Difference between revisions of "Mid Game Character Building"

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(Ready for 0.21 with obsolete stuff removed. Could still be greatly improved in quality though.)
(not very satisfied, but updated)
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This game covers character build strategy for players that already have a god but have yet to attain more than one rune.
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This game covers character build strategy for players that already have a [[God]], but have yet to attain more than one rune.
  
 
==Skills==
 
==Skills==
  
At this stage of the game, your skills no longer reflect your background and rather reflect your general strategy, species, and god choice. Note: Stabbers have such a unique skill set that they should use the [[Spriggan Enchanter Guide]] instead.
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At this stage of the game, your skills no longer reflect your background, but rather reflect your general strategy, species, and god choice.
  
==='''Melee focused'''===
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==='''Melee / Armour Focused'''===
  
While nearly all players should have some spells (except berserkers), melee focused players tend to wear heavier armour, and thus are limited to lower level spells.
+
While nearly all players should consider some spells (barring [[Trog]]-lodytes), melee focused players tend to wear heavier armor. They'll tend to cast low level spells.
  
 
====Weapon====
 
====Weapon====
  
Your weapon class should by far still be the most focused skill.  Your goal is to reach "minimum delay" for your [[weapon]]. For most weapons, this minimum delay is 0.5 to 0.7 auts, and will take between 8-26 skill levels to reach this delay. Every 2 levels in the weapon skill reduces the Weapon Delay by 0.1 aut; getting more levels beyond this does not benefit the weapon's attack speed, but the skill level is a factor in damage.
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Your weapon class should by far still be the most focused skill.  Your goal is to reach minimum delay for your [[weapon]]. Viewable by selecting the weapon in the ''i''ventory, the minimum delay is 0.5 to 0.7 auts, taking between 8 to 24 levels. Raising your weapon skill beyond mindelay still raises damage and accuracy, though no longer increases swing speed.
  
Long Blades, Maces & Flails, Polearms, and Axes have two categories of advanced weapons; fast, but lesser base damage weapons (double swords, demon blades, demon tridents, demon whips), and slower, but higher base damage weapons (triple swords, bardiches, eveningstars, giant clubs). The faster weapons are generally more popular, since it takes much less experience to get to minimum delay and high damage potential with, with the heavier weapons requiring massive investment (sometimes up to 26 skill levels) to get to their optimal speeds, while not appearing to be very efficient for experience. If you are already using a shield and have trained the shields skill, it's usually best to stick with one handed weapons.
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Warriors need to make a choice: how many hands will you dedicate? Two-handed weapons deal more damage... but take more investment and restrict your shield slot. Of course, you still need a reasonable delay to even consider a two-hander (or a big shield).
  
====Ranged Skills====
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====Range====
  
It is highly suggested that melee focused players should have some sort of ranged option. Players with a highly damaging god should get some invocations and those without should consider crossbows or longbows (or slings for halflings). Still, it is quite possible to win without any ranged skills.
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Melee fighters have a big weakness -- they have to fight in melee. Diverting some experience into ranged weaponry can help even things out. [[Throwing]] is an obvious choice; it doesn't require you to wield another weapon. Ten (10) skill is useful to get the penetrating [[javelin]]s to 1.0 delay. The [[Shoals]] generates many a [[merfolk javelineer]] to take your ammo from, while [[Okawaru]] will supply you with a surplus of ammo.
  
====Fighting====
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[[Evocations]] is an interesting skill to train. Ranged attacks are best for enemies that are sketchy to fight honourably; these are what [[wand]]s are for. Even a [[wand of polymorph]] can neuter that scary [[orc warlord]] or [[unique]]! 5-10 skill into evocations is another viable option, especially if you generate the [[Swamp]].
  
Of high importance, but still less important than your weapon skill, is your fighting skill. While mostly ignored in the early game, this should be just under your weapon skill.
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====Defense===
  
====Armour====
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Fighting still remains the most important defensive skill. HP is the only defense that can't be ignored, while the actual skill also boosts your combat prowess. Once you hit a weapon's mindelay, Fighting should be your main focus. Even before then, it should be prioritized just under your weapon skill.
  
Armour skill is of medium importance, and should raised to the teens at this point in the game. Weapon skill and fighting should take priority
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Your other defensive skills: Armour, Dodging, and Shields, are simply less important. But still very useful. Armour should be above 10. Dodging might not be ''very'' useful to someone wearing a sluggish [[plate armour]], but it'll be cheaper than raising your main skills, so get a couple levels. Shields, if you are wearing one, is also useful to train, around 10+ for a [[kite shield]] or 15+ for a [[tower shield]].
  
====Spell skills====
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====Spells ====
  
Heavily armoured characters should not cast very high level spells. What spells they do have should not be focused on, just be made reliably castable.
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With such heavy armour, high level spells are simply out of the question. Instead, look at the utility of passive spells. From [[Translocations]] like [[Blink]], [[Passage of Golubria]], to [[Necromancy]] via [[Animate Dead]], there are plenty of useful non-damaging spells. Getting these spells castable in heavy armour should be a tertiary focus - and only those spells, unless you plan to move to a lighter armour like [[fire dragon scales]].
  
==='''Spell focused'''===
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==='''Spell Focused'''===
  
 
Players wearing light armour tend to be spell-focused.
 
Players wearing light armour tend to be spell-focused.
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====Weapons====
 
====Weapons====
  
Casters tend to use weapons to clean up lesser foes and deal with resisting enemies. Just as common, especially by the mid-game, is to use no weapon at all! Casters using weapons should not pour lots of experience into their weapon skill.
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Casters tend to use weapons to clean up lesser foes and deal with resisting enemies. Just as common, especially by the mid-game, is to use no weapon at all! Casters using weapons should not pour lots of experience into their weapon skill. One nice application is to invest in 12 [[Staves]] skill to get a matching [[magical staff]] up to mindelay. These deal respectable damage, with their damage scaling off your magic.
 
 
====Stealth====
 
 
 
Stealth is only marginally useful. Getting your nukes and general survivability up is much more important. Only a small amount of experience should be put into stealth, unless you are a stabber.
 
 
 
====Dodging====
 
 
 
Dodging is useful, but far less useful than getting nuke spells up. Still, some is good, maybe up to 8-10 or so depending on your dexterity.
 
 
 
====Shields====
 
 
 
Most players will want a buckler, and thus should choose to put at least 4 into shields skill to offset the EV penalty (which affects spellcasting). Finding a superb shield could warrant upgrading to a regular shield, but rather than fully offsetting the shield penalty by going to 15, one should probably only level up to 10 shields to offset 2 EV points.
 
  
 
====Spellcasting====
 
====Spellcasting====
  
Spellcasting should be raised when you need an extra spell but don't have enough slots and to improve the spellpower of multi-school spells. As a side effect, spellcasting improves your spell hunger levels.
+
Spellcasting is a useful skill, though not extremely impactful for actually casting spells. Characters running out of MP, should, of course, invest a couple more points into this skill. Once you get into level 5-6 spells, you can defintely afford to invest 10+ levels into casting.
 
 
====Fighting====
 
 
 
Even spellcasters should invest in fighting, especially those whose species makes them fragile. This becomes more important after the Lair branches, when you start facing more ranged attacks and conjurations.
 
 
 
====Spell skills====
 
 
 
Get any utility spells level 4 and under to great or excellent. Aim to get bolt skills to very good by about the time you defeat Lair. After bolt skills are at very good, spell skills are much less important in the mid-game, although eventually they should be great.
 
 
 
==='''Both'''===
 
 
 
==Armour level==
 
 
 
Armour level is generally dictated by what level spells you wish to cast by the end game.
 
 
 
8-9 level spells: Robe only
 
 
 
7 level spells: Up to dragon armour
 
 
 
6 level spells: Up to storm dragon armur
 
 
 
4-5 level spells: Up to plate mail
 
 
 
1-3 level spells: Anything
 
  
This is a rough guide, however, and there are exceptions.
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====Spell Schools====
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You want to have your spellcasting "engine" up and running as soon as possible. A reliable, heavily damaging, level 5-6 spell that can power through the Lair branches and Vaults, at the very least. Spells like [[Lee's Rapid Deconstruction]] and [[Lightning Bolt]] fit the bill; [[Iron Shot]] and [[Orb of Destruction]] remain effective in the halls of [[Zot]]. Make sure these spells can be casted reliably (<10% failure).
  
==Spell choice==
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Unlike melee, [[spellpower]] remains important for keeping spells competitive, so don't neglect to train even further.
  
By now you have enough experience to branch into whatever magical path you wish to take.
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====Defense====
  
===Melee focused===
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Defense is useful. Getting a nuclear spell up and running is more useful.
  
Melee focused players really only want low level spells at this point. [[Animate Skeleton]], [[Summon Butterflies]], [[Blink]] and [[Apportation]] are all useful, as are [[Regeneration]] and [[Spectral Weapon]].
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Even spellcasters should invest in Fighting, especially those whose species makes them fragile. This becomes more important after the Lair branches, when you start facing more ranged attacks and conjurations. You can leave Fighitng trained the entire game, or just leave it in the upper teens. The same strategem also applies to Dodging, but with less levels - 8-10 will be useful.
  
===Spell Focused===
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Stealth is only marginally useful. Many spells are loud, for one.  
One of the biggest issues for spellcasters is running out of magic points. [[Sublimation of Blood]] is a big help. Low level translocations are useful for escaping. Your focus should still be on spells that allow you to damage monsters as efficiently as possible.
 
  
===Damage spells===
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Most players will want a buckler, and thus should choose to put a little (4) skill to offset some of the penalties. Upgrading to a larger shield is defintely possible, though always keep your main spell at a reliable casting rate. Ten skill for a kite shield is probably enough; you don't want to put five more levels just to offset 2 EV.
  
Generally speaking, your damage spells will reflect your background choice. If you have focused on one element, you should have some way of dealing with resistant enemies. This can be [[Iskenderun's Mystic Blast]], [[Summoning|summons]] or even [[Stone Arrow]] or [[Throw Icicle]]. [[Dispel Undead]] is great, but does not work on demons. You could also focus on a weapon or branch into a second element.
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====Auxilliary====
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Spells like [[Blink]] and [[Passage of Golubria]] are very useful, especially to a squishy caster. [[Sublimination of Blood]] relies a lot on spellpower (i.e, a high Necromancy) to be effective, but will restore MP in a pinch.
  
As far as your regular damage spells, choose whichever you like! Try to find one high level and one low level one. In the mid-game, uber-spells like [[Fire Storm]] and [[Tornado]] are out of the question.
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[[Evocations]] is less important than with a melee character, though still very helpful for delaing iwth tough enemies. A few levels is all you need. Plus, using a [[magical staff]] or an [[orb]] of [[energy]] will demand more of this skill.
  
  
 
[[Category:Strategy Guides]]
 
[[Category:Strategy Guides]]

Revision as of 09:43, 4 March 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

This game covers character build strategy for players that already have a God, but have yet to attain more than one rune.

Skills

At this stage of the game, your skills no longer reflect your background, but rather reflect your general strategy, species, and god choice.

Melee / Armour Focused

While nearly all players should consider some spells (barring Trog-lodytes), melee focused players tend to wear heavier armor. They'll tend to cast low level spells.

Weapon

Your weapon class should by far still be the most focused skill. Your goal is to reach minimum delay for your weapon. Viewable by selecting the weapon in the iventory, the minimum delay is 0.5 to 0.7 auts, taking between 8 to 24 levels. Raising your weapon skill beyond mindelay still raises damage and accuracy, though no longer increases swing speed.

Warriors need to make a choice: how many hands will you dedicate? Two-handed weapons deal more damage... but take more investment and restrict your shield slot. Of course, you still need a reasonable delay to even consider a two-hander (or a big shield).

Range

Melee fighters have a big weakness -- they have to fight in melee. Diverting some experience into ranged weaponry can help even things out. Throwing is an obvious choice; it doesn't require you to wield another weapon. Ten (10) skill is useful to get the penetrating javelins to 1.0 delay. The Shoals generates many a merfolk javelineer to take your ammo from, while Okawaru will supply you with a surplus of ammo.

Evocations is an interesting skill to train. Ranged attacks are best for enemies that are sketchy to fight honourably; these are what wands are for. Even a wand of polymorph can neuter that scary orc warlord or unique! 5-10 skill into evocations is another viable option, especially if you generate the Swamp.

=Defense

Fighting still remains the most important defensive skill. HP is the only defense that can't be ignored, while the actual skill also boosts your combat prowess. Once you hit a weapon's mindelay, Fighting should be your main focus. Even before then, it should be prioritized just under your weapon skill.

Your other defensive skills: Armour, Dodging, and Shields, are simply less important. But still very useful. Armour should be above 10. Dodging might not be very useful to someone wearing a sluggish plate armour, but it'll be cheaper than raising your main skills, so get a couple levels. Shields, if you are wearing one, is also useful to train, around 10+ for a kite shield or 15+ for a tower shield.

Spells

With such heavy armour, high level spells are simply out of the question. Instead, look at the utility of passive spells. From Translocations like Blink, Passage of Golubria, to Necromancy via Animate Dead, there are plenty of useful non-damaging spells. Getting these spells castable in heavy armour should be a tertiary focus - and only those spells, unless you plan to move to a lighter armour like fire dragon scales.

Spell Focused

Players wearing light armour tend to be spell-focused.

Weapons

Casters tend to use weapons to clean up lesser foes and deal with resisting enemies. Just as common, especially by the mid-game, is to use no weapon at all! Casters using weapons should not pour lots of experience into their weapon skill. One nice application is to invest in 12 Staves skill to get a matching magical staff up to mindelay. These deal respectable damage, with their damage scaling off your magic.

Spellcasting

Spellcasting is a useful skill, though not extremely impactful for actually casting spells. Characters running out of MP, should, of course, invest a couple more points into this skill. Once you get into level 5-6 spells, you can defintely afford to invest 10+ levels into casting.

Spell Schools

You want to have your spellcasting "engine" up and running as soon as possible. A reliable, heavily damaging, level 5-6 spell that can power through the Lair branches and Vaults, at the very least. Spells like Lee's Rapid Deconstruction and Lightning Bolt fit the bill; Iron Shot and Orb of Destruction remain effective in the halls of Zot. Make sure these spells can be casted reliably (<10% failure).

Unlike melee, spellpower remains important for keeping spells competitive, so don't neglect to train even further.

Defense

Defense is useful. Getting a nuclear spell up and running is more useful.

Even spellcasters should invest in Fighting, especially those whose species makes them fragile. This becomes more important after the Lair branches, when you start facing more ranged attacks and conjurations. You can leave Fighitng trained the entire game, or just leave it in the upper teens. The same strategem also applies to Dodging, but with less levels - 8-10 will be useful.

Stealth is only marginally useful. Many spells are loud, for one.

Most players will want a buckler, and thus should choose to put a little (4) skill to offset some of the penalties. Upgrading to a larger shield is defintely possible, though always keep your main spell at a reliable casting rate. Ten skill for a kite shield is probably enough; you don't want to put five more levels just to offset 2 EV.

Auxilliary

Spells like Blink and Passage of Golubria are very useful, especially to a squishy caster. Sublimination of Blood relies a lot on spellpower (i.e, a high Necromancy) to be effective, but will restore MP in a pinch.

Evocations is less important than with a melee character, though still very helpful for delaing iwth tough enemies. A few levels is all you need. Plus, using a magical staff or an orb of energy will demand more of this skill.