Dungeon crawl caster guide

Continue By Ultraviolent4 Welcome: You can still turn back now So, you stumbled upon Dungeon Crawl Stone Soup. I hope you're willing to die a lot. While Crawl may look a bit daunting from the outside, there is a very rich and useful game to be found if you are willing to give it a chance. Even after a thousand passing (although a lot of lasting just seconds), I still find myself in new situations all the time. Make no mistake, Crawl is a tricky game. At least some of these are difficult, however, comes from the sheer number of things you need to learn when new. My goal is to help you by comparing all this important information in one place. So once you read this guide, you can sleep peacefully at night, safe, knowing that your last character has died completely RNG, not any oversight of yours (Disclaimer: or mine). DCSS Basics Dungeon Crawl Stone Soup is with straight roots in Linley's 1997 game Dungeon Crawl. If you've never heard the term roguelike before (Warning: Last Chance to Turn Back), you tend to expect punishment, a turn-based game that has procedurally generated content and permadeath. The goal of your character is to travel to the dungeon to recover the legendary Orb zth. We don't know why Orb is important, but you really want him for some reason. However, you can not just charge to the bottom of the Dungeon and capture Orb. Before your character can enter the realm of zoth, you must collect at least 3 4. There are 17 Run zut in total, but each game has 15 available and only 3 are needed to win. Your character starts as a weak Level 1 character and gets the experience from killing monsters to a maximum level of 27. Along the way you will explore many branches and worlds with different types and themes of the enemy. You can get the favor of God (or gods), wield big weapons, find powerful artifacts, become a master of stealth and cast destructive spells. Maybe you could even do all these things in one passage! If you have at least 3 4 4 and feel strong enough, head to the bottom of the dungeon and enter the kingdom of zoth. If you manage to get your hands/paws/tentacles on Orb, all that remains is the simple task of climbing back through the dungeon. Make it outside with Orb and you win. Playing the game you can play crawling in console or tile mode and offline or online. You can also choose between stable versions and a version of the barrel (development). Console mode console mode gives you a classic ASCII roguelike experience. This mode is incomprehensible to me, but I was told it's like the Matrix. After all, all you'll see is Fire Giant, Frosty Giant, Mountain Giant. With ASCII it can be determine what weapons (if any) enemies you encounter possess and what status effects (if any) affect them. Close attention to Journal posts and studying monsters will tell you, but it's not possible to see at first sight. You also want to keep an eye on the monster list to the right of the screen to tell how the wounded monsters are. The HP bar between glyph and monster name changes color: green for full HP, yellow for medium HP and red for low HP mode. The console has no mouse support at all. The tile mode tiles in DCSS are quite appealing. And if you're like me, you need beautiful photos to understand what's going on. Enemies are displayed with any weapon they possess. If they change to new weapons, the tile will be updated. In the screenshot above, kobold has a club in hand. Note, however, that the tiles do not show what armor (if any) monsters wear. The player's character tile changes for both weapons and armor. Monster tiles also have visual indicators for many statuses (but not all), such as when they are paralyzed, confused, corrosion, hasted, relics and so on. In tile mode, your HP bar and that of any monsters you have been injured will be shown below the appropriate tiles. Colors vary as with the console, but the bar also decreases, making it easier to tell how much relative HP is left. Tile mode allows you to use the mouse, but more times offline tiles than online tiles. Offline you can find the latest stable release in the Dungeon Crawl Stone Soup Downloads homepage. Past releases here. Crawl development builds are called Trunk. Online you can find your closest online server here. A more detailed description of the servers can be found on the Online Howto page. For the record, everyone knows the Australian server (CPO) is the best. The default game mode when playing online tiles (often called WebTiles). Some servers allow the console to play through SSH or Telnet, but this requires software and a key. A guide to SSH/Telnet is also on Howto. Each server is separate and offline. If you want to play on multiple servers, you have to register your name on each of them. Games cannot be shared or transferred between servers. The differences between offline and online in terms of tile gameplay, the main differences between offline and online are player ghosts, visual stock/monster listings and mouse support. When most of the characters die, they leave a ghost for the future adventurer to encounter. If you crawl locally, ghosts will be relatively rare and will always be your own characters. When you play online, and especially if you play in busy times on a popular server, you will probably come across a number of ghosts from other people. Ignoring the opportunity to see hilarious (and/or offensive) names (shoutout Robert Barachian), ghosts offer excitement, danger and valuable XP if you succeed them in battle. Both offline and online tiles have a mini-card to the right of the screen. However, there is a sharp below the map. Offline shows a visual list of items (which can be changed to spells and abilities, among other things). At a glance, you can see what kind of support armor you are wearing and what consumable consumables you have. Instead of visual inventory, Webtiles has a list of all the monsters, subpoenas and followers the player can see. Each of them is named and the enemies are given a visual assessment of their threat to your character: in particular, yellow is dangerous and red is very dangerous. Unique have their names displayed above their tiles in a offline client. If you want, you can play most of the offline passing with your mouse. You can click places to move, click enemies to attack them, click items in visual inventory to use them and so on. Webtiles has some mouse support, but you will need to use the keyboard more often to get to different menus and inventory. There are some other non-gameplay differences, the most obvious is that the quality is nothing on the web: you pay in lag and potential outages to be able to access your game from anywhere with a clean connection. Each player who plays on any online server is given a player page (here's mine) that tracks the games you play. In addition, mortuary files for each of your characters are stored online. This is useful because there are bots that allow you to make all sorts of requests about your passing. The sequell team documentation can be found here. With a bit of practice bots allow you to pull up any particular game. yes, I remember that the time I single shot killed myself with my own firestorm... I'm joking, it's never going to happen. Offline or online? Your experience may be different from mine, but it's like two stacks for me. I love seeing the ghosts of other players who died in the dungeon. Also, if you are the one who died, there is always the chance that the grief you felt in losing your best character will still be soothed somewhat when this ghost kills the next poor day to come along. You can even track your ghost kills. I love that I can look at games that I've played in the past. To that end, I wish I had spent my entire Crawl career online because my early offline runs and very first wins are lost on the devastating effects of time. I can't even tell with 100% certainty which version of the game I first started learning. Giving up visual inventory and mouse and having to learn all the keyboard commands seemed daunting at first. It wasn't very difficult and didn't take long, though. Once I was comfortable with the keyboard, the game became much easier and smoother to play. You go from being a MOBA player, manually presses on all his abilities, until someone who knows where the keys are :D One very effective learning tool I've seen for new players is when someone more experienced spectates their game. It's just possibly online. You can even just ask the vet to come and see when you are in a sticky situation. With each new version of the release (about every 6 months), the online tournament is held for two weeks. Even if you're not trying to win it all, these tournaments are a lot of fun because there are challenged play combinations and special banners to collect. You don't even need to register to participate: all you have to do is play your games online during the tournament period. Sometimes, there are other fun tournaments such as The Crawl Sudden Death Challenge tournament. Of course, if you're going to be at the peak of performance during a contest, you'll want to be comfortable with online gaming. All things are considered, if you are able to do so, I recommend you play online. Which version of the most online games are played in the development industry. Trunk allows you to deal with changes gradually over the cycle version (which is important for tournament practice!) and gives you an idea of the minds of developers as they introduce new species or gods. You can view all Trunk updates on the DCSS GitHub commit page. When he's aware, the change log is very handy. Developers also periodically write updates to the post, but they have become less frequent lately. The downside of playing Trunk is that you can sometimes meet bugs and things that are unbalanced. This can be especially true if a new monster is added and hasn't been modified yet. This in itself can dissuade you from Trank if you are trying to break the record for the longest streak of games won in a row without dying - 43 in ellipticals at the time of writing. For mere mortals, the rare death of a new, suppressed trait does not matter much. If you play offline you probably just want to choose a stable release as this can be a major hassle of constantly updating the game manually. If you don't have a specific reason to play the old stable version (e.g. remote views, background or Maces and Flails ability), you should just choose the latest release. Crawl often has quality of life changes that will make your gaming experience better. Making online look offline It can't be done. They're different customers. Yes, I know you want to see your inventory on the screen. I understand; I was there once, too. I promise it's okay. Your inventory is always one key far away (click i). The list of monsters is extremely useful, as it makes it difficult to ignore enemies and gives you a good idea of how dangerous they are. Also, as you play more, it will become second nature to hold your inventory in your head, not look at it at all times. Settings/Settings If you play offline, the settings file is in the Crawl folder and then in the settings'init.txt folder. To settings online, some servers have edited rc hperlink next to each version. On Na You need to first click on the version you want then edit the settings file. The settings file, often referred to as the rc file, is different for each version. Some servers demonstrate buggy behavior when you try to change your rc for the first time. This is because you are trying to edit a file that does not yet exist. If the editing window doesn't allow you to enter or plant a text file, click save then reopen the editing window. Two options that I highly recommend you consider are: default_manual_training - true show_more - False First changes the mode of learning skills by default from automatic to manual. The second displays the entire message log from each turn at the same time. This stops you from having to click Enter 3-4 times per turn to scroll through all the messages when there is a lot going on. There are many different things you can do to your game with file settings. You can even write Lua scripts if you have a mind. DCSS has a buffet with options: for a full list of descriptions, refer to the Options Guide. The rc file of each online player is in the public. You can plagiarize anyone that takes your fancy. Mine is here. Some of my file settings are out of date and the bits don't work properly, but there you have. You can remove all that after HDA Color stuff if you don't care about messing around with the colors of the game. For a high-tech rc file, check out the gammafunk. The choice of character Each character has the appearance and origin. In some ways, character selection works like a system of complexity: some characters are objectively stronger than others. There's a fair bit to wrap your head around and some backgrounds that are good for one kind not for another. The game will try to help you when you choose a character. If you choose the view first, the game will offer some backgrounds to go with it and vice versa. Offers of the game are worthy when you start, but you don't have to trust them completely. Some combinations will give you additional options, such as a starting type of weapon. To help your solution, you can view the ability table at any time by clicking . The background in DCSS is more like a starter toolkit than a predetermined path or destiny. The background in DCSS is more like a starter toolkit than a predetermined path or destiny. The background in DCSS is more like a starter toolkit than a predetermined path or destiny. It may look like an accident, but I can't stress the point enough. The background in DCSS is more like a starter toolkit than a predetermined path or destiny. Nothing clearly prevents the elementalist of the air to pick up a sweet, artifact axe, put on armor and participate in some battle with an axe. However, as far as it hurts me to do it, because I know of you will get bogged down in categories, it is somewhat useful to think in terms of 5 common approaches to the game: game: Ranged Magician/Caster Stabber Hybrid/Warrior-Mag I advise you to start with a melee character because they primarily care about one thing: their health. There's a huge amount of information to find out when you're new, and that's true even if you completely ignore the magic side of the game. You can save yourself from trouble also having to worry about managing magic points, spell hunger, ammo that spells use in which situations, monster stealth checks and so on and on... Because heavier armor inhibits both stealth and spell, melee bruisers (along with a range of characters) tend to be the most durable. This is important for a new player because the punishment for your inevitable mistakes is less likely to be death. And trust me, you're going to make mistakes. Even the most mog-prone Crawl veterans make mistakes. I would like to take this opportunity to establish a new rule starting with this: whenever I see an /r/DCSS Reddit thread from a new player who demeans himself for training with Minotaur Berserker I'm going to downvote it. You might think I'm joking, but I'm not. I'll vote for you. Rookie Melee Brutes Any of the following types work well like a Berserker or a fighter jet. Berserkers begin to worship Trog, the god of anger and violence, and may go crazy about their own. The fighters have the best starting equipment and shield, but will not have any divine help until they find the altar to pray. Beginner Ranged characters Ranged weapons do not lose effectiveness as enemies closer to you. Thus, the range of characters can still wear heavy armor and, at least in theory, be as tank-like as melee beasts. An additional difficulty arises due to the need to deal with ammunition (the bow will not do anything without arrows, for example) and kiting. Go with Hunter for the easiest experience. Rookie Mages Mages is hard to learn from DCSS because the magic system is an extra layer of (or 5) difficulty on top of everything else you're struggling with. In addition, the success of spells is hindered by heavy armor. Getting a glass cannon picture? Watch out for your deputy at all times and try not to let anything in the melee range to make your fragility become too obvious. Remember that the idea of a pure charmer is the player's invention: nothing prevents you from lifting and using weapons. Did you notice a pattern there? The secret to learning a magician is free AC! Beginner Stabbers rely on the fact that attacks with a dagger on sleeping, immobilized, distracted or confused enemies inflict ridiculous amounts of bonus damage. The idea is to sneak up on and kill them in one twist, stabbing them. Since it is not possible to sneak up on each monster (some spawning monsters have woken up, and it is inevitable that something will notice and make a bunch of noise) it's a great idea to use Hexes to create extra beats. As the blow damage depends on The Stealth skill, even the most experienced hexer will want to train some Stealth. Light armor is recommended because heavy armor prevents your sneaking and hex casting. Stabbers should have a backup plan when the enemy wakes up and resists all his hex attempts. Beginner hybrids If I'm to be frank, there aren't really any good beginner hybrids. The path of the hybrid is not clear and largely depends on what is in the dungeon. This is true to a certain extent for each character, but at least other approaches to the game give some indication: your blaster caster probably wants to use some combinations of spell spells and elementary damage. A hybrid subset of possible spells every spell in the game, and as long as you have some experience under your belt, it's very difficult to judge which school spells move in and when and why. Should you wear light armor to throw higher level spells and/or use a shield? It all depends! At the top right of the screen is the place where you want to find a bunch of important information about your character. I'll move down the left column, then the right column as I describe the items. Your view (in case you forget who you are), god and the level of piety are shown at all times. Piety starts with 0 stars and rises to a maximum of 6 or th, if you ever anger your god (not recommended, by the way) and are put under repentance, this line will turn red. Current health and magic are quite simple. Keep HP above 0 long enough and you can just win the game! AC, EV and SH are your main defensive stats. AC or Armour Class is your ability to mitigate incoming damage. Works on most sources, including elementary damage. EV or Evasion is how well your character can dodge attacks, bolts and shells. SH or shield how well you block attacks and projectiles. SH will probably be 0 if you have a shield equipped or an amulet of reflection. XL means level of experience and next is the progress you have made to the next level. The noise meter gives you an idea of the noise in your character's location. The bar will turn from white to yellow, red and magenta. Noise sources include fighting, door openings, spells, monsters screaming and alarm traps. The upper element is the one that is being wielded (usually a weapon). The letter on the left, a) in this case, tells you the item slot. The second item tells you that you are trembling for throwing (or for firing from a long-range weapon). Writing is a slot for items. Time how long your game lasted. This is determined by the amount of time you take each action you have performed So far. 1.0 Time consists of 10 OUT or arbitrary time units. you'll often hear it's called a twist, but it's not (Please don't ask). A normal speed character (or any 10-speed monster) takes 10 OUT to move. Number in brackets how long your last action took to perform. This is important because slow action (swing with a large weapon you are unqualified with) will give enemies the ability to attack you multiple times in response. Fast action (washing off the rings) probably won't let them react until you move again. Keys and commands for movement you can use numpad (if you have one), your arrow keys (as long as you never want to move diagonally) or vi keys. When I don't have a numpad, I personally use a wicked hybrid of arrow keys to move in cardinal directions and vi diagonal keys. Vi keys take some practice. h and L do left and right. J and K do down and up. ybun do diagonally with their relative positions on the qwerty keyboard showing which direction they will take you in. o for auto exploits. 5 - rest. This is how you tend to recover HP and MP. . or s waiting for the turn. z casts your spells. f shoots or throws an object or a weapon of long-range action. g is to grab or pick up the item that you stand over. They are used to going up and down the stairs, respectively. x lets you explore your surroundings. In doing so, V will describe what you are emphasizing. X (Shift and x) is part of the type of level study. This is useful if you want to go to the other side of the floor. Pressing Shift and direction will move the cursor several tiles at a time. Ctrl x lists all the enemies and items visible from your location. Use Ctrl s to save and quit the game. Can you bring up the entire list of commands at any time by clicking?? There are many different menus in DCSS (but don't worry, there aren't as many as in fortress!). Some correspond to specific game information, while others are related to inventory and item types. I'm going to move the ones that I think are the most important. Character Review Character Review is available with %. This screen is the center of almost everything about your character. The upper rows have some information that is missing from the regular game screen, particularly: Gold and Spell Levels. In the resistance list on the left, fire protection (rF or rFire), cold protection (rC or rCold) and negative energy protection (rN or rNeg) have 3 resistance levels. You may be vulnerable to fire and cold damage, but you should try to avoid it if you can! Magic Resistance (MR) is shown on a scale of 5 possible pips. Yes, players really treat it like a pip of magic People will also understand the plus signs. To describe the resistance that we reviewed in the picture above, you can say: I have rF, no rC, rN and MR For other others On the left you either have them or you don't. This is poison protection (rPois), protection from electricity (rElec) and corrosion protection (rCorr). The middle column displays properties that a character may have. Some of them may be inherent in your species, such as trolls having pumpkins (the ability to eat raw flesh at all times) or vampires capable of seeing invisible monsters. Others such as faith or reflection should come from the paragraph. Note that not all of these properties are necessarily desirable. Harm, for example, let's dish out the extra damage, but it comes with a very real downside you take the extra damage in return. Note that the stealth bar does not show the maximum stealth possible. Extremely hidden nature can continue to receive stealth even when the bar is full. Dungeon Review Dungeon Menu Review is open with Ctrl and o. This menu shows all the branches of the Dungeon that you found (or could potentially find) where they are and how many floors you have explored each one. Every altar you find is on display here as well. This is very convenient in the early game, because the gods are not guaranteed to be in the temple. Every god, however, except Beogh, Lugonu and Jiyva, will be found on Dungeon 9 no more. Inventory Your inventory is open with i. This screen gives you access to every item (up to 52 of them) you wear. If you don't want to learn commands to interact with the types of items directly, you can use everything from here with a few key presses. The letters on the left tell you the item slot for each one. Taking the inventory above, if you click H it will show you the No.2 Magic Resistance Hat. Every (reasonable) interaction you can have with your hat is displayed at the bottom. Element-Type Interactions have a number of interaction menus that allow you to deal directly with the type of item rather than going through inventory each time. I urge you to try to use these menus. While this may seem daunting at first, the menus mostly match the mnemonic so you learn them quickly as you play. When faced with a dangerous situation the number of options can be overwhelming if you look at the entire inventory. I find it helps a lot to look through each menu item in turn. What potions do I have? Will reading the scroll help here? What is my choice for flags? d for quaff. The quaff menu shows potions. g to read. The reading menu has your scrolls and books. Reading books won't be too helpful in an emergency, however. V for eVoke. Sticks and different memories. Number in brackets next to each stick, how many charges they have left. W for owning. The toy menu displays all the actual weapons. - chooses unarmed. P for putting on jewelry and R to remove jewelry. If add the option equip_unequip and the truth in the rc file, you'll only actually Remember the P menu because then putting on the decoration you already wear will remove it. W for wearing armor and T for takeoff armor. Don't change your armor when the monsters are around because it takes a few turns to make. As with jewelry, equip_unequip option means that trying to wear the armor that you wear will take it off. This allows you to have projectiles ready to be thrown or fired from long-range weapons. You can shake things up when and as often as you want because it doesn't count as an action for your character. The game will remember that you are shaking for every weapon. You can also use (and) to cycle through available types of ammunition. E for food. Om nom nom nom. M for memory. This shows you what spells you can learn from your spell library. Next to each spell are magical schools, bounce rates and level. The bounce level refers to your success after you learn the spell - as long as you are not interrupted, memorization will always work. The level tells you how many spell levels you need to remember and how many MP is used for each cast. If you click ! When you view this menu you will switch between Memorise, Describe, Hide and Show. Ctrl q F allows you to search the library by the name of a spell or school. Hiding the spell removes it from the memorization screen and shows it returns back. If you want new spells to be automatically hidden, you can put the option auto_hide_spells and the truth in the RC file. The description of the spell explains how it works and tells you the power, range, hunger and noise for that spell. The Menu Ability ability menu is available with. At the top you will find innate abilities whose success depends on your XL and evocative abilities (derived from elements) whose success depends on your craftsmanship of Evocations. Calls are the abilities bestowed by your god. The speed of success for appeals depends on what kind of god you worship, but most of them will be some combination of skills of call and piety. Spell Review Spell Review Menu is available with I. Clicking me again or ! switches the view. When you try to cast a spell whose success is shown in yellow or red, you are more likely to suffer the harmful effect of miscalculation if it fails. Religion Review Relgion Review is shown with z. This screen explains the god you worship. Click again or ! there will be a cycle between review, authority and anger sections. Innate abilities, strangeness and mutations of innate abilities, Weirdness and mutation menus available with A. Blue lines are innate for your species and essentially permanent: Minotaurs have horns, Draconians can't wear body armor, troll claws, gargoyles are ved immune, etc. White lines those game considers a good mutation while the reds are bad. Transitional (temporary) mutations are purple. God-given mutations can be of different colors. Possible Possible rely on congenital mutations (Minotaurs can go from level 2 of the horn to level 3), but they cannot be removed. Some forms of transmutation will temporarily disable some mutations. Move, fight and explore When there are no monsters in sight you want to explore the level around you. This can be done by manually moving or by clicking on the auto exploit. Manual research may be technically optimal because you have absolute control over where your character is going, but, for the sake of sanity (and because the benefit of manual research is relatively minimal), I suggest you go with autoexplore. The auto exploiter will stop when you meet a new element or enemy. If it's an item you want, go over and grab it with g or, if it's an item you don't care about, keep auto-exploiting. If you find an enemy, it's time to fight. Tab your auto-attack button and clicking on it will either shoot from a long-range weapon, melee attack a nearby enemy or walk you to the nearest one. Usually it's not too smart to tab to the monster because you can bring out additional enemies in the unknown. Instead, you can manually walk back a few tiles to use. or s wait for turns as it approaches, cast in-line spells with z or fire/throw projectiles with f. If there is one particular monster you want in melee (and you don't trust Tab), you can do so by moving into it with direction keys (or use V to call the range on polearm). When you choose targets for spells or range combat, you can move the target manually with the keys direction or loop through the options with - and. Remember that you are not stuck in a duel to the death: if the fight looks difficult you can use a consumable (or 2 or 3), or ability to help you. Escape should always be on the table as well. After each fight you want to rest back in full HP and MP with 5 keys. It may be a good idea to back up a little bit from where the fight took place to rest. This is because new monsters can come to explore the noise that has been made. Do not explore again until you are fully rested. Your character can become hungry as you go. In the newest versions of DCSS, the auto exploiter will lead you to any edible corpses in sight and butcher them. Rest and auto-research as automatically eat pieces of flesh if you become hungry. Stand over the corpse and press c for the chop if you want to hand-butcher it (suppose you're going to rest and you don't want the corpse to rot at the same time). E by hand eats, but most species will not consume raw flesh if they are hungry. Once the floor is fully studied, it is usually time to move on to the next one. The way to find a ladder is to push X (Shift and x) and zgt; to cycle through of them. Enter will lead you there. If you're on a journey you can click G (Shift and g) for Go, then enter resume travel to the most recently selected destination. Will take you down the stairs when Get there and you'll bring you back up. The symbol above the stairs means that its destination is unknown to you. If you know the ladder and want to see where it leads, select it with X, then click on it to look up the floor or look down on the floor. For a trip to the Dungeon branch, you can use G. A list of all the places you find will be displayed. Once you have chosen the destination, the game will ask what level of branch you want to go to. 1 will lead you only inside the entrance, 0 will walk to the entrance (but not enter) and $ will lead you to the deepest floor you have been in the industry. You can find items in the dungeon by clicking Ctrl and F. On the results of screen usage! Switch between travel modes and view and/sort in alphabetical order or from a distance. You can do quite a sophisticated quest with a bit of practice. In the picture below I found all the branded axes in the game, looking for an axe and brand. Some places in the game, notably Abyss and Pandemonium, will not be kneaded in the G list. Skills and training as you gain experience the skills your character will lift. It's up to you how many skills, which ones and in what proportions to train. One of the first things you have to do when you start a new game is to open the Skills menu with m. If you haven't added the default_manual_training and true option to the RC file, skills training starts automatically. This assigns experience based on what skills you use, and, while it kind of works, you can get much better results even with a bit of input. Tap/enter manual mode and skill letter to turn off his training (-character), turn on his training (I) or focus it (me). The focused skill gets a dual XP unfocused. ? the skill letter will give an explanation of what he is doing. The experience is filtered through your character's abilities for each trained skill. Ability 0 is a 1x modifier. The No5 corresponds to a modifier of approximately 2.4x, while -5 corresponds to approximately 0.4x. As higher levels require more and more experience to achieve, species with positive abilities are much easier than those with negative abilities. To see your ability to complete a list of press skills. There are some limitations on the skills that you can train, however. The game will not just allow you to train any skills at any time: To learn the skills of weapons you have to have a weapon of this type in your inventory. To teach the school of spells, you must have the spell of this school remembered. To train shield skills you have to have a shield in your inventory. To learn Evocations you must have a wand or flags in your inventory. To train the skills of the Invocations, you must worship with conscript abilities. You can set skill training goals with q. This is very very very to avoid overtraining, as they will automatically stop the skill as soon as the goal is reached. If you're right after the rule of thumb: basically train offenses (weapons, spell schools, etc.) while you're comfortable killing things, then basically train defense. Each character wants fighting skills because he gives extra HP. For a given weapon, the most important skill level to reach is the point at which more training will not make it swing faster (this is called a minimum latency point or mindelay). Exploring monsters and uniques Suppose you've just met a new, scary looking unique. Do you have to be afraid of that? Normally, yes. But how afraid are you? And what can he do? The best way to learn about the monster is to explore it. Start exploring by clicking x then move the cursor to the enemy you want with - and q or arrow keys. Just hovering over the monster will tell you some information about him: what kind of weapon he wields (including brand), what armor he wears, any carried and other non-visible buffs such as deviation missiles. Note that the enemy may still have some dangerous items such as potions and they will not be disclosed to you. To see more information about the chosen monster, click v. This learning process is often referred to as the xv (ex vee) of Crawl players. As in: Why don't you XV Ettin to see how much damage it can do, do you dolt? In addition to the description, this screen provides HP, AC, and MR and complexity assessment, which is not always reliable. Any interesting monster properties will also be listed, such as their speed (watch out for fast enemies because you probably can't escape from them), elementary resistance and vulnerability, and the ability to see the invisible. For me, the most important bits of information are usually the potential maximum damage and section of spells and abilities. As far as the damage goes, don't be fooled plus your weapon part because it can be extremely significant. One very common killer of early play is the , and if you were a xv of it, you'd see: He could hit up to 17 damage plus his giant spiked club. Well, it doesn't sound too bad, you might think until you find a giant spiked club doing up to 22 damages. In the hands of the enemy on Dungeon 1, the weapon effectively double damage. And it's with a simple weapon, not to mention one with a dangerous brand like a shock current. Monsters can have spells or abilities with a major difference between them in that they interact differently with silence and antimagic. Clicking on the relevant letter will give a description. If the spell is a target hex, the probability of its impact on you will be shown in brackets. Adding additional MR Will Reduce the Chances of Hex and Some monsters may have multiple sets of spells that will all be displayed until you see them casting something. Game Game narrow down the opportunities for you automatically through the elimination process with the information you have received. In the game you can find some information about most of the monsters, spells, objects and features. Ingame lookup To run the game to look, click? Then /. This is a very useful way to see what a monster can do, even if it's not around for you to explore. Let's say you're heading to Orcish Mines, it's not a bad idea to check out the chances of an orc sorcerer paralyzing you before you meet one face to face. Vicky CrawlWiki can be found here. Please know that Vicky is unreliable. It is often outdated, misleading or simply wrong. Be especially careful when Wiki goes from statistics and equations to providing advice and opinions. The man who wrote that 1337 review for the win may never have won. I strongly recommend you don't rely on CrawlWiki if you have a life or death issue about the game. LearnDB Learn or learndb database is a repository of Crawl knowledge, strategy and jokes, which is supported by IRC #crawl IRC. While learndb may also be wrong and outdated, it is usually more reliable than CrawlWiki. You can view the entire learndb or search for records. Monster records are particularly useful because they tell you how much harm spells are capable of. With the Sigmund record below, Throw The Flame can make 3d5 (3 roll 5-sided die), which is up to 15 damage. Beem beem is a bot designed and placed by a gammafang. The bot spectates webTiles players and allows requests for learndb and sequel from the comfort of your own game. You can enter it in a chat box found in the bottom right corner of the screen. The documentation is available here. To get a beem to spectate your games you have to tell !subscribe to it on the server you want. There are 2 easy ways to do this: Look at the list of games in progress and find someone with exactly one viewer. This viewer is likely to beem. Spectate that game itself and type !subscribe in chat. Beem will appear in any games you start on the server. Start WebTiles on your own. Open 3-4 new tabs and use them to paint your game. Beem is looking for the games he judges to be popular and it will fool him (joke, you are really popular ...). When beem shows, hit it with !subscribe. To ask about entering use ??. If there is more than one entry, you can see the second, finishing your request with No. 2, then No. 3 and so on. Use ??. to get monster stats (such as spell damage or accurate speed) This is followed by a few illustrative examples. Character Stats If you come from role-playing games, you probably think your character's stats are crucial. Statistics matter in Crawl, but not too much; I am New players tend to worry a lot more than they should. Your character's starting stats depend on the type and Each species has its own total and distribution. Backgrounds always add 12 stats in a so specific configuration: The Wizards are smart but not strong, while the Berserkers are the opposite. A lot will affect your stats during the game. Items of an artifact often have changing properties. Some gods and mutations will also affect them. In addition, your stats may be temporary (they come back as you get experience) dropping, among other things, some monsters, worsening mutations, degeneration potions and death curses from higher levels of mummies. You character is naturally accrued statistics as they get experience and level up. Every 3 to 5 levels, depending on your type, you get additional stats. Sometimes the stats are fixed (trolls get a point of force every 3 levels) and sometimes it's accidental (Minotaurs get either a point of strength or agility every 4 levels). On top of this, each character receives statistics of your choice upon reaching a level that is multiples of 3 (3, 6, 9, 12, etc.). This choice of stat gives you some direct control over the progression of your character's stats, but the end result will still refer to the species most of the time: despite your best efforts, the troll is much more likely to end up with high power than high intelligence. Keep an eye out for stats ever dropping around 0. If you reach 0, you will immediately be paralyzed by 2-4 turns. If you manage to survive this, your character will remain in a state of collapse (strength) or will be dry (intelligence) or clumsy (agility). The consequences of each status are different, but know that everything is unpleasant and slow down your actions. To decide which statistics you care most about, it helps to know what everyone is doing. I'm going to list what I think are the most important effects. Strength Most importantly, strength helps overcome the spell, dodging and kick encumbrance penalties that come with heavy armor. Note: there is also a stealth penalty made of heavy armor, but this cannot be reduced in strength. Adds a slight increase in damage to all close and melee attacks. This can become quite significant with a lot of strength. Increases the likelihood of auxiliary attacks, such as canine bites or speeding. Increases the damage from narrowing. Dexterity Most importantly, agility increases how much EV you get out of learning dodging skill. Adds a slight increase in accuracy for all range and hand-to-hand attacks. Slightly increases your stealth. Increases the likelihood of auxiliary attacks, such as canine bites or speeding. Intelligence intelligence increases your chances of successfully casting spells. Increases the power of most spells in the game (some don't use spell power). Reduces hunger generated by spells. The section by which the stats raise will follow. Trap traps make the game fun and exciting. During the time You may be (un) lucky enough to come across an assortment of different species. Some of the most notable fixed traps are teleportation traps (which teleport you somewhere casually on the level), alarm traps (which make noise and tag you if anything steps on it), shaft traps (which can cause you to fall to 3 floors), dispersal traps that flash you and all enemies on the screen, and zoc traps (which have different consequences that include paralysis and expulsion). All fixed traps will be revealed for your character, so you should be able to avoid those most of the time. However, the game will also hit you with trap effects that have a chance to happen as you uncover new tiles. Note that the effect of the teleportation trap does not teleport you randomly at the level it specifically brings you next to enemies. Status effects are status positive effects or malus that can temporarily affect your character. Most will display the word at the bottom of the game information section, in the top right corner of the screen. Positive statuses are usually blue, while negative ones tend to be red or yellow. Crawl has more than 9,000 statuses. If you see one that you don't know, ask learndb or ingame lookup (?/) about it. Poisoned poison damages your character over time. The yellow part of the HP bar indicates the health to which you will eventually fall. If it's below 0 you're fatally poisoned and you better hope there's an ace up your sleeve. Poisonous status stacks. If you become more poisoned you will take more damage for the turn longer. The status name changes from yellow to pink and then red to display it. Dealing with poison zelier treatment immediately removes all poison. The poison is the most deadly at the beginning of the Dungeon, and that's when you may not have any potions treatment. A potion of healed wounds can lift HP enough to take you out of the deadly range of poison. You can also live if you can increase hp regeneration using tools such as ambrosia potion or Trog's Hand ability if you are a Berserker. Confused Confusion comes with a whole stack of negative effects: You can't design spells or use most abilities (some god abilities still work through confusion). Any attempt to move or attack may instead move in a random direction. You can't read the scrolls. Half the time you will fall back down when trying to walk up the stairs. Any sticks you try to use will shoot in random directions. There is no lock with shields. Dealing with the confusion of a potion treatment or potion cancellation immediately eliminates confusion. Drained Some Monster Attacks, Weapons With Drain Marks and Negative Spells can deplete you. The color of the condition varies from yellow to red and then very dark purple as you become more heavily drained. When you are drained, your skills are temporarily reduced. If you get poorly drained enough, it is possible for all your skills to get back to 0. Good luck. anything then. The following picture shows some drained against undrained skills. Dealing with a drainage experience is the only way to remove the drain. Leak skills will gradually decrease as you kill enemies. Slowing down all activities will take 50% longer when you've slowed down. It can be deceptively dangerous. Dealing with a slow haste has the opposite effect as it has accelerated your actions by 50%. The cuffing rush will make you fast and slow, which means, in fact, you are moving at normal speed. The lifting potion immediately removes slowly. Corrosion corrosion works in stacks -4. The number in brackets is total corrosion, and this number is a punishment for both AC and murder (damage attack). Being heavily corrosive can lead to very rapid and brutal death. Killing the penalty makes it so you are not able to kill with a weapon and any attacks on you will do much more harm than they normally would. Dealing with corrosion corrosion eventually being erased over time. If you get swarmed, however, you might not have that time. Even teleportation from a corrosion source may not necessarily help, because you will still be corrosive afterwards. The cancellation potion immediately eliminates corrosion. The marked status conveys your presence and location to each waking monster on the current floor. If you are on a relatively unexplored floor, expect enemies to rush you from all sides. For a little extra fun, the alarm traps make a very loud noise when something steps on them to wake everyone up in the area, then show them their location of the wmbo combo. Dealing with the brand is the best way to survive being marked to go back upstairs to completely clean the floor. Teleports don't necessarily solve your problems because monsters are informed about your landing position. The cancellation potion immediately removes the mark. Paralyzed When paralyzed your EV tanks are almost nothing and you can no longer move. Dealing with paralysis You literally can not do anything but hope not to die. Prevention is preferable to cure in this case. Berserked Berserk is a single status that buffs your character with a rush (50% speed), can (bonus damage from melee attacks) and a 50% increase to current and maximum HP. The downside is that you are only able to move, melee attacks, wait/rest, switch arms, drop/pick up items, eat and butcher corpses. The red screen is a nice touch. You can only willingly berserk if your hunger level above is very hungry. The execution of any actions that do not attack makes the berserk duration greatly reduced. Also know that there is a small chance that your character will pass as the status ends. This will lead to paralysis over the course of the Turns. I never personally died on this score so I didn't worry about it. Once the berserk ends you'll be left for a while with the statues slow and -Berserk-Berserk can't go off the berserk again while it's active). Please at least rest slowly before going auto-exploitation in the wild. And, for better results, wait-out-Berserk status too. Dealing with berserk Since your options are severely limited when berserk, you are mostly committed to fighting or running away with bonus speed. Note that the status of the berserk will wear off very quickly when you work, not attack. If you are still in a dangerous situation after the berserk ends, you can quaff the cancellation to remove slowly or drink the potion haste to get back to normal speed. Petrified Some monsters (Vasiliski, Stripper, Ancient Lishi and Jorgrun) can petrify you directly if they have a clear line of fire and manage to get around your MR. You can also be petrified by standing in calcification dust from the catabel. First you will be slowing down or fossils. This part lasts 3-4 turns and you'll have your EV halved and your actions slowed down. Once the petrified kicks in you will be left unable to move. You'll take half the damage that you'll normally be from most sources (destruction damage is much higher), but you'll have 0 SH and almost 0 EV. Dealing with fossilization you can think of fossils as paralysis with wind time. The cancellation potion removes the fossilized status. If you don't have cancellations and you're going to be petrified next to something scary like hydra, you have options available to you: Read the scroll of fear to let enemies run away from you. Teleport in the hope that you will land somewhere less threatening. Read the draft scroll so that you have allies to fight on your behalf. Blink away to put some distance between you and the menacing enemy, so it has fewer twists to the whale on you. Other potion lovers Many of the potions in the game give your character temporary and stackable buffs. They can be useful to live through difficult situations or to pull off threatening unique ones. Agility: gives 5 pounds of agility, extra EV and stealth. Ambrosia: Significantly increases hp and MP regeneration due to being confused. You can use potion treatments to put an end to the effect at any time. Berserk Fury: Makes you with a berserk. Glitter: Grants No.5 Intelligence, lowers your spell failure rates and increases the power of all spells. This potion is a great way to hand out a spell that you otherwise wouldn't be able to. Flight: Let's fly. Try not to let it run while you are still over lava or deep water. Although you won't die instantly (which you used to have in the past), you'll go into emergency flight mode, which drains you very quickly until you can land. Hurry: Accelerates all your actions. Invisibility: Makes your character invisible until you stand in the water (add If you are in the water and should be invis). Monsters that are unable to see the invisible will have to guess where you are, which will be they miss spells and attacks. You can hit monsters that can't see you. Lignification: Turns your character into a tree. This comes with 50% HP, resistance to poison, negative energy and torment, 20th XL/2 AC (a very significant AC pulse early in the game) and some bonuses of unarmed combat damage. The downside is that all your armor merges, your EV becomes almost 0 and you are unable to move, blink or teleport. Might: Adds Strength No.5 and deals bonus damage to melee attacks. Resistance: provides resistance to poison, electricity, fire, cold and corrosion. Note: this is all elementary resistance, not given by MR. Dealing with buffs is the only thing you need to deal with your enemies. Kill them with your new powers. Enemy statuses are displayed by icons on their tiles (don't ask me how you talk in console mode). In the picture below, Rupert, unique left, is both berserk and corrosion. If you ever see a status icon you won't recognize, study the monster with x and list them. It is important to know that player statuses and monster statuses are not always the same. In particular, grave monsters receive 50% of the damage. Never ever underestimate the mighty enemy (and remember that berserk enemies have and can power!). General Tactics I'm going to let you in in the little secret here. Your tactics are the most important factor in whether you succeed in DCSS. A player who makes huge mistakes in overall strategy and macro-making their run can still win if they have a solid tactical game basis. Conversely, a player who uses a spreadsheet to calculate the ideal optimal skill training and distribution stat, but has bad tactics when attracting enemies will die again and again. Below are some basic tactics you should use at all times. Don't tab into Unknown Very good practice, trying to live to attract as few enemies as possible at the same time. Ideally, you only fight one enemy at a time, so you can start each meeting in full HP and MP and get only about one hostile action in exchange for every action you do. When you find a new enemy your first reaction may be to shout RAAWWRRR and Tab to him. You have to resist these urges. As you Tab to the enemy, the unknown tiles you show might contain more enemies. This is very likely to be the case because swarms of monsters are super common in Crawl. And as you tab to these additional enemies, there may be even more enemies behind them. And as you tab to these enemies ... What if not Tab? And yes, I understand that this is an existential issue for some players. The best practice, if you're really patient, is to walk back Tiles. Heading back to the known territory for a fight helps prevent you from meeting new monsters that may come to explore the noise they've heard from spells or fights. Instead, you can just wait for the monster to come up by clicking. wait for the turn. Caster or range character can shoot at the enemy. Even a melee character without throwing skills can still use the opportunity to throw tomahawks or stones in the hope of landing some bonus damage. You can fire sticks, quaff some potions to buff up, use your God abilities and so on. The possibilities, not to be tab, are almost limitless! Don't Step into melee Enemy Crawl is a turn-based game. Once you have made a move, the enemies react by making their moves. Suppose there is one tile space between you and an angry, passing enemy like an ogre who wants to smash you over the head with his club. If you use a turn to step into the ogre, the ogre starts to turn and finds you close by. BREAK UP YOUR TIME. If you click instead. Wait for the turn, the ogre will use the turn to close the distance and step in you. On the next turn, you get to hit first. This one simple trick will save you a lot of harm. hate it! The control line of view against Ranged Foes Sight is mutual in DCSS: if you can't see the enemy it can't see you. With very few exceptions (deep troll earth magicians is notable) monsters won't attack or spell when you're not in a vision. If you are aware of this fact, you can use the Dungeon layout to your advantage. Imagine an early and very threatening distant enemy. Do you think of an orca priest? Ok. Suppose you encounter one of these green horrors on the edge of your line of sight. If you use your next twist to go to the priest, he can stay put and smite you. In fact, it can make that all 6 turns you spend closing the distance. That's up to 6 x 17 (102) missing, AC-ignoring smite damage, far more than any early character game can live to the end. And this is only to get to the orc priest; You still have to fight it! A much better way to engage is to walk backwards until you find a dungeon function, usually an angle that hides the vision and wait there. Thus, the priest will be forced to close the distance without any line of sight. The perfect angle will force a distant enemy to come to sight only when its near you, but it is not always possible. In the situation below I came across a cyclop which is 3 tiles away. As Cyclops can throw large stones, these 3 tiles represent 3 potential rocks to the face. A step to the left uses the angle to hide the vision and puts an end to the rock confetti. However, this is not an ideal place, because monsters with human intelligence and range may seek to maintain their range. In this situation, cyclops, rather than just fit, can go up-right to more throws. As a cyclops slow-moving monster, I was able to return to a more appropriate corner. This caused the cyclops to close within a single tile, which is much preferable to 3. Even if you you Range yourself, you still want to think about your line of sight against different enemies. If you start shooting/slinging spells out of the corner, then you have the option to step around it and block the line of sight if things get hairy. Also, if the monster has an extremely rare master archer flag, it will not be able to use the range of attacks when near you. Instead, he will switch to melee attacks. It is extremely valuable to know against dangerous range enemies like centaurs because you would much rather they try to hit you than pepper you with arrows. Use Dungeon Features to fight one enemy at a time, even with the best care you are inevitably going to attract the attention of multiple enemies at once. What's better? Every time you attack, 3 enemies hit you back or every time you attack, 1 enemy hits you back. I mean better for survival no better in a more exciting sense. Where possible, you should use corridors and choke points to prevent enemies from surrounding you. The following picture is an example of what you shouldn't do. It is better to bring enemies into the corridor so that you can fight them one by one. You can even create your own corridors in stone walls (but not stone, metal, etc.) with a stick to dig. If you place two corridors at right angles, you've created a so-called kill hole. This configuration forces one enemy at a time to come to sight on the tile that is near you (if they then flash behind you lol). Ladder Dance to Victory Ladders work in a fun way. If you go up or down the stairs when the monsters are around, the only ones near you will follow. This means that the ladder can be a useful tool for separating packages or avoiding dangerous enemies. If you see a threat unique and it is not near you, go back upstairs and it can't follow. When you ladder dancing monsters with you, you tend to want to go upstairs because then it is a cleared area and not an unknown. In a pinch, however, rolling the bone on the stairs may be worth it. As an added bonus, fighting on a previously cleared floor will allow you to rest completely without any new monsters coming to explore the noise. Summons will never use stairs. It's about yours and the monster. If some enemy conscripts leave, calling a million guys, you can interrupt them by changing the floors. The zombies and skeletons can't use ladders either. There were six spiders in the situation below. Instead of fighting all 6 at once (and yet many others that were just out of vision), I went back upstairs. Only 2 spiders have been pulled up, which is a much more manageable battle. No amount of enemies are too big for dancing up the stairs (but player discretion is recommended). Gods of Gods a major part of the DCSS experience. Indeed, the choice of God is generally considered one of the most defining elements of perspective along with the view and background. God is God There are more than 20 gods in Crawl, but you are only allowed to worship one at a time. To worship God, you first need to find one of their altars. A large number of them will be present in the temple, which can spawn from D4 to D7. It is not uncommon that one god you really wanted is not in the temple, but do not be afraid. With the exception of the non-temple gods Beogh, Lugonu and Jiyva, each god will have an altar generated by level 10 of the Dungeon. Stand over the altar and click to pray. You will be shown a review of God and then asked if you would like to join. Each god works in a unique way, but most of them use a piety system that you can build throughout the game by doing what they value. As your piety raises you will be given liabilities and/or abilities (whose power and chance of success might depend on the art of invocations) to help your character. Some gods give gifts at higher levels of piety. Many apply a form of behavior and will put you under repentance if you do something they don't appreciate. Don't leave your god if you don't want to die. The gods are (mostly) there to help you. Don't just stash piety for the sake of it. For God's sake, use your god. By choosing God First, when you study the game, you can worship some of the simpler gods. I think it's a solid idea as it will help keep the complexity down. I'll introduce some of them soon. Several schools of thought exist when it comes to choosing a god, and you will find a lot of disagreement among experienced players when it comes to relative strong gods. Some players will say that you should look for a god who embraces the weaknesses of your character rather than worship the one who makes you all-in on a particular strategy. For example, this wisdom goes, if you are a hidden character who stabs enemies, you should not worship Dithmenos (the god of darkness that makes you more secretive). This kind of thinking is not convincing to me: if I play Deep Elf caster, should I choose a god who helps me cover the weakness of being ill-suited for melee? Covering weakness can be a very good reason to choose a god, but it should not be a consideration that is restrictive in nature. Some gods are strong enough to guide you through 3-run games, no matter what your character's approach. I would say Yredelemnul, Beogh (look at the picture below, then tell me how you could lose with so many orcs and the power of friendship) and Fedhas fall into this category and Hepliaklqana (Hep for short) is approaching. Otherwise, it makes sense to choose a god who helps your plan in some way. As you play the game and become more comfortable, I would recommend you simply experiment with new gods for to see how you love them. With the experience, you will come to find there is great value in just getting God as soon as possible. Indeed, this is one of Berserker's greatest strengths: Berserker: Start the game already worshipping Trog and with berserk available with Turn 1. In almost every game you will find at least a couple of altars before you get to the temple. If I was just trying to win a random character, I would ask myself every time I found the altar: Does this god work for this character? If so, I would worship this god, even if it is not the strongest possible choice. Not every god will accept worship from each character. The good gods (The Shining, zin and Elivilon) reject evil species (Demonypaun, Gul, Mummy and Vampire). No gods allow Demigoda to worship. Fedhas does not accept the undead (Gul, The Mummy and vampire), and Ired hates gargoyles. Only Hill Orx can worship Beogh (and you usually convert by clicking then Y when referring to a priest orc). Gods for Beginners In accepting these suggestions I view both the straightforwardness of the game god and his overall level of power. Since there are 2 gods that are almost entirely centered around spells, I'm going to divide the recommended gods into two categories: gods for magicians and gods for everyone else. Everyone who is not a magician of magicians As far as standard gods of magicians go, Vehumet and Sif Muna are somewhat interchangeable. The two have ways to give you extra mana and both essentially gift additional spells. I will say that Vehumet characters tend to be more blaster casters using witchcraft while Sif characters (or at least my Sif characters) end up with more well rounded magicians. Which one you should worship probably comes down to personal preferences: try them both and see which one you prefer. Should I switch the gods? No, I don't know why, but the new players seem to love the idea of switching their gods. My best guess is that they want to choose GOD ABSOLUTE best for what they see as their character's plan. Then, when this plan changes a little during the game, now there is a new GOD ABSOLUTE BEST for an updated plan. In most cases, giving up your god will cause your character to be angry at a time that is relative to your XL (lower level and shorter anger). Anger is where an ex-god tries to kill you with the fury of a jilted ex-lover. If you are insane enough, you can be under a few god's wraths at the same time. Each god shows his dissatisfaction in his own way, but it should be enough to know that the experience is never pleasant. If you find yourself under repentance (why didn't you listen?!), though, you can check the status with Ctrl O. Any god who is mad at you is displayed in red. I often hear new players say they want to swap with Trog because it no longer gives them anything useful. First, it's almost certainly not, because The Hand of The Trog and Brothers in Arms remain useful for the entire 3rd run of the game. Second, it's not the right way to think about who became a kind of hostage hostage Even if you think Drog is not directly conducive to your survival, he does so indirectly, promising not to kill you by dropping packs of berserking enemies on your head. There are some exceptions to the general prohibition on switching god. If you leave one of the good gods (Sin, Elivilon or Shining), they will only get angry if you later worship the evil god (Mahleb, Kikubakudaga (say, 3 times faster), Lugon, Irethemanultu or Beogu). The zing will also ignite you if you leave it to join Jiyva or Xom because they are chaotic. It may be a legitimate tactic to temporarily join the good god from the early altar with the aim of switching when you later find the temple. Also, the good gods even carry half of your piety if you change between them. If you're doing 15 40 games, it might make sense to go to a god that stands out in an extended game, usually Makhleb or Shining. When this switch happens, however, your character usually has at least 5 runs. This makes them strong enough to deal with God's wrath most of the time (and even then, it's still extremely dangerous). If you are right after the minimum of 3 4 4 required to win, there is almost no reason to ever switch your god. Just don't do it. You are welcome. The overall route of game No. but overall you want to follow about the same route: Dungeon levels up to 10 or 11 Lair Beasts Dungeon level 12 Orcish Mines Dungeon levels 13-15 First Lair q Rowe Branch Second Lair Rowe Branch Vault Levels 1-4 Elfen Halls (optional) Depths 3rd Rove zot 1-5 Early Dungeon Early Dungeon When your character is the most fragile and has several tools to survive with. It is a priority issue to determine your consumables and find a god to worship. At this point you can also pick up anything marginally useful you come across. Stones can be thrown at enemies to warn them of your presence (without having to walk straight to them) and get some bonus damage before they get to you. Hunting slings are very common at the beginning of the game and are extremely powerful even with 0 training in skill slings. Don't worry with clubs: they are more of an item to give monsters extra damage than one for players to use. You should know that even ordinary, simple-looking items can be damned. There is some danger in wielding, wearing or wearing any item that came off the floor without a spare scroll to remove the curse to stop it sticking to you. If you rely on your weapons to kill enemies, you probably shouldn't try new weapons if you're not ready to be stuck with it. Under no circumstances should you ever own a new hunting or the air pistol you just found if you don't have any ammunition for it (stones or sling bullets, needles for an air pistol). Jewelry is especially dangerous to put on without lifting the curse because there are harmful rings and amulets amulets like a damned amulet of inaccuracies or a cursed teleportation ring. You can play that next remove curse scroll just around the corner, but I've had a wittnessed game where the first remove curse scroll wasn't found until the middle of the Log. If you find multiple scrolls in the first 3 levels of the Dungeon there is a good chance that this will define or remove the curse because they are most often generated. I like to read these multiple scrolls on the next new floor, still standing on the stairs to find out what they are. In case you are reading a scroll of noise or teleportation, just go back upstairs. If you find identification, start identifying unknown potions with the largest stacks first. You really want to know the potions are treatments and they generate relatively often. Poisonous enemies are much less likely to kill you if you have a potion treatment at hand. Since the Temple will appear somewhere on the D4 to D7, I love reading all my unknown scrolls at the beginning of D4. If the magic display is in the mix, it could potentially reveal the location of the Temple. Some players prefer to keep their scrolls until they have at least 2 or they can use a scroll identification on them. There's no right or wrong answer to this kind of thing, but I'd rather have more information sooner. You can also come across portals as you make your way down. The game will announce the presence of these as you enter the level and, as you explore, will give you an idea of how close the entrance is. There is a timer before the entrance closes so don't spend too much rest if you are going to go. I would say that portals are usually worth at least looking inside, because early ones like sewer or Ossuary can provide you with additional consumables. Feel free to leave at the first sign of trouble. Post-Temple/ Pre-Lair Once you have a god your goal is to start building piety. Staying alive is still a top priority though, so don't shy away from using your God abilities. Keep an eye on the source of rPois because it will make the next few sections of the game much more survivable. Also watch out for auxiliary armor that you have not yet covered (boots, cloaks, etc.) The Beasts' Lair will spawn between D8 to D11. If you find an early lair on the D8, I wouldn't recommend you immediately because you'll be somewhat underserved for some threats out there. I usually clear the D11 to the lair, but if you find an earlier one and there is an extremely menacing unique on the D10 or D11, there is nothing shameful in leaving the dungeon at the moment. If an invisible enemy starts hitting you several times for a twist, it's almost certainly an invisible horror. They move and attack very quickly, but The movement is random, like a bat. Most of the time the invisible horror won't follow you between floors, but if you're away from the stairs or low air conditioning, you may want to want teleport away. The lair is a branch of 6 floors that are mostly filled with bloodthirsty critters. It's basically like In Australia. Watch out for fast, poisonous enemies (prickly frogs and black mamba) and for hydra. Hydras spawn up 8 goals and each has its own separate attack on 18 injuries! It has to go, not to mention the fact that most characters should not let the hydra have many attacks on them, if any. Hydras also have a special mechanics where they heal and grow two heads for each one you chop off with a non-short blade, edged arms. Weapon blazing is capable of chopping off your head forever, so if you have one in the type you are qualified to keep it close. Otherwise, you can use some combination of sticks, spells, god abilities and throwing projectiles to take them off. Note that while the hydras are moving at normal speeds on land, they move faster through water. The lair generates 2 entrances to the rune branches between L2 and L4 and the entrance to Slime Pits on L5 or L6. Don't log in to any of them yet! Lair 6 will have one large or somewhat small ending vaults with a small amount of prey. They make the floor significantly more dangerous than any of the sequel ones so be careful. If the storage facilities are too complex, leave. You can always come back later. Orcish Mines / Finishing The Orcish Mines is a two-story branch that spawns between the D9 and D12. You may have to clean another floor or so of the dungeon to find its entrance. The place is mostly filled with orcs, but very unpleasant enemies such as stone giants can spawn. This is a big part of why the lair is recommended in front of the Orc. Be careful around the sorcerers of the orc (who may paralyze) and high priests and remember that the enemy challenge may not follow you up the stairs. Ok has an abundance of gold and a bunch of shops in which to spend them. Watch out for rPois if you still don't have it: stores can deliver or orc may have worn magical armor with property rPois. The Orc location often generates disconnected sections, so make sure you check all the stairs to explore everything. Ork 2 is the entrance to the Elf Halls. After the Orc, finish off the remaining 15 floors of the dungeon. Beware of entering the Vaults, which will appear on the D13 or D14 and which may have nasty monsters, and the entrance to the Depths on the D15. Lair Run Branch Branches or S branches (because they all start with letters c) are the first places for you to collect some wounds. They come in mutually exclusive pairs: Swamp or Shoals - free-water-themed Snake Pit or Spider's Nest - free to poison the themed branches of the lair all four floors deep with a mine vault at the bottom. If you haven't learned during the lair and the orc that the lower branches are much more dangerous than floors, you'll find out now. In terms of complexity, Snake and Spider are similar, but Swamp Swamp The shallows change quite a bit. For most characters, Swamp is the easiest S branch while Shoals is the hardest. If you've rolled the Swamp, do it first, then Spider/Snake. Otherwise make Spider/Snake and then Shoals. rPois makes The Swamp, Spider and Snake much more survivable. Magic Resistance is extremely useful in Shoals to prevent mesmerizing. If one branch is too complex, you can always try another. Some players prefer to do 3 floors of the first branch, then 3 floors another, keeping run floors for the last. As long as you end up getting one of the wound from these 2 log branches up to The Vault, you can save the rest for later. Vault 1-4 Vault has a runelock so you need to have at least one run to enter. Please note that at the moment in the future you are only making the first 4 floors of the Vault. DON'T ENTER STORAGE 5. This floor is a rune area and should not be taken later. Elementary damage is much more common in Vaults than it has been in the game so far, and you are likely to see the fire and frost of the giants along with fire and ice dragons. MR is also very important because of the paralysis of enemies and the vault of sentry that can alert the monsters on the floor to your position by noting you. Watch out for Ironbrand callers who can summon monsters from other levels and vault wardens who can lock doors and stairs to keep you trapped in place. Teleportation is a solid strategy against both. The entrance to the crypt is present at Vaults 1 or 2. I generally don't recommend you go there during a 3-run game because of some very scary enemies such as the curse of the skull, ancient lithographs and more mummies. Elf Elven Halls (optional) is a three-story, optional branch that has no run. I tend to do this on almost every one of my characters, and I recommend you at least visit the first 2 levels because there are often stores that generate. If you want to make an elf, don't come if you have at least MR (to avoid exile into the abyss) and 120 HP (destroy can do up to 102 damages with one Cast of Crystal Spear). The final vault on Elf 3 tends to have high-quality prey, but it is guarded by many dangerous deep elves. The main thing to know is that each of the elves is high level like a glass cannon: they are capable of a horrible amount of damage very quickly, but they are fragile. So you should avoid attracting multiples at the same time. Use the lure, dance the stairs and kill the holes to split them and fight one at a time. Note that deep elven elementalists have anti-mind hole technology and will blow them up. Elf 2 always has an area called the Blades Hall, which is filled with dancing weapons. I just this area if I'm still after one of the rare weapons such as quickblade or axe executioner. Depth Depths 5 floors long. Expect to encounter large and menacing flocks of deep trolls, ugly things and twigs. Branches. tend to have many vaults with extremely nasty monsters such as caustic shrikes (but shrikes are so cute in real life! ahhhhhhhh), juggernauts and lishi. You should be on high alert anytime you see stone walls in a purposeful form. It's common to see giant, whole floor-sized vaults while in the depths. I'm a completionist and personally love doing these huge vaults, but no one will look down your nose at you if you decide to skip them by going down to the next floor. At Depths 5, you'll find an entrance store in zoth. It is usually filled with all sorts of nasty dragons and dragons and should not be underestimated. Third Run Once you have completely cleared the depths and only after you have cleared the depths is the time to get the third run. There are 3 options that are considered standard: Vault 5 Slime Pits abyss Vault falls you in the middle of an ambush vault guards. Each staircase is in the middle of the floor and, as the noise is made, powerful enemies swarm from the chambers at 4 corners to say hello. Forget about the stairs dancing for a long time, because the vault wardens will inevitably appear and lock the stairs, capturing you on the level. There are several ways to make Vaults: Buff and fight the entire floor right in the middle if you have a super tank character or a huge amount of powerful AoE. Some gods such as Makhleb with healing from killing or Yred with drain life make this approach much more viable. Read the teleport scroll before you go down, I hope it takes you somewhere out of the middle. If this is not the case, continue to teleport until you land in a safe place. The quaff rush the potion and use some combinations of running and flashing dash into one of the corners of the card. Cause a huge amount of noise in the middle to attract everything and then teleport away. Immolation scrolls are recommended for this because of the explosions!! Fun!! The abyss is a chaotic hellish landscape that randomly generates as you travel through it. The walls are constantly shifting and enemies (some of which are specific Abyss) appear over time. Teleports linger here, but controlled flashing is possible. The only way to escape from the Abyss is to find a way out. There are 5 levels in the abyss, but each one is infinite sized and as you explore, you can be pulled into new regions and deeper floors. The gateways leading down and out of the caviar randomly, but will also be generated as a result of you killing enemies. As you go down the spawn the speed of enemies increases and this can be a problem because it is usually very difficult to stop and rest. You can find the gun from the Abyss for 3 years. The main trick to know in the abyss is that you have to teleport often and early. Teleport at the first sign Because of the endless nature of the Abyss, the enemy you teleport from is not the one you will ever have to deal with again. Run storage generate randomly, but but so with more frequency at later levels. As the enemy caviar bet becomes absolutely brutal on the abyss 5, I wouldn't recommend you to go past Abyss 4 if you don't know what you're doing and have a very strong character. Don't worry if you miss the mine vault, because they will continue to spawn until you collect the run. To help you spot the mine vaults, there is a tile that indicates the run is nearby. In the picture below is (aquamarine?!) Tile on the corners of the rin on the left. If you see a tile, explore the area around it. Once you have managed to get the gun, the floodgates out will spawn much more often. Slime Pits is a 5-level branch with a tricky boss fight at the end. Protection from corrosion is absolutely mandatory; don't even think about coming if you don't have a rCorr or a giant stack of resistance potions. It also helps to have at least one pip RC because azure jelly is capable of a huge amount of cold damage. Stay away from the walls because they're on fire. You should consider yourself very lucky if you don't end up with bad mutations after a trip to Slime. Shining eyes are monsters that have no form of attack except to hit you with Malmutate, and they will do so with a reluctant give up. The best thing most characters can do is try to block the line of fire and kill them quickly. Since there is never a loot on the first 4 floors and jelly cost a relatively small amount of XP, you should dive up to Slime 5 rather than clear floors. On Slime 5 you will find Royal Jelly in your home. This is one terrible boss fight and you have to buff before it starts. Royal Jelly threatens in itself, as it is fast, has high HP and damaging attacks. However, it has a very interesting mechanic that makes dealing with it very difficult. As you damage Royal Jelly other mucus will pour out of it. Try not to get surrounded and consider teleportation or blinking from the remaining jelly as soon as Royal Jelly goes down. After the death of the Royal Jelly, the inner walls of the chamber will disappear, allowing you to access the run and loot inside. Different players have their own preferences for which the third run they prefer. Some people, for example, always do Vault 5. I like to mix it fair a bit depending on my character, but I personally think the abyss is the most consistent. Which one should your character do? Here are some considerations: Blaster casters with high AoE damage have a relatively easy time in Slime. They do a very good job of blasting Royal Jelly and its caviar out of range. Kuaff haste and shine to start the fight. Hidden and fast characters and those with an abundance of teleport scrolls fare best in the abyss. You don't have to fight anything if you don't want to, and quickly and/ Hidden characters excel in avoiding fights. Magam is harder than into the abyss. They may struggle to save their MP because of how hard it is to rest while monsters spawn everywhere around you. Characters that have the ability to snipe vault wardens can ladder dance enemies in Vaults 5. This may include a range of characters with a portal projectile or god abilities such as Smithing Beogh or Zazlala in Upheavel. The kingdom of zet Here we go. Take a deep breath. Then make sure you have at least rF (although even more preferable) and rC. Sot applies permanent Orb status to your character. This delays any teleports (scrolling will take about 10 turns before teleporting), prevents blinking from being controlled (scrolling flashing will cause an occasional moment) and stops the Globruia Passage spell from working. It should be obvious that this status greatly enhances the danger of zota. There's no prize for ending the game with magic scrolls displaying in your inventory. You can also use any spare you have here. Some players prefer to spend as little time as they can in the zoth and dive down the floors rather than cleaning. You spend less time in zet in general, doing this, but your orbrun is becoming more dangerous. There are a lot of dragon packs. Note that they can't see the invisible, so the invisibility potion is a very strong game against them. You should also be on the lookout for curse feet that can torment you but are slowly moving - use the escape layers. Electric golems flash around and zap you with electricity, which is very dangerous if you don't have rElec. On the zoth 5 row very, very unpleasant enemies are common, especially in the lungs. Orb Guardians move fast and hit surprisingly hard in melee. Under no circumstances do you allow moths to anger a berserk orb guardian. Ancient strippe never joke because they can paralyze you, hit with 144 damage Crystal Spears and cause villains. And then there's the ball of fire. They are fast, magic immune, reistant basically everything, relatively evasive, have a high HP and do disgusting amounts of damage from fire while malmutating you. Get as much rF as you can, buff up, use you god abilities and don't underestimate them in any way. The dream of many players for the first victory was burned to the ground so close to the end. One very effective tool against both fire balls and ancient lice is an anti-mogul weapon because it will stop them from casting spells most of the time they otherwise. Clean the entire outside of the floor before heading to the lungs. If cameras on both sides (or entrance to the lungs) are blocked by teleporters or zot traps, try to lure as many monsters as possible by making a noise. Once the area around it is cleared, you can try to blink over one of the The mission of Orbrun You is to get Orb zota and then make it back out of the dungeon. Rest in full HP and MP before you pick or choose Orb, because that orbrun will begin. During orbrun enemies will appear around your character and all over the floor you are currently on. They can include high-level demons such as villains that can torment you and panlords. Never mess with panlord - they have random properties and spells, which means a very quick panlord blocking your path can have as a symbol of torment and firestorm. Run away from everything you can and rush, blink, teleport if you need to! Dig the passages through the walls to cut your way and avoid the monsters! Your goal is not to kill everything, it is to run! Rest is not really something you should do on orbrun. If you really need to rest, do it by standing on the stairs. So if something dangerous comes along, you go upstairs and never think about it again. Freedom! The crowd is going crazy! Advanced Why are you still reading this section? You've got 3 4 4, you took or zota, and then you ran away. Victory. Some crazy people will want to collect all 15 run available in the game. If it's you, this is the path you should take after getting the 3rd run: Collect the other 2 4 4 that form the standard 3rd run variants (Vaults 5, Abyss, Slime). This will lead you to 5. If you're going to go to God for an extended game, now is probably the time to do it. Personally, I like going to Shining. Clear the crypt. Not only is this a good place to work out the wrath of your former god, your Shining One piety will grow rapidly here because all is undead or evil. If you still have anger to work out, you can run around in the abyss for a while. Clean up the Hell's Lobby, which is a hospitable room when you first descend. Either start cleaning 4 branches of hell (1 hem in each) guarded by hell the Lord or head to Pandemonium. What you do in the first place is largely personal preference. I usually finish at least some of the hell first because your character will almost certainly get poorly mutated in the pan, and I prefer not to get stuck with them if I can help him. Most players just make a pan first. There are 5 4 to be collected in Pan. Demonic Runa can accidentally appear in the middle of random floors protected by random panlor. The other 4 are on themed floors that will be announced to you when you arrive. Don't leave the themed floor without collecting the gun or it will be lost forever (the game will tell you if you try to do so). The last run of the tomb. This place is absolutely scary, because all the stairs are hatches on one side. This means that you are stuck on the floors with a mummy of priests and large mummies that will smite and torment you. Sot, as above. Like Pan, I usually keep at least zoth 5 until as late as possible, because the balls of fire are most likely bad You. Unlike the 3rd running part of the game, negative energy is very important in Advanced. rN reduces the amount of damage you take from torment and there is certainly a lot of that of all the villains and big mummies you are going to fight. Elementary resistance is crucial in both hell and Pan. When you come across Serebov, a fiery panlor, you want to have rF, and when you enter Cocytus, a branch of hell on ice, you must have both rC and rElec for Antaeus who reside there. Choosing what to use is a basic issue, I often see new players struggling with what kind of weapons, armor and spells to use. The circumstances of each character are different, but I will try to give some general recommendations to help you make decisions. Weapon First consideration is the type of weapon. If your character has a background that starts with a weapon such as Gladiator or Hunter, you'll have to think about the type right away. If you start unarmed, you'll have to look at what the Dungeon provides. Most types of weapons have some distinctive properties. It helps to know what it is. Axe axes have fissile attacks that can hit enemies in all 8 tiles near you. The enemy you are targeting is doing total damage, and any secondary attacks are 75% nerve-racking. Polearms Polearms can be called to reach extra tiles from you. It can be especially valuable to reach over any subpoena or followers you might have. The tab will automatically trigger coverage where it is applicable, but you can also click v to reach one specific goal. Maces and Flails Maces don't have much quality per se. Their usefulness comes from their reasonable damage, from the non-edged and thus unable to cut off the head of the hydra and in being the most common weapon to find lying in the dungeon. Short blades Short blades give the most stabbing damage and daggers especially so. They are also very common to find in the early parts of the dungeon and they require a relatively small amount of training to get to the point of minimal delay. Long blades Long blades give you the passive ability to riposte. This is a counterattack that can cause when you dodge an enemy melee attack. Riposte has synergy with evasion and anti-synergy with shields (you can't dodge the attack you've blocked), but you should really think of it as a good source of bonus damage rather than a mechanic primarily base your skill and equipment making around. Unarmed Combat Is technically not a weapon, but it is a means of combat and you can always choose to start unarmed rather than with weapons. Unarmed attacks start relatively weakly because they have no damage that adds weapons. Unarmed Combat only strikes its very fast mindelay 0.5 on 27 skill. This means that the unarmed fighter ended up putting out extremely fast and heavy attack strikes. Stavez Stiva are two war poles and magic poles. The quarterstaves and lajatangs, battle poles, do relatively high damage with relatively low skill, but they are two hands and quite rarely found to find Dungeon. Magic poles are commonly used to enhance the strength of spells for magicians, but they can work as melee weapons too. I generally wouldn't fight magical personnel because they have low-speed basic weapons, and they require training 3 separate skills: Staves attack faster and more accurately, Evocations increase the likelihood that their magical effect procs and magical school staff to increase the damage from the effect when it makes proc. Slings Hunting slings are very common at the beginning of dungeons and do spectacular damage with very little (or no) training. Fustibalus will take most of the enemies in the game out of range with only 14 skill points. Bows Bows rely on arrows (which are somewhat common in the early game) and all two hands. Longbow is more than enough to win the game with. Crossbows crossbows fire slowly but do a huge amount of damage. They require quite a bit of training skills to use and there is an issue that bolts can be hard to find before flood yaktaur packages in the Vaults. A hand crossbow can be used with a shield. Throwing projectiles is especially fun if you are able to throw large stones (trolls and ogres). The more damage the projectile has, the better. Weapon brands the following brands are pretty much always good in the 3-run game: Electrocution - Makes a flat level of damage so shines (literally) on fast weapons. It also partially ignores ac am being used, making it still extremely effective on slow, high-uh weapons. Speed - Attacks are 50% faster. Not so good at a low-base injury weapon, but utterly funny on something like a combat a thousand. Vampire - gives you a chance to heal when you attack uns caused enemies. The effect resists enemies with rN and does not work at all against enemies who are immune to negative energy (demons, undead, etc.). This is the best brand to have in 3-run games because it's like worshipping Makhleb, but out of your arms. As is the case with speed, the vampire is a kind of mediocre on a low base of damaging weapons. You want it on the biggest axe you can find. Pain - The caveat here is that the pain of damage depends on your necromance prowess. With high skill necromantium (and monsters without RN), painkillers do the most damage to anything. Since it is a flat level of damage, you want pain on the fastest weapon possible. Plum - I feel like this brand is often undervalued. Plum lowers The Hit Bone Monsters, leading to all sorts of nerfs to happen with their spells and attacks. The following brands will get the job done: Vorpal - the exact name of this varies depending on the type of weapon (reduction, shredding, etc.) This brand adds approximately 17% damage to your attacks, and it works for all enemies. Is the percentage based more impressive on high-damage weapons. Flaming - 25% bonus damage like fire. Cut off the heads of the hydra so that they remain sliced. Percentage Freeze - 25% bonus damage as cold. Slows down cold-blooded enemies. Percentage based. Venom - Applies damage over time, which is effective for kiting. Is extremely powerful at the beginning of the game and in the spider's nest, but falls later in the game as more enemies become resistant to it. Works best on fast weapons to stack the poison quickly. The following brands are effective in niche cases: Anti-Magic - Very strong against dangerous spells, because it causes them to fail their spells, but nothing is worth it against everything else. Holy Anger - Makes a 75% bonus of damaging demons and undead that absolutely destroys them. Doesn't do anything to other monsters. Percentage based. The following brands are pretty bad and you probably prefer not to use them: Chaos - Can give you free kills, paralyzing or confusing enemies, but can also kill you by healing or berserking them. It works best on fast weapons to apply as many chaotic effects as possible. Distortion - can give free killings by driving out enemies, but can also blink and teleport enemies around which is very annoying (and potentially dangerous if the enemy you blink away hesitates). Makes flat levels of bonus damage, so it works best on fast weapons. Defense - Gives a temporary 7 ac after you hit something. It does not give any bonus damage. Don't use this brand if you don't have to. Choosing among weapons of the type The most important quality of a weapon is its basic type, and the most important quality of the base type is how much damage it causes. While the charm rating is important for the unprepared user, the more the better applies to a character who is qualified in the type of weapon. If you have 20 axles skill, you'd rather have a battle axe No 0 than a 9th carry-on axis. If you have a fast weapon with a brand that doesn't care about damage to the base of the weapon (elec or pain), I suggest you just choose the heaviest base weapon that you can use, then choose the best brand and then choose the best charm. Cross-training Some types of weapons cross-train with others. This means that 40% of the skills experience will be transferred for free. While cross-training is usually not a huge factor in your choice of weapon, it makes it easier to move from Short Blades in an early game to Long Blades in the late game. It can also allow the character to use a different type of weapon for free. A heavily embedded axe user may be able to wield mace against the hydra so as not to cut off the head. Switch the types of weapons Don't do that. But I just found an artifact of the spear and I'm only training 15 points for Long Blades! No. Don't do this. By sometimes it makes sense to switch types of weapons. This helps a lot when cross-training refers to the switch. I'd say it's a case where you can break the rules, but only after you know and understand them. The inclination of new players seems so so so so strong in favor of the benefit switching types of weapons that I would rather just tell you not to do so. Armor If you're not spelling or trying to sneak around, the armor selection is pretty simple. As a good rule, I would add AC and EV together to the combined score and then wear the armor with the highest combined score. The importance of the magic property on the armor varies depending on which part of the game you are in. In the earlier parts of the armor rPois are much more valuable than armor with rF, but which switch to the end. If you manage to catch the scales of the golden dragon that will cover many of your resistance requirements on your own. Mages and stabbers still want to have the highest combined total they can get yet an additional requirement. You have to wear heavy armor that still allows you to successfully penetrate or throw your spells. I'm not a huge supporter of glass gun magician-wearing clothes, and I'd rather pilot a magician who swamps, ice or fire dragon scales. Spell selection can be quite difficult and it takes a lot of experience to do well. Part of the solution depends on what you're trying to use spells for: killing things, utility or escaping. If you already have spells that cover your goal, you really don't need duplicates. As you ponder the spell, ask yourself the following questions: Does this spell offer me something new? Is this spell offering me what I want? Is the spell already at school or school I know, or am I starting to train from scratch? How fast can I get a spell online? Will I have to neglect my protection for a long time to get a spell online? If you're a blaster caster that struggles to resolve between spell schools, you should know that spells are a safe bet. Not only does it bridge the gap between other schools' spells, but it's also the most common on killing things because it works for all enemies. The magicians also like to have some variety in what their spells do. It is useful to have one damage target for powerful unique or enemies such as fire balls, and AoE to take on swarms of enemies in an effective way. My main advice is really just to experiment with spells and spell schools and see how you go with them. For some very in- depth information about individual spells yourself, check out the duvessa spell guide. Choosing statistics to enhance with each level 3 comes a choice between strength, intelligence and agility. Which one to choose? Your most pressing problem is whether you will have enough strength for the armor you are going to wear. Normally, you want to have at least as much strength as an encumbrance rating (some players would like to have 1 or 2 more). Over there it makes sense to worry about intelligence for a spell of success or dexterity for dodging if you suffer severe execution encumbrance. The penalty will be much more significant on and dodging than any extra int or dex ever will be. As a magician, it's not too often you'd go above the fire or ice dragon scales, which has an encumbrance rating of 11. For melee or long-range combat nature, you can plan to end up in heavy armor in a game that is 23 (gold dragon scales and crystal plate armor). You can see the ER of any armor by studying or requesting it. If you have (or will have) enough power for your armor, intelligence becomes the most valuable for any character who is going to give out spells. Int has a 3-fold effect because it reduces spell failure and hunger while increasing spell power. If you are going to throw very high-level spells or rely on spells that succeed or fail based on the power of spells (hexes need to overcome magical resistance, for example), intelligence will be extremely desirable. For a non-caster or someone who doesn't need more intelligence (maybe you're just casting low-level spells that don't rely on the power of spells such as Blink?!) you can go with strength or agility. The question is whether you prefer a little more damage in attacks or higher evasion. There are certainly schools of thought that advocate for strength every time, but I don't think you can go too wrong. Summing up (in order of importance): Str at least to ER your armor. Int if you want to give out spells. Str to increase damage, dex to increase the EV. As you become more survivor you will be much more survivor if you start every fight with a full HP. This means that you have to rest until full at the end of each skirmish. Wait for bad temporary statuses such as the slow and exhaustion you get from berserking. Keep your house in order. If there is a chance that your hunger level can plunge into a very hungry and stop you from berserk during a dangerous fight, eat in advance. You will lose an extra twist in a potentially critical situation to eat if you wait until you absolutely need to. Paradoxically, a better crime makes you more survivorable. This makes sense, however; If the monsters are dead, they can't threaten your existence. But don't become a glass gun because it's going to go too far. Each character you play must train the wrestling skills for the extra HP that he gives. In fact, over 50% of the characters I've ever won have been fighting like their high skill at the end of the game. If you look at the picture below, Conqueror and Slayer are both Battle Titles. Another obvious way to become more survivable is to increase AC (armor), EV (dodging) and SH (shield) values. AIR CONDITION is undoubtedly best to have of these 3 (though that it doesn't drop to 0 in case of paralysis), but it's even better to have at least a little balance. Having a really high AC is great, but it's less impressive in practice if every enemy attack lands. As a guide, I would like to have a decent and relatively balanced number of 2 2 3 AC, EV and SH. You can raise the appropriate defense by ingingiting armor skills, evasion and shields. One of the questions that often arises in this direction is whether you should use your enchantment armor scrolls now to lift the air conditioner or wait for the best armor to appear. Generally speaking, you should be favored here and now in the future. First of all, you have no future if you die now. Secondly, how do you even know that you will find the best armor? When you use armor scrolls, it is preferable to charm auxiliary slots such as boots, because they are usually less frequently replaced than body armor. Elementary resistance is also very important for survivability. rPois is an extremely valuable resistance to have a pre-den and all the way through the branches of the S. The nest spider in particular has some very toxic monsters that will poison you quickly if you are not resistant. Heading to Vaults, RF and RC are becoming more important and you should have some from now until the end of the game. The first point of lights and cold resistance is by far the most important because it reduces damage by 50%. An additional 2 points also help, but they give ever-decreasing incomes. From Shoals (if you have one) onwards, MR becomes arguably the most important resistance to have. Suppose a fire giant strikes you with a fireball when you don't have rF: you lose a large chunk of your HP, but then you can take drastic measures to avoid. Now let's assume that you have a low Magic Resistance and you are paralyzed. There's literally nothing you can do but wait. MRS is the minimum I feel comfortable walking with, but it's usually enough to avoid most hexes if you're unlucky (ancient faces will still have a significant chance of paralysing on you). The other three main resistances are rN, rCorr and rElec. rN is usually not too important in 3-run games, so it's good if you have, but not a big deal if you don't. rCorr is a must in Slime Pit and is useful against several acid enemies such as caustic shrikes, but unnecessary otherwise. rElec is quite rare because it is said to be a luxurious resistance, and the only items it comes to artifacts. Unfortunately, enemies with electric attacks are present in almost all branches of the game and, since elec damage partially ignores the air conditioning, they are extremely dangerous. As a last resort, you can get rElec with a resistance potion. Finally, never be vulnerable to an item if you can help it. Taking 100% damage is bad enough without pips resistance. With a vulnerability you take 150% of the regular damage. How to live through bad situations The best cure for bad situations is prevention; ideally you'd avoid all Them. The sooner you admit the situation goes bad (and even if you just see the potential for the situation to get out of control) and react the more chances you have in life. However, despite all your best and noblest efforts, everything will inevitably go wrong. You fall through the shaft... Once the situation has gone bad, the first and most important thing you can do is SLOW DOWN. SLLLLOOOOWW DOOOOWWWWWNNN. Remind yourself that DCSS is a by turns game. You can think about your next move for as long as you want and it's even possible to stop and come back later. I can't count how many times I died in a situation, then, 10 minutes later, I came in to know how I could live. Once you have calmed down and taken a few deep breaths, you want to be aware of all the options you have. Take the following steps (and note that the overall theme is expendable): Take a look through your inventory and see if anything pops up. Look at the quaff menu. Look at read menus Look at the ability of the menu. Look at the menus. Look at your list of spells. Look at the put on the jewelry menu. Look at the whole menu again. Yes, all of them. Now you're ready to make some decisions. Ask yourself how a constantly bad situation is. If a huge amount of damage comes in every turn, then trying to live, quaffing the potions of healing wounds is only going to delay the inevitable. If you don't need to escape and it's just that maximum damage to the roll from the enemy can kill you, then healing the wounds can be perfect. Let's say you have to break out of a terrible situation. Scrolls flashing are probably the only best way in the game to do this because they can take you straight from harm. You can even chain a few together. Flashing scrolls can give you time to retreat, read a teleport scroll, summon allies or heal. If you are under threat from a distant enemy, a blink followed by a scroll of mist can take you on and then an obscure vision. The teleportation scrolls are also very handy to run with, but there is a bit of delay to teleportation and there is no guarantee that it will not just move you 1 tile from where you are now. That's partly why it's so important to TELEPORT EARLY. Teleport scrolls are also less reliable on uncharted floors because you're probably going to make new friends. If you desperately need to live as you wait for the teleport to leave, it may be a good idea to accidentally blink from the enemy or quaff the potions heal your wounds. Other good escape tools include scrolls of fear to allow enemies to escape from you. Note that fear only works on (non-berserk) living enemies, and it must pass the MR test. The haste can give you a burst of speed to escape or perform other escape actions faster. Many gods provide panic buttons that you should not lose sight of. Sticks can come to the rescue too. Hex wand such as paralysis or enslavement can Get a dangerous enemy from you. Digging a wand can provide a useful corridor that stops 6 enemies from swarming you at once. Immediately. charmers, such as ancient lishi, cannot spell when they are silenced. Note: you can't silence demons, fireballs or panlords. Use xv to check if you really need to know whether a monster spell or ability can be silenced. After listing all these possible options to deal with bad situations, I can't stress enough how much better it is ACT EARLY. If you take evasive action before your HP falls low your chances of living are much higher. Don't wait until you have less than 50% HP teleported because there's a good chance it's too late and you'll just die. Always remember that it is better to use a relatively common consumable like potion dexterity before or at the beginning of a fight than it is almost to die and be forced to use extremely valuable such as scroll blinks. When the next bad situation then rolls over that scrolling blinking won't even be an option. In a way, you survive in a future bad situation by being active about it. Mutation systems in Crawl there are both positive and negative mutations that can affect your character. Demons have special mutations as part of their origin, but that's not what we're talking about here. Rather, it's about the changes in your body that occur as a result of the dungeons and monsters in it. there are only 2 real ways in the game to try to give yourself positive mutations. First, worship either Xom or Jiyva because they will mutate your character and usually (but not always) in a good way. Second, quaff the potion mutation. This potion causes the following effects to occur in the following order: Removes 2-4 mutations randomly. Adds 3 mutations randomly. Adds one positive mutation. Other causes of mutations are primarily bad. Becoming contaminated from spam invisibility or incorrectly spells to the point where you glow will result in at least one negative mutation most of the time. Some monsters (neqoxec, cacodemon, shining eye and ball of fire) have Malmutate, which gives you a negative mutation 80% of the time and a random mutation (which can still be negative) the other 20%. Since rMut is extremely rare (it mostly exists on several pre-defined artifacts), the best way to avoid malmutation is to limit the line of fire from the monster and kill it quickly. Some negative mutations almost fray badly, while others greatly add to your fragility always at risk-because of life. Teleportite occassional teleports you to enemies on your floor and there are 3 levels of mutation with increasing frequency of teleports. It's very similar to step on a teleport trap, except that there will always be enemies where you land. Berserkitis forces your character to go off the tree against his will when performing Melee. The deformed body mutation is half the basic air conditioner of your body's armor. Body. vision makes it take longer when you read the scrolls. Slow healing completely stops HP regeneration when any monster is visible. Suppose you're done with one of those negative mutations listed above (or one of the others not listed there). How do you go about removing it? The only way to remove the mutation is to quaff the potion mutation outlined above. Of course, there is no guarantee that the potion will remove any specific mutations or that it will not add even more bad mutations after removing some. You just have to keep chugging until you either get a set of mutations that aren't awful, or you run out of mutation potions. Since mutation potions are so valuable as the only way to remove negative mutations, I strongly recommend that you not use them in an active quest to mutate yourself for positive mutations. Instead, you have to save them. I've lost my temper before on zoth 5 after a ball of fire gave me a teleportitis mutation. This caused and threw me into one of the pulmonary chambers, surrounded by dangerous enemies of zet 5. Common mistakes and traps I see these things happen too often (it keeps me up at night): mindlessly running to every enemy that appears. Fight multiple enemies at once where they can all attack back. Training great weapons like battleaxe up to 20 skills without any protection. Not using God's ability to stash piety. Waiting too long and down to too low HP all before taking drastic action. Trying to get the 3rd run before the Depth is entered. Believing that Crawl has a moral imperative that requires you to kill every enemy right now. Being too inflexible about trying to get a PERFECT god, a spell, a weapon or armor when something is only good enough will suffice. Not training enough combat skills. Watch quality of life tips for any experienced players and their gameplay will seem much smoother. Here are some of the things they do. Change the spelling/point/ability of the letter as you learn the spells they will be assigned letters in alphabetical order. Spelling can be annoying when buttons to throw them all over the keyboard. Imagine if you could change the letters of spells to put them closer together and z key... Well you can! is a adjustment command where you can change the element slot (i), spell (s) or ability (a). Switching between arms easily' (apostrophe key) switches between weapons in slots point A and b. This makes it very easy to alternate between 2 melee weapons (such as your main axe and secondary flaming axe for hydra) or range and melee weapons. If the item in you or B slot is not a weapon, you instead go unarmed. This tip works very well with the previous Because it allows you to put the weapons you want on and B slots. If I usually own more than 2 things I next use the W slot so it can be With ww. After w comes q for wq and so on. Macros Macros is a way to assign a number of key presses to one entry. Honestly, I don't know how you can play a magician's character without macros and not crazy. Click on the Tilde, which is usually below Escape) or Ctrl and d to start. s saves the macros that you've made to keep them in new games, and m lets you enter a new macro or clean/redefine the macro that you already have. Good macro keys include number keys (1 to 9) and functional keys (F1, F2, F3). You can also use letter keys that don't have functionality, such as p. If you're using a macro to hand out a spell that requires a purpose, you need to use it. (period) or f in macro. The period has 2 potential values, and you should be a little careful 2nd if your spell does not require a goal: Enter or wait for a turn. For this reason, I recommend you use F to confirm the purpose. Note that the macro will select the nearest enemy for the target spell. If you want to aim at a particular monster, what's next you have to cast the spell manually. In the picture below I created a macro on 1 key that casts my spell in the C slot at the nearest goal. For gods like Fedhas or Yred who constantly require you to use your abilities, I would like to macro a a a p key. Once upon a time r stood behind praying, so this nostalgia as a bonus effect. For more coverage of Crawl's macro-functionality, check out Neal's macrohyde. Repetition of the previous action ' (below Escape) repeats the previous action. It can be useful for firing spells, throwing projectiles or more conveniently using 12 enchantment armor scrolls on golden dragon scales. Deciding what to pick up and ignore with Autopickup Suppose you heavy armor wearing melee without using for books. Or suppose you already have 3 fire protection rings and you come through the 4th. Instead of manually picking up and discarding those items that you make/don't want, you can set rules for what autopickup will capture or ignore. Click on the autopickup menu and then turn on or off entire classes of items or specifics. When you're on the autopickup menu, you can get in - to see which items are still unknown to your character. This can be helpful when trying to figure out what 3 unknown potions you are holding may be. Placing and removing exception exceptions are markings that prevent auto-research from entering. You can exclude one tile, the area around the tile (every square that can see that tile), the staircase or the door. While you can manually Through the delisted area, the game will prompt you first to make sure. Tap x or X, then move the cursor to the place you want to exclude. e cycles through a small exception, a large exception and no exception. You can delete everything With level immediately with Shift and x, the Ctrl and e. Exceptions can be handy to stay away from a unique or other dangerous enemy who didn't wake up when you first saw it. I also like exceptions to mark dangerous stairs that I shouldn't use, and exclude entrances to the vaults run by the branch, so that the rest of the floor can be cleaned first. Forgetting and remembering the level Suppose you know there is a unique or ghost you want to hunt down somewhere on your floor, but you have already fully explored it. Instead of manually looking for the floor again, you can forget it and then use an auto exploiter. X (Shift and x), then Ctrl and f forgets the floor. X (Shift and x), then Ctrl and u cancels oblivion. When you're in the store, you can click Shift - a letter of merchandise that you're interested in to add it to your shopping list. Peruse marked items from all the stores by clicking $ which is a very sq. game will even give you a message when you have collected enough gold to buy an item on your shopping list. Finding all the items in your Vicinity Is a good tip to look through all the items on the current floor to open to find with Ctrl and F then look .. It is especially useful on robbing heavy branch endings such as Elf 3 or Vault 5. Improving your focus on your tactics, they are the most important thing to date. After each death, think about why you died and what you can do to prevent it again. If you died from some new enemy because you didn't know what he did, remember next time. Even better, the next time you see something new, explore it. If you're in complete loss as to why you died, ask a more experienced player. Maybe mastering DCSS is not your goal and you're reading this just to learn a few things. Whatever your intentions, you'll have runs where you'll never get a single artifact or find the exact spell you want. You will experience deaths that are essentially due to RNG, such as a shaft trapped. And you lose the characters in a way that's heartbreaking. If you play enough you will even die in extremely embarrassing ways (sometimes you can even directly kill yourself). It happens to everyone, just keep going. If you want to see most of this in practice go take a look at my YouTube channel where there are a lot of DCSS passing. A playlist for the newcomer Minotaur Berserker tutorial can be found here. Although this game was recorded in 0.19, the basics remain the same. Episode 1 of the tutorial can be viewed just below. Below.

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