The 'Questions too small to need their own thread' thread


Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.

Vaults Vanquisher

Posts: 461

Joined: Monday, 13th June 2011, 00:21

Post Thursday, 7th July 2011, 09:48

Re: The 'Questions too small to need their own thread' threa

That's a very useful suggestion. I'll look over it later to see how many of these many questions wouldn't be better exported to elsewhere in the wiki.
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Slime Squisher

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Post Thursday, 7th July 2011, 10:45

Re: The 'Questions too small to need their own thread' threa

Hey, Mods, is it possible to have a 'floating post' that stays at the bottom of the thread? The FAQ (thanks to Happy Corner) should probably be at the beginning of the first page and end of the last page of this thread, to maximize the probability of the FAQ being read.
Human kind cannot bear very much reality.
TSE
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Mines Malingerer

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Post Thursday, 7th July 2011, 11:13

Re: The 'Questions too small to need their own thread' threa

I've just got Orb of Destruction castable for the first time, and I'm enjoying it very much. However, I've noticed that my orbs sometimes seem to veer off course and hit walls instead of their intended target. This happens even if I have a clear path between me and the monster (i.e. I could hit the monster with magic dart or whatever). It's even happened when there's a 100% straight path between me and the monster, with no diagonals. What's causing this?

hxy

Slime Squisher

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Post Thursday, 7th July 2011, 11:19

Re: The 'Questions too small to need their own thread' threa

OOB has some randomness during its travel to the target so you're likely to hit the wall when you cast it in a passageway.
Use it only in open areas.
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Slime Squisher

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Post Thursday, 7th July 2011, 11:23

Re: The 'Questions too small to need their own thread' threa

It's part of the design of the spell. OOD is for open spaces, since the orbs will sometimes follow parabolic paths. Also, the damage from an orb will be reduced if you are in close proximity to your target. The orb requires a few tiles of space to reach full destructive potential.

If you have to hit something at the end of the corridor, use a Bolt or Cloud or Ozzy's Fridge.

(Ninja'd)
Human kind cannot bear very much reality.
TSE

For this message the author dolphin has received thanks:
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Ziggurat Zagger

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Post Thursday, 7th July 2011, 16:46

Re: The 'Questions too small to need their own thread' threa

Happy Corner wrote:There's no reason it can't be both, for maximum convenience - a searcher could find their answer by going either to the FAQ or to the topic page in question. I've already started updating the FAQ page on the wiki and sorting the questions from this thread (with the most authoritative answers) into categories. I should be done in a little while...


Multiple locations for the same answer requires multiple maintenance uses once that answer changes or requires adjustment.
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
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Halls Hopper

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Post Friday, 8th July 2011, 00:04

Re: The 'Questions too small to need their own thread' threa

Hi.
I have a post-Lair/Hive melee HEIE. I went long blades, but right before Lair I found a demon whip of venom, so I thought, why not clean the Lair with this? And while I was doing this, Oka gifted me 2 white mace-category weapons (the other gifts from him were mostly junk, like +0 gray boots, +1 cloak, etc.) I'm a noob, can't determine, which weapon's better, but both maces are "better for the strong", and I'm a dex-hybrid. So, since he decided to give me maces:

Should I forget about long blades and switch to maces full-time, or is it possible or worth it to influence him give me swords somehow?
And also, when do I switch off LBlades/Maces/Shields?

Short version of the char dump (weapons & skills only):
  Code:
HP  93/93        AC 10     Str 12      Exp: 14/86641 (68), need: 24358
MP  31/34        EV 29     Int 24      God: Okawaru [******]
Gold 1258        SH 26     Dex 20      Spells:  4 memorised, 27 levels left

Inventory:

Hand weapons
 a - the +5,+5 mace of Brilliance {god gift, holy, rN+ AC+5 Int+5 SInv Stlth-}
   (Okawaru gifted it to you on level 15 of the Dungeon)   
 b - a +2,+1 demon whip of venom
 f - the +10,+6 ankus of the Eggplant {god gift, pierce, rElec rPois MR Stlth++}
   (Okawaru gifted it to you on level 1 of the Hive)   
 i - a +1,+2 katana (weapon)
 l - a +4,+2 long sword

   Skills:
 + Level 9 Fighting
 - Level 4 Short Blades
 + Level 12 Long Blades
 + Level 10 Maces & Flails
 + Level 3 Armour
 + Level 14 Dodging
 + Level 3 Stealth
 - Level 1 Stabbing
 + Level 8 Shields
 + Level 2 Traps & Doors
 - Level 1 Unarmed Combat
 + Level 12 Spellcasting
 + Level 6 Conjurations
 + Level 6 Charms
 + Level 6 Ice Magic
 + Level 2 Evocations

 Your Spells              Type           Power        Success   Level  Hunger
a - Freeze                Ice            #####        Excellent   1    None
b - Throw Frost           Ice/Conj       ######.      Excellent   2    None
c - Throw Icicle          Ice/Conj       ######...    Great       4    None
d - Ozocubu's Armour      Ice/Chrm       ######....   Excellent   3    None

Ziggurat Zagger

Posts: 3037

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Post Friday, 8th July 2011, 00:29

Re: The 'Questions too small to need their own thread' threa

Hydralisk wrote:I'm a noob, can't determine, which weapon's better, but both maces are "better for the strong", and I'm a dex-hybrid. So, since he decided to give me maces:


Ignore the bit about which weapons are 'better for the strong'. It's completely irrelevant to everything. Stat weighting is a miniscule part of the damage calculation, and should be ignored in every case.

The best weapon you listed is the demon whip. Demon whips are the best mace-type weapon for combat damage, period. You'd need an implausible array of artifact properties to consider using a mace over a demon whip with a melee character, because the base damage of demon whips is so much higher.

You can keep the ankus around just in case you really need rElec at some point, but for routine melee combat base damage is king and everything else is comparatively little more than noise.

Hydralist wrote:Should I forget about long blades and switch to maces full-time, or is it possible or worth it to influence him give me swords somehow?


It is possible to influence Okawaru towards a particular weapon type, but it involves avoiding any skill levels in other weapon types. It's too late for this character, and even a pure build with no levels in anything but long blades will only bias Okawaru's gifts towards long blades, not guarantee long blades. You might as well stick with the demon whip, because demon whips are really good. Later on you can upgrade it to a holy scourge, if you feel so inclined.

Hydralist wrote:And also, when do I switch off LBlades/Maces/Shields?


Now's good, for the long blades and maces. Each type of base weapon has a different base delay, and skill level will lower the attack delay up until a hard-coded minimum at which point further skill levels will not increase your attack speed any more. Attack speed is more important than any other effect of weapon skill.

Shields can be left on unless you have another skill you're urgently trying to grind. If your shields train on their own, that means something is repeatedly hitting you. If something is repeatedly hitting you, it's worthwhile to spend xp to make it stop. Anyway, shields won't draw xp nearly as fast as a primary combat skill.
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Halls Hopper

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Post Friday, 8th July 2011, 00:54

Re: The 'Questions too small to need their own thread' threa

KoboldLord wrote:The best weapon you listed is the demon whip. Demon whips are the best mace-type weapon for combat damage, period. You'd need an implausible array of artifact properties to consider using a mace over a demon whip with a melee character, because the base damage of demon whips is so much higher.
You can keep the ankus around just in case you really need rElec at some point, but for routine melee combat base damage is king and everything else is comparatively little more than noise.

So, if I understand this correctly, my demon whip (12) is the best overall and my katana (14) is the best for poison-resistant targets then? And it's not worth to use mace even vs weak-to-holy enemies?

KoboldLord wrote:Attack speed is more important than any other effect of weapon skill.

Got it. So, 12 in both skills is fine due to table from wiki. Thanks!

Halls Hopper

Posts: 60

Joined: Friday, 17th December 2010, 02:30

Post Saturday, 9th July 2011, 23:24

Re: The 'Questions too small to need their own thread' threa

Just read about 6 pages off this thread, and its a nice (th)read. (took a few weeks break from crawling)
It is still the FIRST thread I'll read when I log in, got about 1000 other posts to read up to.
I love the FAQ, it helps answering questions, like say: u can ook it up at the {url=http...}FAQ{/url}

Still, this thread should be a must for new users to follow, or at least a 'please follow this thread', maby some kinda RSS..
+1 to the permanemt post at the beginning and end that links to the FAQ

All the reading made me tired, but still, it was worth it ^^_^^
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There is no mouse in crawl;
Hit ?? ingame!
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Blades Runner

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Post Sunday, 10th July 2011, 10:01

Re: The 'Questions too small to need their own thread' threa

i had never realized that when you have two breath weapons, there is a single breath timer for both.
which may make sense when mutations grant you spit poison and breath flame, but it's very annoying as a naga priest of zin, since recite and spit poison are completely separate. i thought i'd mention it here before opening yet another mantis ticket. is this by design or oversight?
Wins: DDBe (3 runes, morgue file)
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Vestibule Violator

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Post Sunday, 10th July 2011, 12:30

Re: The 'Questions too small to need their own thread' threa

I guess this is how it must be. You get tired both by spitting a huge drop of poisonous saliva at an enemy and by giving him a long lecture during which you must retain entirely concentrated and keep your voice loud.
If you find any mistakes or typos in my post, feel free to PM me about it. Thanks in advance!

The Verse flows throughout Aquaria...
Through each ripple and wave...
Through every living being...
The Verse binds us all as one.

hxy

Slime Squisher

Posts: 418

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Post Sunday, 10th July 2011, 13:12

Re: The 'Questions too small to need their own thread' threa

Why is Mennas' silence aura one-sided?

Image

hxy

Slime Squisher

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Post Sunday, 10th July 2011, 13:25

Re: The 'Questions too small to need their own thread' threa

:oops: alright, answered my own question... there's a silent spectre at the other side of the corridor, Mennas has not cast silence yet
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Slime Squisher

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Post Sunday, 10th July 2011, 15:43

Re: The 'Questions too small to need their own thread' threa

Just ran into a D:27 castle vault with ~250 draconians, with more on the way. Is that vault supposed to have so many, or was there a monster generation error?

(Even though it killed me, it was REALLY boring. Lure Dracs out to corridor near stairs, spam bolts and clouds until dead. Rinse and repeat. I got XP levels 24, 25, 27 from killing draconians.)
Human kind cannot bear very much reality.
TSE
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Ziggurat Zagger

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Post Sunday, 10th July 2011, 16:07

Re: The 'Questions too small to need their own thread' threa

dolphin wrote:Just ran into a D:27 castle vault with ~250 draconians, with more on the way. Is that vault supposed to have so many, or was there a monster generation error?


Someone else mentioned this vault earlier in the week.
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
Did I make a lame complaint? Check for Bingo!
Totally gracious CSDC Season 2 Division 4 Champeen!
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Slime Squisher

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Post Sunday, 10th July 2011, 18:50

Re: The 'Questions too small to need their own thread' threa

The Relevant Bit
  Code:
Vanquished Creatures
  the royal jelly (Slime:6)
  Saint Roka (D:23)
  the Lernaean hydra (Swamp:5)
  Mara (D:18)
  Margery (Vault:1)
  Nikola (Elf:1)
  2 deep elf blademasters (Elf:5)
  A quicksilver dragon (D:24)
  A lich (D:22)
  19 acid blobs
  Rupert (Elf:1)
  Agnes (D:14)
  2 draconian knights************ 2
  A bone dragon (D:24)
  Wiglaf (Elf:4)
  8 frost giants
  A fire giant (D:26)
  11 azure jellies
  A draconian annihilator (D:27)************ 3
  A fire giant (shapeshifter) (D:20)
  20 stone giants
  41 green draconians (D:27)************ 44
  An ophan (D:17)
  15 greater nagas
  32 black draconians (D:27)************ 76
  3 shedu (D:17)
  A Green Death (D:20)
  Jozef (D:9)
  7 deep elf annihilators
  33 pale draconians (D:27)************ 109
  43 purple draconians (D:27)************ 152
  51 yellow draconians (D:27)************ 203
  5 deep elf death magi (Elf:5)
  35 red draconians (D:27)************ 238 (Not exactly 250 :P)
  Azrael (D:18)
  Dissolution (Slime:4)
  10 deep elf sorcerers (Elf:5)
  2 deep elf master archers (Elf:5)
  6 dire elephants (Lair:8)
  A minotaur (Lab)
  Snorg (D:16)
  6 great orbs of eyes
  34 yaktaur captains
  4 ettins
  2 dragons
  A vault guard (D:15)
  A titan skeleton (D:20)
  Josephine (Orc:2)
  9 death oozes
  Erica (D:11)
  Harold (Orc:2)
  An ice dragon (D:20)
  2 ogre magi
  27 hydras
  3 anacondas
  A dancing weapon (D:24)
  4 deep elf demonologists (Elf:5)
  4 alligators
  A rakshasa (D:18)
  A deep troll (shapeshifter) (D:22)
  2 deep elf high priests (Elf:5)
  A sphinx skeleton (D:21)
  Nergalle (D:18)
  4 ball lightnings
  4 death yaks (Lair:7)
  10 centaur warriors
  5 very ugly things
  A hell hog (D:21)
  An elf (shapeshifter) (D:24)
  10 deep trolls
  An emperor scorpion (shapeshifter) (D:26)
  5 stone giant skeletons
  A vapour (Swamp:5)
  20 deep elf knights
  6 orc high priests (Orc:4)
  2 death drakes (D:27)
  2 soul eaters
  2 giant orange brains (shapeshifter)
  2 giant orange brains
  12 skeletal warriors
  2 green draconian zombies (D:27)
  A shadow wraith (D:20)
  3 hell knights (Vault:2)
  4 iron trolls
  7 naga warriors
  A red draconian zombie (D:27)
  A large large abomination (D:20)
  A yellow draconian zombie (D:27)
  5 unseen horrors
  5 ice devils
  3 necromancers
  2 ice statues
  29 giant amoebae
  3 flayed ghosts
  A lindwurm (shapeshifter) (D:24)
  A grey draconian skeleton (Hell)
  Pikel (D:6)
  3 elf skeletons (Elf:5)
  An orc sorcerer (D:23)
  21 orc knights
  16 hill giants
  A purple draconian skeleton (D:27)
  A yellow draconian skeleton (D:27)
  9 swamp dragons
  A pale draconian skeleton (D:27)
  A red draconian skeleton (D:27)
  Joseph (D:11)
  12 guardian serpents
  7 lindwurms
  Urug (D:11)
  A harpy zombie (Vault:1)
  3 red wasps
  3 phantasmal warriors
  6 shining eyes
  6 griffons
  An iron troll skeleton (D:24)
  A cyclops (shapeshifter) (D:24)
  11 cyclopes
  4 spiny worms
  A moth of wrath (shapeshifter) (D:23)
  Maurice (D:11)
  A door mimic (D:10)
  A griffon zombie (D:17)
  A portal mimic (D:21)
  A red wasp zombie (Vault:2)
  A stone golem (D:18)
  A wolf spider (shapeshifter) (Elf:4)
  2 weapon mimics
  A hydra skeleton (D:16)
  3 wolf spiders
  2 hell beasts (Hell)
  7 black mamba zombies (Snake:4)
  17 black mambas
  A trapdoor spider (D:12)
  5 ettin skeletons
  A fountain mimic (D:15)
  2 eyes of devastation
  92 slime creatures
  66 yaktaurs
  21 elephants
  4 reapers
  A rock troll (shapeshifter) (D:24)
  7 rock trolls
  An orange demon (Elf:5)
  6 spiny frogs
  A yaktaur (shapeshifter) (D:27)
  Psyche (D:9)
  2 stair mimics
  98 ugly things
  11 naga magi
  A hill giant zombie (D:14)
  2 draconians (shapeshifter)
  2 iron devils (D:21)
  A hill giant skeleton (D:14)
  Grinder (D:3)
  9 komodo dragons
  A troll (shapeshifter) (Vault:1)
  6 two-headed ogres
  A queen bee (shapeshifter) (D:22)
  Prince Ribbit (D:9)
  4 queen bees
  A human zombie (Vault:2)
  15 polar bears
  A spriggan (shapeshifter) (D:25)
  6 baby alligators
  A red wasp simulacrum (D:22)
  2 deep troll skeletons
  A giant toad (shapeshifter) (D:18)
  3 demonic crawlers
  4 blue devils (D:21)
  26 blink frogs
  12 trolls
  24 giant toads
  A merfolk zombie (Orc:2)
  17 air elementals
  14 deep elf conjurers
  60 yaks
  16 brown oozes
  A blink frog zombie (D:8)
  4 grizzly bears
  12 wraiths
  5 viper zombies (Snake:4)
  4 fire elementals (D:18)
  A merfolk (shapeshifter) (D:26)
  A chaos spawn (D:20)
  5 vampires
  Eustachio (D:8)
  A shark (D:14)
  6 metal gargoyles (D:21)
  11 golden eyes
  6 hippogriffs
  A water elemental (Swamp:1)
  Grum (D:8)
  A blink frog skeleton (D:18)
  29 vampire mosquitoes
  21 deep elf summoners
  2 war dogs (D:8)
  2 yaktaur zombies
  5 fire drakes
  15 deep elf fighters
  A rock worm (D:21)
  4 vipers
  8 necrophages
  A manticore (shapeshifter) (D:18)
  A hungry ghost (D:9)
  3 wyverns
  3 manticores
  A giant slug zombie (Vault:1)
  2 soldier ants
  Edmund (D:6)
  A mermaid skeleton (Hell)
  3 mottled dragons
  4 basilisks
  5 hell hounds
  27 swamp worms
  52 orc warriors
  A rock worm zombie (D:17)
  10 deep elf priests
  A deep dwarf (shapeshifter) (D:24)
  A red devil (Hell)
  22 giant goldfish
  A slave (D:6)
  18 insubstantial wisps
  A manticore skeleton (D:14)
  2 black bears
  4 phantoms
  A troll zombie (D:12)
  24 centaurs
  17 ice beasts
  8 freezing wraiths
  26 ogres
  4 sky beasts
  12 swamp drakes
  14 deep elf magi
  9 wargs
  5 boring beetles
  11 wolves
  A yellow wasp (D:20)
  Sigmund (D:6)
  Duvessa (D:8)
  14 crocodiles
  40 nagas
  2 brain worms
  34 water moccasins
  4 giant slugs
  15 giant frogs
  A giant frog zombie (D:15)
  20 big kobolds
  5 giant leeches
  5 water moccasin zombies
  A soldier ant zombie (D:10)
  6 elf zombies
  2 lava worms (D:12)
  Blork the orc (D:8)
  A giant frog skeleton (D:18)
  7 agate snails
  A two-headed ogre skeleton (Orc:2)
  2 warg zombies (Orc:4)
  7 boulder beetles
  7 jellyfish
  6 eyes of draining
  A boulder beetle (shapeshifter) (D:25)
  251 killer bees
  3 lava fish (D:12)
  18 wights
  A killer bee zombie (D:14)
  A big kobold zombie (D:14)
  14 electric eels
  2 pulsating lumps
  4 lava snakes (D:12)
  A small abomination (D:20)
  46 orc priests
  2 big kobold skeletons
  A hound zombie (D:7)
  8 spiders (Snake:4)
  Dowan (D:8)
  17 imps
  3 quasits
  4 goliath beetles
  2 shadows
  15 hounds
  7 scorpions
  12 iguanas
  19 big fish
  27 deep elf soldiers
  4 orange rats
  36 orc wizards
  6 worker ants
  An orange rat zombie (Hell)
  10 sheep
  2 worker ant zombies
  A swamp drake zombie (Hell)
  7 porcupines
  A brain worm simulacrum (D:17)
  3 boggarts (D:19)
  46 jellies
  48 snakes
  12 gnolls
  31 green rats
  7 lemures
  2 iguana skeletons
  3 shadow imps
  2 snake skeletons
  8 snake zombies
  A giant centipede (Swamp:1)
  3 giant mites
  2 ufetubi
  6 worms
  17 grey rats
  A bat skeleton (D:8)
  7 giant eyeballs
  9 giant geckos
  11 oozes
  286 orcs
  34 bats
  7 giant cockroaches
  26 goblins
  32 hobgoblins
  25 jackals
  61 kobolds
  8 quokkas
  4 small snakes
  7 giant newts
  2 giant spores
  A goblin zombie (Orc:2)
  2 hobgoblin skeletons
  A hobgoblin zombie (Orc:4)
  2 illusory rakshasas (D:18)
  13 killer bee larvae
  2 orc skeletons
  12 orc zombies
  A quokka zombie (D:6)
  62 rats
  A rat skeleton (D:5)
  7 small snake zombies (Snake:4)
  8 ballistomycetes (D:12)
  14 bushes
  6 fungi
  9 plants
  117 toadstools
3462 creatures vanquished.


  Code:
Dungeon Crawl Stone Soup version 0.9-a1-953-ga0a87fa character file.

542707 Mathis the Sorcerer (level 27, -9/162 (166) HPs)
             Began as a Demonspawn Air Elementalist on July 7, 2011.
             Was the Champion of Vehumet.
             Killed from afar by a red draconian scorcher (22 damage)
             ... with a searing blast
             
             ... on Level 27 of the Dungeon on July 10, 2011.
             The game lasted 10:47:20 (129070 turns).

Mathis the Sorcerer (Demonspawn Air Elementalist)                                     Turns: 129070, Time: 10:47:20

HP  -9/162 (166) AC 18     Str 10      Exp: 27/1324114 (156)
MP  46/46        EV  9     Int 32      God: Vehumet [******]
Gold 2885        SH 11     Dex 19      Spells: 17 memorised,  8 levels left

Res.Fire  : . . .   See Invis. : +    d - staff of air
Res.Cold  : + + .   Warding    : . .  e - +2 swamp dragon armour of Winter {Int+2}
Life Prot.: + . .   Conserve   : .    C - -4 elf buckler
Res.Acid. : + . .   Res.Corr.  : +    B - -3 helmet
Res.Poison: +       Clarity    : .    w - -1 elf cloak
Res.Elec. : +       Spirit.Shd : .    f - +3 pair of gloves "Clil" {Dex+4 Int-2 SInv
Sust.Abil.: . .     Stasis     : .    (boots unavailable)
Res.Mut.  : .       Ctrl.Telep.: .    r - amulet of resist corrosion
Res.Rott. : .       Levitation : .    X - ring "Jitocyse" {AC-2 Dex+3 Int+4}
Saprovore : . . .   Ctrl.Flight: .    W - ring of Noaw Ire {rPois rC+ rN+ Str+1}

@: quite resistant to hostile enchantments, fairly stealthy
A: hooves 3, cold resistance 1, conserve potions, deformed body 1, 60% torment resistance, powered by pain 3, AC
+10, Dex -3
a: Renounce Religion
}: 3/15 runes: decaying, serpentine, slimy


  Code:
Message History

You hear a slurping noise.
The jelly is engulfed in freezing vapours.
The red draconian scorcher casts a spell at you.
The hellfire explodes!
Your icy envelope dissipates!
You focus.
The blast of hellfire engulfs the jelly.
The jelly dies!
You are engulfed in roaring flames.
Your icy envelope dissipates!
The jelly is engulfed in freezing vapours.
You kill the jelly!
Vehumet accepts your kill.
The purple draconian breathes energy at you.
The bolt of dispelling energy hits you!
* * * LOW HITPOINT WARNING * * *
The red draconian scorcher breathes fire at you.
The searing blast hits you!
Your icy envelope dissipates!
You die...

  ...#       #.##.#        #.
  ...#       #.##.#        #.
###..#       #.##.#        ##
..#..#       #.##.#         #
..#..#   #####.##.#         #
###..#   #......n.#         #
...§[#   #........#         #
[§)[§#   #........#         #
§§)[§#####d.......#         #
§§)[§d[[d[[.).((..#         #
##########[[..@...#         #
         #####§####         #
             #J#            #
             #§#            #
             #§#            #
#####        #§#            #
....#        #§#            #
....#        #§#            #
....#        #J#            #
#####        #.#            #
...##        #.#            #


You could see a purple draconian, a red draconian scorcher and 2 jellies.
Human kind cannot bear very much reality.
TSE

Ziggurat Zagger

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Post Sunday, 10th July 2011, 20:04

Re: The 'Questions too small to need their own thread' threa

Was there a Zot portal in or near the draconian castle? Just like every other branch entrance and staircase, Zot portals spawn Zot monsters as part of normal monster generation. Monster spawning does not respect Zot's accessibility to the player, so they'll come out regardless of whether you've used three Runes to unlock the portal. High-level draconians spawn with a band, so that would inflate your numbers if you randomly got several high-level draconians in a row. It could've been worse; I've seen orbs of fire float out of that portal while I was trying to rest after a fight.
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Slime Squisher

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Post Sunday, 10th July 2011, 20:09

Re: The 'Questions too small to need their own thread' threa

My problem wasn't that there were draconians as a monster type on D:27. I was wondering if 238 of them (+ more I couldn't see) were intentionally designed to be on D:27, or whether less than 238 were intended to be there, and a bug caused 238+.
Human kind cannot bear very much reality.
TSE
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Blades Runner

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Post Sunday, 10th July 2011, 21:23

Re: The 'Questions too small to need their own thread' threa

i'm playing a game on CDO where i just killed gastronok and got the hat of pondering. i have the turns display active and swiftness isn't cancelling out the ponderousness delay, and neither is spider form (i have to cast both to be at >=1 per move, and then i get 0.9). i'm not encumbered, and if i take the hat off i'm back to normal. any idea what this may be due to? the dump is here:
http://crawl.develz.org/morgues/trunk/a ... lutego.txt

i thought ponderousness (or the hat of pondering) might have changed on trunk, so i generated the item on wizard mode/trunk and it behaves as expected.
Wins: DDBe (3 runes, morgue file)

Ziggurat Zagger

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Post Sunday, 10th July 2011, 21:33

Re: The 'Questions too small to need their own thread' threa

absolutego wrote:i'm playing a game on CDO where i just killed gastronok and got the hat of pondering. i have the turns display active and swiftness isn't cancelling out the ponderousness delay, and neither is spider form (i have to cast both to be at >=1 per move, and then i get 0.9). i'm not encumbered, and if i take the hat off i'm back to normal. any idea what this may be due to? the dump is here:
http://crawl.develz.org/morgues/trunk/a ... lutego.txt

i thought ponderousness (or the hat of pondering) might have changed on trunk, so i generated the item on wizard mode/trunk and it behaves as expected.


The ogre you're using has several restricted slots. Ponderousness was recently changed so that you get a greater slowdown if you have fewer valid slots that could hold ponderous items. The purpose was to make it so that even slot-restricted races such as draconians and octopodes could get the full Chei benefits, but it would cause it to act differently with Swiftness, too.

In the case of your ogre, I think that each piece of ponderous equipment has 5/3 the slowdown as it would have on a human. Stacking up your three legal ponderous items results in the same slowdown as a human stacking all five of their legal ponderous items.
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Blades Runner

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Post Sunday, 10th July 2011, 21:48

Re: The 'Questions too small to need their own thread' threa

ah, true, thanks. i remember the proposal, but not the commit, i wasn't aware it was in. i'll have to dump the hat then, or it'll get me killed. such a pity.
i think there are better ways to fix chei (which remains unfriendly to felids and octopodes). i guess i'll have to make a proposal in the future.
Wins: DDBe (3 runes, morgue file)

Abyss Ambulator

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Post Tuesday, 12th July 2011, 13:48

Re: The 'Questions too small to need their own thread' threa

If you can't mutate because you are undead, will an amulet of resist mutation give you any protection from the rotting you get instead of mutations?
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Dungeon Master

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Post Tuesday, 12th July 2011, 14:02

Re: The 'Questions too small to need their own thread' threa

Jeremiah wrote:If you can't mutate because you are undead, will an amulet of resist mutation give you any protection from the rotting you get instead of mutations?

Yes, with 9 chances in 10.
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Shoals Surfer

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Post Tuesday, 12th July 2011, 22:02

Re: The 'Questions too small to need their own thread' threa

Between Airstrike, Mystic Blast, and Throw Icicle, is there a "preferred" choice? Got a Kenku Vehumite with a pile of spellbooks.

Halls Hopper

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Post Tuesday, 12th July 2011, 22:03

Re: The 'Questions too small to need their own thread' threa

what happens if teleportitis triggers in a -ctel area while wearing a ring of teleport control? can I cancel the teleport or will it teleport me right into the enemy without asking?
have a really good character .. just this stupid mutation and no cure :/

Shoals Surfer

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Post Tuesday, 12th July 2011, 22:10

Re: The 'Questions too small to need their own thread' threa

Volteccer_Jack wrote:Between Airstrike, Mystic Blast, and Throw Icicle, is there a "preferred" choice? Got a Kenku Vehumite with a pile of spellbooks.


On average:

Thow Icicle does the most damage.

IMB does the second most, (but does not miss?). It does not require cold.

Airstrike does the least, but only requires air and is smite (!) targeted

Generally:
I'd use throw Icicle if I was frost.
I'd use airstrike if I was going air and did not have IMB memorized already.
Lastly, I'd use IMB if I did not have the first two spells (and it really is not that useful to swap out once you have one)

Lair Larrikin

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Post Tuesday, 12th July 2011, 22:18

Re: The 'Questions too small to need their own thread' threa

I've read about enemies falling down shafts, but I don't think I've seen this scenario posted before, so I have this to ask: my weapon fell down a then-hidden shaft after I threw it at an enemy and missed it. Will I ever find it again? :(

Edit: Asked too soon, found it :roll: I really need to be more patient!

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Vestibule Violator

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Post Wednesday, 13th July 2011, 08:47

Re: The 'Questions too small to need their own thread' threa

MonorailCat wrote:what happens if teleportitis triggers in a -ctel area while wearing a ring of teleport control? can I cancel the teleport or will it teleport me right into the enemy without asking?
have a really good character .. just this stupid mutation and no cure :/

cTele will not work.
Last edited by MyOtheHedgeFox on Wednesday, 13th July 2011, 08:50, edited 2 times in total.
If you find any mistakes or typos in my post, feel free to PM me about it. Thanks in advance!

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Through each ripple and wave...
Through every living being...
The Verse binds us all as one.
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Vestibule Violator

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Post Wednesday, 13th July 2011, 08:48

Re: The 'Questions too small to need their own thread' threa

Joehai wrote:I've read about enemies falling down shafts, but I don't think I've seen this scenario posted before, so I have this to ask: my weapon fell down a then-hidden shaft after I threw it at an enemy and missed it. Will I ever find it again? :(

Edit: Asked too soon, found it :roll: I really need to be more patient!

Actually, anything can fall through a shaft. Try standing on a shaft you see and dropping a potion of water on the floor. Voila, it is no longer nearby, have fun looking for it.
If you find any mistakes or typos in my post, feel free to PM me about it. Thanks in advance!

The Verse flows throughout Aquaria...
Through each ripple and wave...
Through every living being...
The Verse binds us all as one.
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Snake Sneak

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Post Wednesday, 13th July 2011, 09:19

Re: The 'Questions too small to need their own thread' threa

if you dropped a large stack of chunks would they rot by the time you got to them? or would the rotting process only start once you reached the new level?
A troll caster is a hybrid

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Halls Hopper

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Post Wednesday, 13th July 2011, 11:08

Re: The 'Questions too small to need their own thread' threa

i've looked everywhere but can't seem to find an answert: Will casting Shatter while in Statue Form hurt myself?
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Snake Sneak

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Post Wednesday, 13th July 2011, 11:38

Re: The 'Questions too small to need their own thread' threa

If I see a "powerful" player ghost on say D8 and skip it.. then come back when I've gained a few levels, will it still be classed as powerful?

Tartarus Sorceror

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Post Wednesday, 13th July 2011, 11:43

Re: The 'Questions too small to need their own thread' threa

Regnix wrote:If I see a "powerful" player ghost on say D8 and skip it.. then come back when I've gained a few levels, will it still be classed as powerful?

http://crawl.develz.org/info/inline.php?q=powerful
Yes, it just refers to what the player's xp level was when it died.

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Ziggurat Zagger

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Post Wednesday, 13th July 2011, 11:45

Re: The 'Questions too small to need their own thread' threa

MonorailCat wrote:i've looked everywhere but can't seem to find an answert: Will casting Shatter while in Statue Form hurt myself?


I just checked in wizard mode, and the answer is no. Not unless you miscast or something.

Regnix wrote:If I see a "powerful" player ghost on say D8 and skip it.. then come back when I've gained a few levels, will it still be classed as powerful?


'Powerful' is the description of the ghost of a character that died with an experience level between 11 and 15 inclusive. If you come back after you've gained a few levels, that ghost still died at the same level even if your current character would now be described as 'awesomely powerful'.

Shoals Surfer

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Post Wednesday, 13th July 2011, 18:25

Re: The 'Questions too small to need their own thread' threa

Does a staff of enchantment require Charms skill, Hexes skill, or both?

Tartarus Sorceror

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Post Wednesday, 13th July 2011, 19:06

Re: The 'Questions too small to need their own thread' threa

Volteccer_Jack wrote:Does a staff of enchantment require Charms skill, Hexes skill, or both?

In wiz mode:
An XL 20 Human wielding the staff with 0 Charms and 0 Hexes is quite resistant to hostile enchantments.
An XL 20 Human wielding the staff with 16 Charms and 0 Hexes is very resistant to hostile enchantments.
An XL 20 Human wielding the staff with 0 Charms and 16 Hexes is very resistant to hostile enchantments.
An XL 20 Human wielding the staff with 16 Charms and 16 Hexes is very resistant to hostile enchantments.
An XL 20 Human wielding the staff with 17 Charms and 16 Hexes is extremely resistant to hostile enchantments.
An XL 20 Human wielding the staff with 0 Charms and 17 Hexes is extremely resistant to hostile enchantments.
An XL 20 Human NOT wielding the staff with 17 Charms and 16 Hexes is quite resistant to hostile enchantments.

So it looks like raising either Charms or Hexes will increase magic resistance while wielding the staff, but only the highest one counts.

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Vaults Vanquisher

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Post Thursday, 14th July 2011, 21:32

Re: The 'Questions too small to need their own thread' threa

Are vampires (players, not monsters) still vulnerable to Dispel Undead even when they're Full/Alive?

Lair Larrikin

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Post Friday, 15th July 2011, 03:15

Re: The 'Questions too small to need their own thread' threa

Does acquiring Hooves 1 as a demonspawn guarantee stages 2 & 3 eventually?

I'm wondering because...

  Code:
182 | D:1      | Gained mutation: You have large cloven feet.
   182 | D:1      | Reached XP level 2. HP: 12/18 MP: 2/3
   191 | D:1      | Reached skill level 1 in Armour
   385 | D:1      | Identified a +1 pair of boots of running (You found it on level 1 of the Dungeon)
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Tartarus Sorceror

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Post Friday, 15th July 2011, 03:33

Re: The 'Questions too small to need their own thread' threa

@Hambone: Yes.

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Shoals Surfer

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Post Friday, 15th July 2011, 14:31

Re: The 'Questions too small to need their own thread' threa

Hambone wrote:Does acquiring Hooves 1 as a demonspawn guarantee stages 2 & 3 eventually?

I'm wondering because...

  Code:
182 | D:1      | Gained mutation: You have large cloven feet.
   182 | D:1      | Reached XP level 2. HP: 12/18 MP: 2/3
   191 | D:1      | Reached skill level 1 in Armour
   385 | D:1      | Identified a +1 pair of boots of running (You found it on level 1 of the Dungeon)



DOH!

:?
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Halls Hopper

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Post Friday, 15th July 2011, 20:11

Re: The 'Questions too small to need their own thread' threa

Hambone wrote:Does acquiring Hooves 1 as a demonspawn guarantee stages 2 & 3 eventually?

I'm wondering because...

  Code:
182 | D:1      | Gained mutation: You have large cloven feet.
   182 | D:1      | Reached XP level 2. HP: 12/18 MP: 2/3
   191 | D:1      | Reached skill level 1 in Armour
   385 | D:1      | Identified a +1 pair of boots of running (You found it on level 1 of the Dungeon)

Oh god, that's evil.

Spider Stomper

Posts: 195

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Post Saturday, 16th July 2011, 00:51

Re: The 'Questions too small to need their own thread' threa

I've got a polearms user (NaSk). At what point, if any, will it be worth it to switch from a trident to a halberd?

Ziggurat Zagger

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Post Saturday, 16th July 2011, 01:17

Re: The 'Questions too small to need their own thread' threa

ElectricAlbatross wrote:I've got a polearms user (NaSk). At what point, if any, will it be worth it to switch from a trident to a halberd?


Never.

Ever.

To elaborate, halberds are one of the worst possible base weapon types in the game. You lose access to your extremely valuable shield and take an enormous hit to weapon delay for an extremely minimal boost to base damage. The three polearms worth using are spears, tridents, and demon tridents/trishula. Upgrade from left to right as they become available, and all the other base types are for monsters to use on you.

The only reason you might ever consider using a halberd is if it had some outrageously favorable randart properties, and even then you're probably just making do until you find your first buckler.

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Shoals Surfer

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Post Saturday, 16th July 2011, 14:59

Re: The 'Questions too small to need their own thread' threa

minmay wrote:Post your morgue file, please. It's not supposed to have 250, but I doubt it did.


Having just finished clearing one for the first time, I can say that 250 is a conservative figure. I had to kill 281 :lol:
Tbh I think it's pretty ridiculous, and also quite boring. It took me close to 15k turns (most of which were spent channeling mana) to kill them all, and, at least for that character, the only danger came from not paying enough attention (not easy when you're repeating the same simple sequence of actions for that long...) and failing to realize repel missiles had expired or was dispelled.
On the other hand, if that vault is generated in an open level (if that's even possible), I can imagine it being a death sentence for most if not all characters.

Vaults Vanquisher

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Post Saturday, 16th July 2011, 18:59

Re: The 'Questions too small to need their own thread' threa

If i'm invisible, will it keep smiters from smiting me?
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