CIP: the problem with necromancy


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Tartarus Sorceror

Posts: 1774

Joined: Tuesday, 23rd December 2014, 23:39

Post Saturday, 25th August 2018, 02:38

CIP: the problem with necromancy

  Code:
 Dungeon Crawl Stone Soup version 0.22.0-36-g8e74550 (webtiles) character file.

Berder the Eclecticist (Spriggan Necromancer)      Turns: 40881, Time: 03:16:02

Health: 91/91      AC:  7    Str:  4    XL:     16   Next: 63%
Magic:  39/39      EV: 28    Int: 27    God:    Kikubaaqudgha [******]
Gold:   2049       SH:  0    Dex: 21    Spells: 1/51 levels left

rFire    . . .     SeeInvis +   a - +9 demon trident (elec)
rCold    . . .     Gourm    .   (shield currently unavailable)
rNeg     . . .     Faith    .   M - +2 robe {MR+}
rPois    +         Spirit   .   (helmet restricted)
rElec    .         Reflect  .   p - +2 cloak
rCorr    .         Harm     .   (gloves unavailable)
MR       +++..                  (boots unavailable)
Stlth    +++.......             g - amulet of magic regeneration
HPRegen  0.25/turn              K - ring of the Median {rPois Int+3}
MPRegen  0.51/turn              I - +5 ring of dexterity

@: very quick
A: very small, unfitting armour, see invisible, herbivore, speed 3, slow
metabolism 2
a: Receive Corpses, Torment, Brand Weapon With Pain, Receive Necronomicon,
Renounce Religion


You are on level 1 of the Shoals.
You worship Kikubaaqudgha.
Kikubaaqudgha is exalted by your worship.
You are not hungry.

You have visited 6 branches of the dungeon, and seen 27 of its levels.
You have also visited: Labyrinth, Sewer and Ice Cave.

You have collected 2622 gold pieces.
You have spent 573 gold pieces at shops.

Inventory:

Hand Weapons
 a - a +9 demon trident of electrocution (weapon)
 b - the +3 rapier of Evil {freeze, rPois Str-2 Int+7}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   It has been specially enchanted to freeze those struck by it, causing extra
   injury to most foes and up to half again as much damage against particularly
   susceptible opponents. It can also slow down cold-blooded creatures.
   
   It affects your strength (-2).
   It affects your intelligence (+7).
   It protects you from poison.
Missiles
 h - 2 throwing nets (quivered)
Armour
 p - a +2 cloak (worn)
 M - a +2 robe of magic resistance (worn)
Magical Staves
 d - an uncursed staff of death
Jewellery
 g - an amulet of magic regeneration (around neck)
 q - the ring of Xom's Entertainment {Fire *Drain +Blink rElec Int+6}
   (You found it on level 15 of the Dungeon)   
   
   [ring of fire]
   
   It enhances your fire magic.
   It affects your intelligence (+6).
   It protects you from fire.
   It makes you vulnerable to cold.
   It insulates you from electricity.
   It lets you blink.
   It causes draining when unequipped.
 y - an uncursed ring of protection from fire
 I - a +5 ring of dexterity (right hand)
 K - the ring of the Median (left hand) {rPois Int+3}
   (You found it on level 14 of the Dungeon)   
   
   [ring of poison resistance]
   
   It affects your intelligence (+3).
   It protects you from poison.
 T - an uncursed ring of protection from cold
 U - a ring of protection from fire
 V - a ring of protection from cold
 Z - the ring of Zeurphych {Wiz Str+3}
   (You found it on level 3 of the Lair of Beasts)   
   
   [ring of wizardry]
   
   It improves your spell success rate.
   It affects your strength (+3).
Wands
 c - a wand of polymorph (7)
 n - a wand of digging (22)
 w - a wand of flame (104)
 A - a wand of disintegration (14)
 G - a wand of clouds (7)
 L - a wand of enslavement (5)
 R - a wand of acid (10)
Scrolls
 f - 4 scrolls of amnesia
 j - 4 scrolls of fear
 s - 12 scrolls of remove curse
 x - a scroll of acquirement
 B - a scroll of magic mapping
 D - a scroll of holy word
 F - a scroll of enchant armour
 H - a scroll of immolation
 Q - a scroll of vulnerability
 X - 21 scrolls of teleportation
Potions
 i - 7 potions of mutation
 k - a potion of cancellation
 l - 2 potions of berserk rage
 m - 7 potions of heal wounds
 o - 3 potions of flight
 r - 4 potions of magic
 t - 5 potions of curing
 u - a glowing brown potion
 z - a potion of haste
 E - a potion of brilliance
 J - a potion of might
 N - a potion of resistance
 O - a potion of invisibility
 Y - a potion of agility
Miscellaneous
 e - a fan of gales
Comestibles
 C - 11 rations


   Skills:
 - Level 13.1 Fighting
 - Level 8.2 Polearms
 - Level 10.5 Dodging
 - Level 3.0 Stealth
 - Level 18.3 Spellcasting
 - Level 2.5 Conjurations
 - Level 6.9 Hexes
 - Level 12.0 Necromancy
 * Level 4.1 Ice Magic
 - Level 10.0 Earth Magic
 + Level 6.3 Evocations


You have one spell level left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Pain                  Necr           ####         0%          1    None
b - Animate Skeleton      Necr           N/A          0%          1    None
c - Confuse               Hex            ######..     1%          3    None
d - Vampiric Draining     Necr           ######....   1%          3    None
e - Animate Dead          Necr           N/A          1%          4    None
f - Corpse Rot            Necr           N/A          1%          2    None
g - Dazzling Spray        Conj/Hex       ######       1%          3    None
h - Borgnjor's Vile Clut  Necr/Erth      ######....   1%          5    None
i - Dispel Undead         Necr           ######..     1%          5    None
j - Blink                 Tloc           N/A          2%          2    None
k - Death Channel         Necr           ######....   1%          6    ##.....
l - Simulacrum            Ice/Necr       ######....   11%         6    ##.....
m - Invisibility          Hex            ######..     16%         6    ##.....
r - Regeneration          Chrm/Necr      ######....   1%          3    None

Your spell library contains the following spells:

 Spells                   Type           Power        Failure   Level  Hunger
 Apportation              Tloc           ###...       1%          1    None
 Confusing Touch          Hex            ######       1%          1    None
 Corona                   Hex            ######.      1%          1    None
 Magic Dart               Conj           ####         1%          1    None
 Shock                    Conj/Air       ####         1%          1    None
 Summon Butterflies       Summ           ###.....     1%          1    None
 Summon Small Mammal      Summ           ###.         1%          1    None
 Ensorcelled Hibernation  Hex/Ice        ######       1%          2    None
 Slow                     Hex            ######..     1%          2    None
 Sublimation of Blood     Necr           ######....   1%          2    None
 Inner Flame              Hex/Fire       #####...     1%          3    None
 Portal Projectile        Hex/Tloc       #####.       1%          3    None
 Spectral Weapon          Hex/Chrm       #####...     1%          3    None
 Tukima's Dance           Hex            ######..     1%          3    None
 Cause Fear               Hex            ######....   1%          4    None
 Leda's Liquefaction      Hex/Erth       ######....   1%          4    None
 Call Imp                 Summ           ###.....     2%          2    None
 Swiftness                Chrm/Air       ###.....     2%          2    None
 Conjure Flame            Conj/Fire      ####....     3%          3    None
 Mephitic Cloud           Conj/Pois/Air  ####....     3%          3    None
 Static Discharge         Conj/Air       ####....     3%          3    None
 Excruciating Wounds      Chrm/Necr      ######....   4%          5    None
 Lesser Beckoning         Tloc           ###.......   5%          3    None
 Metabolic Englaciation   Hex/Ice        ######....   5%          5    None
 Ice Form                 Ice/Tmut       #####...     8%          4    None
 Darkness                 Hex            ######....   16%         6    ##.....
 Airstrike                Air            ###.......   19%         4    None
 Lightning Bolt           Conj/Air       ####......   30%         5    None
 Alistair's Intoxication  Tmut/Pois      ###.....     45%         5    None
 Ozocubu's Refrigeration  Ice            #####.....   45%         6    ##.....
 Bolt of Cold             Conj/Ice       #####.....   56%         6    ##.....
 Freezing Cloud           Conj/Ice/Air   #####.....   75%         6    ##.....
 Discord                  Hex            ######....   100%        8    ######.


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:6            Lair (6/6) D:8
 Shoals (1/4) Lair:2        Snake (2/4) Lair:2        Slime (0/5) Lair:5
    Orc (2/2) D:9             Elf (0/3) Orc:2        Vaults (0/5) D:13
 Depths (0/5) D:15       

Altars:
Elyvilon
Kikubaaqudgha
Okawaru
Qazlal
Ru
Uskayaw
Vehumet
Wu Jian
Yredelemnul
Beogh
Jiyva

Shops:
Orc:2 ?[(}

Portals:
Trove: D:13 (give 6 potions of haste)

Annotations:
D:1 exclusions: 2 dart slugs and jackal
D:2 Natasha, Sigmund
D:7 , cloak ghost vault
D:9 1 runed door


Innate Abilities, Weirdness & Mutations

You are very small and have problems with some larger weapons.
You are too small for most types of armour.
You have supernaturally acute eyesight. (SInv)
You are a herbivore.
You cover ground extremely quickly.
You need to consume almost no food.


Message History

The zombie hands constrict the naga sharpshooter!
The naga sharpshooter mumbles some strange words.
The naga sharpshooter magically shoots a bolt.
The bolt hits you!
Unknown command.
Unknown command.
Casting: Borgnjor's Vile Clutch (safe; 1% risk of failure)
Confirm with . or Enter, or press ? or * to list all spells.
Aiming: Borgnjor's Vile Clutch (safe; 1% risk of failure)
Press: ? - help, Dir - move target cursor
Decaying hands burst forth from the earth!
The naga sharpshooter is unaffected.
Zombie hands grab the naga sharpshooter.
The zombie hands constrict the naga sharpshooter.
You kill the naga sharpshooter!
Kikubaaqudgha accepts your kill.
Your Ice Magic skill increases to level 4!
The zombie hands constrict the naga sharpshooter.
The naga sharpshooter gestures wildly while chanting.
The naga sharpshooter magically shoots a bolt.
The bolt hits you!!
Unknown command.
Unknown command.
The zombie hands constrict the naga sharpshooter.
The zombie hands lose their grip on something.
Unknown command.
Unknown command.
The naga sharpshooter unwields an uncursed war axe.
The naga sharpshooter wields an uncursed arbalest.
The naga sharpshooter casts a spell.
The naga sharpshooter magically shoots a bolt.
The bolt hits you!!
* * * LOW HITPOINT WARNING * * *
You see here a bolt.
Okay, then.
Unknown command.
Unknown command.
Okay, then.
Unknown command.
Okay, then.
Okay, then.
Okay, then.
Unknown command.
You feel much better. The naga sharpshooter shoots a bolt. The bolt misses you.
You see here a bolt.
You see here a flail.
Magic restored.
You start resting.
Your skin is crawling a little less now.
Your skin stops crawling.
Unknown command.
Casting: Borgnjor's Vile Clutch (safe; 1% risk of failure)
Confirm with . or Enter, or press ? or * to list all spells.
Your skin crawls.
You start resting.
Magic restored.
You start resting.
HP restored.
Things that are here:
a robe; a dagger of venom
Your skin is crawling a little less now.
Your skin stops crawling.
Unknown command.
Unknown command.
Okay, then.
Unknown command.
Unknown command.
There is a staircase back to the Lair here.
[a] Weapon [b] Armour   [c] Jewellery [d] Book                 
[e] Staff  [f] Evocable [g] Food      [h] Gold (you have $2029)
What kind of item would you like to acquire? [\] known items [$] shopping list
Something appears at your feet!
You see here the Reference Book on Malediction.
You pick up the Reference Book on Malediction and begin reading...
You add the spells Spectral Weapon, Darkness and Discord to your library.
Okay, then.
Search for what [Enter for "book", or ? for help]? invis
Unknown command.
This spell is quite dangerous to cast!
Memorise Invisibility, consuming 6 spell levels and leaving 1?
You start memorising the spell. You continue memorising. x6
You finish memorising. Spell assigned to 'm'.
You climb upwards. Welcome back to the Lair of Beasts!
There is a staircase to the Snake Pit here.
Unknown command.
(D) Dungeon        (T) Temple         (L) Lair           (A) Shoals         
(P) Snake Pit      (M) Slime Pits     (O) Orcish Mines   (E) Elven Halls   
(V) Vaults         (U) Depths         
Where to? (Enter - Snake:2 @ (x,y), ? - help)
What level of the Shoals? (default 1, ? - help)
You enter the shallow water.
Moving in this stuff is going to be slow.
There is an open door here.
There is a staircase to the Shoals here.
You climb downwards. Welcome to the Shoals!
This branch is very noisy, and so sound travels much less far.
This branch contains the barnacled rune of Zot.
A merfolk comes into view. It is wielding a vampiric trident.
There is a staircase back to the Lair here.
Unknown command.
Attack whom?
Press: ? - help, Dir - move target cursor, f - merfolk
Aim: a merfolk, wielding a vampiric trident (resting)
You reach to attack!
The helpless merfolk fails to defend itself.
You hit the merfolk. Lightning courses through the merfolk!
The merfolk is moderately wounded.
Attack whom?
Press: ? - help, Dir - move target cursor, f/p - merfolk
Aim: a merfolk, wielding a vampiric trident (moderately wounded)
You reach to attack! You puncture the merfolk!
The merfolk is heavily wounded.
The merfolk hits you but does no damage.
Attack whom?
Press: ? - help, Dir - move target cursor, f/p - merfolk
Aim: a merfolk, wielding a vampiric trident (heavily wounded)
You reach to attack! You hit the merfolk but do no damage.
Lightning courses through the merfolk!
The merfolk is severely wounded.
The merfolk completely misses you.
Attack whom?
Press: ? - help, Dir - move target cursor, f/p - merfolk
Aim: a merfolk, wielding a vampiric trident (severely wounded)
You reach to attack! You puncture the merfolk!
The merfolk is almost dead.
The merfolk completely misses you.
Attack whom?
Press: ? - help, Dir - move target cursor, f/p - merfolk
Aim: a merfolk, wielding a vampiric trident (almost dead)
You reach to attack! You puncture the merfolk!
You kill the merfolk!
Kikubaaqudgha accepts your kill.
You hear a splash.
Found 20 gold pieces.
You enter the shallow water.
Moving in this stuff is going to be slow.
Found a scroll of amnesia.
A merfolk comes into view. It is wielding a trident.
You see here 20 gold pieces.
Casting: Regeneration (safe; 1% risk of failure)
Confirm with . or Enter, or press ? or * to list all spells.
Aiming: Borgnjor's Vile Clutch (safe; 1% risk of failure)
Press: ? - help, Dir - move target cursor, f - merfolk
Aim: a merfolk, wielding a trident (resting)
Decaying hands burst forth from the earth!
Zombie hands grab the merfolk.
The zombie hands constrict the merfolk!
The merfolk struggles to escape constriction.
Unknown command.
Unknown command.
Unknown command.
You now have 2049 gold pieces (gained 20).
The zombie hands constrict the merfolk.
The merfolk struggles to escape constriction. x2
Unknown command.
The zombie hands constrict the merfolk! The merfolk escapes!
Unknown command.
Casting: Borgnjor's Vile Clutch (safe; 1% risk of failure)
Confirm with . or Enter, or press ? or * to list all spells.
Aiming: Borgnjor's Vile Clutch (safe; 1% risk of failure)
Press: ? - help, Dir - move target cursor, f/p - merfolk
Aim: a merfolk, wielding a trident (heavily wounded)
Decaying hands burst forth from the earth!
Zombie hands grab the merfolk.
The zombie hands constrict the merfolk!
The merfolk struggles to escape constriction.
Unknown command.
The zombie hands constrict the merfolk!
The merfolk struggles to escape constriction.
The zombie hands constrict the merfolk!
Unknown command.
Attack whom?
Press: ? - help, Dir - move target cursor, f/p - merfolk
Aim: a merfolk, wielding a trident (almost dead, constricted by zombie hands)
You reach to attack! You puncture the merfolk!
Lightning courses through the merfolk!
You kill the merfolk!
Kikubaaqudgha accepts your kill.
You enter the shallow water.
Moving in this stuff is going to be slow.
f - 4 scrolls of amnesia (gained 1)
Unknown command.
Things that are here:
a trident; a merfolk corpse
You enter the shallow water.
Moving in this stuff is going to be slow.
Unknown command.
You enter the shallow water.
Moving in this stuff is going to be slow.
You enter the shallow water.
Moving in this stuff is going to be slow.
You enter the shallow water.
Moving in this stuff is going to be slow.
You enter the shallow water.
Moving in this stuff is going to be slow.
You enter the shallow water.
Moving in this stuff is going to be slow.
Found a trident.
You enter the shallow water.
Moving in this stuff is going to be slow.

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≈........≈≈..## #...≈.#
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 â‰ˆâ‰ˆâ‰ˆâ‰ˆâ‰ˆ........≈≈≈.## ##.


There are no monsters in sight!

Vanquished Creatures
  A tengu reaver (D:14)
  A storm dragon (D:14)
  An orc warlord (Orc:2)
  A war gargoyle (D:14)
  Azrael (D:14)
  A minotaur (Lab)
  Nessos (Lair:5)
  Josephine (D:10)
  An ogre mage (D:15)
  3 naga warriors (Snake:1)
  3 catoblepae (Lair:6)
  7 hydras
  8 vault guards (D:13)
  Erica (D:9)
  3 anacondas (Snake:2)
  A death knight (D:14)
  3 centaur warriors (D:15)
  The ghost of omnomnOMINOUS the Covert, a journeyman DEAK of Lugonu (D:11)
  7 two-headed ogres
  6 death yaks
  2 orc high priests (Orc:2)
  Urug (Lair:6)
  4 naga sharpshooters
  3 shock serpents
  The ghost of Usury the Archer, a novice CeHu of Nemelex Xobeh (D:7)
  An unseen horror (D:10)
  A naga ritualist (Snake:1)
  3 orc knights
  A deep elf mage (D:13)
  5 cyclopes
  24 ugly things
  4 salamanders
  3 orc sorcerers
  2 wolf spiders (D:15)
  6 manticores
  18 black mambas
  3 centaur zombies
  3 guardian serpents
  6 naga magi
  A guardian serpent (shapeshifter) (D:15)
  5 elephants (Lair:2)
  An ice statue (IceCv)
  4 gargoyles
  A torpor snail (Lair:6)
  6 spiny frogs
  6 komodo dragons
  2 minotaur zombies (Lab)
  2 rime drakes
  An efreet (D:14)
  4 freezing wraiths
  10 trolls
  2 merfolk (Shoals:1)
  A meliai (D:11)
  16 polar bears
  10 hippogriffs
  A snapping turtle (Lair:2)
  5 blink frogs
  4 slime creatures (D:12)
  7 dream sheep
  A shadow (D:11)
  8 wraiths
  A fire elemental (D:14)
  50 yaks
  2 wyverns
  2 hungry ghosts
  5 basilisks
  2 vampire mosquitoes (D:14)
  A soldier ant (D:15)
  3 acid dragons (D:12)
  2 wargs (Orc:2)
  3 hell hounds (D:14)
  24 nagas
  3 porcupines
  6 water moccasins
  6 ice beasts
  4 sky beasts
  35 orc warriors
  3 phantoms
  A necrophage (D:11)
  12 ogres
  4 boggarts (Lair:6)
  23 wolves
  16 centaurs
  5 big kobolds
  9 crocodiles
  16 bullfrogs
  4 scorpions
  29 killer bees
  5 howler monkeys
  10 wights
  3 electric eels
  5 crimson imps
  A bullfrog zombie (D:8)
  6 quasits
  4 jellies
  A gnoll shaman (D:3)
  30 orc priests
  13 hounds
  31 orc wizards
  A bullfrog skeleton (D:12)
  7 centaur skeletons
  6 iguanas
  4 hell rats (Lair:6)
  13 worker ants
  A hound zombie (D:5)
  A mummy (D:7)
  A howler monkey zombie (D:5)
  2 worker ant zombies (D:11)
  8 gnolls
  2 howler monkey skeletons (D:4)
  15 adders
  6 river rats
  4 shadow imps
  12 white imps (Lair:2)
  6 oozes (Sewer)
  An adder zombie (D:9)
  An adder skeleton (D:5)
  8 worms
  7 leopard geckos
  126 orcs
  5 ball pythons
  6 bats
  8 giant cockroaches
  7 goblins
  9 hobgoblins
  22 jackals
  11 kobolds
  3 quokkas
  3 frilled lizards
  3 jackal skeletons
  13 rats
  3 fungi
  7 plants
953 creatures vanquished.

Vanquished Creatures (collateral kills)
  Rupert (D:14)
  A naga warrior (Snake:2)
  A hydra (Lair:1)
  A catoblepas (Lair:3)
  A two-headed ogre (D:10)
  3 death yaks
  2 naga sharpshooters (Snake:2)
  A harpy (shapeshifter) (D:15)
  An elephant (Lair:2)
  A naga mage (Snake:2)
  2 spiny frogs
  2 polar bears
  A wind drake (shapeshifter) (D:14)
  3 blink frogs (Lair:3)
  2 slime creatures (D:12)
  5 dream sheep (Lair:4)
  3 yaks
  A naga (Snake:2)
  A porcupine (Lair:5)
  2 water moccasins
  8 wolves
  A crocodile (Lair:1)
  A bullfrog (Lair:4)
  An electric eel (Lair:3)
  An orc wizard (Orc:2)
  An orc priest (Orc:2)
  An iguana (D:10)
  5 orcs
  A hobgoblin (D:3)
  A jackal (D:1)
  A fungus (Lair:1)
  2 plants
59 creatures vanquished.

Vanquished Creatures (others)
  An ogre (D:15)
  A scorpion (D:3)
  A rat (D:3)
  9 fungi
  12 plants
24 creatures vanquished.

Grand Total: 1036 creatures vanquished

Notes
Turn   | Place    | Note
-------+----------+-------------------------------------------
     0 | D:1      | Berder the Spriggan Necromancer began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 9/9 MP: 5/5
   529 | D:1      | Reached XP level 2. HP: 9/13 MP: 1/6
  1031 | D:1      | Learned a level 1 spell: Animate Skeleton
  1847 | D:1      | Reached XP level 3. HP: 9/16 MP: 0/8
  2087 | D:1      | Learned a level 3 spell: Regeneration
  2088 | D:2      | Noticed Sigmund
  2845 | D:2      | Noticed Natasha
  3094 | D:2      | Found an iron altar of Okawaru.
  3146 | D:2      | Reached skill level 3 in Spellcasting
  3812 | D:3      | Noticed a scorpion
  3814 | D:2      | Reached XP level 4. HP: 15/21 MP: 3/9
  3907 | D:2      | Learned a level 3 spell: Vampiric Draining
  4157 | D:3      | Reached skill level 5 in Necromancy
  4822 | D:3      | Reached skill level 4 in Spellcasting
  4822 | D:3      | Reached XP level 5. HP: 20/24 MP: 2/12
  4884 | D:3      | Learned a level 3 spell: Confuse
  4924 | D:3      | Found a radiant altar of Vehumet.
  5306 | D:4      | Reached skill level 1 in Hexes
  6204 | D:4      | Reached XP level 6. HP: 20/28 MP: 10/14
  6234 | D:4      | Reached skill level 5 in Spellcasting
  6855 | D:3      | Reached skill level 5 in Dodging
  7116 | D:4      | Reached skill level 6 in Spellcasting
  7377 | D:4      | Reached XP level 7. HP: 23/32 MP: 11/18
  7528 | D:4      | Reached skill level 7 in Spellcasting
  7670 | D:5      | Entered Level 5 of the Dungeon
  7713 | D:5      | Reached skill level 8 in Spellcasting
  7777 | D:5      | Learned a level 4 spell: Animate Dead
  8059 | D:5      | Reached skill level 1 in Fighting
  8217 | D:5      | Identified a scroll of acquirement
  8256 | D:5      | Reached XP level 8. HP: 24/37 MP: 6/21
  8967 | D:6      | Found a staircase to the Ecumenical Temple.
  8994 | Temple   | Entered the Ecumenical Temple
  9028 | Temple   | Became a worshipper of Kikubaaqudgha
  9175 | D:6      | Found a glowing drain.
  9179 | Sewer    | Entered a sewer
 10319 | D:6      | Found a sacrificial altar of Ru.
 10375 | D:6      | Reached * piety under Kikubaaqudgha
 10375 | D:6      | Identified Kikubaaqudgha's Guide on Dark Rituals (Kikubaaqudgha gifted it to you on level 6 of the Dungeon)
 10375 | D:6      | Received a gift from Kikubaaqudgha
 10375 | D:6      | Reached skill level 5 in Hexes
 10399 | D:6      | Learned a level 2 spell: Corpse Rot
 10538 | D:6      | Reached XP level 9. HP: 41/44 MP: 14/22
 11272 | D:7      | Found a transporter.
 11273 | D:7      | Noticed Usury's ghost (novice CeHu)
 11409 | D:7      | Learned a level 3 spell: Dazzling Spray
 11536 | D:7      | Found a sand-covered staircase.
 11856 | D:7      | Reached skill level 1 in Conjurations
 12505 | D:7      | Found a transporter.
 12833 | D:7      | Found a sacrificial altar of Ru.
 13314 | D:8      | Reached ** piety under Kikubaaqudgha
 13470 | D:8      | Found a staircase to the Lair.
 13780 | D:8      | Reached XP level 10. HP: 37/51 MP: 15/23
 13786 | D:8      | Learned a level 4 spell: Cause Fear
 14084 | D:9      | Found a white marble altar of Elyvilon.
 14085 | D:9      | Found a runed door.
 14085 | D:9      | Noticed an angel
 14419 | D:9      | Reached skill level 10 in Dodging
 14919 | D:9      | Noticed Erica
 14986 | D:9      | Found a roughly hewn altar of Beogh.
 14999 | D:9      | Found a staircase to the Orcish Mines.
 15223 | D:9      | Reached *** piety under Kikubaaqudgha
 15223 | D:9      | Identified Kikubaaqudgha's Handbook of Darkness (Kikubaaqudgha gifted it to you on level 9 of the Dungeon)
 15223 | D:9      | Received a gift from Kikubaaqudgha
 15227 | D:9      | Reached skill level 5 in Fighting
 15967 | D:10     | Entered Level 10 of the Dungeon
 15969 | D:10     | Noticed an unseen horror
 16036 | D:10     | Noticed a two-headed ogre
 16098 | D:10     | Learned a level 5 spell: Borgnjor's Vile Clutch
 16256 | D:9      | Reached skill level 9 in Spellcasting
 16256 | D:9      | Reached skill level 1 in Earth Magic
 16364 | D:10     | Killed an unseen horror
 16688 | D:10     | Reached skill level 10 in Spellcasting
 17151 | D:10     | Killed a two-headed ogre
 17952 | D:9      | Learned a level 5 spell: Dispel Undead
 18163 | D:10     | Reached skill level 11 in Spellcasting
 18163 | D:10     | Reached XP level 11. HP: 34/55 MP: 4/27
 18442 | D:10     | Noticed Josephine
 18490 | Lair:1   | Entered Level 1 of the Lair of Beasts
 18602 | Lair:1   | Noticed a six-headed hydra
 18691 | Lair:1   | Killed a six-headed hydra
 18823 | Lair:1   | Reached skill level 12 in Spellcasting
 18906 | Lair:1   | Reached **** piety under Kikubaaqudgha
 19324 | Lair:1   | Reached skill level 13 in Spellcasting
 19907 | Lair:2   | Found a staircase to the Snake Pit.
 19926 | Lair:2   | Found a frozen archway.
 20233 | IceCv    | Entered an ice cave
 20437 | IceCv    | Reached skill level 14 in Spellcasting
 20465 | IceCv    | Noticed a death yak
 20493 | IceCv    | Killed a death yak
 20706 | IceCv    | Reached skill level 15 in Spellcasting
 20713 | IceCv    | Reached ***** piety under Kikubaaqudgha
 20899 | IceCv    | Reached XP level 12. HP: 31/60 MP: 9/32
 21705 | IceCv    | Reached skill level 16 in Spellcasting
 21709 | IceCv    | Reached skill level 1 in Evocations
 21888 | IceCv    | Noticed a death yak
 21888 | IceCv    | Noticed a frost giant
 21888 | IceCv    | Noticed a death yak
 21963 | IceCv    | Killed a death yak
 21967 | IceCv    | Killed a death yak
 23306 | Lair:2   | Reached skill level 17 in Spellcasting
 23646 | Lair:2   | Found a staircase to the Shoals.
 23881 | Lair:3   | Got a sparkling granite ring
 23883 | Lair:3   | Identified the ring of Zeurphych {Wiz Str+3} (You found it on level 3 of the Lair of Beasts)
 24243 | Lair:3   | Noticed a four-headed hydra
 24249 | Lair:3   | Killed a four-headed hydra
 24249 | Lair:3   | Reached XP level 13. HP: 67/69 MP: 19/35
 24866 | Lair:4   | Found a labyrinth entrance.
 24880 | Lab      | Entered a labyrinth
 25020 | Lab      | Noticed a minotaur
 25035 | Lab      | Killed a minotaur
 25043 | Lab      | Got a polished short sword
 25045 | Lab      | Identified the +9 short sword of Fimbulwinter {flame, -Tele Str+3 Dex+6} (You found it in a labyrinth)
 25570 | Lair:4   | Reached skill level 10 in Fighting
 25574 | Lair:4   | Reached skill level 18 in Spellcasting
 25970 | Lair:5   | Found a staircase to the Slime Pits.
 25971 | Lair:5   | Found a viscous altar of Jiyva.
 26062 | Lair:5   | Noticed Nessos
 26076 | Lair:5   | Killed Nessos
 26811 | Lair:6   | Entered Level 6 of the Lair of Beasts
 27008 | Lair:6   | Noticed Urug
 27038 | Lair:6   | Killed Urug
 27288 | Lair:6   | Reached ****** piety under Kikubaaqudgha
 27483 | Lair:6   | Reached XP level 14. HP: 82/82 MP: 12/37
 27825 | Lair:6   | Reached skill level 5 in Earth Magic
 27829 | Lair:6   | Reached skill level 1 in Polearms
 28498 | D:10     | Killed Josephine
 28579 | D:10     | Found a basalt altar of Yredelemnul.
 28585 | D:10     | Learned a level 2 spell: Blink
 29659 | D:11     | Found a runed gate.
 29659 | D:11     | Found a runed gate.
 29663 | D:11     | Found a runed gate.
 29664 | D:11     | Noticed omnomnOMINOUS's ghost (journeyman DEAK)
 29755 | D:11     | Killed omnomnOMINOUS's ghost
 29883 | D:7      | Killed Usury's ghost
 29887 | D:7      | Got the ring of Raddux {Dex+2}
 30750 | D:13     | Found a gate to the Vaults.
 30986 | D:13     | Found a portal to a secret trove of treasure.
 31266 | D:13     | Reached XP level 15. HP: 86/86 MP: 38/38
 31439 | D:9      | Killed Erica
 31620 | Orc:1    | Entered Level 1 of the Orcish Mines
 31659 | D:9      | Learned a level 6 spell: Death Channel
 31925 | D:14     | Reached skill level 5 in Polearms
 32137 | D:14     | Found a runed door.
 32211 | D:14     | Noticed Azrael
 32227 | D:14     | Killed Azrael
 32485 | D:14     | Noticed Rupert
 32490 | D:14     | Reached skill level 10 in Necromancy
 32787 | D:14     | Killed Rupert
 32967 | D:14     | Noticed a storm dragon
 33853 | Orc:2    | Entered Level 2 of the Orcish Mines
 34002 | Orc:2    | Found a roughly hewn altar of Beogh.
 34003 | Orc:2    | Found Osuohykh's Gadget Shop.
 34044 | Orc:2    | Found a roughly hewn altar of Beogh.
 34115 | Orc:2    | Found a staircase to the Elven Halls.
 34335 | Orc:2    | Noticed an orc warlord
 34359 | Orc:2    | Killed an orc warlord
 34653 | Orc:2    | Found Xomugy's Antique Weapon Boutique.
 34654 | Orc:2    | Found a roughly hewn altar of Beogh.
 34656 | Orc:2    | Found Fyhucage's Antique Armour Shop.
 34814 | Orc:2    | Found a roughly hewn altar of Beogh.
 34919 | Orc:2    | Found a roughly hewn altar of Beogh.
 35018 | Orc:2    | Found a roughly hewn altar of Beogh.
 35019 | Orc:2    | Found Caqingak's Magic Scroll Shoppe.
 35029 | Orc:2    | Bought a scroll of blinking for 105 gold pieces
 35029 | Orc:2    | Bought a scroll of fear for 49 gold pieces
 35029 | Orc:2    | Bought a scroll of identify for 28 gold pieces
 35163 | Orc:2    | Found a roughly hewn altar of Beogh.
 35291 | Orc:2    | Bought a twisted rapier for 306 gold pieces
 35292 | Orc:2    | Identified the +3 rapier of Evil {freeze, rPois Str-2 Int+7} (You bought it in a shop on level 2 of the Orcish Mines)
 35305 | Orc:2    | Bought an embroidered robe for 85 gold pieces
 35721 | D:15     | Entered Level 15 of the Dungeon
 36547 | D:15     | Found a staircase to the Depths.
 36549 | D:15     | Got a brightly glowing steel ring
 36554 | D:15     | Identified the ring of Xom's Entertainment {Fire *Drain +Blink rElec Int+6} (You found it on level 15 of the Dungeon)
 36723 | D:15     | Reached skill level 10 in Earth Magic
 36727 | D:15     | Found a stormy altar of Qazlal.
 36791 | D:15     | Reached XP level 16. HP: 90/91 MP: 39/39
 37214 | D:14     | Killed a storm dragon
 37272 | D:14     | Noticed a tengu reaver
 37455 | D:14     | Killed a tengu reaver
 37597 | D:14     | Got a serpentine lead ring
 37601 | D:14     | Identified the ring of the Median {rPois Int+3} (You found it on level 14 of the Dungeon)
 37698 | D:14     | Learned a level 6 spell: Simulacrum
 37885 | Snake:1  | Entered Level 1 of the Snake Pit
 38374 | Snake:1  | Reached skill level 1 in Ice Magic
 39312 | Snake:2  | Reached skill level 5 in Evocations
 40726 | Snake:1  | Identified the Reference Book on Malediction (You acquired it on level 1 of the Snake Pit)
 40735 | Snake:1  | Learned a level 6 spell: Invisibility
 40787 | Shoals:1 | Entered Level 1 of the Shoals

Skill      XL: |  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 |
---------------+-------------------------------------------------+-----
Necromancy     |  4        5           6  7              9 11 12 | 12.0
Spellcasting   |        3  4     6  8       11 15 17 18          | 18.3
Hexes          |              2        5  6                      |  6.9
Dodging        |              4  5     8  9 10                   | 10.5
Fighting       |                    1  3  4  5     8 13          | 13.1
Conjurations   |                          2                      |  2.5
Earth Magic    |                             4           7 10    | 10.0
Evocations     |                                   2           6 |  6.3
Polearms       |                                         4  7  8 |  8.2
Ice Magic      |                                               4 |  4.1
Stealth        |                                                 |  3.0

Action                   |  1- 3 |  4- 6 |  7- 9 | 10-12 | 13-15 | 16-18 || total
-------------------------+-------+-------+-------+-------+-------+-------++-------
Melee: Hand axe          |       |    17 |    10 |   157 |     2 |       ||   186
       Flail             |       |       |    67 |       |       |       ||    67
       Short sword       |       |       |     2 |       |    20 |       ||    22
       Demon trident     |       |       |       |       |   516 |    74 ||   590
       Rapier            |       |       |       |       |     2 |       ||     2
 Fire: Hunting sling     |       |    16 |   360 |   166 |       |       ||   542
Throw: Stone             |       |     7 |       |       |       |       ||     7
 Cast: Pain              |   104 |   145 |   299 |   344 |     4 |       ||   896
       Animate Skeleton  |    10 |    17 |     2 |    17 |    13 |       ||    59
       Confuse           |       |     7 |    29 |    20 |     6 |       ||    62
       Vampiric Draining |       |     4 |     4 |    25 |     1 |       ||    34
       Regeneration      |       |     1 |       |     8 |    14 |    22 ||    45
       Dazzling Spray    |       |       |     6 |    50 |    17 |     8 ||    81
       Corpse Rot        |       |       |       |     8 |     4 |     1 ||    13
       Animate Dead      |       |       |       |    17 |    50 |     9 ||    76
       Dispel Undead     |       |       |       |     2 |    18 |     2 ||    22
       Borgnjor's Vile C |       |       |       |   120 |   340 |   105 ||   565
       Blink             |       |       |       |       |     2 |       ||     2
       Death Channel     |       |       |       |       |     2 |     3 ||     5
Invok: Receive Corpses   |       |       |       |     1 |     6 |     1 ||     8
Evoke: Wand              |       |       |     3 |     8 |    10 |    26 ||    47
  Use: Scroll            |     3 |     3 |     3 |    10 |    18 |     6 ||    43
       Potion            |       |     4 |       |       |     1 |     1 ||     6
 Stab: Confused          |       |       |     4 |     8 |     1 |       ||    13
       Sleeping          |       |       |       |       |    10 |     1 ||    11
       Distracted        |       |       |       |       |     5 |       ||     5
  Eat: Ration            |       |     2 |     3 |    10 |     7 |     3 ||    25
Armor: Robe              |     2 |     1 |     2 |     7 |     1 |     3 ||    16
       Animal skin       |       |       |       |       |     3 |       ||     3
       Acid dragon scale |       |       |       |       |    21 |       ||    21
Dodge: Dodged            |    10 |    48 |   138 |   454 |   379 |    77 ||  1106


This is an illustrative example of why I consider a pure mage necromancer to be weak. (The same reasons apply to pure mage summoners). Allow me to explain. This spriggan has high level necromancy, plenty of undead allies, BVC going great, and fast walking speed so that plain melee threats are no problem at all. However, he's been having a ton of trouble with naga sharpshooters in Snake. BVC simply does not deal damage fast enough, meanwhile the sharpshooter can PProj his shots past any undead allies, so that I've had to abort several fights that were ideal 1v1 against sharpshooters because my health was getting too low. I would say that *on average*, this character is not a match for a single naga sharpshooter, and I've only managed to kill several of them by aborting and restarting fights until the RNG works in my favor. After finally having a very close brush with death against a pair of sharpshooters when a third one appeared from a bad angle, I've had to abandon Snake and now I'll try my luck in Shoals instead. I have Invisibility so Shoals will perhaps be easier.

To reiterate the point: the Naga Sharpshooters ignore your allies with PProj, and if you're a pure mage with low defenses, behind them you're just a glass target. In this case the problem is severe enough that I was forced to abandon the branch.

A blaster mage would have less trouble with naga sharpshooters because, while he's just as fragile a target, he can kill things a lot faster, in just 1 or 2 turns, compared to a mage that relies on BVC or undead allies who take many turns to kill. So, that is my plan, to have Bolt of Cold by the time I'm ready to go back to Snake. BVC + Bolt of Cold at my low spellpower should be able to kill them in maybe 3-4 turns, which should be enough.

Incidentally, I've played many Spriggan blaster mages, and as unlikely as it sounds due to the aptitudes they are actually really strong and fun. It's just important to train enough Spellcasting to get your main spells hungerless, and then with 10-15 conj/fire or conj/ice you can murder everything and use your fast walking speed to stay clean.
streaks: 5 fifteen rune octopodes. 15 diverse chars. 13 random chars. 24 NaWn^gozag.
251 total wins Berder hyperborean + misc
83/108 recent wins (76%)
guides: safe tactics value of ac/ev/sh forum toxicity

Dungeon Master

Posts: 592

Joined: Thursday, 23rd October 2014, 03:08

Post Saturday, 25th August 2018, 03:15

Re: CIP: the problem with necromancy

it's a shame necromancers don't get a spell in the starting book that let them heal while damaging monsters, that could really help with their survivability. in your situation it wouldn't even matter if it only worked in melee, since naga sharpshooters don't have a higher damage output in melee compared to ranged! the devs should really think about buffing the Ne start with this idea in 0.23

For this message the author CanOfWorms has received thanks: 3
duvessa, ebering, nago

Slime Squisher

Posts: 383

Joined: Thursday, 26th March 2015, 01:22

Post Saturday, 25th August 2018, 03:24

Re: CIP: the problem with necromancy

isn't it a good thing that a 'pure' skilling strategy has weaknesses?

Tartarus Sorceror

Posts: 1774

Joined: Tuesday, 23rd December 2014, 23:39

Post Saturday, 25th August 2018, 03:34

Re: CIP: the problem with necromancy

CanOfWorms wrote:it's a shame necromancers don't get a spell in the starting book that let them heal while damaging monsters, that could really help with their survivability. in your situation it wouldn't even matter if it only worked in melee, since naga sharpshooters don't have a higher damage output in melee compared to ranged! the devs should really think about buffing the Ne start with this idea in 0.23

It would be suicidal tactics to go up next to the naga sharpshooter and cast drain life for this extremely brittle spriggan, when it's cutting away like 10-30% of my HP with every hit. The only semi-safe to fight them was with plenty of space between me and the sharpshooter so I can easily walk away when the fight turns sour. And that just wasn't good enough.

If I was actually going to be in melee range of the things, I would be using BVC + my demon trident because it's more damage (I think?) and it makes sure I don't get constricted, but it's just too dangerous to get that close.

10-30% of your HP gone in a turn might not seem like that much, and I don't know your playstyle, but if you're like me, you treat losing 20% of your HP in a turn as a serious problem. You can only take 2 turns of losing 20% HP/turn before you really ought to be getting out of there, since <50% HP is a dire emergency.
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Post Saturday, 25th August 2018, 04:37

Re: CIP: the problem with necromancy

And indeed, Shoals was easier, and after I came back to Snake with Bolt of Cold, the first Naga Sharpshooter I met died in 2 turns (BVC one turn, bolt of cold killed him the second turn). A vast improvement over getting shot at for 5+ turns while waiting for BVC + zombies.
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Post Saturday, 25th August 2018, 05:15

Re: CIP: the problem with necromancy

No surprise here, Sharpshooters are special anti-EV monsters with their PP attacks.
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Post Saturday, 25th August 2018, 12:56

Re: CIP: the problem with necromancy

Summons/zombies are basically damage over time spells. Damage over time spells work like this: damage per unit time is lower, total damage is higher (for the same MP). Naga Sharpshooters are, of course, the hardest case for this kind of spell.

Btw, metabolic englaciation is pretty good in Snake. You can already cast it at 5% failure.

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Post Saturday, 25th August 2018, 18:39

Re: CIP: the problem with necromancy

Also, this is a spriggan in robe who found no hat yet, thus has only 7 AC. A human would have like +10 AC at this point, not to mention +30% HP. It is a bit unfair to blame the necromancer background.

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Post Saturday, 25th August 2018, 18:50

Re: CIP: the problem with necromancy

Also, a spriggan moves at twice the speed of a naga sharpshooter

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Post Saturday, 25th August 2018, 18:51

Re: CIP: the problem with necromancy

Magipi wrote:Also, this is a spriggan in robe who found no hat yet, thus has only 7 AC. A human would have like +10 AC at this point, not to mention +30% HP. It is a bit unfair to blame the necromancer background.

While true, a human mage in robes might have perhaps +40% durability in this situation compared to this spriggan (note the human will have lower EV and also lower walking speed which tends to put them in more dangerous positions), they would still run into essentially the same problem. Not quite as severe, but there it is. Regardless of your race, the situation here is vastly better for a blaster mage or a tanky brute.
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Post Saturday, 25th August 2018, 19:31

Re: CIP: the problem with necromancy

VeryAngryFelid wrote:No surprise here, Sharpshooters are special anti-EV monsters with their PP attacks.


Yep, I feel this is more of a Spriggan Necromancer problem than it is a Necromancer problem

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Post Saturday, 25th August 2018, 23:35

Re: CIP: the problem with necromancy

It's worth mentioning that the #1 and #2 player killers in Snake are, respectively, shock serpents and naga sharpshooters, both of which shoot straight at you as if your summons or zombies aren't there. The only defense is to kill them fast (allies are bad at this) or to be tough so you can tank shots (mages in robes are bad at this.)
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Post Sunday, 26th August 2018, 01:04

Re: CIP: the problem with necromancy

Berder wrote:The only defense is to kill them fast (allies are bad at this) or to be tough so you can tank shots (mages in robes are bad at this.)
one of those monsters is slow and the other one has 40 mr
i think there might in fact be other defenses against them

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Post Tuesday, 11th September 2018, 18:55

Re: CIP: the problem with necromancy

Or you could, you know, wear heavier armour as the spriggan necromancer and use drain life as was snarkily suggested. It would be crap as you said in robes, but not if you actually had better AC. You would want to split more between str and int, but the good thing is that drain life is only level 3 so you can focus on just being able to cast it (and spell hunger is also less of a problem). This is pretty much a build just like most other races can play necromancer. The fight would go something like, lure sharpshooter from behind a corner to melee range, melee, melee.... when you take damage start draining life back, loop. You can still utilize the spriggans speed to escape by planning ahead that you have a corner to run around and get out of the LOS and maybe hit some stairs to heal up and try again.

I know it's not how most people would play spriggan, but the current game design really favors higher AC builds even when things don't seem well lined up for it otherwise just looking at stats and aptitudes. I don't think spriggan necromancer played this way would have any huge disadvantage over every other necromancer+race. The ones that would be the worst are the ones that cannot wear body armour.

I call this style of necromancer something like a battle-necro. I typically do not use any undead at all. BVC becomes much more useable since you can tank better. Mostly all the pure-spellcaster types have problems sooner or later if they keep low AC, some just do better than others (a fire blaster for example). With just one failed MR check, noe paralyze is all it takes to ensure death. I know it is commonly thought of as "good balance", it's just silly though because other styles (melee, ranged) can be "pure" in their skilling focus and do just fine. In fact, the "pure casters" usually need more xp to train more schools of magic to deal with resistances and then they are still worse off. Same old story, nothing new to see.

Remove armour encumbrance from affecting spell casting chance or make heavy armour really screw with melee/ranged and we might see a more balanced game.

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Post Tuesday, 11th September 2018, 19:54

Re: CIP: the problem with necromancy

oh man this thread just keeps on giving

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Post Wednesday, 12th September 2018, 10:17

Re: CIP: the problem with necromancy

I see a few solutions; in reliability order:

#1: Invisibility. Naga Sharpshooters don't have SInv. Problem solved.
#2: Confuse can be pretty good. You have it at rather high power. It might take a few attempts to work however.
#3: Blinking as soon as you see a Sharpshooter. One of two things will happen:
1 - You'll get closer to them allows you to put that Trident to work faster.
2 - You'll blink away from them and thus out of their LoS; allowing you to lure them or move to a better position

From your spellbook; Darkness also helps. It reduces LoS by 1 tiles; thus lowering the range you can be shot from.

It might be best to leave Snake for long enough to get your Hexes up a little bit more to get Invisbility to a more reliable cast level.

Worst-case scenario; you're a Spriggan and that is a Naga. Run.

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Post Wednesday, 12th September 2018, 12:29

Re: CIP: the problem with necromancy

raikaria: Sharpshooters DOES see invisible. Invisibiliity does not work against any of the nagas. Was this changed recently?

I would also like to warn newer players that your blinking idea is also very bad. You do not need to risk a bad blink. You can easily and safely kite the sharpshooter wherever you want on the level. It is slow.

That said, I am really suprised that a player who supposed to be a very good one had any problem with sharpshooters with a spriggan. I am sorry to say, but my reaction was WTF? Sharpshooters? Did Vashnia's band spawned on the Pit's entrace in your game, and refused to wander away after waiting? Or did you get shafted into the middle of nagas with sharpshooters behind them?

With a spriggan I only fear guardian serpents in the Snake Pit (Aizul counts as one, is she?). I would like to ask advice on how to deal with them. In my experience it is quite possible to:
1. Step in the LOS of the guardian serpent, who immediately notices you. No other monster is in LOS.
2. The serpent immediately blinks strong nagas around you, like nagaraja and naga warrior.
3. Still immediately, one of them start to constrict you.

Now, for me this is a problem with a spriggan, one where I do not really know what is a safe strategy to avoid or survive. My best bet is to memorise blink for the Snake Pit (good spell elsewhere anyway), but it is still not a very good solution, as it can fail to break constriction and even if it succeeds the guardian serpent can blink the nagas next to you again, who start constriction again. Maybe duvessa has some spoilers to me about how constriction really works, or something I did not figure out?
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Post Wednesday, 12th September 2018, 13:06

Re: CIP: the problem with necromancy

My gut feeling is that whenever a guardian serpent surrounds you with monsters, you get to act before them. But maybe I'm wrong... it's just that getting surrounded by 8 monsters and immediately attacked by all of them seems kind of harsh. Can that actually happen?
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CeVMMfWnMiAKTeAMDrIEFoVMVSFiMuVMGhGlVpMoHaWrSpWzOgGlTrMoCeWnMfBeMiSkDrEEGrFiFoGlDgEnFeNe
OpGlHuSuDDArHaCKSpAEGrTmDgFEDsCjGhMoHuVMHaAMBaEnHuMoHOWnDsWzDDHuDgWnGnBeFeIEMiEnMfCj

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Post Wednesday, 12th September 2018, 13:11

Re: CIP: the problem with necromancy

My feeling is exactly that it can. If you happen to stand next to a wall maybe not even 8 is needed to block walking. And I definitely remember the serpent to blink monsters that were not in my LOS (but probably in the serpent's LOS). Maybe good players somehow know in advance where it can happen, and make some noise? The serpents are faster than the rest, so they can be separated if you know where is she and rest of the monsters.
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Post Wednesday, 12th September 2018, 13:23

Re: CIP: the problem with necromancy

sanka wrote: And I definitely remember the serpent to blink monsters that were not in my LOS (but probably in the serpent's LOS).

Yes, this is definitely true, and it makes them very dangerous. Comparison: At least you get a warning when ironbrand convokers start chanting...
Maybe guardian serpents should have something like a 1-turn chant also?
HOFEMDHeHuReMDHuHOCjDsHuNaCjHuHuSENeGEFEMDBeDDFiHOWzVpVMHuEEHEMoDEHuDDAsHaBeKoAK
CeVMMfWnMiAKTeAMDrIEFoVMVSFiMuVMGhGlVpMoHaWrSpWzOgGlTrMoCeWnMfBeMiSkDrEEGrFiFoGlDgEnFeNe
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