kartng wrote:I may be looney, but do I see that you weren't worshiping a God? If you aren't following either Sif Muna or Vehumet as a Deep Elf caster, you're doing yourself a huge disservice. You definitely want to get yourself signed onto one of these religions as soon as you find your preferred altar, and that should never be later than D9 (hopefully much sooner, in the Ecumenical Temple).
Wow I really missed the obvious there. Good catch kartng.
EatsDungeonBats:
If that wasn't some self-imposed challenge, you were weakening your character by not taking a god. If you were hoping to take Jiyva you should have entered Lair immediately—and I'm afraid that no matter what there isn't a non-risky way to worship Lugonu unless you start as Abyssal Knight or else get really lucky (corrupted temple). If you were going godless because you are tired of the "classic" choices for this background / species, namely Vehumet and Sif, there are a lot of other gods that are fun and strong. Ash, Kiku, Makhleb, Nemelex, Fedhas, and Dith (in trunk only, atm) are worth trying, for a start.
Unfortunately beyond what I quoted above, I disagree with kartng's post. Some of it is okay advice as far as
one—rather self-limiting, IMO—way of playing a DEWz goes. Some of it I disagree with rather strongly, however.
The level 9 spells are fun, but shouldn't be a priority. The copious experience needed to get those spells usable (even with Wizardry and high intelligence and good stats) would be better put into other things;
eventually it may make sense to get an appropriate one on an elemental-heavy character, but usually by that point you have won (or almost won) a 3 rune game.
Necromutation's cost vs. benefit in Pan, Hell, Tombs, and Ziggurats (all optional areas of the game, nota bene!) is a somewhat contentious topic, but without getting into that can of worms, it is very safe and non-controversial to say that anyone getting and using Necromutation outside of those optional areas is playing in a very silly manner. Which is entirely one's right and privilege, of course, but I feel obliged to inoculate you (and others) against poor
advice.
If you are still relatively new to these types of characters, my general advice would be to
1.) Feel free to experiment with whatever spells are available, so long as they don't require you to put a bunch of experience in an
entirely new direction before being useful; honestly, being able to experiment more readily than most species with
new and different combinations of spells, rather than making the same cookie-cutter "blasters" with the same spell sets, is the only interesting thing that elves have going for them.
2.) Don't neglect your defenses! Except perhaps for felids or octopodes, no species is "squishy" unless they are being
raised and (mis)trained to be squishy.
3.) Focus on learning tactics. What to run from, how to *tactically* retreat so as to fight on more favorable terms, how to non-tactically retreat (i.e., how to flee), how to use your consumables, how to manipulate LOS via positioning, etc.
4.) Just because you cast doesn't mean you cant fight; almost any book-starting character that hasn't trained to be at least
decent in melee at some point between early Lair and beginning of Vaults (in 0.13, first lair branch in 0.14), is a character that has been made unnecessarily weaker—and less fun, frankly—than it needs to be. "Oh a swarm of green rats in late Lair!" compare "zs<enter> zs<enter> zs<enter> zs<enter> zs<enter> zs<enter> zs<enter> zs<enter> zs<enter> 5, 5, 5" vs. "TAB.... 5."
5.) Try some non-elf wizard starts. Lots of great combos that start with a book are possible that aren't your standard "RPG archetype elven spell caster."