Difference between revisions of "Late Game Character Building"

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(0.21 update: a quick trimming of all the obsolete advice. Could be greatly improved in quality still.)
(stil iffy on the 'armour level' stuff but i'll keep it)
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This game covers basic character build strategy for players that already have at least one rune and are ready to collect the rest and finish the game with 3 runes. If you're going to 15 runes, you have enough experience and spellbooks/equipment to do whatever you want.
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This guide covers basic character build strategy for players that already have at least one rune, and are planning to get 3-4 total. This guide builds off what was covered in [[Mid Game Character Building|mid-game strategy]].
  
It is assumed you read [[Mid Game Character Building|mid-game strategy]].
 
 
 
==Skills==
 
 
Wrapping up our skills for our characters...
 
Wrapping up our skills for our characters...
  
==='''Melee Focused'''===
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=='''Melee Focused'''==
 
Melee focused players generally follow the same path as mid-game.  Aptitudes should influence your decisions, but only mildly!
 
Melee focused players generally follow the same path as mid-game.  Aptitudes should influence your decisions, but only mildly!
  
====Weapon====
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===Weapon===
Weapon skill should go to all the way to your weapon's minimum delay and stay there till [[Zot]]. This is, for the following end-game weapons (If it's not mentioned, go ahead and go to about 18 for damage):
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Weapon skill should go to all the way to your weapon's minimum delay, if you haven't reached it already. Most one-handers should already have reached mindelay, so the biggest weapons require more training:
 
 
*26 for [[Executioner's axe]], [[Bardiche]]
 
*24 for [[Giant spiked club]], [[Triple sword]]
 
*20 for [[Great mace]], [[Battleaxe]], [[Glaive]], [[Great sword]]
 
*18 for [[Giant club]]
 
  
By Zot:5, you should probably raise these to be even higher, possibly all the way to 27 or so, but this is not necessary.
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*24 for [[Executioner's axe]], [[Bardiche]], [[Giant spiked club]]
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*22 for [[Triple sword]]
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*20 for [[Great mace]], [[Battleaxe]], [[Glaive]], [[Great sword]], [[Longbow]]
  
====Armour & Dodging====
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You can choose to keep training, or not. The fine-tuning doesn't really matter for at this stage: you can keep skill at the mindelay threshold, or continue training up to the maximum of 27. However, weapons with lower mindelays (like [[demon whip]]s and [[eveningstar]]s) will want at least a little more skill to train up.
While still not as important as weapon skill, it should close the gap after your weapon hits min delay. The most important factor to take into account here is the [[AC]] and [[ER]] of your body armour. Characters wearing armours with ER greater than 3 should prioritize [[Armour]], and characters with low ER [[Dodging]]. Other significant factors are [[dexterity]], [[size]], and aptitudes.
 
  
====Fighting====
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By now, many of the rarer weapons start to become available. Consult the [[weapon choice]] article for more details. Regardless, Short Blades users should heavily consider swapping to Long Blades (or another weapon school). Stabbing an [[orb of fire]] is, too often, an impossible task.
Again, this should close the gap after hitting your weapon's min delay. However, by Zot, your fighting skill should surpass even your weapon skill in importance.
 
  
====Ranged weapons====
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===Defense===
Go to about 20, and once you have the spells you want, all the way up to 27.
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If you've been training up specific skills, your main defenses: [[Fighting]], [[Armour]], [[Dodging]], and/or [[Shields]] might be lacking. Ideally, two of Armour, Dodging, and Shields should be at least ten, while Fighting still remains an important skill to train. Well before Zot, your fighting skill should surpass even your weapon skill in importance.
  
God skills, invocations and evocations, should be decently high if your god requires them.
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===Range===
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[[Throwing]], assuming you have plenty of [[javelin]]s left, should be raised up to the javelin mindelay of 16. They'll run out quick, unless you're worshipping [[Okawaru]]. The same strategy applies to [[Evocations]], but as they have no mindelay, you can choose to train them for the rest of the game.
  
====Spell Skills====
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Once again, consider low-level utility spells like [[Aportation]], [[Blink]], and [[Animate Dead]]. Unless you plan to go grab all 15 runes, spells simply won't be useful.
Again, for a melee focused player, spell skills should only be raised enough to get the wanted spells castable with decent spellpower.
 
  
==='''Spell Focused'''===
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=='''Spell Focused'''==
Spell focused characters also follow a similar path as mid-game characters
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Spell focused characters also follow a similar path as mid-game characters.
  
====Weapon====
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===Weapon===
If you choose to use a weapon, your weapon should really only hit min-delay and stay there. For one handed weapons, this rarely exceeds about 12. If you have extra experience, go ahead and raise it, though, and if your character has extreme aptitudes for a weapon (+3 or 4), consider a melee focused end-game weapon.
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If your character has extreme aptitudes for a weapon (+3 or 4), consider a melee focused end-game weapon. Otherwise, only bother with [[magical staves]], small one-handed weapons, or amazing [[unrand]]s.
  
====Stealth====
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===Spellcasting===
Now that you have lots of experience lee-way, consider dumping a decent amount here. No more then the early teens, though.
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Spell levels start to become more of an issue as they get more complex. By now, you can also freely train spellcasting soley for the MP benefit.
  
====Dodge====
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===Spell Schools===
Again, roughly the teens, possibly more.
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Assuming you've found a Zot viable spell, stick with that spell school. Think [[Iron Shot]], [[Orb of Destruction]], or pretty much any level 9 spell. However, level 9 spells are difficult to cast if you don't have great aptitudes or some form of [[wizardry]].
  
====Shields====
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If you ''haven't'' found one, you should be planning ahead to switch foci ''somewhere'' well before you approach a second rune. Whenever it'd be melee, range, or another spell school, you know you'll have to deal with [[ancient lich]]es and [[orbs of fire]] in [[Zot:5]].
If you're using a shield, get it to 15, if using a buckler, 4. This removes the penalty for medium races (which is most), if you are a different size, you will need a different level.
 
  
====Spellcasting====
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Once you found that spell, you'll want as much spellpower as possible for your offensive spells. More reliable, more powerful, the better.
Spellcasting should second only your 9th level spells in importance by the end-game, if you even use 9th level spells.
 
  
====Fighting====
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===Defense===
All spellcasters should invest a lot in fighting by the end-game. Most characters will want to hit Zot with 180+ HP, although 140 or less is certainly doable.
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Once you get your Zot-killing spell viable, your defenses should become a major priority. Typically, it'll be [[Fighting]] and [[Dodging]] that you want to train, as well as enough skill to cast while wearing a [[shield]]. All three skills should be raised to level 12-20.
 
 
====Spell Skills====
 
You will want as much spellpower as possible for your offensive spells and enough for utility spells to work properly.
 
 
 
==Armour Level==
 
Again, as in the mid-game, your armour should reflect how high you want to cast spells.
 
  
 
==Spell Choice==
 
==Spell Choice==
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===Choice by Armour===
 
===Choice by Armour===
Spells by armour level:
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====Light====
 
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Going with a [[robe]], [[troll leather armour]], or [[steam dragon scales]] is the most common choice for spell-focused players, and is best for characters with no weapon or using a weapon only as emergency/clean-up. Any level of spell choice can be considered.
====Light armour level====
 
Going robe/leather is the most common choice for spell-focused players, and is best for characters with no weapon or using a weapon only as emergency/clean-up. Any level of spell choice can be considered, and several high level buffs may be used.
 
  
 
However, 9th level spells are still an awkward choice for some species even in robes. Minotaurs and trolls, for example, should not even consider casting them. Other players may choose not to bother, using lesser attack spells like [[Freezing Cloud]] and taking advantage of a wider variety of utility spells with the spare spell slots.
 
However, 9th level spells are still an awkward choice for some species even in robes. Minotaurs and trolls, for example, should not even consider casting them. Other players may choose not to bother, using lesser attack spells like [[Freezing Cloud]] and taking advantage of a wider variety of utility spells with the spare spell slots.
  
====Dragon Armour level====
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====Dragon Scales (Mid)====
Players in fire dragon armour or heavier have generally foregone the thought of 9th level spells.  Their highest level of offense is likely to be [[Freezing Cloud]], bolt spells (and [[Iron Shot]]), and [[Orb of Destruction]]
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Players in fire dragon armour or heavier have generally foregone the thought of 9th level spells.  Their highest level of offense is likely to be spells like [[Freezing Cloud]], [[Iron Shot]], and [[Orb of Destruction]].
  
This is a choice best for those who either were formerly melee focused and now want some escape options, for those casters who don't wish to cast 9th level spells, or for those severely lacking in resists. Additionally, some species may be forced into it for lack of equipment options even as a melee focused player if they can't find [[gold dragon armour]]
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This is a choice best for those who either were formerly melee focused and now want some escape options, for those casters who don't wish to cast 9th level spells, or for those severely lacking in resists. Additionally, some species may be forced into it, with a lack of equipment options.
  
Furthermore, this is not a permanent decision, and dragon armour may be used temporarily before learning higher level spells.
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Furthermore, this is not a permanent decision, and heavy dragon armour may be used temporarily before learning higher level spells.
  
====Plate Mail level====
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====Plate (Heavy)====
Plate mail and heavier is the choice for those foregoing offensive magic and high level buffs altogether, unless they are worshiping a god like [[Cheibriados]] or are [[demigod]]s themselves.
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[[Plate armour]], as well as [[crystal plate armour]] and [[gold dragon scales]], are the choice for those foregoing offensive magic altogether. Exceptions include the god [[Cheibriados]], and the divine [[demigod]]s
  
 
===Choice by category===
 
===Choice by category===
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====Offensive====
 
====Offensive====
  
If you choose to go with a 9th level spell, don't be picky:  they are a massive investment in experience and one should really only aim for one that you already have a lot of skill experience in. Additionally, unless you worship [[Vehumet]] (and sometimes even then) you might not get a 9th level spell reliable until you're just finishing your last rune. Thus, do not invest a drop of exp into it as it will not help you survive whatever branch you're currently doing. Instead, when your mid-level offense is solid, focus on fighting or buffs.
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If you choose to go with a 9th level spell, don't be picky:  they are a massive investment in experience. You must have been training the school for most of the game to consider one. And unless you worship [[Vehumet]] -- and sometimes even then -- you might not get a 9th level spell reliable until you're just finishing your last rune. Don't try to focus on it, then. It won't help you survive with your problems ''now''; get your defenses and utility skill up, first.
 
 
All players relying mostly on magic for offense should learn a high level non-elemental damage spell for Zot. [[Iron Shot]], [[Orb of Destruction]], [[Dragon's Call]] (for summoners), and [[Shadow Creatures]] are all good choices.
 
 
 
Lastly, crowd control spells like elemental bolts and freezing cloud are extremely convenient, although not 100% needed.
 
 
 
Low level damage spells are no longer needed at this point, weapons and mana channeling completely replace them.
 
 
 
====Buffs/Escape/Misc spells====
 
 
 
In addition to the low level buffs mentioned in [[Mid Game Tips]]...
 
 
 
[[Aura of Abjuration]]: Level 5, gets rid of any unwanted demons that might get summoned.
 
 
 
[[Borgnjor's Revivification]]: Go from 20 HP to 180 in one cast. A total life saver. Unfortunately, it takes a bite to your max hp, but it's better to have 4 less hp than to be dead.
 
 
 
[[Deflect Missiles]]: A fine choice for those with terrible survivability or for those with nothing else to put experience into.  
 
  
[[Death's Door]]: As a dual spell category level 8 spell, this is so hard to cast that it is of questionable use as a 3 rune escape option. In addition, it is extremely dangerous to use, by far a last resort.
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All players relying mostly on magic for offense should learn a high level non-elemental damage spell for Zot. [[Iron Shot]], [[Orb of Destruction]], [[Dragon's Call]] (for summoners), and [[Malign Gateway]] are all good choices. [[Spellforged Servitor]] is extremely helpful, if it can cast another high level damaging spell to begin with.
  
[[Invisibility]]: Of questionable use for non-stabbers, but great against packs of draconians.
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Low level spells start to become useless; physical options are easier for picking off foes.
  
 
[[Category:Strategy Guides]]
 
[[Category:Strategy Guides]]

Revision as of 00:05, 5 March 2022

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

This guide covers basic character build strategy for players that already have at least one rune, and are planning to get 3-4 total. This guide builds off what was covered in mid-game strategy.

Wrapping up our skills for our characters...

Melee Focused

Melee focused players generally follow the same path as mid-game. Aptitudes should influence your decisions, but only mildly!

Weapon

Weapon skill should go to all the way to your weapon's minimum delay, if you haven't reached it already. Most one-handers should already have reached mindelay, so the biggest weapons require more training:

You can choose to keep training, or not. The fine-tuning doesn't really matter for at this stage: you can keep skill at the mindelay threshold, or continue training up to the maximum of 27. However, weapons with lower mindelays (like demon whips and eveningstars) will want at least a little more skill to train up.

By now, many of the rarer weapons start to become available. Consult the weapon choice article for more details. Regardless, Short Blades users should heavily consider swapping to Long Blades (or another weapon school). Stabbing an orb of fire is, too often, an impossible task.

Defense

If you've been training up specific skills, your main defenses: Fighting, Armour, Dodging, and/or Shields might be lacking. Ideally, two of Armour, Dodging, and Shields should be at least ten, while Fighting still remains an important skill to train. Well before Zot, your fighting skill should surpass even your weapon skill in importance.

Range

Throwing, assuming you have plenty of javelins left, should be raised up to the javelin mindelay of 16. They'll run out quick, unless you're worshipping Okawaru. The same strategy applies to Evocations, but as they have no mindelay, you can choose to train them for the rest of the game.

Once again, consider low-level utility spells like Aportation, Blink, and Animate Dead. Unless you plan to go grab all 15 runes, spells simply won't be useful.

Spell Focused

Spell focused characters also follow a similar path as mid-game characters.

Weapon

If your character has extreme aptitudes for a weapon (+3 or 4), consider a melee focused end-game weapon. Otherwise, only bother with magical staves, small one-handed weapons, or amazing unrands.

Spellcasting

Spell levels start to become more of an issue as they get more complex. By now, you can also freely train spellcasting soley for the MP benefit.

Spell Schools

Assuming you've found a Zot viable spell, stick with that spell school. Think Iron Shot, Orb of Destruction, or pretty much any level 9 spell. However, level 9 spells are difficult to cast if you don't have great aptitudes or some form of wizardry.

If you haven't found one, you should be planning ahead to switch foci somewhere well before you approach a second rune. Whenever it'd be melee, range, or another spell school, you know you'll have to deal with ancient liches and orbs of fire in Zot:5.

Once you found that spell, you'll want as much spellpower as possible for your offensive spells. More reliable, more powerful, the better.

Defense

Once you get your Zot-killing spell viable, your defenses should become a major priority. Typically, it'll be Fighting and Dodging that you want to train, as well as enough skill to cast while wearing a shield. All three skills should be raised to level 12-20.

Spell Choice

By this point in the game, the amount of experience you have is so high that the lines between melee focused players and spell focused players gets considerably blurred. Thus, it's easiest to divide spell choice by armour level and category.

Choice by Armour

Light

Going with a robe, troll leather armour, or steam dragon scales is the most common choice for spell-focused players, and is best for characters with no weapon or using a weapon only as emergency/clean-up. Any level of spell choice can be considered.

However, 9th level spells are still an awkward choice for some species even in robes. Minotaurs and trolls, for example, should not even consider casting them. Other players may choose not to bother, using lesser attack spells like Freezing Cloud and taking advantage of a wider variety of utility spells with the spare spell slots.

Dragon Scales (Mid)

Players in fire dragon armour or heavier have generally foregone the thought of 9th level spells. Their highest level of offense is likely to be spells like Freezing Cloud, Iron Shot, and Orb of Destruction.

This is a choice best for those who either were formerly melee focused and now want some escape options, for those casters who don't wish to cast 9th level spells, or for those severely lacking in resists. Additionally, some species may be forced into it, with a lack of equipment options.

Furthermore, this is not a permanent decision, and heavy dragon armour may be used temporarily before learning higher level spells.

Plate (Heavy)

Plate armour, as well as crystal plate armour and gold dragon scales, are the choice for those foregoing offensive magic altogether. Exceptions include the god Cheibriados, and the divine demigods

Choice by category

Spells By category:

Offensive

If you choose to go with a 9th level spell, don't be picky: they are a massive investment in experience. You must have been training the school for most of the game to consider one. And unless you worship Vehumet -- and sometimes even then -- you might not get a 9th level spell reliable until you're just finishing your last rune. Don't try to focus on it, then. It won't help you survive with your problems now; get your defenses and utility skill up, first.

All players relying mostly on magic for offense should learn a high level non-elemental damage spell for Zot. Iron Shot, Orb of Destruction, Dragon's Call (for summoners), and Malign Gateway are all good choices. Spellforged Servitor is extremely helpful, if it can cast another high level damaging spell to begin with.

Low level spells start to become useless; physical options are easier for picking off foes.