YAVP: First 15-runer! (DGTm)


Yet Another Stupid Death - Find a particularly innovative way to get killed? Share your pain!
Yet Another Victory Post - Brag about your bad-ass character and all your runes and whatnot.
Characters in Progress - share promising or interesting characters that are not dead yet.

User avatar

Vaults Vanquisher

Posts: 482

Joined: Thursday, 16th December 2010, 21:08

Location: Savannah, Ga.

Post Tuesday, 14th June 2011, 23:51

YAVP: First 15-runer! (DGTm)

My last two online wins have been with Demigod. My DGWz got 11 runes (two demonic) but didn't have the resistances needed to get anywhere in Hell. So I decided to keep riding the Demigod train and finally got a transmuter up and running. A great start had him necromutating by Vault, and then an early spellbook find of Airstrike allowed me to pump air magic to get Tornado castable. Probably the most powerful character I've ever had in DCSS.

Didn't go Zig diving despite having one on D:3 at a reasonable price (only 3k) just because I didn't want to screw up the character.. now I can say I've finally gotten the 15-runer under my belt and also seen a Transmuter all the way through the end.

Demigod stats are outstanding for casters. Having the INT to have the high-powered spells castable early on makes all the difference. I don't know how well those stats would translate to a melee character since it seems like higher INTs make casters better at a substantially better rate than a STR/DEX character would make a fighter.

  Code:
Dungeon Crawl Stone Soup version 0.8.0-178-g5053f60 character file.

8460882 tcjsavannah the Anemomancer (level 27, 224/224 HPs)
             Began as a Demigod Transmuter on June 9, 2011.
             Escaped with the Orb
             ... and 15 runes (of 15 types) on June 14, 2011!
             
             The game lasted 1day 09:05:09 (206238 turns).

tcjsavannah the Anemomancer (DGTm)             Turns: 206238, Time: 1, 09:05:09

HP 224/224       AC 11     Str 28      Exp: 27/3466705 (2374)
MP  46/46        EV 33     Int 37      God:
Gold 13652       SH  0     Dex 24      Spells: 15 memorised,  2 levels left

Res.Fire  : + . .   See Invis. : .      - Unarmed
Res.Cold  : + + .   Warding    : . .  Q - +0 robe "Leocusom" {Str+3 Int+4}
Life Prot.: . . .   Conserve   : .    (no shield)
Res.Acid. : . . .   Res.Corr.  : .    w - +2 hat of the Alchemist {rElec rF+ rC+ MR}
Res.Poison: +       Clarity    : .    K - +0 cloak {rPois}
Res.Elec. : +       Spirit.Shd : .    U - +2 pair of elf gauntlets {Str+3}
Sust.Abil.: . .     Stasis     : .    g - +2 pair of boots of the Assassin {+Inv Dex
Res.Mut.  : +       Ctrl.Telep.: +    c - amulet "Sohof" {rMut Str+3}
Res.Rott. : .       Levitation : .    r - ring "Raseem" {Wiz rC+ Str+4}
Saprovore : . . .   Ctrl.Flight: .    t - ring of teleport control

@: very slightly glowing, extremely resistant to hostile enchantments,
extremely stealthy
A: Str +1
a: Evoke Invisibility


You escaped.
You were not hungry.

You visited 18 branches of the dungeon, and saw 113 of its levels.
You visited Pandemonium 1 time, and saw 37 of its levels.
You visited the Abyss 2 times.
You visited 1 Labyrinth.
You visited 2 bazaars.
You visited 2 portal chambers: bailey, ice cave.

You collected 19598 gold pieces.
You spent 5966 gold pieces at shops.

Inventory:

Hand weapons
 f - a +1,+0 elven short sword of distortion
 i - a +0,+1 orcish dagger (quivered)
 m - the +7,+7 Sceptre of Asmodeus
   (You took it off Asmodeus on level 7 of Gehenna)
 p - the +4,+4 Staff of Dispater
   (You took it off Dispater on level 7 of the Iron City of Dis)
 O - the +1,+3 long sword "Psarusm" {unknown, flame, rC+}
   (You found it in Pandemonium)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents. Big, fiery blades
   are also staple armaments of hydra-hunters.
   
   
   It protects you from cold.
Armour
 g - the +2 pair of boots of the Assassin (worn) {+Inv Dex+3 Stlth++}
   (You acquired it on level 2 of the Lair of Beasts)   
   
   
   It affects your dexterity (+3).
   It lets you turn invisible.
   It makes you much more stealthy.
   
   These boots were specially designed by the Assassin's Guild.
 w - the +2 hat of the Alchemist (worn) {rElec rF+ rC+ MR}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   
   
   It protects you from fire.
   It protects you from cold.
   It insulates you from electricity.
   It increases your resistance to enchantments.
 K - a +0 cloak of poison resistance (worn)
 Q - the +0 robe "Leocusom" (worn) {Str+3 Int+4}
   (You found it in an ice cave)   
   
   
   It affects your strength (+3).
   It affects your intelligence (+4).
 U - a +2 pair of elven gauntlets of strength (worn)
Magical devices
 e - a wand of healing (3)
 n - a wand of healing (3)
 z - a wand of teleportation (9)
 I - a wand of healing (1)
 P - a wand of teleportation (1)
Comestibles
 C - a meat ration
 G - 8 royal jellies
Scrolls
 b - 2 scrolls of magic mapping
 D - 4 scrolls of remove curse
 V - 2 scrolls of fog
Jewellery
 c - the amulet "Sohof" (around neck) {rMut Str+3}
   (You bought it in a shop on level 10 of the Dungeon)   
   
   [amulet of resist mutation]
   
   It affects your strength (+3).
 h - the ring of the Ancient Wonders {Regen -TELE rF+ rC+ SInv}
   (You found it on level 5 of the Elven Halls)   
   
   [ring of regeneration]
   
   It protects you from fire.
   It protects you from cold.
   It enhances your eyesight.
   It prevents most forms of teleportation.
 k - the amulet of the Four Winds {Clar rN+ MR}
   (You found it on level 5 of the Elven Halls)   
   
   [amulet of clarity]
   
   It protects you from negative energy.
   It increases your resistance to enchantments.
 o - the ring "Ghidgh" {Str+5 Int+3}
   (You acquired it on level 27 of the Dungeon)   
   
   [ring of strength]
   It affects your strength (+5).
   
   It affects your intelligence (+3).
 r - the ring "Raseem" (right hand) {Wiz rC+ Str+4}
   (You found it on level 5 of the Vaults)   
   
   [ring of wizardry]
   
   It affects your strength (+4).
   It protects you from cold.
 t - a ring of teleport control (left hand)
 u - the ring "Ruer" {Hunger- Dam+4}
   (You found it on level 7 of Gehenna)   
   
   [ring of sustenance]
   
   It affects your damage-dealing abilities (+4).
 v - an uncursed ring of magical power
 R - the ring of the Leaf {rPois rN+ EV+3 Acc+1}
   (You found it on level 26 of the Dungeon)   
   
   [ring of evasion]
   It affects your evasion (+3).
   
   It affects your accuracy (+1).
   It protects you from poison.
   It protects you from negative energy.
 S - an uncursed ring of see invisible
Potions
 d - 4 potions of speed
 l - 2 potions of cure mutation
 E - 3 potions of healing
 Z - a potion of restore abilities
Magical staves
 a - a staff of wizardry {!D}
Orbs of Power
 X - the Orb of Zot
Miscellaneous
 j - a glowing rune of Zot
 q - a fiery rune of Zot
 s - a bone rune of Zot
 x - a decaying rune of Zot
 y - an icy rune of Zot
 A - an abyssal rune of Zot
 B - an iron rune of Zot
 F - an obsidian rune of Zot
 H - a serpentine rune of Zot
 J - the horn of Geryon
 L - a silver rune of Zot
 M - a demonic rune of Zot
 N - a slimy rune of Zot
 T - a golden rune of Zot
 W - a dark rune of Zot
 Y - a magical rune of Zot


 You had 2374 experience left.

   Skills:
 + Level 16 Fighting
 - Level 1 Staves
 + Level 20 Dodging
 - Level 5 Stealth
 - Level 3 Stabbing
 + Level 5 Traps & Doors
 + Level 23 Unarmed Combat
 + Level 19 Spellcasting
 - Level 4 Charms
 - Level 3 Summonings
 + Level 26 Necromancy
 - Level 2 Translocations
 + Level 19 Transmutations
 - Level 3 Fire Magic
 - Level 2 Ice Magic
 + Level 26 Air Magic
 - Level 1 Earth Magic
 - Level 1 Poison Magic
 - Level 3 Evocations


You had 2 spell levels left.
You knew the following spells:

 Your Spells              Type           Power        Success   Level  Hunger
a - Dig                   Erth/Trmt      ########.    Excellent   4    None
b - Evaporate             Fire/Trmt      ########..   Perfect     2    None
c - Blink                 Tloc           N/A          Excellent   2    None
d - Necromutation         Trmt/Necr      #########.   Excellent   8    Honeycomb
e - Apportation           Tloc           #######...   Excellent   1    None
f - Vampiric Draining     Necr           #########.   Perfect     3    None
g - Ice Form              Ice/Trmt       ########..   Excellent   4    None
h - Statue Form           Erth/Trmt      ########..   Excellent   6    None
i - Dispel Undead         Necr           #########    Perfect     4    None
j - Abjuration            Summ           #######...   Excellent   3    None
k - Tornado               Air            #########.   Excellent   9    Honeycomb
l - Airstrike             Air            #########.   Perfect     4    None
m - Swiftness             Air/Chrm       #########.   Perfect     2    None
n - Flight                Air/Chrm       #########.   Excellent   4    None
o - Deflect Missiles      Air/Chrm       #########.   Excellent   6    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (0/1) D:4             Orc (4/4) D:9
    Elf (5/5) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:5
  Slime (6/6) Lair:7        Snake (5/5) Lair:4         Hive (2/2) D:11
  Vault (8/8) D:18          Blade (1/1) Vault:4       Crypt (5/5) Vault:4
   Tomb (3/3) Crypt:2         Dis (7/7) Hell            Geh (7/7) Hell
    Coc (7/7) Hell            Tar (7/7) Hell            Zot (5/5) D:27

Shops:
D:4: /  D:5: *  D:6: +  D:8: !  D:10: =  D:11: =  D:16: [![  Orc:2: =
Orc:4: [[[?  Elf:1: ?  Elf:2: =  Elf:3: *(+  Elf:4: [?(  Elf:5: ?
Snake:1: [  Vault:1: %  Vault:4: %  Vault:5: !

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:26 D:27 Dis:1* Dis:2 Dis:3*** Dis:4** Dis:5 Dis:6 Dis:7*** Geh:1 Geh:2 Geh:3 Geh:4* Geh:5 Geh:6*** Geh:7** Coc:1* Coc:2 Coc:3 Coc:4 Coc:5* Coc:6** Coc:7** Tar:1* Tar:2** Tar:3 Tar:4* Tar:5 Tar:6 Tar:7**
Abyss: D:25
Pan: D:22 D:24
Ziggurat: D:8 (3230 gp)

Annotations
D:9 exclusion: downstairs
Lair:6 exclusion: ice statue
Hive:2 exclusion: 2 oklob plants
Crypt:5 exclusion: 2 statues


                    Innate Abilities, Weirdness & Mutations

Your muscles are strong (Str +1).


Message History

The rock liquefies and sinks out of sight.
Your Spellcasting skill increases to level 19!
A hobgoblin comes into view. It is wielding an orcish club.
There is a staircase leading out of the dungeon here.
Are you sure you want to leave the Dungeon?
Magic restored.
You have escaped!

∙▒
∙▒
∙▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
∙▒▒∙▒▒▒▒▒▒▒▒∙▒▒▒▒▒▒▒▒▒
∙▒▒▒∙▒▒  ▒▒▒∙▒ ▒▒▒▒▒ ▒
∙▒ ▒▒∙▒▒▒▒∙∙∙▒▒▒∙∙∙▒▒▒
∙▒  ▒▒∙▒∙∙∙∙∙∙∙∙∙∙∙∙∙▒
∙▒   ▒▒∙∙∙∙∙∙∙∙∙∙∙∙∙∙▒
∙▒    ▒∙∙∙▒▒▒∙∙∙▒▒▒∙∙∙
∙▒    ▒g∙∙▒@∙∙∙∙∙<▒∙∙∙
∙▒    ▒∙∙∙▒∙∙∙∙∙∙∙▒∙∙∙
∙▒    ▒▒∙∙∙∙∙∙∙∙∙∙∙∙∙▒
∙▒     ▒∙∙∙∙∙∙▒∙∙∙∙∙∙▒
>▒    ▒▒∙∙∙∙∙∙∙∙∙∙∙∙∙▒
∙▒    ▒∙∙∙▒∙∙∙∙∙∙∙▒∙∙∙
∙▒    ▒∙∙∙▒<∙∙∙∙∙>▒∙∙∙
∙▒    ▒∙∙∙▒▒▒∙∙∙▒▒▒∙∙∙
∙▒    ▒▒∙∙∙∙∙∙∙∙∙∙∙∙∙▒
∙▒     ▒∙∙∙∙∙∙∙∙∙∙∙∙∙▒

  Code:
Jory screams, "No, no!" before exploding into a cloud of blood!

Snake Sneak

Posts: 92

Joined: Friday, 17th December 2010, 21:31

Post Wednesday, 15th June 2011, 00:34

Re: YAVP: First 15-runer! (DGTm)

Nice!

How do transmuters handle hordes of enemies? Do you simply cut them down HTH one at a time?
User avatar

Vaults Vanquisher

Posts: 482

Joined: Thursday, 16th December 2010, 21:08

Location: Savannah, Ga.

Post Wednesday, 15th June 2011, 01:31

Re: YAVP: First 15-runer! (DGTm)

In the early game, hordes are difficult until you get blade hands going (relying mostly on evaporate to soften up mobs or confuse them), then it's like a hot knife through butter. Necromutation's lich-form is just as good at living enemies, then tornado just picks up from there when you get into the Vault+ baddies.
  Code:
Jory screams, "No, no!" before exploding into a cloud of blood!

Snake Sneak

Posts: 92

Joined: Friday, 17th December 2010, 21:31

Post Wednesday, 15th June 2011, 20:54

Re: YAVP: First 15-runer! (DGTm)

Nice. Although I'm curious how late game (Pan/Hell) Transmuters fare who don't have a second school spell (Tornado) to pick up. After all, once you have Tornado I'd imagine you'd rarely have to cast another Transmutation again.
User avatar

Tartarus Sorceror

Posts: 1850

Joined: Monday, 20th December 2010, 04:22

Location: Surabaya, Indonesia

Post Wednesday, 15th June 2011, 21:28

Re: YAVP: First 15-runer! (DGTm)

As a Transmuter, sometimes you have to run away when the shit gets too messy. Like, when the Pan lord you're facing can actually cast Fire Storm.... But in late game you usually have Controlled Blink and other good stuff handy anyway, so such situation won't be a big problem.
User avatar

Snake Sneak

Posts: 105

Joined: Sunday, 19th December 2010, 19:28

Location: UK

Post Wednesday, 15th June 2011, 22:19

Re: YAVP: First 15-runer! (DGTm)

Congratulations!
User avatar

Vaults Vanquisher

Posts: 482

Joined: Thursday, 16th December 2010, 21:08

Location: Savannah, Ga.

Post Wednesday, 15th June 2011, 23:09

Re: YAVP: First 15-runer! (DGTm)

fnwc wrote:Nice. Although I'm curious how late game (Pan/Hell) Transmuters fare who don't have a second school spell (Tornado) to pick up. After all, once you have Tornado I'd imagine you'd rarely have to cast another Transmutation again.


pratamawirya wrote:As a Transmuter, sometimes you have to run away when the shit gets too messy. Like, when the Pan lord you're facing can actually cast Fire Storm.... But in late game you usually have Controlled Blink and other good stuff handy anyway, so such situation won't be a big problem.


Yeah, I would imagine a TM without a top-shelf attack spell would play like a thief in Pan and Hell. That high level, you're probably into translocations enough that apportation and blink/c-blink is not a problem, and in lich form or even statue form you can absorb some early punishment long enough to get the rune and get out of dodge. I admit to pilfering a couple of the runes even though I probably could have taken all the lords (well, maybe not Cerebov...) just because I was playing cautiously.
  Code:
Jory screams, "No, no!" before exploding into a cloud of blood!
User avatar

Halls Hopper

Posts: 78

Joined: Friday, 24th December 2010, 11:49

Post Friday, 17th June 2011, 01:21

Re: YAVP: First 15-runer! (DGTm)

Just finished playing a Demigod Transmuter through Pan and Hell (died in a Zig) without top-shelf attack spells, fighting only in melee, mostly with lich form. As suggested above, I had to use controlled teleports to grab runes without hanging around, although I did square up to a few pan lords just fine. I could pretty much ignore the glow from frequent controlled translocations so long as I stayed lich- rot is not a big deal. Punched Cerebov once, so I could claim my first fight with him, then fled.
Dowan says "Her death will not be in vain!"
You bludgeon Dowan!
This raw flesh tastes great!

For this message the author Sometimes has received thanks: 2
joellercoaster, pratamawirya
User avatar

Zot Zealot

Posts: 1060

Joined: Tuesday, 21st December 2010, 17:22

Location: United Kingdom

Post Friday, 17th June 2011, 06:55

Re: YAVP: First 15-runer! (DGTm)

Sometimes wrote:Punched Cerebov once, so I could claim my first fight with him, then fled.


:lol:

Thankyou for that mental image.
I am sure I played flawflessly. This was an utmost unfair death. -- gorbeh

Vaults Vanquisher

Posts: 461

Joined: Monday, 13th June 2011, 00:21

Post Friday, 17th June 2011, 07:50

Re: YAVP: First 15-runer! (DGTm)

Congratulations! Seriously. I'm still such a noob that I can't imagine playing (much less winning a 15-rune run!) without following a god.

Return to YASD! YAVP! and characters in progress too

Who is online

Users browsing this forum: No registered users and 44 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.