Getting to Rune Number One


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Mines Malingerer

Posts: 36

Joined: Tuesday, 25th January 2011, 00:23

Post Thursday, 13th October 2011, 01:20

Getting to Rune Number One

So, after my last game where I was gradually chipped away by large slime creatures, hydras, cyclopes, and orc priests (on a game with an amazing randart sabre and a book with tons of useful spells) I'm wondering how the hell to go for that first rune without getting stomped before I take three steps. I've generally been playing DrWz or DrFE (Lots of survivability but still casts with little penalty, and with a few bonuses as well)

I have no trouble making it to the early-mid game - I've been down to Lair:5 and D:13-15 a few times -- but right around or a before those levels is when I hit a roadblock. Suddenly, everything starts hitting way harder, needs to be kited for half an hour to take down with Sticky Flame and Flame Tongue, and has some sort of nasty trick up its sleeve. I generally don't enter the lair without either rPois or a heavy-hitting ranged spell like Venom Bolt, Bolt of Fire, etc.; but even when I do eventually I'm chipped away by pack after pack of yaks, centaurs, and once being ported just near an oklob. If I take the dungeon route, it quickly goes from me being able to stomp basically everything barring a select few uniques to me being unable to get a rest from swarms of enemies which would take me a few minutes of kiting and power spells to kill even a couple of.

My question: What are your tips for getting over that barrier into the midgame?

Edit: Crap, I posted this in the wrong forum. I meant to post it in the general advice forum, I was just looking for character builds beforehand. Sorry! If a mod wants to move it, that would be great.
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Tomb Titivator

Posts: 832

Joined: Saturday, 30th July 2011, 00:58

Post Thursday, 13th October 2011, 01:49

Re: Getting to Rune Number One

KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
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Tomb Titivator

Posts: 832

Joined: Saturday, 30th July 2011, 00:58

Post Thursday, 13th October 2011, 02:00

Re: Getting to Rune Number One

You could give Vehumet a try. You should be able to start getting gifts from him sometime mid to late Lair. As either a Wz you should be able to cast Poison Cloud easily which shuts down a whole lot of enemies, Freezing Cloud should be castable as well. With an FE, both spells can be castable just on Spellcasting and Conjuration alone.

You're dumping a lot of exp into Evocations it looks like, which is great for Nemelex, but I'm not sure how good of an idea this is. I've never played Nemelex myself, but I'm sure someone will be able to give advice on this.

You might want to consider pushing INT more instead of what appears to be DEX. INT will help with spellcasting and get your spells hungerless quicker.

Another idea is to try going with Kiku. She gives great spells very early which can help increase your survivability. I've never tried it myself but an FE of Kiku should be able to manage just about every monster up to the end of Lair pretty easily with a combination of Sticky Flame, Vampiric Draining, and the occasional Fireball for packs.

Heres my current (and first) FE with the irrelevant bits removed. Hope it helps :)
  Code:
 Dungeon Crawl Stone Soup version 0.9.1-1-gec69250 character file.

PrideParade the Destroyer (High Elf Fire Elementalist)                                     Turns: 78758, Time: 04:49:18

HP 116/116       AC  8     Str  8      XL: 18   Next: 19%
MP  41/41        EV 12     Int 40      God: Vehumet [******]
Gold 2973        SH 13     Dex 15      Spells: 11 memorised,  3 levels left

Res.Fire  : + . .   See Invis. : +    o - +2,+5 long sword (freeze)
Res.Cold  : + . .   Warding    : . .  F - +3 robe of Priw {Int+3 Acc+2}
Life Prot.: + . .   Conserve   : .    J - +2 buckler of the Thirteen Suns {rC+ rN+}
Res.Acid. : . . .   Res.Corr.  : .    D - -1 helmet {Int+3}
Res.Poison: .       Clarity    : +    e - +0 cloak
Res.Elec. : .       Spirit.Shd : .    l - +1 pair of orc gauntlets
Sust.Abil.: . .     Stasis     : .    (no boots)
Res.Mut.  : .       Ctrl.Telep.: .    V - amulet of clarity
Res.Rott. : .       Levitation : .    t - ring of Cheibriados' Envy {rF+ Dex-3 Int+3
Saprovore : . . .   Ctrl.Flight: .    f - ring "Ehanuj" {Str+1 Int+4 SInv}

@: quite resistant to hostile enchantments, fairly stealthy
A: no striking features
a: Renounce Religion
}: 1/15 runes: serpentine

   Skills:
 - Level 10 Fighting
 - Level 1 Short Blades
 - Level 1 Long Blades
 - Level 1 Maces & Flails
 - Level 1 Armour
 - Level 2 Dodging
 - Level 2 Stealth
 - Level 1 Stabbing
 - Level 5 Shields
 - Level 1 Traps & Doors
 + Level 18 Spellcasting
 + Level 19 Conjurations
 + Level 4 Charms
 - Level 1 Summonings
 - Level 1 Transmutations
 + Level 18 Fire Magic
 - Level 1 Ice Magic
 + Level 4 Air Magic
 - Level 1 Earth Magic
 - Level 1 Poison Magic
 - Level 1 Evocations


You have 3 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Success   Level  Hunger
a - Flame Tongue          Fire/Conj      ######       Perfect     1    None
b - Throw Flame           Fire/Conj      #######      Perfect     2    None
c - Sticky Flame          Fire/Conj      #########    Perfect     4    None
d - Fireball              Fire/Conj      #########.   Excellent   6    None
e - Freezing Cloud        Ice/Air/Conj   ########..   Excellent   6    None
f - Poisonous Cloud       Pois/Air/Conj  ########..   Excellent   5    None
g - Abjuration            Summ           ######....   Excellent   3    None
h - Fire Storm            Fire/Conj      #########.   Great       9    Honeycomb
i - Flight                Air/Chrm       #######...   Excellent   4    None
j - Deflect Missiles      Air/Chrm       #######...   Good        6    None
k - Dig                   Erth/Trmt      ######...    Great       4    None

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | PrideParade, the High Elf Fire Elementalist, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 11/11 MP: 4/4
   658 | D:1      | Reached XP level 2. HP: 17/17 MP: 3/5
   694 | D:1      | Learned a level 2 spell: Throw Flame
   731 | D:1      | Reached skill level 4 in Fire Magic
  2360 | D:2      | Reached XP level 3. HP: 21/21 MP: 8/8
  2525 | D:2      | Reached skill level 1 in Fighting
  3227 | D:3      | Reached XP level 4. HP: 27/27 MP: 8/11
  3333 | D:3      | Found a radiant altar of Vehumet.
  3339 | D:3      | Became a worshipper of Vehumet
  3901 | D:4      | Reached skill level 1 in Short Blades
  4196 | D:4      | Reached XP level 5. HP: 27/31 MP: 3/12
  4356 | D:4      | Learned a level 4 spell: Sticky Flame
  4394 | D:4      | Found a bloodstained altar of Trog.
  4554 | D:4      | Found a glowing golden altar of the Shining One.
  4740 | D:4      | Found an ancient bone altar of Kikubaaqudgha.
  4957 | D:5      | Entered Level 5 of the Dungeon
  4966 | D:5      | Acquired Vehumet's first power
  4966 | D:5      | Reached skill level 5 in Fire Magic
  4990 | D:5      | Found a sand-covered staircase.
  5011 | ossuary  | Entered a tomb
  5466 | ossuary  | Reached skill level 1 in Traps & Doors
  5466 | ossuary  | Reached XP level 6. HP: 31/36 MP: 16/16
  5612 | ossuary  | Reached skill level 1 in Maces & Flails
  5612 | ossuary  | Reached skill level 1 in Shields
  5838 | ossuary  | Reached skill level 1 in Armour
  6739 | ossuary  | Acquired Vehumet's second power
  6849 | ossuary  | Reached skill level 1 in Stabbing
  7032 | ossuary  | Reached XP level 7. HP: 28/41 MP: 19/19
  7220 | D:5      | Noticed Ijyb
  7386 | D:5      | Defeated Ijyb
  7716 | D:5      | Found a sparkling altar of Nemelex Xobeh.
  8041 | D:5      | Noticed Crazy Yiuf
  8046 | D:5      | Defeated Crazy Yiuf
  8238 | D:5      | Paralysed by you for 6 turns
  8348 | D:5      | Reached skill level 5 in Conjurations
  8785 | D:5      | Found Kleanasm's Jewellery Shoppe.
  8844 | D:5      | Learned a level 6 spell: Fireball
  8844 | D:5      | Bought an uncursed ring of see invisible for 165 gold pieces
  9028 | D:5      | Reached skill level 1 in Long Blades
  9175 | D:6      | Found Kluozeug's Jewellery Shoppe.
  9235 | D:6      | Reached skill level 5 in Spellcasting
  9235 | D:6      | Reached skill level 6 in Fire Magic
  9336 | D:6      | Reached XP level 8. HP: 26/47 MP: 21/21
  9490 | D:6      | Acquired Vehumet's third power
 10432 | D:6      | Reached skill level 1 in Evocations
 10466 | D:6      | Found a staircase to the Ecumenical Temple.
 10476 | Temple   | Entered the Ecumenical Temple
 11733 | D:7      | Reached XP level 9. HP: 50/52 MP: 20/24
 11814 | D:7      | Reached skill level 7 in Fire Magic
 12166 | D:7      | Acquired Vehumet's fourth power
 12190 | D:7      | Noticed Menkaure
 12191 | D:7      | Defeated Menkaure
 13244 | D:8      | Noticed PigSticker's ghost (experienced SpAs)
 13258 | D:8      | Defeated PigSticker's ghost
 13584 | D:8      | Noticed a slime creature
 13595 | D:8      | Defeated a slime creature
 13711 | D:8      | Noticed Dowan
 13716 | D:8      | Defeated Dowan
 13826 | D:8      | Reached skill level 5 in Shields
 13876 | D:8      | Noticed Duvessa
 13886 | D:8      | Defeated Duvessa
 14739 | D:8      | Reached skill level 8 in Fire Magic
 14887 | D:9      | Got a steaming chain mail
 14899 | D:9      | Identified the +1 chain mail "Phuohar" (You found it on level 9 of the Dungeon)
 14915 | D:9      | Found a glowing silver altar of Zin.
 15066 | D:9      | Found Olito's Antique Armour Boutique.
 15108 | D:9      | Reached XP level 10. HP: 56/58 MP: 27/27
 15360 | D:9      | Found Wyappat's Jewellery Boutique.
 15969 | D:10     | Entered Level 10 of the Dungeon
 17732 | D:11     | Reached skill level 9 in Conjurations
 17839 | D:11     | Reached skill level 5 in Fighting
 18122 | D:11     | Found a staircase to the Orcish Mines.
 18132 | D:11     | Found a roughly hewn altar of Beogh.
 18585 | D:11     | Found a staircase to the Hive.
 19523 | D:10     | Reached XP level 11. HP: 43/68 MP: 26/29
 19974 | D:12     | Found a staircase to the Lair.
 20488 | D:12     | Found Nuecip's Food Shop.
 20498 | D:12     | Identified a scroll of acquirement
 20499 | D:12     | Got a transparent buckler
 20505 | D:12     | Identified the +2 buckler of the Thirteen Suns (You acquired it on level 12 of the Dungeon)
 20517 | D:12     | Found a shimmering altar of Xom.
 20531 | D:12     | Reached skill level 10 in Conjurations
 20806 | D:12     | Reached skill level 10 in Fire Magic
 21885 | D:12     | Reached skill level 10 in Spellcasting
 22554 | D:12     | Reached skill level 11 in Conjurations
 24010 | Lair:1   | Entered Level 1 of the Lair of Beasts
 24051 | D:12     | Noticed a redback
 24060 | D:12     | Defeated a redback
 24518 | D:12     | Reached XP level 12. HP: 59/77 MP: 29/31
 26983 | Lair:2   | Reached skill level 12 in Conjurations
 27120 | Lair:2   | Got a faintly humming ring mail
 27138 | Lair:2   | Identified the +2 ring mail "Muruer" (You found it on level 2 of the Lair of Beasts)
 27847 | Lair:3   | Received a gift from Vehumet
 27950 | Lair:3   | Learned a level 6 spell: Freezing Cloud
 27991 | Lair:3   | Noticed Prince Ribbit
 28155 | Lair:3   | Defeated Prince Ribbit
 28547 | Lair:3   | Found a staircase to the Shoals.
 29026 | Lair:4   | Reached skill level 1 in Air Magic
 29556 | Lair:4   | Reached skill level 10 in Fighting
 30387 | Lair:5   | Reached skill level 13 in Conjurations
 30984 | Lair:5   | Reached XP level 13. HP: 76/85 MP: 27/33
 31471 | Lair:5   | Found a staircase to the Snake Pit.
 31546 | Lair:5   | Reached skill level 1 in Ice Magic
 33348 | Lair:6   | Received a gift from Vehumet
 33356 | Lair:6   | Learned a level 5 spell: Poisonous Cloud
 33491 | Lair:6   | Reached skill level 14 in Conjurations
 35588 | Lair:7   | Found a staircase to the Slime Pits.
 36369 | Lair:8   | Entered Level 8 of the Lair of Beasts
 37048 | Lair:8   | Reached XP level 14. HP: 91/91 MP: 22/36
 37367 | Lair:8   | Reached skill level 15 in Conjurations
 37615 | Lair:8   | Reached skill level 1 in Poison Magic
 38159 | Lair:8   | Reached skill level 15 in Fire Magic
 38224 | Lair:8   | Reached skill level 15 in Spellcasting
 38359 | Lair:8   | Received a gift from Vehumet
 38402 | Lair:8   | Got a heavily jewelled robe
 39140 | Lair:8   | Reached skill level 16 in Conjurations
 41200 | Lair:2   | Identified the +3 robe of Priw (You found it on level 8 of the Lair of Beasts)
 41237 | Lair:2   | Gained mutation: You occasionally shout uncontrollably.
 41237 | Lair:2   | Gained mutation: Your vision is a little blurry.
 41237 | Lair:2   | Gained mutation: You have large cloven feet.
 41458 | Temple   | Lost mutation: Your vision is a little blurry.
 41458 | Temple   | Lost mutation: You occasionally shout uncontrollably.
 41458 | Temple   | Lost mutation: You have large cloven feet.
 42047 | Orc:1    | Entered Level 1 of the Orcish Mines
 42162 | D:9      | Bought an uncursed ring of poison resistance for 280 gold pieces
 42162 | D:9      | Bought the ring "Ehanuj" {Str+1 Int+4 SInv} for 602 gold pieces
 42339 | Orc:1    | Noticed Josephine
 42350 | Orc:1    | Received a gift from Vehumet
 42360 | Orc:1    | Defeated Josephine
 42640 | Orc:1    | Found a roughly hewn altar of Beogh.
 42905 | Orc:2    | Found Pliffuc's Food Shoppe.
 43327 | Orc:2    | Found Mawk's Armour Boutique.
 43382 | Orc:2    | Found Qudgh's Assorted Antiques.
 43389 | Orc:2    | Noticed Psyche
 43392 | Orc:2    | Defeated Psyche
 43805 | Orc:2    | Found Sequffuwa's Antique Weapon Boutique.
 45235 | Orc:3    | Noticed Snorg
 45235 | Orc:3    | Received a gift from Vehumet
 45254 | Orc:3    | Defeated Snorg
 45254 | Orc:3    | Reached XP level 15. HP: 44/97 MP: 17/37
 45462 | Orc:3    | Learned a level 3 spell: Abjuration
 45693 | Orc:3    | Found Gakh's Magical Wand Boutique.
 45693 | Orc:3    | Noticed a two-headed ogre
 45698 | Orc:3    | Defeated a two-headed ogre
 45885 | Orc:3    | Noticed an orc high priest
 46290 | Orc:3    | Defeated an orc high priest
 46602 | Orc:4    | Entered Level 4 of the Orcish Mines
 46650 | Orc:4    | Found a staircase to the Elven Halls.
 47893 | Orc:4    | Noticed an orc high priest
 47926 | Orc:4    | Noticed an orc high priest
 48139 | Orc:4    | Defeated an orc high priest
 48139 | Orc:4    | Reached skill level 1 in Summonings
 48247 | Orc:4    | Defeated an orc high priest
 48462 | Orc:4    | Found Rauveam's Assorted Antiques.
 48462 | Orc:4    | Found Shyojoupt's Assorted Antiques.
 48465 | Orc:4    | Noticed an orc high priest
 48490 | Orc:4    | Defeated an orc high priest
 48554 | Orc:4    | Noticed an orc high priest
 48757 | Orc:4    | Defeated an orc high priest
 48780 | Orc:4    | Received a gift from Vehumet
 49206 | Orc:4    | Found Misocsea's Magical Wand Shop.
 49209 | Orc:4    | Found Gadewnonk's Distillery.
 49563 | D:13     | Found a shimmering altar of Xom.
 50176 | D:13     | Reached skill level 17 in Conjurations
 50491 | D:13     | Noticed Sonja
 50501 | D:13     | Defeated Sonja
 51161 | Hive:1   | Entered Level 1 of the Hive
 51278 | Hive:2   | Entered Level 2 of the Hive
 53035 | Hive:1   | Identified a +0 rod of destruction [inacc,magma,cold] (9/9) (You found it on level 1 of the Hive)
 53624 | Snake:1  | Entered Level 1 of the Snake Pit
 56447 | Snake:3  | Noticed Saint Roka
 59063 | Lair:2   | Learned a level 9 spell: Fire Storm
 59220 | Snake:3  | Defeated Saint Roka
 59220 | Snake:3  | Reached skill level 18 in Conjurations
 59220 | Snake:3  | Reached XP level 16. HP: 37/104 MP: 10/39
 61449 | Snake:5  | Entered Level 5 of the Snake Pit
 63776 | Snake:5  | Got a serpentine rune of Zot
 66126 | Lair:2   | Learned a level 4 spell: Flight
 66246 | Shoals:1 | Entered Level 1 of the Shoals
 66389 | Shoals:1 | Noticed Polyphemus
 66394 | Shoals:1 | Defeated Polyphemus
 66532 | Shoals:1 | Reached skill level 1 in Charms
 67362 | Lair:3   | Reached XP level 17. HP: 109/109 MP: 36/40
 67906 | D:14     | Found a labyrinth entrance.
 67956 | Lab      | Entered a Labyrinth
 68142 | Lab      | Got a sparkling tin ring
 68142 | Lab      | Got a conspicuous book
 68142 | Lab      | Got a sparkling steel ring
 68144 | Lab      | Identified a +1 rod of summoning (12/12) (You found it in a Labyrinth)
 68145 | Lab      | Identified the ring of the Firefly (You found it in a Labyrinth)
 68146 | Lab      | Identified the ring of Cheibriados' Envy (You found it in a Labyrinth)
 68147 | Lab      | Identified the Collected Works on Attacks and the Arsonist (You found it in a Labyrinth)
 68476 | D:14     | Got a jewelled golden mace
 68477 | D:14     | Identified the Sceptre of Torment (You found it on level 14 of the Dungeon)
 68525 | D:14     | Found a white marble altar of Elyvilon.
 68685 | D:14     | Reached skill level 19 in Conjurations
 69042 | D:15     | Entered Level 15 of the Dungeon
 70812 | D:15     | Got a crystal bow
 70813 | D:15     | Identified the bow "Jiuz" {venom, rPois rC+} (You found it on level 15 of the Dungeon)
 71523 | Lair:2   | Learned a level 6 spell: Deflect Missiles
 71685 | D:16     | Noticed Roxanne
 72005 | D:16     | Got a pair of crude gloves
 72208 | D:16     | Found a portal to a secret trove of treasure.
 73191 | Lair:2   | Learned a level 4 spell: Dig
 73337 | Slime:1  | Entered Level 1 of the Pits of Slime
 73566 | Slime:1  | Found a viscous altar of Jiyva.
 73849 | Slime:2  | Reached skill level 1 in Transmutations
 73849 | Slime:2  | Reached skill level 1 in Earth Magic
 75586 | D:17     | Found Phuar's Magical Wand Shop.
 76243 | D:17     | Found a frozen archway.
 76252 | IceCv    | Entered an ice cave
 76597 | IceCv    | Reached XP level 18. HP: 116/116 MP: 38/41
 76642 | IceCv    | Got a yellowed book
 76643 | IceCv    | Identified Zourrequ's Reference Book on Dusty Changing (You found it in an ice cave)
 77873 | D:18     | Noticed Wiglaf
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
User avatar

Spider Stomper

Posts: 207

Joined: Sunday, 26th December 2010, 23:55

Location: Maryland, USA

Post Thursday, 13th October 2011, 02:12

Re: Getting to Rune Number One

Well, there are two possible solutions:

1) Play extremely carefully and use all of the resources at your disposal. Learn all you can about unfamiliar subjects through either this forum or the LearnDB (especially the LearnDB). Take the game slowly and don't ever become overconfident. Eventually, if you keep up these good habits, you'll be able to ascend. The learning process will be painful, but like they say, no pain no gain. Simply play what you enjoy and build up your experience with that.

Or, alternatively,

2) Play a (Tr/Ko/Sp/Ha/Fe/MD/HO/Mi)Be. :P (I am actually quite serious about this one, if there's any build that can take out practically any threat the moment it shows up it's a Berserker.)
You see here a dire elephant corpse.
You start butchering the dire elephant corpse with your claws.
You continue butchering the corpse.
You are engulfed in roaring flames. You stop butchering the corpse.
You die...

For this message the author Un67 has received thanks:
Burningled

Ziggurat Zagger

Posts: 3037

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

Post Thursday, 13th October 2011, 02:28

Re: Getting to Rune Number One

Why did you start as a conjurations-focused caster if you were going to grind up short blades and evocations, both higher than your spell skills? If you build up your core magic skills, your spells will be far more powerful. They will hit harder and miss less, those with durations will last longer, and a few will even reach farther. You will definitely benefit more in the early game from putting points in your starting magic skills than training up some dinky short blade, even if it has some nice resists. For heaven's sake, you didn't even get Sticky Flame to reliable casting levels. You probably dealt more damage to yourself by miscasting it than you suffered from yaks.

I suppose you heard that Nemelex was strong on the wiki? While technically true, Nemelex is also extremely fastidious and using her gifts properly is exceptionally spoiler-reliant. While you can do remarkable things with her if you know exactly what you are doing, she isn't newbie-friendly. Odds are pretty good that you would have been better off picking a deity that improved your core starting competency (casting spells) instead of spreading out your precious early-game xp even more (evocations). Vehumet, Sif Muna, or Kiku. Once you're feeling confident with the newbie-friendly caster trio, well then is the time to experiment with Nemelex or Ashenzari, as the mood strikes you.

So, yeah. That's my advice to you. You've started as a fire elementalist. Cast fire spells more. Burn all the monsters. Your starting spellbook is your entire character identity until well into the mid-game. It is not something to tide you over until you find what you really want.

For this message the author KoboldLord has received thanks:
Burningled

Mines Malingerer

Posts: 36

Joined: Tuesday, 25th January 2011, 00:23

Post Thursday, 13th October 2011, 02:39

Re: Getting to Rune Number One

bobross419 wrote:You could give Vehumet a try. You should be able to start getting gifts from him sometime mid to late Lair. As either a Wz you should be able to cast Poison Cloud easily which shuts down a whole lot of enemies, Freezing Cloud should be castable as well. With an FE, both spells can be castable just on Spellcasting and Conjuration alone.


I think Vehumet would serve me better, but my main goal is to have fun and Vehumet is really just not fun for me :(

You're dumping a lot of exp into Evocations it looks like, which is great for Nemelex, but I'm not sure how good of an idea this is. I've never played Nemelex myself, but I'm sure someone will be able to give advice on this.

I think I put in more than I needed, I was planning to train it up early to get the most out of those first couple Experience cards.

You might want to consider pushing INT more instead of what appears to be DEX. INT will help with spellcasting and get your spells hungerless quicker.

Actually, that was an unlucky Shuffle. I was pushing INT hard and had dex at like 8, then got shuffled, and brought my low int up to that value.

Another idea is to try going with Kiku. She gives great spells very early which can help increase your survivability. I've never tried it myself but an FE of Kiku should be able to manage just about every monster up to the end of Lair pretty easily with a combination of Sticky Flame, Vampiric Draining, and the occasional Fireball for packs.


Kiku's spells are definitely really reliable, and I've done a couple of good Mummy/Vampire wizards of Kiku; I think I might try him again. i just really like Nemelex is all.

minmay wrote:It's usually easier than the dungeon level you enter it from. rPois is almost irrelevant in that branch (also, nearly every other branch).

Yeah, but I have had a couple of annoying experiences where I get rushed by spiny frogs and die because I'm out of healing potions. Then again, it's probably safer than hydra swarm.

Looking at your morgue, you trained Fire Magic way too high. There is almost never a reason to train it higher than Conjurations. You also should have learned Throw Flame, it's the only long-range attack FE has available early.

You know, that makes sense. Thanks, I'll keep that in mind. Was really just trying to get Fireball castable.


Sticky Flame should be more than enough to get rid of any pack of yaks, and it's not even the only spell FE has. Wz has it even easier: Mephitic Cloud completely incapacitates them.


It's not the first one, it's the ninth that comes when I'm out of mana and really just want to be left the hell alone to regenerate.

KoboldLord wrote:Why did you start as a conjurations-focused caster if you were going to grind up short blades and evocations, both higher than your spell skills?

I was trying for a fighter-caster hybrid. You're probably right about the Evocations, I put too much stock into Nemelex, but when I found that randart sabre on D:5, I wanted to push for minimum delay on it.

I suppose you heard that Nemelex was strong on the wiki? While technically true, Nemelex is also extremely fastidious and using her gifts properly is exceptionally spoiler-reliant. While you can do remarkable things with her if you know exactly what you are doing, she isn't newbie-friendly.


I've gotten used to Nemelex by now, and while it's true I did start on him thanks to the wiki, I'm mostly using him because he's more fun and more generally useful than the other gods - He takes a bit to get rolling, but once he does I can use his decks for basically anyone -- Escape and Summoning make great panic buttons, Destruction rocks for clearing out problems before they start (though sure as hell not after, hello Torment/Spark), Wonder's great for getting an early game boost with nice mutations and lots of EXP (bar one time I sent myself to the Abyss) and Dungeons I've not gotten much experience with but I'm excited for the occasional free Bazaar portal.

So, yeah. That's my advice to you. You've started as a fire elementalist. Cast fire spells more. Burn all the monsters. Your starting spellbook is your entire character identity until well into the mid-game. It is not something to tide you over until you find what you really want.


Yeah, I do think you're right that I tried to go too many places too fast -- I ended up being a mediocre fighter/caster with too many points in Evo. I blame the sabre.
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Abyss Ambulator

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Post Thursday, 13th October 2011, 02:51

Re: Getting to Rune Number One

I started the second thread back linked back there (I highly recommend reading it; it has a lot of tips relevant to you); I was in almost the exact same position you are (DrFE was, in fact, my most-played combo). I haven't used many DrFE's lately, and all of mine petered out at about the same place you're hitting, but I have a few ideas you can try nonetheless:

You might want to try DEFE a couple of times. They can't tank nearly as many hits as DrFE, but that's about the only adaptation your play style would need. You already have the early game pattern figured out pretty well; Flame tongue until you can get Sticky Flame castable and then use a combination of the two to push further. A few specific enemies to watch out for:
- Imps. Pick up every weapon that might be branded; you're looking for something that can get past their nasty regen (holy wrath works wonders, freezing is great also, electrocution may work, Crazy Yiuf's staff will usually nail them). If you can't handle one, take it upstairs, wait for it to blink away, and go back down. They're not worth the time it takes to defeat them.
- Orc Priests. Sometimes, they aren't too big of a deal, but if they have you in LoS and you can't start hitting them in one or two turns, RUN. They can and will kill you in a few turns if you aren't very careful around them.
- Centaurs. Avoid the OOD ones until you have Sticky Flame; after that, close the gap quickly and sticky flame them, then fire off flame tongues from melee range until they die.
- Former player ghosts. Lv.7+ Draconians are nasty with their draining breath; Fire Elementalist ghosts are also terrifying with their ranged sticky flame wiping you out in just the way you get monsters, and their fireballs dealing huge damage.
- Electric eels. Sometimes, open levels with lots of pools will generate; electric eels are often all over in there and they will tear you to pieces. Slam an exclusion on their pools and go elsewhere; if they're infesting an entire level, skip it.
- Uniques are always dangerous, but just about all of the early ones can be taken down with Sticky Flame if you're careful (this includes Sigmund and, to a lesser extent, Grinder [if you can, though, get away from Grinder]).
- In general, any monster that has ranged attacks or is faster than you is a threat to watch out for. You should be able to handle all the big hitters in melee pretty easily; all you need is one turn of being attacked before you can get Sticky Flame in and run away for the kill -- Ogres, Trolls, and Hill Giants are the prime examples of this.

I've really taken a liking to using Vehumet with Deep Elf Fire Elementalists; with his bonuses, Fireball should be castable at Very Good or better before Lair. My strategy has been to get it up to Great or Excellent, then focus on spellcasting (+4 aptitude!!!) until the hunger becomes a non-issue. Sticky Flame + Flame Tongue can take care of just about every threat in the Lair, so you don't really need to worry about branching out until after that. For level-up stats, I always go strength until it's at 7 or 8, then int forever after.

Go into the Lair without rPois. Past about D:12, the chance of getting overwhelmed by monsters is a lot worse than the danger of poisonous monsters in the Lair. The poisonous monsters in there can be treated the same way as the poisonous monsters in the dungeon; they hit hard, but sticky flame will cause them to run before they deal too much damage and then finish them from a distance. You can just about always afford one hit from a hydra; don't be afraid to Sticky Flame them. Blink Frogs will hurt, but they're really fragile and they won't usually surround you too brutally, so...sticky flame! (they'll blink away frequently and usually die from the damage; if they don't, it doesn't matter -- just rinse and repeat). Packs of Yaks are a lot easier if you can separate them; if you can't, run away as you fire sticky flames off. They'll fall soon enough.

Post-Lair (possibly only clear it down to 6 or 7 just in case big nasties are waiting deeper), it's time to think about branching out. Use the spellbooks you've found and figure out a workable set; as a deep elf, you can do *whatever you want*. Charms, especially, are very nice. Learning Freezing Cloud from the second book Vehumet gifts you can help you deal with fire-resistant monsters, in addition to being a nice tool to escape from enemies (you don't need any ice magic; conjurations and possibly air are plenty). Don't enter Snake or Swamp without rPois (or be very careful when doing it and look for a swamp dragon to get a hide from). With Hive, you can go for either rPois or Ignite Poison (Ignite Poison in the Hive is a beautiful thing), whichever you find first. Shoals...careful in there if you don't have Repel/Deflect Missiles. The main dungeon can usually be cleared down to Vaults if you have hungerless Fireball and another option (pumping spellcasting really is worth it. Vehumet-reinforced, hungerless fireballs are incredible.). Orc...same deal. Even the first few levels of Elf and Vaults are manageable without any non-guaranteed equipment/spells.

...that's pretty much it, really; DEFE 101, the way this newbie managed it. You should be able to figure out what to do from there with time.

Berserkers and SpEn are also good options if you want to get a rune; advice for those is covered in the linked threads.

Good luck! If bobross419 and I are anything to go by, you should be getting your first rune fairly soon. The important thing is really just getting past that wall with one or two characters; after that, others should follow.

(also, having read your latest post...Vehumet really is a great god for FEs. If you don't convulse at the thought of even coming near him, I would really recommend trying him a little bit. It's a lot easier to have fun getting far in the game than it is doing the first few levels again and again. If you want a combination that works well with Nemelex, SpEn is a great option; I got my first rune with a SpEn of Nemelex [and got bored of playing him soon afterward; he's still languishing in the swamp after a couple of weeks])

EDIT: woah, this came out way longer than I intended. Sorry if I bored you with my long-winded DEFE guide)

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Post Thursday, 13th October 2011, 02:56

Re: Getting to Rune Number One

Burningled wrote:It's not the first one, it's the ninth that comes when I'm out of mana and really just want to be left the hell alone to regenerate.


Let the sixth or so yak follow you back upstairs, where you set it on fire and then regenerate mp in peace. Yaks 7 through 9 will wait patiently downstairs for you to return, once you've completely topped back up. Every fight should involve you constantly moving, always through previously-explored territory. If you're in melee with one yak, set it on fire. If two or more, go find a corner or a corridor so you can reduce that to one at a time. If you've mapped out a small circuit around an impassable obstacle, chances are you will be regenerating mp faster than you're casting Sticky Flame.

Black mambas and spiny frogs are faster than you, so you can't outrun them like yaks. Throw Flame on the approach, and hit them with Sticky Flame when they reach melee. Never step towards them, and never uncover unexplored terrain that could contain one of them if there's a semi-dangerous other monster in sight.

A hydra is probably too strong to burn down with Throw Flame, and hits too hard to rely on Sticky Flame, but that's why you have Conjure Flame. Hydrae will barge right through the flames, and you'll have another flame behind that one, and then another flame behind that one. Throw Flame will probably be able to finish them off.

Any situation where you see multiple major threats that will take some time to kill is a situation where you should be running to the relative safety of a stairwell or a corridor. That fight with the hydra, the cyclops, and the slimes that killed you? None of those can outrun you, so if you had simply beelined to the stairwell you'd have lived. Once they've separated and started wandering, you can set them on fire individually. There is no such thing as acting too cowardly.
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Abyss Ambulator

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Post Thursday, 13th October 2011, 02:59

Re: Getting to Rune Number One

KoboldLord wrote:A hydra is probably too strong to burn down with Throw Flame, and hits too hard to rely on Sticky Flame, but that's why you have Conjure Flame. Hydrae will barge right through the flames, and you'll have another flame behind that one, and then another flame behind that one. Throw Flame will probably be able to finish them off.

Without other dangerous areas/monsters around, Sticky Flame actually works just fine on hydrae. Their hits hurt, but you only need to survive one, and I have never been OHKO'd from full health by a four-to-eight-headed-hydra.
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Post Thursday, 13th October 2011, 03:39

Re: Getting to Rune Number One

Also for Yaks. I was getting them in a corridor on hiding in a corner with one tile visible. Sticky flame then a melee hit with the falchion would send them running. Easily enough mana for 9 yaks.
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room

Mines Malingerer

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Post Thursday, 13th October 2011, 10:48

Re: Getting to Rune Number One

@Blade: Wow, that's a lot of information. I did indeed read through those threads and pick up some tips,and thanks for the guide -- I really do take issue with how fragile Deep Elves are, which is why I went Draconian in the first place - most survivable that can still cast well - but the rest of the guide is still relevant. So far I can handle most of the dungeon down the web level just fine, barring the obvious uniques (Cough cough Erolcha).

@KoboldLord: In that situation I ended up in the middle of the map and was basically surrounded, which is why I was spamming blink any time I was near one of them, which eventually dropped me next to a hydra. But yeah, I should stair dance more often, especially with slower monsters like that. Alright, well I'll start up a DrFE and let y'all know how it's going.

Slime Squisher

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Post Thursday, 13th October 2011, 13:06

Re: Getting to Rune Number One

KoboldLord wrote:
Burningled wrote:It's not the first one, it's the ninth that comes when I'm out of mana and really just want to be left the hell alone to regenerate.


Let the sixth or so yak follow you back upstairs, where you set it on fire and then regenerate mp in peace. Yaks 7 through 9 will wait patiently downstairs for you to return, once you've completely topped back up. Every fight should involve you constantly moving, always through previously-explored territory. If you're in melee with one yak, set it on fire. If two or more, go find a corner or a corridor so you can reduce that to one at a time. If you've mapped out a small circuit around an impassable obstacle, chances are you will be regenerating mp faster than you're casting Sticky Flame.

Any situation where you see multiple major threats that will take some time to kill is a situation where you should be running to the relative safety of a stairwell or a corridor. That fight with the hydra, the cyclops, and the slimes that killed you? None of those can outrun you, so if you had simply beelined to the stairwell you'd have lived. Once they've separated and started wandering, you can set them on fire individually. There is no such thing as acting too cowardly.

Well, that's pretty much how to beat Crawl in a nutshell there! :lol:
For most of your fights, don't think "will I survive this", instead think "if I survive this and then a spiny frog leaps into view, will I survive that"? If not, it's time to start retreating...

Other than what's already been said, my own off-beat tip for getting a fire-based caster off the ground reliably would be to start out as a wizard, but rely on Vehument/RNG to give you the appropriate books. I tend to lose too many early FE characters to bad luck. (E.g. an orc priest and wizard come into view while you're in the middle of an open space with no escape options -> smite, flame, die. Whereas the same situation would be trivial with mephitic cloud and an imp or two.) That also leaves you a bit of flexibility if you turn out to be the wrong color of draconian.

AtT

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Post Thursday, 13th October 2011, 17:16

Re: Getting to Rune Number One

I think a very easy build to play is a MuSu of Sif, although it can be a bit tedious. I don't play every character as this combination, but I got my first rune on a summoner and have had a gamewinning character as one (before I banished myself failing to memorize a spell from the grand grimoire. With a MuSu, the only skill you have to focus on basically are spellcasting* summoning* fighting+ invocations + (until 8-12) traps and doors+ (until 8ish though I like 10-12) maybe stealth+ (to 6 or 8 for early game)

The idea behind this build is that you can just summon things, channel energy from sif and then summon more things, never having to stop and never having to eat. This way unless something catches you offguard without your summons (you can take care of this by being careful) or can actually beat through your rapid horde of monsters, you won't die. Usually when you are going to lose a fight you know loooong before then and can gtfo while your summons die. I find it is much more playable to make macros for channel and summon, don't focus any school past a few levels at most except summoning (and spellcasting) until later when haunt becomes more reasonable. then Only train necromancy up a bit until you can haunt, and (theoretically, if I didn't get sent to the abyss every time I'm ready to win) use shadow creatures in zot.

It's a slow build, but it's reliable and (I think) has MUCH more room for error than other builds. Remember you can "switch places" with your summons, and that to summon (and not just waste mana) you need at least one space available that is not filled. For example If you have summons surrounding you (1 tile thick in all directions) you can still summon. If you have 2 tiles thick, you have to move to the side before you can summon. Also, surround yourself with beasts before you go down stairs, and pick stairs with many open spots to summon. If you don't die in the first few levels, it's very easy to clear lair,orc,hive,snake,shoals,vault,crypt and if you don't have shit luck with the abyss, you can win with that I think. I don't play a summoner every game, maybe 1/10-20 but the few MuSu's I have rolled have all done well until something ridiculous and stupid happened (my fault or HORRIBLE luck)

I find them incredibly easier than MDFis and SpEns, etc. Why do the dirty work when you can summon huge scary monsters to do it for you? Also beware of hostile summons and purple books.

Good luck!
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Tomb Titivator

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Post Thursday, 13th October 2011, 17:35

Re: Getting to Rune Number One

viewtopic.php?f=5&t=2620 Is AtT's thread about mummies and also has a whole lot of useful information include our struggles with MuSu, MuNe, and MuWz :)
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room

For this message the author bobross419 has received thanks:
AtT

Spider Stomper

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Post Thursday, 13th October 2011, 17:53

Re: Getting to Rune Number One

I got my first (and so far only) rune with a TrTm of Cheibriados. It's not a recommended combo or god at all, so I'm guessing I just got lucky…

AtT

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Post Thursday, 13th October 2011, 18:11

Re: Getting to Rune Number One

We DID have a lot of trouble but eventually got some success out of the ventures.

ElectricAlbatross wrote:I got my first (and so far only) rune with a TrTm of Cheibriados. It's not a recommended combo or god at all, so I'm guessing I just got lucky…

TrTm is actually recommended by forum goers because of the + unarmed damage and the ridiculous strength of a troll paired with evaporate is just not fair. I've never heard of the chei route but my god you must have had a tank lol

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