Dungeon Crawl Stone Soup Guide

Nov 21, 2010. If you are interesting in playing a Roguelike, most people would recommend Stone Soup, which is a fork of Linley's Dungeon Crawl. ADoM is regarded as very good but also devilishly hard and really intended for more experienced players. I personally have had very good experiences with ToME – a fork of.

I know it was a lot of work, but if you do another one it might be a good idea to slow it down quite a bit. I had trouble following much of it, and I'm not really the sort of player who needs a walkthrough. I expect a genuinely new player might find themselves mesmerized by the way your autotravel seems to teleport you around the first few dungeon levels, and every so often enemies just splatter against you. They'd completely miss the significance of many of the tactical moves you make, like pulling into the corridor to berserk on that jackal pack. I watched quite a bit of your video, and it is amazing how fast you speed through and even deal with complex situations. I need ayoutube player I can slow down to quarter speed or maybe rip it to video and use VLC, One thing I learned that I didnt know/think was possible was the ability to have a couple of allies at the same time summoned, Another thing I noticed was that you didnt train one skill at a time but did 3 Most people say max out that axe before switching to armor/fighting. Anyway, thanks for video it leaves alot to be examined.

Dungeon Crawl Stone Soup Guide

Yoshi wrote:I watched quite a bit of your video, and it is amazing how fast you speed through and even deal with complex situations. I need ayoutube player I can slow down to quarter speed or maybe rip it to video and use VLC, One thing I learned that I didnt know/think was possible was the ability to have a couple of allies at the same time summoned, Another thing I noticed was that you didnt train one skill at a time but did 3 Most people say max out that axe before switching to armor/fighting. Anyway, thanks for video it leaves alot to be examined.

It really depends. I like having a bit of extra HP and AC from fighting and armor. Going all into axes and playing as a glass cannon is a perfectly viable option though. MarvinPA wrote: 9028. Cashybrid the Eviscerator (L22 FeBe), worshipper of Trog, escaped with the Orb and 3 runes on 2011-04-05, with 1295305 points after 91333 turns and 1:05:11. (Not to take away from Elynae's achievement in the least, but cashybrid is a perfectly legit win).

I tought it used a bot. At least the morgue file is full of messages like 'FLEEING' 'Berserk ended' etc, I do not think that anybody types those while playing a speedrun - so I guess at least cashybrid used macros heavily. If I'm right, is the source for the bot/macros are available?

Well the name itself 'cashhybrid' (hybrid with bot and casmith789) sort of gives away that it is largely bot-usage, no? In my opinion you are no longer playing yourself when you are actually using LUA scripts to take semi-advanced decisions for you.

'Tab' is still you deciding 'I'll attack now', similarily with 'o' and 'I'll explore now'. The only decision involved in using a bot is 'is this situation so dangerous that I need to do it myself', and things like 'do I flee', 'do I BiA', or even 'do I quaff potions' (I think? I don't have much bot experience) are taken care of. And these decisions matter more than 'in which direction do I attack' especially since you usually do that in a corridor. 'Perfectly legit win' can only really mean 'without exploiting any bugs' in this context.

I think it's only fair that??hall of fame lists human players. And yes, I know that I am 'somewhat' biased but I do have some arguments. I hopefully will beat that record soon and then there will be no discussions. I was only 3 minutes away last time and I have been in Zot at 50 minutes before. I feel pretty comfortable leaving bots off the real-time speedrun list. In principle, the game is completable by a sufficiently sophisticated bot, and at that point the only factor that matters to the real-time speed of the run is the power of the machine running the bot. It really doesn't make for an interesting list at that point.

Cashhybrid is an interesting exercise in coding, and its successes have useful implications for the design of the game, but there's really no point in pretending that a machine can 'play' in any meaningful sense. I realise that the last post I made where I said what I think of the difference between human play and bot play isn't very good. It's a topic that one can't really discuss constructively because the limit between human and bot becomes completely arbitrary once you accept o and tab as human play. I had the idea that bot play = automated defensive actions, such as fleeing or healing per potions, but that doesn't cover everything I think of as bot play, and doesn't accept things like creating a RMsl macro as human play, which is stupid too. So that's a dead end. Personally, I think cashhybrid is skillfully made but has little to do with actual playing skill, with the exceptions of the parts where casmith789 played of course, but yeah, it isn't more than a personal opinion backed by no real arguments because I think o and tab are perfectly fine. I don't know much about bot play and apparently it involves more player interaction than I believe or so I am told in IRC.

In addition, the knowledge bots don't care about this issue and will just list the fastest win. I guess I'll just steal some LUA scripts and break the record with ease.

In view of all the votes that have been put here, I've decided to give Stone Soup a try. I obviously still suck at it, I've only played around a dozen games. Trying a magic-user, I've found I die really, really often because first-level spells really don't do much damage at all. The only way I got a little further was by using a Mountain Dwarf Earth Elementalist to get initial spells, and then just bash at the enemies. Mplab Xc8 C Compiler Keygenguru Software. However, whenever I put some heavier armour, all the spells fizzle (kinda like nethack).

* Start with fighters, as they usually have an easier time at the start. Since class does not restrict what you can do, you can always learn spellcasting later to have some spells ready. Good races to 'evolve' into spellcaster are Mountain Dwarf (to start learning Earth magic), and I think High Elves and such. Look at the.txt's that come with the game, in one of them there is a experience needed/skill for any race (in that table, the lower the number the better) * Use dodging instead of heavy armour to cast spells.

I cannot remember now which armours are for Dodging and which for Armour, but I think it was Dodging for any armours with EV = 2 or higher. * If you *really* have to play a spellcaster, I think Deep Elf Conjurer is one of the most powerful. Just remember to train fighting when you encounter easy monsters to have more HP.

I have personally have success with Mountain Dwarf Fighters. If you get armour high enough, it doesn't hinder spellcasting as much, and at the start they are pretty good. Just remember to choose Axe or Mace for the weapon choice, as Swords depend on Dex and Axes and Maces on Str, which the Dwarves get pretty high at their advancement tree (again, look for some tables on the advancement path for the races). If you want to focus on spellcasting later, you'll have to sink up some of the advancement points you get on Int. Darts are your friends early on. Dwarves have a good skill rate for darts, so you might want to spend some early experience on rising it up (at least, until you can upgrade to either crossbows or Earth Magic). Also, the most successful strategy against Ogres is throw them a poison needle and run away.

If they survive the first, shoot them one more and repeat. They'll be down on some turns. Failing that, just run the hell away About Orcs, they are not that hard if you actually manage to avoid them until you are stonger, and always remember to pick them one by one. Avoid Warriors and Priests, specially if your level is low.

Also, poisoned needles or darts can really help here too. Another tip is that healing potions are the most common in the dungeon, so if you have a pile of 6 or 7 un-id'd potions, chances are they are of healing, so remember to use them when things start to get bad. Dead men need no potions. I think the most common scroll is identify or blink, I am really not sure. Speaking of which, save identify scrolls for thing you really cannot identify for yourself (artifacts, strange rings or amulets, etc).

Do not spend it on potions or scrolls. A good tip to identify bad potions and scrolls is to buy one at the shops. They cost very little and in that way you'll recognize all of them. You can also buy a scroll or potions you *really* want to be able to identify later, but the better the item, the higher the price. And that's all I know, as I am a newbie too. I hope it helps you! Dungeon Crawl Stone Soup version 0.2.7 (crawl-ref) character file.

Anvilfolk the Cleaver Race: Hill Dwarf Res.Fire:... Class: Gladiator Res.Cold:... Worship: Elyvilon* Life Prot.:...

Level: 10 Res.Poison:. Exp: 9909 Res.Elec.:. Next Level: 10087 Exp Needed: 178 Sust.Abil.:. Spls.Left: 9 Res.Mut.:. Gold: 188 Res.Slow:.

HP: 86 MP: 4 Weapon: +0,+3 hand axe (chop) Str: 21 Armour: +0 orc plate mail Int: 0 (4) Shield: +1 dwarf buckler Dex: 15 Helmet: +0 helmet AC: 17 Cloak: +1 elf cloak Evasion: 6 Gloves: Shield: 4 Boots: Amulet: Play time: 00:49:50 Ring: +3,+5 ring of slaying Turns: 11426 Ring: ring of sustenance You are on level 11 of the Dungeon. You worship Elyvilon. Elyvilon is pleased with you.

You are not hungry. Well, I really recommend stopping Axes once they are high enough and let some points sink into Armour and Fighting before turning it on again. Try to have the most important skills at a high level, as sometimes more bonus from armour or more HP from fighting (I think) can really help. About those impossible monsters, my advice is to run the hell away. There are plenty of monsters in Crawl that are very difficult to kill for certain character combinations. About Gods, I think Okawaru and Mahkeb are both good choices for a meleer.

Maybe Trog too. Okawaru and Trog grant a lot of nice items, and their invocations really help, and Mahkeb gives you some ranged attacks and some summoning, IIRC. Just be sure to keep your gods happy and you'll be fine.

The 'Good' Gods maybe are more powerful later on, when you have the full range of invocations and lots of piety to spend. Also, remember to use those wands on monsters, specially when you need some extra punch. About Dex increasing to-hit, I think that is only for Dex-based weapons, like ranged and Swords.

For Axes and Maces and such, it's Str for to-hit and damage, so use that extra Str from Hill Dwarves to kick some butt. I really don't know if it is a good idea to sink into Dex, as heavy armour restricts your maximum EV bonus, I think. You'll have to wait for someone who knows more about Crawl than me to answer this. Well, it was my first encounter with a statue - and it apparently sucks down your stats. I didn't even notice. I have to remember to keep an eye out for the low stats, because apparently if ANY stat reaches 0, you're dead. I wasn't having any problems at all, I was taking on everyone and coming out laughing.

I also gave fair use to wands of lightning. And I realized that by the time I finally got Elvyllion to like me, gaining a couple of hit points from the first ability didn't really matter. I also don't think Hill Dwarves are any good at the 'healing skill' (Invocation? Nah, that's summoning, isn't it?).

I'll bet on a war god next time. And definitely stay away from statues!

Oh, and get it all on Strength! Well, only in the next study break. Thanks for the tips! Please keep in mind I do not play spellcasters often, as I think they are harder than other kinds early on. Some stuff I said on older posts apply for casters too (like buy-id'ing), but some tips to survive early on are: * Deep Elf Conjurers are the most powerful spellcasters. You might want to check them out. * Use Dodging instead of Armour, to avoid casting failures.

* Try to use Dex-based weapons, as it is fairly probable you'll end up having more Dex than Str. I think short blades and staves are a good option (although I do not know for sure). * I think Vehumet is a nice god for spellcasters, as he grants books and helps with mana regeneration (IIRC).

* *Always* take some time to rest ('5') and recover all of your spell points/health prior to *any* combat. * Also, if you have some spare experience because you managed to kill a powerful monster, you can do the called 'victory dance', which consists on spamming a spell the school(s) of which you want to train.

* Remember to buff yourself, if possible, prior to combat. * The less enemies you alert, the better. Perhaps it's not a bad idea to let some points into Stealth. * Maybe it's a good option to have a ranged weapon, for those hard times.

Poisoned needles are great, as well as darts, early on in the game. Otherwise, stick to bows.

Well, that's all. I hope it serves you, although, as I said, spellcasters are not my specialty at all. Actually, when you turn a skill 'on' (+) it will mean that the unallocated experience will go into it the next time you use it. Skills that are off will still gain experience, but only by direct usage, and to a smaller extend, it will not use the 'pool'.

***mild spoiler warning*** If you have allocated a lot of experience, you can direct it onto certain skills, for example cast around at walls, or let yourself get hit by a rat (for shield). It´s called victory dancing and is regarded as scumming by some. On a personal note, I find it is ok, crawl is hard enough as it is. It only works on some actions, for most skills you still must actively pursue fighting or other dangers to channel your experience. Edit: I have a question on my own behalf though. I have a dwarf fighter, str 22 int 15 dex 10 (ring of +5 int).

He recently learned spellcasting and evocations. I can´t seem to memorize any spell though I have books. Do I need to get higher in spellcasting? Even with level 1 spells I get 'very hard to learn' - do I need specific earth or fire books? ^^ edit: I know now, thick armour and spellcasting won´t work. The char died by now, blasted by an elven wizard. Still my best so far.

% matplotlib inline from __future__ import division from matplotlib import pyplot as plt import pandas as pd import numpy as np from IPython.display import Image from vis_common import load_store, load_games import winrate FS = ( 10, 6 ) # Reasonable default figsize QUANTILES = [ 0,. ] QUANTILE_LABELS = [ '0-25%', '25-50%', '50-70%', '70-85%', '85-95%', '95-100%' ] store = load_store () g = games = load_games () g [ 'wr' ] = winrate. Smoothed_winrate ( g ) g [ 'quantile' ] = pd. Qcut ( g [ 'wr' ], q = QUANTILES, labels = QUANTILE_LABELS ).

A 'newbie trap' is an ill-advised gameplay decision that inexperienced players are likely to make because they don't know any better. For example, before version 0.14, the entrance to the Orcish Mines would appear between levels 6-11 of the dungeon - on average, earlier than the less-deadly Lair of Beasts. Experienced players (and those who read walkthrough guides) knew to look for the lair first, and backtrack to the mines later. Newbs would go straight into the mines and get crushed. In this post, I'll try to use data to test the validity of some putative newbie traps. Methodology (Details for nerds - feel free to skip) I assigned each player a smoothed winrate estimate - see for more details. I associated with each game the winrate estimate of the player, and then partitioned the games according to quantiles of the smoothed winrate.

For each 'trap', I'll be comparing behaviour between these slices, either all simultaneously, or pitting some of the bottom range against the top (e.g. The bottom 25% vs. The top 10%).

A few technical notes: • Yeah, the quantiles aren't evenly distributed. There's more interesting variation at the top. • The quantiles are calculated with respect to the set of games, not players.

The '0-25%' quantile bounds the bottom quarter of games (measured by player winrate), not the bottom 25% of players. (It was just a little simpler to do this way. Also, doing player quantiles would have exacerbated the asymmetry, since the top 10% of games by winrate were played by the top ~3% of players). (Each bar corresponds to a subset of games grouped by player 'talent' (= smoothed win rate estimate). 0-25% is the bottom quarter, 95-100% is the top 5%) Seems like a pretty clear trend!

The top 5% of games in particular involve half as much mutagen consumption per turn as the bottom half. On average, the games on the far right are lasting a lot longer than the ones on the left. If all players liked to quaff a bunch of mutations early on and never again after, then normalizing by number of turns would have the effect of making longer games seem less mutation-happy. Just to be safe, let's control for this. I'll fix some turn count N, and ask: of the games that last at least N turns, how many potions of mutation are quaffed before turn N? Characters in the bottom-half consistently reach a given level of spellcasting a full player level before characters in the top 15%.

(Note that skill level is on the x-axis and player level on the y-axis. The transpose seems more natural, but this arrangement better reflects the underlying data. Morguefiles give the player level (XL) when each skill levels up, not the other way around.

Technically each point should be read as 'of DEWz characters that reached Spellcasting level x, the average XL at which they did so was y') Let's throw together a bunch of popular caster species and backgrounds, to make sure this isn't a fluke specific to DEWz's. This'll also give us a big enough sample to extend the comparison to late-game. Well that's much more compelling.

One interesting thing to note is that the players in the bottom quarter here are actually not likely to be newbs in the literal sense. There are virtually no wins in the bottom half. What separates the two bottom quarters is the size of their track record of failure. Players in the bottom quarter have all played 250+ games without a win. Players in the next quarter have a mere streak of 50-250 losses (or, rarely, a single win out of >1,000 games). So it might be more correct to say that this suggests that successful players are attracted to deep dwarves and unsuccessful players (not necessarily inexperienced players) are uninterested in DDs.

Early rune grabs A couple months ago I introduced my boyfriend to DCSS, and it's been a lot of fun watching him progress. He's committed to not reading spoilers until he's won a game, so he's a great subject of observation when it comes to newbie traps. He recently got his ever. How he managed it at level 15, I have no idea. I was playing a Deep Elf in parallel with his, and I picked up my first rune at level 18, after having cleared the Dungeon, the Orcish Mines, and the first 3 floors of the other S-branch.

He cleared up to D:9, cleared the Lair, then waltzed straight down to the bottom of the Swamp. I would guess that this is not an uncommon mistake.

When you get to a staircase, the natural thing is to go down it. Incrementally clearing and backtracking isn't an obvious strategy. And the spike in danger of the final floor of a branch is something you either read about, or learn from painful experience. ( has a cool idea about restructuring the dungeon to make this less of a trap.).