Difference between revisions of "User:Hordes"

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Important links:
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[[User:Hordes/Guide]]
 
[[User:Hordes/Guide]]
 
*[[User:Hordes/Guide Appendix]]
 
*[[User:Hordes/Guide Appendix]]
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(The rest of the page is just writing stuff that's WIP)
 
(The rest of the page is just writing stuff that's WIP)
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Djinn train all magic skills equally, at +11 aptitude. When considering a single-school spell, this is roughly equivalent to having a -2 aptitude. But since you get all skills together, for a dual-school spell, Djinn get a relative ''+2'' aptitude. As a good chunk of spells are dual-school, Djinn are often ahead of skill curve, not behind.
 
 
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====Effect of Encumbrance====
 
The effect of encumbrance on actual failure rates is non-linear. However, it can be measured by "levels of spell school". By plugging variables into the formula, <code>19/225 * encumbrance^2 * (90 - 2armour) / (str+3)</code>, you get SpellFailure. As having {1 of every spell school, except Spellcasting} reduces SpellFailure by 12, you can divide said penalty by 12 to get the relative impact of encumbrance.
 
 
For reference:
 
*10 strength, [[leather armour]], 0 Armour skill: -0.78 levels in each skill
 
*10 strength, [[ring mail]] or [[swamp dragon scales]], 5 Armour skill:  -2.12 levels in each skill
 
*10 strength, [[fire dragon scales]], 5 Armour skill: -5.24 levels in each skill
 
 
Remember that things change based on strength and skill.
 
  
 
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==Strategy==
 
==Strategy==
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Latest revision as of 09:13, 16 January 2024

Relevant credentials: Hordes (greaterplayer) | Moriya (greaterplayer #2) | HorDDes (tournament)


Important links:

User:Hordes/Guide

User:Hordes/Basics Guide

User:Hordes/Talisman

(The rest of the page is just writing stuff that's WIP)


List of gods, sorted by "when you get the first strong perk". (IMO)

Gods that benefit you on first worship:

Gozag has gold distraction (maybe worth listing here?), Fedhas pacifies sleepcaps

Gods that benefit you at 1*:

IMO these gods don't provide good benefit at 1*, but provide some benefit: Ely Purification, Zin Recite, Makh heal on kill, WJC Lunge/Whirlwind, Dith stealth, Kiku Wretches (hard to use w/o good spell).

Gods that benefit you at 2*:

Gods that benefit you at 3* or more:

  • Kiku (Variable; based on skill training)
  • Vehumet (Variable; based on skill training)
  • Makhleb (3*; Lesser Servant)
  • Ru (3*; Draw Out Power)
  • WJC (3*; Serpent's Lash)
  • Zin (3*; Imprison)
  • Dithmenos (4*; Shadow Mimic)

Gods that hurt you on first worship:

  • Chei (Slow)
  • Jiyva (Eats items, usually comes late)
  • Xom (Xom)
  • TSO (Halo messes with stealth)

When you start with a melee-oriented background, you'll get a starting weapon of choice.

Simple Starting Weapon

Used by most weapon-wielding backgrounds.

  • Short sword1.png Short sword - Short Blades aren't great at regular combat, though they are good at stabbing. Uses dexterity instead of strength.
  • Mace1.png Mace - Maces & Flails are the strongest "strength" weapon, at least in terms of stats.
  • Hand axe1.png Hand axe - Axes have the ability to cleave. In addition to hitting a "main" target for 100% damage, they'll hit every monster adjacent to you for 70% damage. However, axes deal less damage than other weapons.
  • Spear1.png Spear - Polearms have reaching - they can attack from an extra tile away. Despite their worse stats, spears are the best option to fight single targets, due to their extra range.
  • Falchion1.png Falchion - Long Blades are similar to Maces; higher base damage, but no gimmick. They use dexterity instead of strength.
  • Glove1.png Unarmed Combat - Unarmed Combat is usually the weakest of the available "weapons". Certain species, like Trolls and Ghouls, receive special bonuses to Unarmed attacks. Unarmed can become strong at high skill, but that's a long while away.

Good Starting Weapon

Fighters and Gladiators start with a better ("good") starting weapon than other backgrounds.

  • Rapier1.png Rapier - Short Blades are good at stabbing, but weaker at plain combat. Rapiers are the only "good" weapon that stats below 1.0 attack delay, meaning monsters won't get a chance to hit you twice.
  • Flail1.png Flail - Maces & Flails have higher base damage, but no special gimmicks.
  • War axe1.png War axe - Axes can cleave, but deal less single-target damage. Great option for strong species, like Hill Orcs and Minotaurs.
  • Trident1.png Trident - Polearms can attack from a tile away. Like the spear before it, tridents are usually the best option against single targets.
  • Long sword1.png Long sword - Long swords are slightly more powerful than flails, though long swords use dexterity instead of strength.
  • Quarterstaff.png Quarterstaff - Quarterstaves deal more damage/turn than any other option, but they are two-handed, meaning you can't wear a shield with one. Because of this restriction, only Gladiators and Formicid Fighters can start with one. In addition, Staves are rarer than other weapon types.
  • Glove1.png Unarmed Combat - Unarmed Combat is usually the weakest of the available "weapons". Certain species, like Trolls and Ghouls, receive special bonuses to Unarmed attacks. Unarmed can become strong at high skill, but that's a long while away.

Strategy