CIP (HECr) - Last minute prep before Pan


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Mines Malingerer

Posts: 42

Joined: Monday, 16th May 2011, 16:04

Post Sunday, 26th June 2011, 17:57

CIP (HECr) - Last minute prep before Pan

  Code:
 Dungeon Crawl Stone Soup version 0.8.0 character file.

Q.T.Quazar the Meteorologist (High Elf Crusader)                                                                                               Turns: 188589, Time: 1, 06:27:45

HP 228/228 (235) AC 29     Str 13      Exp: 27/3112820 (34631)
MP  46/46        EV 31     Int 30      God: The Shining One [******]
Gold 12129       SH 29     Dex 20      Spells: 17 memorised,  3 levels left

Res.Fire  : + . .   See Invis. : .      - Unarmed
Res.Cold  : . . .   Warding    : . .  v - +3 elf leather armour {rF+}
Life Prot.: + + +   Conserve   : .    J - +3 buckler {AC+3} (curse) {god gift}
Res.Acid. : . . .   Res.Corr.  : .    h - +2 helmet {Int+3} {god gift}
Res.Poison: +       Clarity    : +    I - +3 cloak "Gyalif" {MR Dam+2 Stlth++}
Res.Elec. : .       Spirit.Shd : .    X - +3 pair of gloves of the Shoals {rPois Acc
Sust.Abil.: . .     Stasis     : .    P - +2 pair of boots {run}
Res.Mut.  : +       Ctrl.Telep.: .    x - amulet of resist mutation
Res.Rott. : .       Levitation : .    H - ring of sustenance
Saprovore : . . .   Ctrl.Flight: .    D - ring of sustenance

@: quick, incredibly resistant to hostile enchantments, extremely stealthy
A: blurry vision 1, clarity, deformed body 1, herbivore 2, magic resistance 1, screaming 1, AC +5, SH +2, Str +1, Dex +1
a: Divine Shield, Cleansing Flame, Summon Divine Warrior, Renounce Religion


You are on level 1 of the Hive.
You worship The Shining One.
The Shining One is exalted by your worship.
You are not hungry.

You have visited 19 branches of the dungeon, and seen 114 of its levels.
You have visited the Abyss 6 times.
You have visited 1 Labyrinth.
You have visited 3 portal chambers: spiders nest, bailey, ice cave.

You have collected 19261 gold pieces.
You have spent 7152 gold pieces at shops.

Inventory:

Hand weapons
 t - the +1,+6 sabre of Optimality {flame, rF++ rC+}
   (You found it on level 7 of Tartarus)   
   
   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 greatly protects you from fire.
   It protects you from cold.
 u - a +9,+6 katana
 L - the +5,+6 double sword of Generosity {god gift, speed, *TELE rC+ rN+ Int-2}
   (Okawaru gifted it to you on level 4 of the Orcish Mines)   
   
   Attacks with this weapon take half as long, but cause less damage.
   
   
   It affects your intelligence (-2).
   It protects you from cold.
   It protects you from negative energy.
   It causes teleportation.
 U - the +12,+10 sword of Jihad {holy, *Rage rN+ MR EV+3 Stlth--}
   (You took it off a deep elf demonologist on level 5 of the Elven Halls)   
   
   It has been blessed by the Shining One to cause great damage to the undead
   and demons.
   
   
   It affects your evasion (+3).
   It protects you from negative energy.
   It increases your resistance to enchantments.
   It makes you angry.
   It makes you much less stealthy.
   
   This sword was The Shining One's gift to a worshipper.
Armour
 a - the +4 skin of Zhor {god gift, rC++}
   (Okawaru gifted it to you on level 5 of the Elven Halls)   
   
   
   It greatly protects you from cold.
 h - a +2 helmet of intelligence (worn) {god gift}
 i - the +3 ring mail of Light {rN+ SInv}
   (You found it on level 4 of the Vaults)   
   
   
   It protects you from negative energy.
   It enhances your eyesight.
 l - a +0 elven ring mail of cold resistance
 m - the +5 robe of the Dragon {Dam-1 Stlth++}
   (You took it off a deep elf blademaster on level 5 of the Elven Halls)   
   
   
   It affects your damage-dealing abilities (-1).
   It makes you much more stealthy.
 v - a +3 elven leather armour of fire resistance (worn)
 I - the +3 cloak "Gyalif" (worn) {MR Dam+2 Stlth++}
   (You found it on level 7 of the Iron City of Dis)   
   
   
   It affects your damage-dealing abilities (+2).
   It increases your resistance to enchantments.
   It makes you much more stealthy.
 J - a cursed +3 buckler of protection (worn) {god gift}
 N - the +5 banded mail "Tyipyshr Naong" {rElec SInv}
   (You found it in the Abyss)   
   
   
   It insulates you from electricity.
   It enhances your eyesight.
 P - a +2 pair of boots of running (worn)
 X - the +3 pair of gloves of the Shoals (worn) {rPois Acc-1}
   (You took it off Nikola on level 1 of the Swamp)   
   
   
   It affects your accuracy (-1).
   It protects you from poison.
 Z - the +1 leather armour "Miom Psa" {rF+ MR}
   (You found it on level 7 of the Iron City of Dis)   
   
   
   It protects you from fire.
   It increases your resistance to enchantments.
Magical devices
 f - a wand of digging {recharged}
 y - a wand of disintegration (10)
 A - a wand of invisibility (4)
 G - a wand of teleportation (6)
 K - a wand of paralysis
 T - a wand of teleportation (4)
Comestibles
 b - 6 bread rations
Jewellery
 c - a ring of invisibility
 e - the ring of Klasi {rC+ rN+ Stlth++}
   (You found it on level 7 of the Iron City of Dis)   
   
   [ring of life protection]
   
   It protects you from cold.
   It makes you much more stealthy.
 g - a ring of intelligence
 j - the amulet of Nobility {Gourm rElec Acc+2}
   (You found it in the Abyss)   
   
   [amulet of the gourmand]
   
   It affects your accuracy (+2).
   It insulates you from electricity.
 k - an uncursed amulet of clarity
 n - the ring "Ciwif" {+Lev MR}
   (You found it on level 6 of the Pits of Slime)   
   
   [ring of levitation]
   
   It increases your resistance to enchantments.
 o - an uncursed ring of protection from fire
 p - the ring "Fyusteru" {cTele Str+4}
   (You bought it in a shop on level 3 of the Elven Halls)   
   
   [ring of teleport control]
   
   It affects your strength (+4).
 q - the ring of Orhiurec {Str+3 Int+2 SInv}
   (You found it on level 7 of Cocytus)   
   
   [ring of see invisible]
   
   It affects your strength (+3).
   It affects your intelligence (+2).
 s - an uncursed ring of protection from fire
 w - an uncursed ring of regeneration
 x - an amulet of resist mutation (around neck)
 D - a ring of sustenance (left hand)
 E - the ring of Heipp {rC++ Dex-2}
   (You found it in a Labyrinth)   
   
   [ring of dexterity]
   It affects your dexterity (-2).
   
   It greatly protects you from cold.
 H - a ring of sustenance (right hand)
 O - an uncursed ring of regeneration
 Q - a +4 ring of dexterity
 W - the ring of Arrival {*TELE rC+ rN+ Acc+4}
   (You found it on level 3 of the Shoals)   
   
   [ring of teleportation]
   
   It affects your accuracy (+4).
   It protects you from cold.
   It protects you from negative energy.
 Y - a +4 ring of dexterity
Potions
 d - 3 potions of healing
 C - 3 potions of magic
 M - a potion of speed
 R - a potion of resistance
 S - a potion of restore abilities
 V - a potion of heal wounds
Magical staves
 F - a staff of energy


 You have 34631 experience left.

   Skills:
 + Level 24 Fighting
 - Level 14 Short Blades
 - Level 18 Long Blades
 + Level 10 Armour
 + Level 21 Dodging
 + Level 11 Stealth
 + Level 11 Stabbing
 + Level 17 Shields
 + Level 12 Traps & Doors
 + Level 8 Unarmed Combat
 + Level 20 Spellcasting
 + Level 11 Conjurations
 - Level 15 Charms
 + Level 4 Summonings
 + Level 11 Necromancy
 + Level 8 Translocations
 + Level 9 Transmutations
 + Level 4 Fire Magic
 + Level 7 Ice Magic
 * Level 27 Air Magic
 + Level 1 Earth Magic
 + Level 6 Poison Magic
 + Level 12 Invocations
 + Level 9 Evocations


You have 3 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Success   Level  Hunger
a - Abjuration            Summ           #######...   Excellent   3    None
b - Berserker Rage        Chrm           N/A          Perfect     3    None
c - Blink                 Tloc           N/A          Excellent   2    None
d - Fulsome Distillation  Trmt/Necr      N/A          Excellent   1    None
e - Swiftness             Air/Chrm       #########.   Perfect     2    None
g - Apportation           Tloc           #######...   Excellent   1    None
h - Freezing Cloud        Ice/Air/Conj   ########..   Excellent   6    None
j - Silence               Air/Chrm       #########.   Perfect     5    None
k - Haste                 Chrm           ########.    Excellent   6    None
l - Airstrike             Air            #########.   Perfect     4    None
n - Summon Butterflies    Summ           #######..    Excellent   1    None
p - Phase Shift           Tloc           #######...   Excellent   5    None
q - Deflect Missiles      Air/Chrm       #########.   Excellent   6    None
r - Regeneration          Chrm/Necr      ########..   Perfect     3    None
s - Stoneskin             Erth/Trmt      #######...   Excellent   2    None
t - Tornado               Air            #########.   Great       9    Honeycomb
w - Flight                Air/Chrm       #########.   Perfect     4    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:6             Orc (4/4) D:7
    Elf (5/5) Orc:3          Lair (8/8) D:12          Swamp (5/5) Lair:5
 Shoals (5/5) Lair:6        Slime (6/6) Lair:6         Hive (2/2) D:15
  Vault (8/8) D:17          Blade (1/1) Vault:4       Crypt (5/5) Vault:2
   Tomb (3/3) Crypt:3         Dis (7/7) Hell            Geh (7/7) Hell
    Coc (7/7) Hell            Tar (7/7) Hell            Zot (5/5) D:27

Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
The Shining One
Trog
Vehumet
Xom
Yredelemnul
Zin
Beogh
Jiyva

Shops:
D:4: /  D:5: %![  D:7: *[(*  D:8: *  D:12: *  D:15: %  D:16: *  Orc:4: !+?/  Elf:3: =  Shoals:2: =  Vault:1: %  Vault:5: ?  Vault:6: (  Vault:8: ????!!

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:21 D:22 D:24 D:25 D:27
Pan: D:21 D:24 D:26

Annotations
Shoals:4 exclusion: oklob plant


                    Innate Abilities, Weirdness & Mutations

You are partially covered in colourless scales (AC +1).
You are partially covered in large bone plates (AC +2, SH +2).
Your vision is a little blurry.
You possess an exceptional clarity of mind.
Armour fits poorly on your unusually shaped body.
You digest meat very inefficiently.
Your muscles are flexible, but weak (Str -1, Dex +1).
You are resistant to hostile enchantments.
You occasionally shout uncontrollably.
You are covered in thick fur (AC +2).
Your muscles are strong (Str +2).


Message History

You see here the +2 pair of boots of the Tortoise {Str+3 Dex+2}.
Search for what [Enter for "leather", or ? for help]? inelligence
Can't find anything matching that.
Search for what [Enter for "inelligence", or ? for help]? intelligence
You see here a grey disc.
You see here 7 bread rations.
You see here 15 royal jellies.

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There are no monsters in sight!

Vanquished Creatures
  Antaeus (Coc:7)
  Asmodeus (Geh:7)
  the royal jelly (Slime:6)
  Ereshkigal (Tar:7)
  Dispater (Dis:7)
  5 ancient liches
  2 orbs of fire (Zot:5)
  the Serpent of Hell (Geh:7)
  A greater mummy (Tomb:1)
  Boris (5 times) (Shoals:3 Shoals:4 Shoals:5 Vault:5 D:24)
  2 curse toes
  Mara (Vault:3)
  2 Killer Klowns (Zot:5)
  Margery (Shoals:2)
  Geryon (Hell)
  5 golden dragons
  2 electric golems (Zot:1)
  13 Fiends
  Xtahua (Blade)
  Frederick (Swamp:4)
  3 Pit Fiends
  A hellephant (Abyss)
  30 acid blobs
  Nikola (Swamp:1)
6533 creatures vanquished.

Vanquished Creatures (collateral kills)
  36 greater mummies
  The ghost of Q.T.Quazar the Blademaster, a legendary HEWr of Vehumet (Tomb:1)

Grand Total: 7578 creatures vanquished



Got through the hells for the first time (attempt #3), now *hoping* to make it through Pan. Looking for last minute advice.

Several issues with this character:

First, I haven't been able to get a decent piece of armor (or, to a lesser extent, jewelery) anywhere in this game. I've had Okawaru dump junk on me before, but this game there has been almost nothing outstanding at all, anywhere (and yet, legendary axes galore). How worried should I be about my primary armor? I've included all the main pieces I can opt from in my inventory for this post (normally they're in stash, of course). Honestly, I find myself using the stupid animal skin more than anything else lately, simply for the rC++ padding. my rF options are terrible... i have to carry around two rings and that saber to compensate.

Second, I have no wand of healing or haste. Haste is certainly manageable in other ways, but the lack of a healing wand has me seriously worried.

Third, I haven't been able to find a single weapon of distortion in the game. Not one. I've gone through all the daggers and short swords, and now i'm starting on long swords. This seems rather uncommon. Is HoB guaranteed to have something? (not that i want to lug around a war axe, but if it comes to that...)

Fourth... any other spells I want? Is CBlink necessary for my build? Should I grind for one more big area-of-effect spell? I have easy access to ball lightning but i've never used it before. Worthwhile or not?

any other random advice is welcome.

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Sunday, 26th June 2011, 18:46

Re: CIP (HECr) - Last minute prep before Pan

You have a Tornado Crusader that's already cleared all four Hells, Tomb, and Slime. You aren't going to have any trouble with Pandemonium. The biggest threat in Pan is that you might head through an exit portal and get spawned right in the middle of Hellion Island or something immediately afterward, but you can just cast Tornado and win even with such a blatant RNG screwjob. Pan will honestly probably be an inventory management exercise for your character more than an actual threat, because you'll get quite a bit of marginally useful consumable items and you can't drop them back at your stash at your leisure.

You'll want a modest amount of fire and cold resistance for cruising around Pan, at least one pip of each but preferably two. Three is usually overkill, but occasionally you get a level like Cerebov's where you can completely sacrifice one elemental resistance in favor of the other. Poison is only relevant if you see green deaths, and electricity is only relevant on Lom Lobon's level. Use the SH invocation liberally, the piety will come back very quickly.

You don't really need distortion with such a character. As long as you start with a good stack of food and well-charged wands of teleportation and digging, you shouldn't need to do any supply runs. You can substitute forced miscasts with Phase Shift if you really want to get out early, or you'll eventually find the Pan Disco Vault which has three guaranteed distortion weapons.

For this message the author KoboldLord has received thanks: 2
QTQuazar, slowcar

Halls Hopper

Posts: 79

Joined: Monday, 4th April 2011, 02:55

Post Sunday, 26th June 2011, 20:26

Re: CIP (HECr) - Last minute prep before Pan

I'd feel better with a distortion weapon just to fight boredom. I went through pan once and fought all four pan lords, got all five runes, and never found an exit, abyss basnishment here we go. You're plenty strong to fight the hall of blades, there'e a chance you can pick one up there. Leather armour isn't impressive looking, but more importantly your AC/EV/SH is high enough to where you should be fine. Starvation shouldn't be an issue, just boredom, and running out of space for items you find. Enjoy!

Blades Runner

Posts: 599

Joined: Thursday, 28th April 2011, 07:47

Post Sunday, 26th June 2011, 20:39

Re: CIP (HECr) - Last minute prep before Pan

good idea with the forced miscast, i should have thought of that when i wandered the pan levels for a looong time and got quite bored.
but on the other hand, i found all the runes and had stuff to do, plus auto-explore worked, abyss was probably more boring.
still, a thanks to kobold lord :)
Check out my characters at Spielersofa (in German)

Mines Malingerer

Posts: 42

Joined: Monday, 16th May 2011, 16:04

Post Monday, 27th June 2011, 14:00

Re: CIP (HECr) - Last minute prep before Pan

All 4 Pan runes done, the lords weren't much challenge (Cerebov went down like a creampuff, compared to Antaeus, who had me down to 33hp).... haven't been able to find an exit so i'm screwing around on another Zig. I'm probably an idiot, since i haven't had my first win yet and this is now officially a 15-runer.

First zig got down to 23 and it was a Tomb-theme. Escaped that level with 10hp and my entire inventory cursed, no healing left at all.

Also learned the valuable lesson of not charging a hellion island. 14hp remaining, 1 tile deeper and i'd have been dead.


any general advice on surviving Tomb-themed Zigs? CTele to the exit, or spam angels and try to survive using silence? i'm still on TSO, so i can't use Necromutate to avoid the death curses.


i cannot for the life of me get banished. every time i try and unwield my distortion weapon, i get heavy glow, resulting in a progressive erosion of my good mutations. anyone know the actual odds?

Blades Runner

Posts: 599

Joined: Thursday, 28th April 2011, 07:47

Post Monday, 27th June 2011, 14:14

Re: CIP (HECr) - Last minute prep before Pan

tomb-zigs are the most difficult i guess, only angels would be worse if you don't follow TSO, or maybe panlords (never had one so far).
i waltzed through it with tornado, regaining all the HP they smited/tormented away each round, but it was a close call, and in hindsight quite stupid (i read in my winning log that TSO saved me from death at this point).

there is no receipe to make it easy, there are some advanced players who can do these levels reliable but i doubt that they can teach it to the beginners like us.
(read the mummy guide, there are some dozen zigs in one character dump...)
Check out my characters at Spielersofa (in German)

For this message the author slowcar has received thanks:
QTQuazar

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