Speed running

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Version 0.28: This article may not be up to date for the latest stable release of Crawl.

Speed running is a type of informal conduct designed to test a player's skill, creativity, resourcefulness, or, perhaps most importantly, luck. There are two types of speedruns: real time (clock time) and turn count. Either way, you try and ascending with the fastest/lowest time possible.

How Fast is Fast?

Ascensions are typically completed in 60,000 to 160,000 turns and can take a few hours to days depending on the play style. A speed run in real time will aim for less than 3 hours of play time. Turn count speed runs are typically below 30,000 turns. This, of course, is where you obtain only 3 runes.

Real Time

  • Deep Dwarf Fighter of Makhleb is a popular choice, and one that currently holds the world record. Deep Dwarves' heal wounds ability lets you win otherwise out of depth fights, Fighter gives immediately strong gear and a one time out in a potion of might, and Makhleb makes up for your lack of passive regeneration.
    • Other melee warriors, such as Minotaur and Gargoyle, can still be very fast! Melee is always preferred over magic; autofighting is much more reliable if you have the armor and HP to back it up. For these characters, Makhleb is less necessary, but still helpful. You also (almost always) want Axes, as they make crowded situations that much simpler.
  • Autoexplore and autofight are your friends!
  • You don't have to explore every level; even when autoexploring, it wastes valuable time.
    • Exactly how much have to explore is fairly arbitrary - it depends on lots of luck!
    • In a similar vein, the Orcish Mines and even Vaults are completely optional to clear. You might visit them to get a specific item, or if you are ill-prepared for the challenges ahead.
  • Use macros and rc file options in order to automate less useful tasks. For example, you can set emergency items like scrolls of blinking and potions of haste to specific keys with either autoinscribe += <item>:@<command><key> or item_slot ^= <item>:<letter>.

Low Turn Count

  • Like Real Time runs, Deep Dwarves reign supreme. Instead of wasting hundreds of turns regenerating, your heal wounds ability can solve that instantly. The fast-regenerating Vine Stalker works, but most melee races will still do fine. Jiyva, if you are lucky enough to find it early, also provides regeneration (even to DD).
    • For other species, bread swinging - or swinging a non-weapon over and over - will cause you to waste more time (regenerating more) for the same amount of turns. Better yet, avoid resting as much as possible by exploring, potentially at floors you've skipped, at low health.
    • Cheibriados lets you explore to the same effect, with a noticeable stat boost and LOS-wide attack in Slouch. However, its impact matters less for a 3 rune game.
  • Careful movement is a must; autoexplore is very inefficient.
    • Even when scrounging for resources, it isn't good to travel over half the floor for a few segments of unexplored dungeon.
    • Skipping floors is even more important than during real time runs. Floors will always take hundreds of turns to clear.
    • The Delver class allows you find an altar quickly, and even skip the first 4 floors entirely (at least, until the orb run). Deep Dwarf has the combat prowess to do so. Other combos can dive down to D:4, killing enemies along the way.
  • The current world record run, done by Sapher on Mar. 31 2022, was a Deep Dwarf Delver. It lasted 5246 turns.
    • Similar to other two best turn count games, this Dwarf worshipped Okawaru. Okawaru's Heroism is effective for boosting both offence and defence, and Finesse further helps underlevelled characters beat tough fights. Because your level will be naturally low, Oka will find lots more honor in your kills (and grant piety accordingly).
    • Another reason to pick Okawaru is weapon, armour, and ammunition gifts. Unlike Sapher's previous world record, this character relied heavily on boomerangs and javelins, especially in the second half of the game.

Rune Strategy

  • The slimy rune is often the most reliable 3rd rune. Even low level players can tackle The Royal Jelly with items like throwing nets, javelins, and/or a scroll of immolation. See TRJ's page for more details.
  • The abyssal rune is convienent if you happen to get banished. Forceful banishment (including from distortion) also plunges you deeper into the Abyss. If you've preserved a few scrolls of blinking, grabbing the rune should be possible. Finding the rune itself is a measure of luck, but its potential speed might make it even faster than Slime.
  • Most of the time, the Vaults rune is inefficent. Not only do you have to go through all 5 floors of a fairly large branch, but even if you cleared Vaults:1-4, V:5 isn't easy to skip. Vault wardens might lock out the stairs above, while fake runes serve to deter ninjas even more.

See Also

History

  • Equipment became auto-identified in 0.27, making gifting gods more viable to speedrun.
  • Makhleb's HP heal was nerfed in 0.27, impacting how easy the heavily reliant Deep Dwarves are to play.
  • In 0.26, and 0.27, there existed a bug where quivering a god ability would let you use it, even when you switched gods (say, to Uskayaw).
  • In 0.21, Necromancer started with Borgnjor's Vile Clutch, an incredibly strong and useful spell. This was most commonly used for 15 rune LTCs.
  • 0.12 introduced cleaving to all Axes.
  • Autoexplore was conceptualized in the roots of Stone Soup, while 0.6 introduced autofight.