Halls Hopper
Posts: 66
Joined: Thursday, 24th May 2012, 14:36
Yet Another Stupid Death - Find a particularly innovative way to get killed? Share your pain!
Yet Another Victory Post - Brag about your bad-ass character and all your runes and whatnot.
Characters in Progress - share promising or interesting characters that are not dead yet.
Halls Hopper
Posts: 66
Joined: Thursday, 24th May 2012, 14:36
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Blade wrote:Blade's complete MuCK guide:
1. Tab through D:1 and D:2. It doesn't really matter what skills you train until you find an evocable, at which point you should switch to evocations. May as well train polearms until then.
2. Go up to D:1 downstairs. Press 5 again and again.
WHEN the whole level becomes dangerous -> hang out on d:2 instead
3. Repeat this process basically as far as you feel like it down to about d:6 and temple and so forth. The temple or cleared sewer/ossuaries are probably the best places to hang out, since no monsters spawn there.
WHEN Xom gives you a rod, start using it to kill dudes far more dangerous than you could normally handle.
WHEN you are satisfied with your gifts (I usually like having around 3 rods--at least one that summons creatures--and whatever other junk he gives me), go to step 4.
4. Proceed with the game as normal, training mainly evocations until 20 or so and then melee skills and defenses
5. Don't die. If you've done steps 1-4 right, you probably won't have to worry about this for a while, because the right rods will take out basically everything before you have to worry about it.
Handling situations that pop up:
IF a dangerous monster spawns nearby -> go downstairs immediately, go up to different staircase, keep going (unless you have a cool rod and can just take it out. This happens also)
IF Xom teleports you -> return directly to downstairs and keep going. This happens all the time and usually doesn't matter.
IF Xom summons monsters around you (usually imps, not very bad at all) -> go downstairs
IF Xom attacks you directly -> usually you don't die. If you do... ah, well. MuCKs are pretty expendable. Return to step 1.
IF Xom abysses you... honestly, this is usually your biggest threat. If you have a couple of rods, a bit of luck, and are at least xl10, you can survive. Otherwise, return to step 1.
IF Xom confuses you, hope not to die. A lot easier in 0.16 than earlier in Crawl, because confusion doesn't last as long.
IF you get bored, realize why pressing 5 over and over is actually fun and keep going.
Bored Xom is surprisingly docile most of the time, especially when there are no monsters around. Like I said above, abyssing is the biggest threat, and a few other random things. It takes a good few tries to get going and to get used to MuCK patterns, but through the wonders of xomscumming I have 15-runed a MuCK (+zig!), streaked 2 MuCKs, and won 3 overall, so it has been far more reliable than it has any right to be.
Tomb Titivator
Posts: 808
Joined: Sunday, 23rd June 2013, 15:20
Shoals Surfer
Posts: 280
Joined: Monday, 17th December 2012, 16:04
Halls Hopper
Posts: 66
Joined: Thursday, 24th May 2012, 14:36
Halls Hopper
Posts: 66
Joined: Thursday, 24th May 2012, 14:36
Abyss Ambulator
Posts: 1193
Joined: Friday, 16th January 2015, 20:20
Halls Hopper
Posts: 66
Joined: Thursday, 24th May 2012, 14:36
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Halls Hopper
Posts: 66
Joined: Thursday, 24th May 2012, 14:36
Abyss Ambulator
Posts: 1193
Joined: Friday, 16th January 2015, 20:20
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
giantspikedclub the Fetichist (MuCK) Turns: 135996, Time: 01:05:10
Health: 81/81 AC: 20 Str: 18 XL: 12 Next: 61%
Magic: 24/24 EV: 4 Int: 11 God: Xom [.*....]
Gold: 2092 SH: 3 Dex: 14 Spells: 1 memorised, 9 levels left
You have collected 10499 gold pieces.
You have spent 8407 gold pieces at shops.
Inventory:
Hand Weapons
a - the +3 scimitar "Puituun" {flame, MR+ MP+9}
(You bought it in a shop on level 2 of the Orcish Mines)
It has been specially enchanted to burn those struck by it, causing extra
injury to most foes and up to half again as much damage against particularly
susceptible opponents. Big, fiery blades are also staple armaments of
hydra-hunters.
It affects your resistance to hostile enchantments.
It affects your magic capacity (+9).
Missiles
m - 7 steel javelins (quivered)
Armour
d - the +1 pair of gloves "Sakoli" (worn) {rC++}
(You found it on level 7 of the Dungeon)
It greatly protects you from cold.
o - a +5 plate armour of positive energy (worn)
r - a +0 buckler (worn)
u - a +0 pair of boots (worn)
D - a +0 cloak of magic resistance (worn)
Rods
b - a +5 lightning rod (12/12) (weapon)
(You acquired it on level 6 of the Dungeon)
c - a +2 rod of clouds (11/11)
(You bought it in a shop on level 2 of the Orcish Mines)
e - a +0 rod of shadows (10/10)
(Xom gifted it to you on level 5 of the Dungeon)
s - a +4 rod of clouds (10/10)
(You bought it in a shop on level 9 of the Dungeon)
t - a +4 rod of inaccuracy (10/10)
(You bought it in a shop on level 9 of the Dungeon)
w - a +2 rod of inaccuracy (10/10)
(Xom gifted it to you on level 3 of the Dungeon)
W - a +0 lightning rod (10/10)
(You bought it in a shop on level 6 of the Dungeon)
Z - a +3 rod of inaccuracy (12/12)
(Xom gifted it to you on level 5 of the Dungeon)
Jewellery
i - a ring of see invisible (left hand)
k - an amulet of faith (around neck)
l - a ring of protection from fire (right hand)
G - the ring "Xoed" {rElec Int+2 Dex+3}
(Xom gifted it to you on level 4 of the Dungeon)
[ring of intelligence]
It affects your intelligence (+2).
It affects your dexterity (+3).
It insulates you from electricity.
I - an uncursed ring of sustain attributes
N - a ring of protection from fire {god gift}
Wands
n - a wand of iceblast (8/15)
p - a wand of acid (5/15)
q - a wand of disintegration (14/24)
x - a wand of polymorph
y - a wand of polymorph {god gift}
C - a wand of digging (9/24)
F - a wand of teleportation (2/9)
O - a wand of enslavement (9/24)
X - a wand of heal wounds (5/9)
Scrolls
f - a scroll of recharging
h - 3 scrolls of fear
A - a scroll of immolation
P - 5 scrolls of identify
Q - 3 scrolls of teleportation
R - a scroll of blinking
S - a scroll of fog
T - a scroll of enchant weapon
U - 4 scrolls of enchant armour
Miscellaneous
g - a box of beasts {used: 2}
j - a plain deck of escape {drawn: 1}
v - a phial of floods
z - a sack of spiders
E - 3 phantom mirrors
H - a lantern of shadows
J - a fan of gales (inert)
K - a sack of spiders
L - a stone of tremors
M - a box of beasts
V - a lamp of fire
Vanquished Creatures
A war gargoyle (D:4)
A hydra (D:4)
A yaktaur captain (D:4)
A wizard (D:8)
Skill XL: | 1 2 3 4 5 6 7 8 9 10 11 12 |
---------------+-------------------------------------+-----
Dodging | 1 | 1.0
Armour | 2 | 2.0
Polearms | 3 4 | 4.0
Evocations | 1 3 4 6 10 11 13 15 16 | 16.4
Fighting | | 3.2
Stealth | | 0.3
Halls Hopper
Posts: 66
Joined: Thursday, 24th May 2012, 14:36
Slime Squisher
Posts: 342
Joined: Friday, 2nd May 2014, 15:02
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Return to YASD! YAVP! and characters in progress too
Users browsing this forum: No registered users and 40 guests