Nice MiMo start


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Vestibule Violator

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Joined: Thursday, 16th December 2010, 20:52

Post Monday, 7th May 2012, 16:54

Nice MiMo start

Every now and then you find something that just makes your day.

My XL 5 Minotaur Monk emerged from the Ecumenical Temple on D:4, nice early start with Trog, and found this:
a - the +4, +11 sabre of the Original Sin (slice, +Blink, +Inv, +Lev, rF+)

If I'd known, I probably would have gone Okawaru and go for more armour gifts, but oh well. And the +1 spear of piercing that I picked up on D:1 is a bit of a waste now along with the 4 levels I put into polearms.
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Vestibule Violator

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Post Tuesday, 8th May 2012, 04:35

Re: Nice MiMo start

Well that is a great shortblade, it's still a shortblade. As a mino I would think you'd want something bigger and base damage-ier. It does nicely provide you with every evokable ability a Troglodyte could ever want though, so it's worth hanging on to at least.

Ziggurat Zagger

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Post Tuesday, 8th May 2012, 18:10

Re: Nice MiMo start

also if you are intending to go weapons - you were training polearms, and then switched to shortblades - there isn't much reason to starting as a monk. Play a fighter or gladiator and start with the weapon type you want. Polearms are probably best, but long blades/axes/maces are good weapons too. Short blades don't deal much damage and are mostly for stabbers/wizards.
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Vestibule Violator

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Post Friday, 11th May 2012, 15:38

Re: Nice MiMo start

Short blades are actually working out pretty nicely for me. I ended up with a +5,+6 antimagic quick blade, which made the Elven Halls a bit of a cakewalk. I did get banished once by one of the last surviving Elves in Elf:5.

On that trip through the Abyss I managed to lift a holy scourge off an Angel, which is now also +5,+6.

Those enchantments though are just icing on the cake. I've also ended up with an artefact ring with +4,+5 slaying, and a regular ring of slaying that is +6,+7! With those kinds of bonuses, by QB is doing GSC-type damage at QB speeds. It's only with undead/demonic (against some of whom antimagic is ineffective anyway) that the holy scourge does more damage.

Oh yeah, I also have so many stealth items that I'm "extremely stealthy", giving me lots of stabbing opportunities. Never had that with a minotaur before.

I think this might be my most epic character ever. I agree, it would have made more sense to start as a fighter. But then, I didn't know I'd find an epic artefact weapon on D:4

By now I've also picked up wands of healing, hasting, and invisibility, but I haven't needed them yet. I don't really need Trog anymore either, and considering switching but I don't know who would be better.
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Vestibule Violator

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Post Friday, 11th May 2012, 17:43

Re: Nice MiMo start

... and Slime: 6 just yielded up a +5,+5 quick blade of flaming (rF+ Dex+3) that will actually do more damage to fire-vulnerable undead than the holy scourge.

This is ridonkulous.
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Lair Larrikin

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Post Friday, 11th May 2012, 17:44

Re: Nice MiMo start

I wouldn't abandon Trog. It seems all your items lend themselves to melee, so why leave the melee god?

Regeneration and berserk are handy in any situation, and a few good brothers in arms can defeat anything.
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Vestibule Violator

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Post Friday, 11th May 2012, 17:55

Re: Nice MiMo start

My current character:

  Code:
 Dungeon Crawl Stone Soup version 0.10.2 character file.

Mimo the Peltast (Minotaur Monk)                   Turns: 99788, Time: 12:21:52

HP 259/259 (266) AC 26     Str 19      XL: 27
MP   9/9         EV 39     Int  8      God: Trog [*****.]
Gold 5789        SH 57     Dex 42      Spells:  0 memorised, 26 levels left

Res.Fire  : + . .   See Invis. : .    b - +5 quick blade of Doubt {flame, rF+ Dex+3,
Res.Cold  : + . .   Warding    : . .  Y - +6 scale mail of the Hippo {Dex+3 Acc-2 Da
Life Prot.: . . .   Conserve   : +    L - +1 large shield of the Kangaroo {+Blink De
Res.Acid. : + . .   Res.Corr.  : +    l - +2 cap {rC+}
Res.Poison: .       Clarity    : .    H - +1 elf cloak {rCorr, Cons}
Res.Elec. : .       Spirit.Shd : .    g - +1 pair of elf gauntlets {Dex+3}
Sust.Abil.: . .     Stasis     : .    s - +2 pair of boots {Stlth+}
Res.Mut.  : .       Ctrl.Telep.: .    p - amulet of Megalomania {Gour Dex+4 Int+3}
Res.Rott. : .       Levitation : .    B - +6,+7 ring of slaying
Gourmand  : +       Ctrl.Flight: .    A - ring "Ikke" {Dex+4 Int-3 Acc+4 Dam+5 Stlth

@: very resistant to hostile enchantments, extremely stealthy
A: retaliatory headbutt, horns 2, magic resistance 1, mutation resistance 1
a: Burn Spellbooks, Berserk, Trog's Hand, Brothers in Arms, Renounce Religion,
Evoke Blink
}: 5/15 runes: decaying, serpentine, slimy, silver, abyssal


You are on level 18 of the Dungeon.
You worship Trog.
Trog is exalted by your worship.
You are not hungry.

You have visited 11 branches of the dungeon, and seen 70 of its levels.
You have visited the Abyss 2 times.
You have visited 1 Labyrinth.
You have visited 3 bazaars.
You have visited 5 portal chambers: ossuary, bailey, ice cave, wizlab, trove.

You have collected 9071 gold pieces.
You have spent 3282 gold pieces at shops.

Inventory:

Hand weapons
 a - a +4,+8 sling of flame {god gift}
 b - the +5,+5 quick blade of Doubt (weapon) {flame, rF+ Dex+3, Occam's piercer}
   (You found it on level 6 of the Pits of Slime)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents.
   
   It affects your dexterity (+3).
   It protects you from fire.
 c - a +5,+6 anti-magic quick blade {god gift, Trog's Fury}
 d - the -4,+1 dagger of the Beast (quivered) {god gift, stab, rElec rN+ Int+3 Stlth+}
   (Trog gifted it to you on level 5 of the Vaults)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your intelligence (+3).
   It insulates you from electricity.
   It protects you from negative energy.
   It makes you more stealthy.
 e - the +4,+6 short sword of Abomination {slice, Stlth++}
   (You found it on level 6 of the Pits of Slime)   
   
   It inflicts extra damage upon your enemies.
   
   It makes you much more stealthy.
 f - a +5,+6 sacred scourge of holy wrath
Missiles
 r - 20 steel +3 sling bullets {god gift}
 F - 22 silver +4 sling bullets
Armour
 g - a +1 pair of elven gauntlets of dexterity (worn)
 j - a +2 cloak of magic resistance
 l - a +2 cap of cold resistance (worn)
 s - a +2 pair of boots of stealth (worn)
 E - a +1 pair of gauntlets of cold resistance
 H - a +1 elven cloak of preservation (worn)
 L - the +1 large shield of the Kangaroo (worn) {+Blink Dex+3 Acc+5}
   (You found it in a treasure trove)   
   
   It affects your dexterity (+3).
   It affects your accuracy (+5).
   It lets you blink.
 Q - the +2 robe of Creclal {Int+1 SInv Stlth++}
   (You took it off a yaktaur on level 8 of the Vaults)   
   
   It affects your intelligence (+1).
   It enhances your eyesight.
   It makes you much more stealthy.
 W - a +2 pair of boots of running
 Y - the +6 scale mail of the Hippo (worn) {Dex+3 Acc-2 Dam+3}
   (You found it in a treasure trove)   
   
   It affects your dexterity (+3).
   It affects your accuracy (-2).
   It affects your damage-dealing abilities (+3).
Magical devices
 h - a wand of hasting (5)
 y - a wand of invisibility (5)
 M - a wand of digging (6)
 R - a wand of heal wounds (6)
 S - a wand of teleportation (6)
 T - a wand of paralysis (5)
Comestibles
 V - 5 meat rations
Scrolls
 k - a scroll of identify
 n - 8 scrolls of blinking
 o - 6 scrolls of silence
 q - 6 scrolls of recharging
 z - a scroll of magic mapping
 P - 14 scrolls of remove curse
 X - 4 scrolls of fog
Jewellery
 p - the amulet of Megalomania (around neck) {Gour Dex+4 Int+3}
   (You found it on level 11 of the Dungeon)   
   
   [amulet of the gourmand]
   
   It affects your intelligence (+3).
   It affects your dexterity (+4).
 t - the amulet "Cyshar" {Spirit rPois rC+ rN+}
   (You found it on level 4 of the Crypt)   
   
   [amulet of guardian spirit]
   
   It protects you from cold.
   It protects you from poison.
   It protects you from negative energy.
 u - an uncursed amulet of clarity
 v - an uncursed amulet of resist mutation
 w - an uncursed amulet of resist corrosion
 A - the ring "Ikke" (left hand) {Dex+4 Int-3 Acc+4 Dam+5 Stlth++}
   (You found it on level 12 of the Dungeon)   
   
   [ring of intelligence]
   It affects your intelligence (-3).
   
   It affects your dexterity (+4).
   It affects your accuracy (+4).
   It affects your damage-dealing abilities (+5).
   It makes you much more stealthy.
 B - a +6,+7 ring of slaying (right hand)
 C - the ring of the Scarab {+Lev Stlth++}
   (You found it on level 6 of the Pits of Slime)   
   
   [ring of levitation]
   
   It makes you much more stealthy.
 D - an uncursed ring of see invisible
 I - an uncursed amulet of stasis
 N - the ring "Begar" {SustAb Str+4 Dex+3}
   (You bought it in a shop in a bazaar)   
   
   [ring of sustain abilities]
   
   It affects your strength (+4).
   It affects your dexterity (+3).
Potions
 i - 3 potions of resistance
 m - 7 potions of curing
 G - 3 potions of might
 K - 4 potions of restore abilities
 O - 2 potions of agility
 U - 5 potions of heal wounds
Magical staves
 J - a +9 rod of destruction [inacc,magma,cold] (15/15)
   (You found it on level 6 of the Pits of Slime)
Miscellaneous
 x - an ornate deck of defence {the Tomb, drawn: 2}
 Z - an ornate deck of war {drawn: 3}


   Skills:
 + Level 24.8 Fighting
 * Level 14.0 Short Blades
 - Level 12.3 Maces & Flails
 - Level 2.4 Polearms
 - Level 8.0 Slings
 - Level 14.0 Armour
 + Level 25.4 Dodging
 - Level 3.0 Stealth
 + Level 10.0 Stabbing
 + Level 26.2 Shields
 * Level 10.6 Traps & Doors
 - Level 10.0 Unarmed Combat
 - Level 8.0 Evocations


You have 26 spell levels left.
You don't know any spells.

Dungeon Overview and Level Annotations

Branches:
Dungeon (22/27)            Temple (1/1) D:4             Orc (4/4) D:9
    Elf (5/5) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:3
  Slime (6/6) Lair:6        Snake (5/5) Lair:4        Vault (8/8) D:18
  Blade (1/1) Vault:5       Crypt (5/5) Vault:2        Tomb (0/3) Crypt:3

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

Shops:
D:5: (  D:7: *  D:22: +  Orc:3: %  Orc:4: (/[(  Elf:1: =  Elf:2: /  Elf:3: +  Snake:3: %  Vault:8: [

Portals:
Hell: D:21 D:22
Abyss: D:21
Ziggurat: D:10 (4150 gp)

Annotations
Abyss Mimo's ghost, mighty MiMo


                    Innate Abilities, Weirdness & Mutations

You reflexively headbutt those who attack you in melee.
You have a pair of horns on your head.
You are resistant to hostile enchantments.
You are somewhat resistant to further mutation.

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Vestibule Violator

Posts: 1533

Joined: Thursday, 16th December 2010, 20:52

Post Friday, 11th May 2012, 18:03

Re: Nice MiMo start

Skruckets the Bogman wrote:I wouldn't abandon Trog. It seems all your items lend themselves to melee, so why leave the melee god?

Regeneration and berserk are handy in any situation, and a few good brothers in arms can defeat anything.


I do still use Trog's Hand a bit, but I am way more powerful than any BiA could be. And I have potions of might and a wand of hasting for those very rare situations where I might need to berserk.

With Lugonu, I would have the option to distortion-brand a demon whip in my stash, and corruption and banishment etc. are nice complementary abilities. Not that I need those either. And the main dungeon has no Lugonu altars, I'd have to slog through the Abyss some more to find one

I know many people go TSO for the extended end-game, but I already have the holy scourge, and the halo would ruin my extreme stealth and TSO would forbid me stabbing stuff. However, the rN+++ and the Divine Shield would be nice, though I already have SH:57.
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Vestibule Violator

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Location: New England

Post Friday, 11th May 2012, 18:10

Re: Nice MiMo start

Jebus that's a lot of Dex.

Huh. That's kind of an unusual build, actually. With the cheap min delay from short blades, and only a medium investment in armour, you instead pumped evasion and shields. Not quite the heavy armour bruiser I expect from a minodorf.

On gods- you could always try Zin if you're not feeling TSO for the post endgame (Trog will carry you fine for 3 though). Innate rMut frees your amulet slot, hell effect proof, and sanctuary. But yeah, you miss out on the angels, health for kills, and holy 'splosions. Either way though you have to train up invocations you don't have.
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Ziggurat Zagger

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Joined: Thursday, 10th February 2011, 18:30

Post Friday, 11th May 2012, 18:21

Re: Nice MiMo start

How are you going to handle Tomb?

I would think you would need TSO protection and/or at least the ability to cast Silence.

Remember, if you crank up your Evo you can get some good MP... you're not playing trunk, nevermind.
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
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Vestibule Violator

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Joined: Thursday, 16th December 2010, 20:52

Post Friday, 11th May 2012, 18:41

Re: Nice MiMo start

Does TSO let you cast silence?

Turns out Tomb is tougher than I expected (famous last words?) I almost got killed on Tomb:1 and then got banished.

I think I will go TSO. I give up stabbing, but not worrying about stealth a) gives me more flexibility in what I equip, and b) I can use my slings at a distance in place of trying to sneak up. That's probably better for my health anyway - it keeps me from entering the LOS of more baddies as I approach for the stab. Most stuff on Tomb:1 was noticing me anyway, despite "extraordinarily stealthy".
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Vestibule Violator

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Location: New England

Post Friday, 11th May 2012, 19:12

Re: Nice MiMo start

Silence isn't evil, so yes.

If you've been hoarding scrolls of silence, you can make do with a small stack. You don't need the renewable spell. It's even possible to clear under Trog, but hella tedious (explore side to side on tomb:3, because the mummies start in rows, and you'll bring them into LOS one at a time. Throw/fire something to aggro that one mummy, lead him away, kill, repeat. Leave to grind abyss / pan for piety as necessary) and downright scary at times.

Either way, do tomb last. Pan, even the hells, are easier.

With sufficient stealth, you can still do post-endgame stabbing. It won't be everything, but it works. Not sure it's worth it if you swap away from short blades though. You stealth will help sneaking past rune lords though! (Asmodeus- I'm looking at you).
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Abyss Ambulator

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Joined: Sunday, 18th September 2011, 02:11

Post Friday, 11th May 2012, 19:14

Re: Nice MiMo start

mageykun wrote:(Asmodeus- I'm looking at you).

He's not looking back.
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Ziggurat Zagger

Posts: 5832

Joined: Thursday, 10th February 2011, 18:30

Post Friday, 11th May 2012, 19:50

Re: Nice MiMo start

danr wrote:Does TSO let you cast silence?

Turns out Tomb is tougher than I expected (famous last words?) I almost got killed on Tomb:1 and then got banished.

I think I will go TSO.


TSO is a lot easier to kerjigger with piety if you haven't done crypt yet. Many who plan to go TSO tend to leave Crypt alone till they're ready to switch, then they murdarlize it.
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
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Vestibule Violator

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Joined: Thursday, 16th December 2010, 20:52

Post Friday, 11th May 2012, 20:30

Re: Nice MiMo start

Too late, I've done Crypt and just switched to TSO.

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Friday, 11th May 2012, 21:04

Re: Nice MiMo start

If you don't mind boring scumming, farming abyss will get you the piety too.

Halls Hopper

Posts: 62

Joined: Friday, 17th December 2010, 21:56

Post Friday, 11th May 2012, 21:20

Re: Nice MiMo start

danr wrote:Does TSO let you cast silence?

I think I will go TSO. I give up stabbing, but not worrying about stealth a) gives me more flexibility in what I equip, and b) I can use my slings at a distance in place of trying to sneak up. That's probably better for my health anyway - it keeps me from entering the LOS of more baddies as I approach for the stab. Most stuff on Tomb:1 was noticing me anyway, despite "extraordinarily stealthy".


TSO doesn't mind stabbing demons, undead, evil and low IQ monsters. At this point, I doubt you have any other types left to kill asides on dungeon levels 23+

Ziggurat Zagger

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Joined: Friday, 6th January 2012, 18:45

Post Friday, 11th May 2012, 21:27

Re: Nice MiMo start

The halo you get from TSO heavily penalizes stealth, so stabs would be difficult to pull off on demons.
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Vestibule Violator

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Joined: Thursday, 16th December 2010, 20:52

Post Friday, 11th May 2012, 21:36

Re: Nice MiMo start

Yeah, the Abyss is working fine to farm piety, I'm at **** now and I think that's a good enough start.

Giving up on stabbing also lets me don my +4 Chain Mail of the Volcano (rF++ rC++ Dex-3 Stlth--)

Also, there's a Ziggurat (on D10, 4150 gp), I figure I'm probably ready to handle that - I've never done one before except in a Wizmode game. Any advice on vital equipment for a Ziggurat? I understand I could run into virtually anything in there.
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Ziggurat Zagger

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Joined: Thursday, 10th February 2011, 18:30

Post Friday, 11th May 2012, 21:41

Re: Nice MiMo start

danr wrote:Yeah, the Abyss is working fine to farm piety, I'm at **** now and I think that's a good enough start.

Giving up on stabbing also lets me don my +4 Chain Mail of the Volcano (rF++ rC++ Dex-3 Stlth--)

Also, there's a Ziggurat (on D10, 4150 gp), I figure I'm probably ready to handle that - I've never done one before except in a Wizmode game. Any advice on vital equipment for a Ziggurat? I understand I could run into virtually anything in there.


If you are totally OK with losing your character, go for it. I fear those things. Definitely have some way to control blink around and/or block line of sight, and don't be afraid to use it.
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
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Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Sunday, 13th May 2012, 16:12

Re: Nice MiMo start

You can exit at any level, but only when you get across the level to the other side. In other words, if things start going badly and you want to escape, you really need scrolls of blinking/Cblink to have a reasonably high chance of getting out without clearing a level. And it's possible that some, although not most, levels are -ctele, in which case you're probably going to have to clear at least most of the mobs before you can get away.

That said, the first 10 or so levels are actually fairly easy (for end game chars), the middle 10ish pretty tough, and the last 10ish really tough. I actually left after 20 on the zig I ran, so...never did zig 27. I do want to finish one some day, but it's not a high priority atm.

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