Blades Runner
Posts: 536
Joined: Wednesday, 10th August 2011, 01:06
Need Advice: Attributes, Skills, Demons & The Abyss
I have been playing Crawl for a good 4 months now (and have yet to get my first rune; I always find ways to die on Snake:4), but I still have issues with some things. I know quite a bit about DCSS lingo, so don't hold back and talk to me like I am a newbie
Anywho, let us do this in order of the topic title. First off is Attributes. I am confused about how these work. Strength is (I guess) one of the factors on damage with melee weapons and crossbows. However, how does Strength effect those weapons that are "wielded best by dexterous characters"? For example, will the damage output from a Dagger be the same regardless of str? Are these weapons effected purely by DEX, does STR also have a factor, or is STR the only factor for weapon damage even with these weapons? Also, moving on to STR/DEX vs Int. Int seems, by far, the most useful attribute for just about any char bar those following Trog. Unless one of the other attributes is abysmally low (and therefor fragile to the effects of attribute drains), is there a reason to pump anything but Int on 3rd level-ups? Finally, if I go something like TrBe or MDBe, is it recommended to pump DEX to considerable levels to make sure you hit more often then not? How big of a factor is DEX when considering accuracy?
Next, Skills. One of the reasons why I dislike playing any sort of caster is because the hellish amount of skills that are useful for a caster; Short Blades, Conjuration, Spellcasting, Dodging, Stealth, Fighting, and multiple casting schools are all useful for a caster. Oh, and some Shield to wear a buckler. Anyway, what is the best way to train a char when they have so many damn skills needed to become powerful? I usually just forgo Dodging/Stealth as soon as I start a caster; if I don't, I am left with a char that will take a good long time to become proficient in some very important spells (such as Mephitic Cloud). However, having no Dodging/Stealth is very risky; you can't take any hits and tip-toeing past creatures is very difficult. Eventually I will need to open the door to lots of other skills to fully round of my char. Using Manual Training, what is the best way to go about this? Should I leave on all these schools and (very) slowly become proficient in all of them, or focus on 1 or 2 at a time and deal with the effects of being quite specialized?
Almost done here; next is Demons. In particular, dealing with Demons with a Necromancer. I have a very difficult time playing any Necromancer; they all seem to find Grinder on D:3-D:5. Whenever they do, I just want to throw my hands up and say "I give up". I cant cast Pain, cant use Dispel Undead, cant drain, etc. None of the effects of the starting necro book have any effect whatsoever on Grinder except Raise Skeleton, which is unreliable (Did grinder appear near the start of the lvl? Did I find any useful mobs to raise? Did said mob even drop a skeleton?). The only time I can get past him is if a find a very nice weapon on D:1/D:2, which is highly unlikely. The only real way past him is to run away, which might not even be a option considering he uses Paralyze along with the option of spawning with a Wand.
Finally, The Abyss. To be more specific, being banished into it. For low level chars, it's (nearly) certain death, and the chances are not much higher for chars below lvl 20. I find it to be a very bad game design (in my opinion that is; I'm not here to bash the devs and I certainly enjoy their work on this game very much) to spawn monsters that can cast a spell that will almost always kill you. There has been numerous occasions that I have been banished the very turn I walked into sight of a Unique. It doesn't really matter how successful that char was, how prepared I felt, how easily I could of dealt with that unique, it will just kill me in one turn. The chances of survival for a low level char in the abyss is similar to the chances of finding a Ring of Slaying on D:1, if the result of not finding said ring was the implosion of the entire dungeon if you did not find it within a few hundred turns.
I'm just complaining now, so I'm just going to tie this post up. Thanks a bunch of devoting your time to reading this, and please post ANY tips that might help me. I'm in dire need.