Talk:Octopode

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Revision as of 12:07, 3 April 2013 by Bwijn (talk | contribs) (Beastly Appendage: new section)
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shield logic?

How come that you can train shields as an octopode without even having one (not even condensation shield)? Do tentacles count as natural shield as well? -- Bwijn 09:28, 9 March 2013 (CET)

Oops, I got it myself: carrying a Rod of Warding is enough to make you train-worthy. -- Bwijn 09:45, 9 March 2013 (CET)

Difficulty of Play

IMO the present profile "easy" in "Difficulty of Play" is completely wrong. It should be "hard". Octopodes have (like merfolk) the aquatic advantage in the branches Shoals, Swamp and Abyss (free escape routes, no water delay). The availability of "wish list" rings is mostly *very bad* for a long stretch of road in early and mid game. To get a decent wizard hat or randart buckler (the only possible armour pieces) you probably need to use several scrolls of acquirement. Resistances are a big problem. - Your trump is a high stealth value (Aptitude of "3") as soon as possible so you can assasinate most menacing brutes. Sum up: quite difficult to survive as an octopode character! -- Bwijn 12:53, 3 April 2013 (CEST)

Beastly Appendage

I've read with much interest the contributions of Spudwalt as for Beastly Appendage - Diff. I've tried out octopodes 3-4 times, leading those to harvest "easy" runes. The Beastly Appendage spell I used to learn in early game to train Unarmed combat and transmutations magic and replace it in midgame by more effectful spells. Anybody out there who is able to give reliable experience on the usefulness of "Beastly Appendage" in mid game sandard situations? Do the added auxiliary attacks (claws, horns, talons) provided by Beastly Appendage and Unarmed combat are worth to carry on with the spell? -- Bwijn 13:07, 3 April 2013 (CEST)