Difference between revisions of "Stash"

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(0.21: removed some legacy strategy, modernized the approach to stashes.)
 
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[[Image:Stash.jpg|right|thumb|200px|The Lair:2 stash of a [[Kobold]] [[Artificer]].]]
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{{version021}}
  
A '''stash''' is a location for storing items you cannot carry, but may need later. Since intelligent monsters can pick up items like weapons and wands 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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[[Image:Stash.jpg|thumb|right|200px|An elaborately arranged Lair:2 stash.]]
  
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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Technically, a '''stash''' is any item which has been left on [[the Dungeon]] floor. In more common usage, however, a stash is a location in which a player dumps any items they do not wish to carry around at all times, but which may be useful later. Although there are arguments both for and against creating a massive, centralized stash for all your loot, all players will at some point or other need to drop items to open inventory space.
  
Good stash locations include:
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==Strategy==
*'''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. Multiple portals to the Vestibule are found on the last levels of the Dungeon for ease of access, but remember that all portals close when you pick up the [[orb of Zot]], cutting off access!
 
  
[[Category:Item]]
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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. bread ration, +1 helmet), item categories (body armour, Maces & Flails, wand), and even particular resistances or intrinsics.
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In earlier versions of the game, it was beneficial to create centralized stashes on certain levels, such as [[Lair]]:2, to prevent wandering monsters from picking up items or even destroying them. In modern versions of Crawl, this is no longer necessary.
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Creating small stashes of surplus loot at central locations in the dungeon can still be useful before descending deeper into some branches. It's also a good idea to drop some of your stuff before entering a timed [[portal]] to prevent problems with a full inventory.
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==History==
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*In [[0.22]], spellbooks will be treated in the same way as gold, no longer requiring you to have them in your inventory or standing on them in order to memorize spells. This further reduces the need for stashing.
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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. Also, items had [[aum|weight]] and would eventually be too much of a burden for your character to carry. These facts greatly influenced how players chose what to stash and what to carry. Also, all teleport traps were permanent, and characters with [[stasis]] could use them as untouchable stash sites.
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[[Category:Items]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 12:28, 16 April 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
An elaborately arranged Lair:2 stash.

Technically, a stash is any item which has been left on the Dungeon floor. In more common usage, however, a stash is a location in which a player dumps any items they do not wish to carry around at all times, but which may be useful later. Although there are arguments both for and against creating a massive, centralized stash for all your loot, all players will at some point or other need to drop items to open inventory space.

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. bread ration, +1 helmet), item categories (body armour, Maces & Flails, wand), and even particular resistances or intrinsics.

In earlier versions of the game, it was beneficial to create centralized stashes on certain levels, such as Lair:2, to prevent wandering monsters from picking up items or even destroying them. In modern versions of Crawl, this is no longer necessary.

Creating small stashes of surplus loot at central locations in the dungeon can still be useful before descending deeper into some branches. It's also a good idea to drop some of your stuff before entering a timed portal to prevent problems with a full inventory.

History

  • In 0.22, spellbooks will be treated in the same way as gold, no longer requiring you to have them in your inventory or standing on them in order to memorize spells. This further reduces the need for stashing.
  • 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. Also, items had weight and would eventually be too much of a burden for your character to carry. These facts greatly influenced how players chose what to stash and what to carry. Also, all teleport traps were permanent, and characters with stasis could use them as untouchable stash sites.