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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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{{version031}}
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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 runes before leaving with the [[Orb of Zot]]. This guide builds off what was covered in [[Mid Game Character Building|mid-game strategy]].
  
It is assumed you read 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!
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Melee focused players remain heavy armour, heavy damage, melee fighters.
 
 
====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):
 
 
 
*26 for [[Executioner's Axe]], [[Scythe]] (not recommended), [[Bardiche]]
 
*24 for [[Triple Sword]]
 
*22 for [[Giant Spiked Club]], [[Glaive]]
 
*20 for [[Giant Club]], [[Battle Axe]], [[Great Sword]]
 
 
 
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.
 
 
 
:I could be wrong here actually, so correct me if needed. I just wing it TBH  [[User:Greep|Greep]] 11:05, 15 January 2012 (UTC)
 
 
 
====Armour====
 
While still not as important as weapon skill, it should close the gap after your weapon hits min delay
 
  
====Fighting====
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===Weapon===
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.
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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, but the biggest weapons require more training:
  
====Ranged weapons====
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*24 for [[Executioner's axe]], [[Bardiche]], [[Giant spiked club]]
(As I don't really know much about ranged martial weapons, someone should give an estimate here)
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*22 for [[Triple sword]]
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*20 for [[Great mace]], [[Battleaxe]], [[Glaive]], [[Great sword]]
  
God skills, invocations and evocations, should be decently high if your god requires them. Nemelex in particular works best with an evocations approaching the 20s
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Even past mindelay, you can choose to keep training. The fine-tuning doesn't really matter at this stage; you can keep skill at the mindelay threshold, or continue training up to the maximum of 27. Weapons with lower mindelays, like [[demon whip]]s and [[eveningstar]]s, will want at least a little more skill in order to improve their damage.
  
====Spell Skills====
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By now, many of the rarer weapons start to become available. Consult the [[weapon choice]] article for more details, though switching weapon schools by this stage is rarely a good idea. Regardless, Short Blades users should start considering swapping to Long Blades (or another weapon school). Stabbing an [[orb of fire]] is, too often, an impossible task.
Again, for a melee focused player, spell skills should only be raised to whatever gets them to great or excellent. Some exceptions include abjuration, which one needs a decently high amount of summons to work well, and apportation, which only moves the orb of zot a distance of (spell power)/10.
 
  
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===Defense===
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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.
  
==='''Spell Focused'''===
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===Range===
Spell focused characters also follow a similar path as mid-game characters
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[[Throwing]], assuming you have plenty of [[javelin]]s left, should be raised anywhere from 10, up to the javelin mindelay of 16. Don't throw them all the time, or they'll run out quick (unless you are worshipping [[Okawaru]]). [[Size]] matters; [[kobold]]s and [[spriggan]]s can't use javelins, while [[troll]]s and [[ogre]]s might want to train further to boost [[large rock]]s.
  
====Weapon====
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The same strategy applies to [[Evocations]], but as they have no mindelay, you can choose to train them up to 27. A [[wand of acid]] and [[wand of iceblast]] remain great for the entire game, while hex wands still have plenty of weaker targets to disable. Many of the XP [[evocable]]s, such as a [[condenser vane]] or [[tin of tremorstones]], also have great effects when invested into.
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.
 
  
====Stealth====
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Once again, consider low-level utility spells like [[Apportation]], [[Blink]], and [[Animate Dead]]. By now, getting the skill for them should be much more realistic. Unless you plan to go beyond a 3-5 rune game, attacking spells simply won't be useful.
Now that you have lots of experience lee-way, consider dumping a decent amount here. No more then the early teens, though.
 
  
====Dodge====
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==Spell Focused==
Again, roughly the teens, possibly more.
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Spell focused characters focus their efforts on one or a few spells to do their deadly work.
  
====Shields====
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===Weapon===
If you're using a shield, get it to 15, if using a buckler, 5.  This removes the penalty for medium races (which is most), if you are a different size, you will need a different level.
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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]], one-handed weapons, or amazing [[unrand]]s.
  
====SpellCasting====
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===Spellcasting===
Spellcasting should second only your 9th level spells in importance by the end-game, if you even use 9th level spells. If your 6th level spells cost more than strawberry, you need more.
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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 in order to raise maximum MP.
  
====Fighting====
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===Spell Schools===
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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Assuming you've found a Zot viable spell, stick with that spell school. Think [[Bombard]], [[Summon Horrible Things]], [[Orb of Destruction]], or pretty much any level 9 spell. However, level 9 spells are difficult to cast if you don't have amazing aptitudes or some form of [[wizardry]].
  
====Spell Skills====
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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]].
Buff spells should reach either great or excellent, although if you always pre-buff you can get away with even as low as very good.
 
  
Damage spells below level 9, on the other hand, should be raised ''past'' excellent so they reap more benefits from higher spell power. If you feel like your survivability is fine at the moment, never be afraid to stick more into your damage spells.
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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.
  
==Armour Level==
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===Defense===
Again, as in the mid-game, your armour should reflect how high you want to cast spells.
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Once you get your Zot-killing spell viable, your defenses should become a greater priority. Typically, you'll want to train [[Fighting]] and [[Dodging]], as well as enough skill to cast while wearing a [[shield]]. All two-three skills should be raised above level 12 or so.
  
 
==Spell Choice==
 
==Spell Choice==
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===Choice by Armour===
 
===Choice by Armour===
Spells by armour level:
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====Light (Robe)====
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Going with a [[robe]], [[troll leather armour]], or lighter [[dragon scales]] is the most common choice for spell-focused players. It's 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====
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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.
Going robe/leather is the most common choice for spellfocused 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. Ogres 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.
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====Mid (Dragon Scales)====
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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 [[Borgnjor's Vile Clutch]], [[Bombard]], and [[Orb of Destruction]].
  
Really only tengu and deep elves can treat using a 9th level spell as a no-brainer decision.
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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  level 9 spells, or for those severely lacking in resists. Additionally, some species may be forced into it, with a lack of equipment options.
  
====Dragon Armour level====
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Furthermore, this is not a permanent decision, and heavy dragon armour may be used temporarily before learning higher level spells.
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]]
 
  
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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====Heavy (Plate)====
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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 worshippers of the god [[Cheibriados]], the divine [[demigod]]s, and those going past a 3-runer.
  
Furthermore, this is not a permanent decision, and dragon armour may be used temporarily before learning higher level spells.
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====Natural====
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Certain [[Talisman]]s will outright meld your armour with whatever your form provides. [[Statue Form]], [[Dragon Form]], and [[Storm Form]] all provide [[AC]], [[HP]], and/or [[EV]]. These transformations do not disrupt casting.
  
====Plate Mail level====
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Characters training a lot of [[Shapeshifting]] may enjoy the benefit of a [[Death talisman]], great for a 15-rune run, or simply closing out a 3-5 rune game. It does not meld any equipment slots, and provides interesting resistances and melee debuffs.
Plate mail and heavier is the choice for those foregoing offensive magic and high level buffs altogether. Anything above level 6 is out of the question, and generally anything above level 4 is a bad choice.
 
  
 
===Choice by category===
 
===Choice by category===
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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 them; it won't help you survive with your problems ''now''. Get your defenses and utility skill up, first.
  
Spells By category:
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All players relying mostly on magic for offense should learn a high level non-elemental damage spell for Zot. [[Lehudib's Crystal Spear]], [[Orb of Destruction]], [[Malign Gateway]], and [[Dragon's Call]] (for summoners) are all good choices. [[Spellforged Servitor]] is extremely helpful, if it can cast another high level damaging spell to begin with.
 
 
====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.  E.g., you got [[Bolt of Fire]] to excellent, so you learn [[Fire Storm]].  Additionally, unless you worship [[Vehumet]] (and sometimes even then)  you well 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.
 
 
 
All players relying mostly on magic for offense should learn a high level non-elemental damage spell for zot. [[Iron Shot]], [[IOOD]], [[Summon Dragon]] (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]]...
 
 
 
[[Abjuration]]: Level 3, instakills all those fiends a lich or deep elf summons.  A no-brainer (less so when it's replaced by mass abjuration)
 
 
 
[[Haste]]: Haste is of absolute importance to anyone who can cast it.  Just get it.  The only reason not to get haste is if you have a wand of hasting and several recharge scrolls, but even then it's a good idea.
 
 
 
[[Controlled Blink]]:  The penultimate spell for survivability, controlled blink is your main escape option in -cTele areas, as it will function as a semi-controlled blink, unlike blink + control teleport.  Learn it unless your character is terrible at translocations, probably even then.
 
 
 
[[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.  Still, CBlink will get you out of a bad situation, while borgnjor's will keep you in it with 7 less MP.  Definitely worth considering
 
 
 
[[Deflect Missiles]]:  Pretty awesome, but sometimes a bit overkill.  A fine choice for those with terrible survivability or for those with nothing else to put experience into.  However, if you choose not to use this, [[Repel Missiles]] is pretty mandatory.
 
 
 
[[Phase Shift]]: Nice for if you have to stair dance Vault:8 because you screwed it up, or if you're melee focused and want some upfront dodging.  That's.. about it really.  Still, it's only 5 spell levels and requires very little experience.
 
: I found it to be a shining spell for spellcasters with bad EV. Kind of stacks nicely with anti-missile spells. (One is going to train translocations anyway for the controlled blink) --[[User:BlueCrake|BlueCrake]] 00:10, 11 February 2012 (UTC)
 
 
 
[[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.
 
: Personally I've never used this for a 3 runer, has anyone tried it out? [[User:Greep|Greep]] 12:38, 15 January 2012 (UTC)
 
 
 
[[Silence]]: A superb spell for those in plate mail or heavier.  Keep in mind it is very dangerous to use without a wand of teleport, though, and it won't work on demons or an [[Orb of fire]]
 
 
 
[[Invisibility]]: Of questionable use for non-stabbers, mostly because of the terrible spell category.
 
:I have used this in ring form on a nemelex worshipper with cruddy resist in zot to survive storm dragons and draconians, though. [[User:Greep|Greep]] 12:43, 15 January 2012 (UTC)
 
  
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Low level spells start to become useless; physical options or Evocations are better for picking off foes.
  
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{{Guides}}
 
[[Category:Strategy Guides]]
 
[[Category:Strategy Guides]]

Latest revision as of 02:26, 27 May 2024

Version 0.31: 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 runes before leaving with the Orb of Zot. This guide builds off what was covered in mid-game strategy.

Wrapping up our skills for our characters...

Melee Focused

Melee focused players remain heavy armour, heavy damage, melee fighters.

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, but the biggest weapons require more training:

Even past mindelay, you can choose to keep training. The fine-tuning doesn't really matter at this stage; you can keep skill at the mindelay threshold, or continue training up to the maximum of 27. Weapons with lower mindelays, like demon whips and eveningstars, will want at least a little more skill in order to improve their damage.

By now, many of the rarer weapons start to become available. Consult the weapon choice article for more details, though switching weapon schools by this stage is rarely a good idea. Regardless, Short Blades users should start considering 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 anywhere from 10, up to the javelin mindelay of 16. Don't throw them all the time, or they'll run out quick (unless you are worshipping Okawaru). Size matters; kobolds and spriggans can't use javelins, while trolls and ogres might want to train further to boost large rocks.

The same strategy applies to Evocations, but as they have no mindelay, you can choose to train them up to 27. A wand of acid and wand of iceblast remain great for the entire game, while hex wands still have plenty of weaker targets to disable. Many of the XP evocables, such as a condenser vane or tin of tremorstones, also have great effects when invested into.

Once again, consider low-level utility spells like Apportation, Blink, and Animate Dead. By now, getting the skill for them should be much more realistic. Unless you plan to go beyond a 3-5 rune game, attacking spells simply won't be useful.

Spell Focused

Spell focused characters focus their efforts on one or a few spells to do their deadly work.

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, 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 in order to raise maximum MP.

Spell Schools

Assuming you've found a Zot viable spell, stick with that spell school. Think Bombard, Summon Horrible Things, Orb of Destruction, or pretty much any level 9 spell. However, level 9 spells are difficult to cast if you don't have amazing 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 greater priority. Typically, you'll want to train Fighting and Dodging, as well as enough skill to cast while wearing a shield. All two-three skills should be raised above level 12 or so.

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 (Robe)

Going with a robe, troll leather armour, or lighter dragon scales is the most common choice for spell-focused players. It's 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.

Mid (Dragon Scales)

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 Borgnjor's Vile Clutch, Bombard, 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 level 9 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.

Heavy (Plate)

Plate armour, as well as crystal plate armour and gold dragon scales, are the choice for those foregoing offensive magic altogether. Exceptions include worshippers of the god Cheibriados, the divine demigods, and those going past a 3-runer.

Natural

Certain Talismans will outright meld your armour with whatever your form provides. Statue Form, Dragon Form, and Storm Form all provide AC, HP, and/or EV. These transformations do not disrupt casting.

Characters training a lot of Shapeshifting may enjoy the benefit of a Death talisman, great for a 15-rune run, or simply closing out a 3-5 rune game. It does not meld any equipment slots, and provides interesting resistances and melee debuffs.

Choice by category

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 them; 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. Lehudib's Crystal Spear, Orb of Destruction, Malign Gateway, and Dragon's Call (for summoners) 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 or Evocations are better for picking off foes.

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