Difference between revisions of "Stash"

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[[Image:Stash.jpg|right|thumb|200px|The Lair:2 stash of a [[Kobold]] [[Artificer]].]]
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A '''stash''' is a location for storing items you cannot carry, but may need later. Since intelligent monsters can pick up items like weapons, wands, potions, or scrolls for their own use, it's advised that you choose an area with little or no risk of them showing up.
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Technically, a '''stash''' is any item which has been left on [[the Dungeon]] floor. In more common usage, however, a stash is a centralized location in which a player dumps any items they do not wish to carry around at all times, but which may be useful later. This can fit in a single tile, or span throughout an entire floor.
  
Stashes serve multiple purposes. First and foremost they serve as a place to store the large quantities of redundant food, wands, armour, and weapons you'll be finding. Even strong characters will quickly accrue enough loot that they won't be able to carry all of it. Secondly, they serve as a safe deposit for important potions or scrolls. Many monsters have flame and ice attacks that can destroy your items, and losing your last [[potion of cure mutation]] or [[scroll of remove curse]] can be frustrating.
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==Strategy==
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It's very easy to forget where you left a particular item as you explore. Fortunately, pressing '''"CTRL+f"''' brings up a search prompt which allows you to pinpoint where you left your things quickly and easily. This can be used to search for individual items (e.g. scroll of amnesia, +1 helmet), item categories (body armour, Maces & Flails, wand), and even particular resistances or intrinsics.
  
Good stash locations include:
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In modern Crawl, there's little need to put all your items in one place. You could certainly forget what you need to search for in the first place. But as you get used to what items you drop, even that becomes less relevant. Regardless, it's a good idea to open a few slots in your inventory before entering a timed [[portal]]. Portals permanently close once you leave them, so you don't want to leave any items behind. In most other cases, its trading a few (largely irrelevant) turns in the [[Zot clock]] for a (marginally) more organized and memorizable Dungeon.
*'''The [[Ecumenical Temple]]''' is a fair stash location early in the game. No monsters spawn in the Temple, although they ''can'' follow a character there if they are next to the staircase when the character goes down. On the downside, the Temple is found on the upper floors of the Dungeon, making the trek back when one has progressed to the late-game quite tedious, so it's recommended to move your stuff if you get the chance.
 
*'''[[The Lair]]''' is a very popular stash location, especially Lair:2. Only beasts spawn there, none of which are capable of picking up your items.
 
*Once cleared of [[Geryon]] and his allies, the '''[[Vestibule of Hell]]''' makes a great late-game stash since monsters never respawn there. Multiple portals to the Vestibule are found on the last levels of the Dungeon for ease of access. Remember, however, that all portals close when you pick up the [[Orb of Zot]], cutting off access once you're on your ascension run!
 
  
Should you run out of carrying capacity or inventory space before reaching a decent stash location, make a temporary stash by dropping off some of your excess supplies. You can place it just about anywhere so long as you only drop items that monsters won't pick up (some good candidates include extra food or certain other items such as [[scrolls of enchant armour]] or [[scroll of enchant weapon|enchant weapon]]). Consider inscribing one of the objects you leave behind so you can find it again quickly by using 'Ctrl+F'.
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Players aiming to complete many [[Ziggurat]]s can establish elaborate, floor-wide stashes for the sake of it; your collection of [[artefact]]s is only bound to grow.
  
[[Category:Item]]
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==Gallery==
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[[Image:Stash.jpg|thumb|center|500px|An elaborately arranged Lair:2 stash.]]
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==History==
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*Many quality of life changes are aimed at reducing inventory management, and thus, a need to stash items at all. [[Scrolls of remove curse]] and [[manual]]s in [[0.27]], [[food]] in [[0.26]], and [[spellbook]]s in [[0.22]] are just some of the once-necessary items that have been either removed or otherwise 'goldifed' (no longer taking inventory slots).
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*Prior to [[0.17]], jellies could eat any item left on the floor, putting your stash in grave danger.
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*Prior to [[0.15]], items could be destroyed through [[item destruction]], forcing the player to risk losing items in the inventory or leave them behind. Items had [[aum|weight]] and would eventually be too much of a burden for your character to carry. These facts greatly increased the need for a stash, as well as what was stashed at all. Also, all teleport traps were permanent, so characters with [[stasis]] could use them as untouchable stash sites.
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[[Category:Items]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 23:14, 22 January 2023

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

Technically, a stash is any item which has been left on the Dungeon floor. In more common usage, however, a stash is a centralized location in which a player dumps any items they do not wish to carry around at all times, but which may be useful later. This can fit in a single tile, or span throughout an entire floor.

Strategy

It's very easy to forget where you left a particular item as you explore. Fortunately, pressing "CTRL+f" brings up a search prompt which allows you to pinpoint where you left your things quickly and easily. This can be used to search for individual items (e.g. scroll of amnesia, +1 helmet), item categories (body armour, Maces & Flails, wand), and even particular resistances or intrinsics.

In modern Crawl, there's little need to put all your items in one place. You could certainly forget what you need to search for in the first place. But as you get used to what items you drop, even that becomes less relevant. Regardless, it's a good idea to open a few slots in your inventory before entering a timed portal. Portals permanently close once you leave them, so you don't want to leave any items behind. In most other cases, its trading a few (largely irrelevant) turns in the Zot clock for a (marginally) more organized and memorizable Dungeon.

Players aiming to complete many Ziggurats can establish elaborate, floor-wide stashes for the sake of it; your collection of artefacts is only bound to grow.

Gallery

An elaborately arranged Lair:2 stash.

History

  • Many quality of life changes are aimed at reducing inventory management, and thus, a need to stash items at all. Scrolls of remove curse and manuals in 0.27, food in 0.26, and spellbooks in 0.22 are just some of the once-necessary items that have been either removed or otherwise 'goldifed' (no longer taking inventory slots).
  • Prior to 0.17, jellies could eat any item left on the floor, putting your stash in grave danger.
  • Prior to 0.15, items could be destroyed through item destruction, forcing the player to risk losing items in the inventory or leave them behind. Items had weight and would eventually be too much of a burden for your character to carry. These facts greatly increased the need for a stash, as well as what was stashed at all. Also, all teleport traps were permanent, so characters with stasis could use them as untouchable stash sites.