Lair Larrikin
Posts: 22
Joined: Monday, 17th February 2014, 17:22
YASD: GrIE - All Kinds of Strange
- Code:
Dungeon Crawl Stone Soup version 0.13.0 (tiles) character file.
BashItOnTheHead the Thaumaturge (GrIE) Turns: 25094, Time: 02:29:23
HP 68/68 AC 19 Str 13 XL: 12 Next: 22%
MP 38/38 EV 13 Int 21 God: Vehumet [***...]
Gold 80 SH 2 Dex 10 Spells: 8 memorised, 3 levels left
Res.Fire : + . . See Invis. : . y - +8,+5 flail of Yddokk {freeze, Contam +Inv rF+ rN+ Str-2 Int+3}
Res.Cold : . . . Warding : . M - +2 robe {MR+}
Life Prot.: + + . Conserve : . (no shield)
Res.Poison: + Res.Corr. : . V - +1 wizard hat
Res.Elec. : + Clarity : . R - +1 cloak
Sust.Abil.: . . Spirit.Shd : . (no gloves)
Res.Mut. : . Stasis : + v - +0 pair of boots
Res.Rott. : + Flight : . d - amulet of stasis
Saprovore : . . . m - ring of wizardry
e - ring of magical power
@: studying Bows, quite resistant to hostile enchantments, fairly stealthy
A: fangs 1, horns 1, talons 2, life protection 1, electricity resistance, slow
metabolism 1, unbreathing, petrification resistance, AC +11, SH +2
a: Renounce Religion, Evoke Invisibility
You are on level 1 of the Lair of Beasts.
You worship Vehumet.
Vehumet is most pleased with you.
You are hungry.
You have visited 3 branches of the dungeon, and seen 14 of its levels.
You have also visited: Ossuary.
You have collected 660 gold pieces.
You have spent 600 gold pieces at shops.
Inventory:
Hand weapons
u - a +1,+0 whip of electrocution
y - the +8,+5 flail of Yddokk (weapon) {freeze, Contam +Inv rF+ rN+ Str-2 Int+3}
(You found it on level 11 of the Dungeon)
It has been specially enchanted to freeze those struck by it, causing extra
injury to most foes and up to double damage against particularly susceptible
opponents. It can also slow down cold-blooded creatures.
It affects your strength (-2).
It affects your intelligence (+3).
It protects you from fire.
It protects you from negative energy.
It lets you turn invisible.
It causes magical contamination when unequipped.
D - the sling of Bienous {velocity, rC+ Int+4, was cursed}
(You took it off a kobold on level 5 of the Dungeon)
Any stone fired from it inflicts extra damage.
It affects your intelligence (+4).
It protects you from cold.
Armour
a - a +0 robe
v - a +0 pair of boots (worn)
x - a +1 ring mail of magic resistance
M - a +2 robe of magic resistance (worn)
R - a +1 cloak (worn)
V - a +1 wizard hat (worn)
Magical devices
s - a wand of magic darts {zapped: 6}
O - a wand of heal wounds (3)
P - a wand of enslavement {zapped: 1}
Comestibles
c - 5 bread rations
f - 2 chokos
p - 6 chunks of centaur flesh
w - 2 pears
z - a rambutan
G - an apple
U - 2 meat rations
Scrolls
b - a scroll of magic mapping
h - a scroll of fog
l - 3 scrolls of blinking
o - a scroll of random uselessness
E - 4 scrolls of remove curse
Jewellery
d - an amulet of stasis (around neck)
e - a ring of magical power (left hand)
i - an uncursed ring of fire
m - a ring of wizardry (right hand)
Potions
g - 12 potions of curing
k - a viscous cyan potion
q - 2 potions of invisibility
r - a potion of flight
t - 2 potions of restore abilities
A - a potion of berserk rage
C - 2 potions of cure mutation
H - a potion of might
K - a potion of mutation
L - 2 potions of speed
S - 2 bubbling cyan potions
W - a potion of heal wounds
Books
n - a book of Frost
Spells Type Level
*Freeze Ice 1
*Throw Frost Conjuration/Ice 2
*Ozocubu's Armour Charms/Ice 3
*Throw Icicle Conjuration/Ice 4
*Summon Ice Beast Ice/Summoning 4
Condensation Shield Ice 4
B - a book of Ice
Spells Type Level
Freezing Aura Charms/Ice 2
Ensorcelled Hibernation Hexes/Ice 2
Ozocubu's Refrigeration Ice 6
*Bolt of Cold Conjuration/Ice 6
Freezing Cloud Conjuration/Ice/Air 6
Metabolic Englaciation Hexes/Ice 6
Simulacrum Ice/Necromancy 6
F - a book of Wizardry
Spells Type Level
Summon Elemental Summoning 4
Agony Necromancy 5
Force Lance Conjuration 5
Fireball Conjuration/Fire 5
Haste Charms 6
Invisibility Hexes 6
I - a book of Flames
Spells Type Level
Flame Tongue Conjuration/Fire 1
Throw Flame Conjuration/Fire 2
Conjure Flame Conjuration/Fire 3
Inner Flame Hexes/Fire 3
Sticky Flame Conjuration/Fire 4
Fireball Conjuration/Fire 5
J - a Young Poisoner's Handbook
Spells Type Level
Sting Conjuration/Poison 1
Cure Poison Poison 2
*Mephitic Cloud Conjuration/Poison/Air 3
Olgreb's Toxic Radiance Poison 4
Venom Bolt Conjuration/Poison 5
N - a Grand Grimoire {highlevel}
This book is beyond your current level of understanding.
Spells Type Level
Demonic Horde Summoning 6
Mass Abjuration Summoning 6
Haunt Necromancy/Summoning 7
Summon Greater Demon Summoning 7
Malign Gateway Summoning/Translocation 7
Summon Horrible Things Summoning 8
Q - a manual of Bows
Miscellaneous
Z - a fan of gales
Skills:
- Level 8.1 Fighting
+ Level 7.6 Maces & Flails
- Level 5.0 Dodging
- Level 2.1 Stealth
* Level 9.4 Spellcasting
* Level 9.1 Conjurations
- Level 1.0 Summonings
* Level 9.2 Ice Magic
You have 3 spell levels left.
You know the following spells:
Your Spells Type Power Failure Level Hunger
a - Freeze Ice #### 1% 1 None
b - Throw Frost Conj/Ice #####. 1% 2 None
c - Ozocubu's Armour Chrm/Ice ####...... 1% 3 None
d - Throw Icicle Conj/Ice #####... 1% 4 ##.....
e - Summon Ice Beast Ice/Summ ####...... 4% 4 ##.....
f - Mephitic Cloud Conj/Pois/Air ###..... 1% 3 None
g - Stone Arrow Conj/Erth ####.. 1% 3 None
h - Bolt of Cold Conj/Ice #####..... 3% 6 ######.
Dungeon Overview and Level Annotations
Branches:
Dungeon (12/27) Temple (1/1) D:6 Lair (1/8) D:12
Orc: D:6-11
Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
the Shining One
Shops:
D:4 ( D:7 % D:8 /
Portals:
Trove: D:10 (give +5 fire dragon armour)
Annotations:
Lair:1 exclusion: 2 oklob plants
Innate Abilities, Weirdness & Mutations
You are resistant to torment.
You are immune to poison.
Your stone body is very resilient (AC +8).
You have very sharp teeth.
You have razor-sharp toenails.
You resist negative energy.
You are resistant to electric shocks.
You have a slow metabolism.
You can survive without breathing.
You are immune to petrification.
You have a pair of small horns on your head.
You are partially covered in icy blue scales (AC +1).
You are partially covered in large bone plates (AC +2, SH +2).
I have never seen half this many books before L1, but I think I've pretty much got access to more than enough spells to clear everything outside of extended, with no help from Vehumet.
Speaking of Vehumet, how bad did I screw myself going with him? I wanted to go Makhleb and rely more on the melee side of my game, but he wasn't in an already late temple, so I changed my plans.
That flail...I really should really learn to ident artifacts before wielding them. How bad is that Contam+ going to mess me up? I can probably keep the weapon on through the Lair branches at the least (watch me roll an Ice Cave...), so should I just ride it as far as I can and hope to hell I find an amulet of rMut to protect me from the worst of what it will cause? I have an eveningstar of draining that showed up around D6 (!), but it has a lousy enchantment (-3, -1) - any value in pouring scrolls into that as a late game weapon (along with a buckler)?
Of course, I've had some insane luck with mutations this game too. Ended up with AC+3, SH+2, and horns 1 from an early round of potion roulette. I'm even more loathe to unwield that flail because I don't want to lose the good Muts along with any bad ones (though I do have 2 potions of cure Mut, which I imagine would get me back to 0 or close to it, right?)
Thoughts? This one has been a lot of fun, but I feel like I'm stretching myself too thin to win it.