Difference between revisions of "Delver"
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{{flavour|Delvers have, through some mishap, found themselves several floors below the surface of the dungeon. They're equipped with a wide variety of magical escape tools, and are well advised to use them to travel to earlier dungeon floors as quickly as possible.}} | {{flavour|Delvers have, through some mishap, found themselves several floors below the surface of the dungeon. They're equipped with a wide variety of magical escape tools, and are well advised to use them to travel to earlier dungeon floors as quickly as possible.}} | ||
==Preferred Races== | ==Preferred Races== | ||
− | + | [[Gnoll]], [[Felid]], [[Spriggan]], [[Kobold]], and [[Vampire]] are the recommended races if you pick a Delver Background. | |
− | [[Felid]], [[Spriggan]], [[Kobold]], and [[Vampire]] are the recommended races if you pick a Delver Background. | ||
==Starting Equipment== | ==Starting Equipment== | ||
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==Strategy== | ==Strategy== | ||
− | Delvers are bound to luck; a stray [[orc priest]] or [[ | + | Delvers are bound to luck; a stray [[orc priest]] or [[centaur (monster)|centaur]] noticing you can end your game instantly. Thankfully, you start with high [[Stealth]] to (hopefully) avoid said encounters; playing as a naturally stealthy species like a [[Spriggan]] or [[Gnoll]] boosts Stealth even higher. [[Formicid]]s, oddly enough, also benefit; they can dig through walls safely and can sense enemies with their antennae. Use your starting equipment wisely: a [[scroll of fear]] can scare away enemies reliably, a [[scroll of magic mapping]] can let you scout a floor for escape routes or potentially dangerous [[vault]]s, the [[potion of haste]] gives you the speed to run away from fast foes such as [[killer bee]]s and [[adder]]s, and the [[wand of digging]] can help in getting to a stair safely. |
− | One strategy, albeit unreliable, is to use your magic mapping in order to find the [[Temple]] or an altar early. This may be considered start [[scumming]], but gives you a competent god as soon as D:1. The current [http://crawl.xtahua.com/crawl/morgue/Sapher/morgue-Sapher-20210612-102449.txt lowest-turncount game] used Delver in order to find an [[Okawaru]] altar on | + | One strategy, albeit unreliable, is to use your magic mapping in order to find the [[Temple]] or an altar early. This may be considered start [[scumming]], but gives you a competent god as soon as D:1. The current [http://crawl.xtahua.com/crawl/morgue/Sapher/morgue-Sapher-20210612-102449.txt lowest-turncount game] used Delver in order to find an [[Okawaru]] altar on turn 1. |
==History== | ==History== |
Revision as of 20:06, 29 September 2021
Delvers have, through some mishap, found themselves several floors below the surface of the dungeon. They're equipped with a wide variety of magical escape tools, and are well advised to use them to travel to earlier dungeon floors as quickly as possible. |
Preferred Races
Gnoll, Felid, Spriggan, Kobold, and Vampire are the recommended races if you pick a Delver Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 weapon of choice (hand axe, spear, short sword, falchion, mace, or unarmed)
- +0 leather armour
- Scroll of fog
- Scroll of fear
- Scroll of magic mapping
- Potion of haste
- Wand of digging with 3 charges
Delvers start on Floor 5 of the Dungeon, always on top of a downstair.
Starting Skills and Stats
Adjusted for your species' aptitudes:
Choosing Delver adds 4 to your starting Strength, 2 to your starting Intelligence, and 6 to your starting Dexterity.
Strategy
Delvers are bound to luck; a stray orc priest or centaur noticing you can end your game instantly. Thankfully, you start with high Stealth to (hopefully) avoid said encounters; playing as a naturally stealthy species like a Spriggan or Gnoll boosts Stealth even higher. Formicids, oddly enough, also benefit; they can dig through walls safely and can sense enemies with their antennae. Use your starting equipment wisely: a scroll of fear can scare away enemies reliably, a scroll of magic mapping can let you scout a floor for escape routes or potentially dangerous vaults, the potion of haste gives you the speed to run away from fast foes such as killer bees and adders, and the wand of digging can help in getting to a stair safely.
One strategy, albeit unreliable, is to use your magic mapping in order to find the Temple or an altar early. This may be considered start scumming, but gives you a competent god as soon as D:1. The current lowest-turncount game used Delver in order to find an Okawaru altar on turn 1.
History
- Delvers were added in 0.26.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |