - a +8,+6 dwarven battleaxe of freezing (2032gold)

Armour

 d - a +2 helm (worn) (198gold)

 o - a +2 cloak (worn) (165gold)

 t - a +2 pair of boots (worn) (176gold)

 y - a +4 banded mail of cold resistance (worn) (3335gold)

   A suit made of bands of metal.

   Armour rating: 7

   Evasion modifier: -4

   It has been heavily enchanted to be more effective in reducing injury. It

   protects its wearer from cold. It weighs around 50 aum.

 T - the +2 pair of gloves of Grot (worn) (327gold)

   A pair of gloves.

   Armour rating: 1

   Evasion modifier: 0

   It has been moderately enchanted to be more effective in reducing injury.

   It weighs around 2 aum.

Magical devices

 c - a wand of teleportation (11) (96gold)

 f - a wand of healing (8) (93gold)

 j - a wand of invisibility (16) (141gold)

 s - a wand of fireball (1) (75gold)

 v - a wand of disintegration (0) (3gold)

 B - a wand of hasting (6) (99gold)

 D - a wand of digging (1) (36gold)

 K - a wand of invisibility (2) (57gold)

 N - a wand of hasting (10) (135gold)

Comestibles

 q - 4 meat rations (320gold)

 x - 2 bread rations (160gold)

 A - 3 royal jellies (840gold)

Jewellery

 g - a ring of teleport control (294gold)

   This ring allows its wearer to control the destination of any

   teleportation, although without perfect accuracy. Trying to teleport into a
   solid object will result in a random teleportation, at least in the case of
   a normal teleportation.It weighs around 2 aum.

 i - a ring of fire (434gold)

   This ring brings its wearer more in contact with the powers of fire. He or

   she gains resistance to heat and can use fire magic more effectively, but

   becomes more vulnerable to the effects of cold. It weighs around 2 aum.

 m - a cursed ring of levitation (140gold)

   This ring causes its wearer to hover above the floor. It has a curse placed
   upon it. It weighs around 2 aum.

 n - the ring of Yqejojukluc (1050gold)

   This powerful ring can be activated to hide its wearer from the view of

   others, but increases the speed of his or her metabolism greatly while

   doing so.

   It affects your dexterity (+2).

   It partially protects you from negative energy.

   It weighs around 2 aum.

 z - the amulet of Cekugob (neck) (210gold)

   This amulet repels some of the attacks of creatures which have been

   magically summoned.

   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.

   It weighs around 2 aum.

 C - a ring of teleportation (1gold)

   This ring occasionally exerts its power to randomly translocate its wearer

   to another place, and can be deliberately activated for the same effect. It
   weighs around 2 aum.

 E - a ring of sustenance (175gold)

   This ring provides energy to its wearer, so that they need eat less often.

   It weighs around 2 aum.

 I - the ring "Yqeticituqi" (right hand) (630gold)

   This ring increases its wearer's resistance to hostile enchantments.

   It affects your evasion (+3).

   It affects your dexterity (+4).

   It enhances your eyesight.

   It weighs around 2 aum.

 Q - a ring of fire (left hand) (434gold)

   This ring brings its wearer more in contact with the powers of fire. He or

   she gains resistance to heat and can use fire magic more effectively, but

   becomes more vulnerable to the effects of cold. It weighs around 2 aum.

 U - the amulet of Tfrxtah (560gold)

   This amulet protects its wearer from mutations, although not infallibly so.
   It lets you turn invisible.

   It lets you blink.

   It weighs around 2 aum.

 X - a ring of sustain abilities (175gold)

   This ring protects its wearer from the loss of their strength, dexterity

   and intelligence. It weighs around 2 aum.

 Y - an amulet of the gourmand (105gold)

   This amulet allows its wearer to consume meat in various states of decay

   without suffering unduly as a result. Poisonous or cursed flesh is still

   not recommended. It weighs around 2 aum.

 Z - an amulet of clarity (210gold)

   This amulet protects its wearer from some forms of mental confusion. It

   weighs around 2 aum.

Potions

 k - 2 potions of heal wounds (60gold)

 p - a potion of might (25gold)

 R - a potion of healing (20gold)

Magical staves

 b - a staff of energy (weapon) (250gold)

Orbs of Power

 l - the Orb of Zot (10000gold)

Miscellaneous

 h - a decaying rune of Zot (1200gold)

 r - a serpentine rune of Zot (1200gold)

 u - a silver rune of Zot (1200gold)

 w - a crystal ball of seeing (500gold)

 G - the Horn of Geryon (5000gold)

 W - 2 slimy runes of Zot (2400gold)



 You have 24 experience left.


   Skills:

 + Level 4 Fighting

 + Level 8 Axes

 + Level 2 Bows

 + Level 12 Armour

 + Level 3 Dodging

 + Level 6 Stealth

 + Level 2 Shields

 + Level 7 Traps & Doors

 + Level 2 Unarmed Combat

 + Level 11 Spellcasting

 + Level 26 Conjurations

 + Level 4 Divinations

 + Level 15 Fire Magic

 + Level 3 Air Magic

 + Level 1 Poison Magic

 + Level 10 Invocations



You have 3 spell levels left.

You know the following spells:


  Your Spells                       Type                  Success   Level

 a - Magic Dart                   Conjuration             Perfect     1

 b - Throw Frost                  Ice/Conjuration         Great       2

 c - Conjure Flame                Fire/Conjuration        Perfect     3

 d - Mephitic Cloud               Poison/Air/Conjuration  Great       3

 e - Bolt of Fire                 Fire/Conjuration        Perfect     5

 f - Fireball                     Fire/Conjuration        Perfect     6

 g - Detect creatures             Divination              Great       2

 h - Iskenderun's Mystic Blast    Conjuration             Perfect     4

 i - Fire Storm                   Fire/Conjuration        Great       9

 j - Cure Poison                  Poison                  Good        2

 k - Lightning Bolt               Air/Conjuration         Very Good   6

 l - Detect Items                 Divination              Great       2



Items had weight. :shock: Damn.
Seems like an awesome build, I'll try a conjurer next time.
There is always something new to learn.

Crypt Cleanser

Posts: 720

Joined: Friday, 6th September 2013, 09:17

Post Tuesday, 26th February 2019, 11:36

Re: YAVP 0.23

How did you get 2 slimy runes? I know multiple demonic runes were there but slimy?

And items had weight in far less ancient versions, it only got removed in 0.15.

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Ziggurat Zagger

Posts: 4351

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

Post Tuesday, 26th February 2019, 13:11

Re: YAVP 0.23

IIRC each chamber in Slime:$ had a chance of containing a rune. I don't remember (it was 19 years ago after all) if this was a bug and whether it was possible that no slimy rune was generated.
DCSS: 77: ...HaWrSpWz{OgGlTrMo}{CeWnMfBeMiSk}DrEE{GrFiFoGl}DgEnFeNe{OpGlHuSu}
DDArHaCKSpAEGrTmDgFEDsCjGhMoHuVM{HaAMBaEn}{HuMoHOWn}DsWzDDHu{DgWnGnBe}
FeIE{MiEnMfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}FeEE{HOIEMiAE}GrGlHuWr
Bloat: 4: RaRoPrPh{GuStGnCa

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Slime Squisher

Posts: 400

Joined: Sunday, 27th January 2019, 13:50

Post Tuesday, 26th February 2019, 16:12

Re: YAVP 0.23

stickyfingers wrote: items had weight in far less ancient versions, it only got removed in 0.15.


I only got into DCSS with the 19.5 tiles, so anything pre-17 is like a history lesson to me. Kudos to you for having played for so long :)
It's a shame about the clarity amulets, there are so many games (read: splats) where I wish such loot still existed.
There is always something new to learn.

Ziggurat Zagger

Posts: 5332

Joined: Friday, 25th November 2011, 07:36

Post Tuesday, 26th February 2019, 21:30

Re: YAVP 0.23

The example was posted, but they didn't give an overview of the background! In short, it's a melee + conjurations build. That isn't actually really that good of a background, because you generally want to focus on one first, and then maybe add in some of the other as a backup once you're strong. Splitting your EXP down the middle early on is generally a bad idea. It's been removed for a long, long time.

Edit: looks like the removal was around 2011: https://crawl.develz.org/mantis/view.php?id=2111

For this message the author tasonir has received thanks:
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Slime Squisher

Posts: 400

Joined: Sunday, 27th January 2019, 13:50

Post Tuesday, 26th February 2019, 21:55

Re: YAVP 0.23

tasonir wrote: you generally want to focus on one first, and then maybe add in some of the other as a backup once you're strong. Splitting your EXP down the middle early on is generally a bad idea.


That is good advice, but with the huge aptitude difference it really seemed like an early hybrid was doable (despite some close calls). I have a bad tendency to learn about good practices and then forget them in a tense fight, with a mentality shift from "priority targets, potion buffs, disengage options" into "sure, HP is in the red, but just one more hit and everything is fine". Pretty much a shift away from thinking to just rolling the dice and taking what Xom feels like giving.

At any rate, the reaver background (or modern crawl equivalent) looks like something I'd play for fun. So thanks for this!
There is always something new to learn.
User avatar

Slime Squisher

Posts: 400

Joined: Sunday, 27th January 2019, 13:50

Post Thursday, 28th February 2019, 10:03

Re: YAVP 0.23

Another first, took a berserker through extended! The nightstalker mutations went a long way in keeping this one alive and well.
DsBe^Trog, 10 runes
Pastebin link: https://pastebin.com/PyHjrh4M

Aside from the showdown against Cerebov and a surprise appearance of Mara in V:5, there were not many notable events. The new gauntlet is a very welcome change compared to the labyrinth, being able to visually confirm threats and weigh risk against reward is nice.

Lessons learned:
1) When in doubt, ask other tavernfolk for advice. @Siegurt, thanks again for telling me how not to be stupid against Cerebov :)
2) The fencing gloves are an incredible fixedart. A single turn K.O. was a regular occurrence with these.
3) Those nifty new vaults can contain as many as four ghosts!
23389 | Orc:1 | Found a runed translucent gate.
23391 | Orc:1 | Found a runed translucent gate.
23445 | Orc:1 | Found a runed translucent gate.
23445 | Orc:1 | Noticed Paschim's ghost (journeyman MiBe)
23447 | Orc:1 | Noticed Dinant's ghost (journeyman DsMo)
23450 | Orc:1 | Noticed burt's ghost (journeyman DrCj)
23450 | Orc:1 | Noticed Jisity's ghost (adept HuFi)
There is always something new to learn.

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