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CIP - Promising Kenku Conjurer looking for advice

PostPosted: Saturday, 2nd April 2011, 00:31
by fspades
So after countless tries I've finally took a spellcaster character off the ground(get it? Ha ha!). This one has some amazing equipment already but I'm undecided in some areas. See for yourself:

  Code:
 Dungeon Crawl Stone Soup version 0.8.0-a0-5620-g273693b character file.

Birdy the Destroyer (Kenku Conjurer)                               Turns: 39120, Time: 05:24:12

HP  83/83        AC  6     Str 10      Exp: 16/137176 (7), need: 48723
MP  35/35        EV 21     Int 21      God: Sif Muna [*****.]
Gold 81          SH 16     Dex 15      Spells: 11 memorised,  4 levels left

Res.Fire  : + + +   See Invis. : +    n - +7,+5 scimitar of Flaming Death {flame, rP
Res.Cold  : + + .   Warding    : . .  V - +0 robe {rC+ rF+}
Life Prot.: + . .   Conserve   : .    i - +2 buckler {rflct}
Res.Acid. : . . .   Res.Corr.  : .    (helmet restricted)
Res.Poison: +       Clarity    : .    B - +0 cloak
Res.Elec. : .       Spirit.Shd : .    F - +2 pair of gauntlets
Sust.Abil.: . .     Stasis     : .    (boots unavailable)
Res.Mut.  : .       Ctrl.Telep.: +    v - amulet of the gourmand
Res.Rott. : .       Levitation : +    z - ring of Agnosticism {rPois rF+ rN+ MR SInv
Gourmand  : +       Ctrl.Flight: +    X - ring of Kiro {cTele rC++}

@: flying, very resistant to hostile enchantments, stealthy
A: able to fly continuously, beak, talons 3
a: Stop Flying, Channel Energy, Forget Spell, Renounce Religion


You are on level 11 of the Dungeon.
You worship Sif Muna.
Sif Muna is exalted by your worship.
You are very full.

You have visited 5 branches of the dungeon, and seen 30 of its levels.
You have visited 2 bazaars.
You have visited 3 portal chambers: ossuary, spiders nest, volcano.

You have collected 3406 gold pieces.
You have spent 3345 gold pieces at shops.

Inventory:

Hand weapons
 l - the +13,+4 demon blade "Leech" {vamp, rN+ EV-1 Str-1 Dex-1 Int-1 Curse}
   (You found it on level 14 of the Dungeon)   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
   It affects your evasion (-1).
   It affects your strength (-1).
   It affects your intelligence (-1).
   It affects your dexterity (-1).
   It protects you from negative energy.
   It may recurse itself.
 n - the +7,+5 scimitar of Flaming Death (weapon) {flame, rPois rF++ rC- MR}
   (You found it on level 5 of the Lair of Beasts)   
   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 makes you vulnerable to cold.
   It protects you from poison.
   It increases your resistance to enchantments.
Armour
 i - a +2 buckler of reflection (worn)
 o - a +2 robe of the Archmagi
 B - a +0 cloak (worn)
 F - a +2 pair of gauntlets (worn)
 V - a +0 robe of resistance (worn)
Magical devices
 j - a wand of fireball (5)
 p - a wand of hasting (4)
 t - a wand of teleportation (7)
 N - a wand of paralysis (9)
 P - a wand of disintegration (3)
 S - a wand of cold (2)
 T - a wand of polymorph other (10)
Comestibles
 c - 3 pears
 h - 3 meat rations
 k - a bread ration
Scrolls
 b - 2 scrolls of fear
 e - a scroll of enchant weapon I
 A - 4 scrolls of fog
 E - 2 scrolls of blinking
 G - 5 scrolls of remove curse
 L - 2 scrolls of enchant weapon II
 Q - 2 scrolls of teleportation
Jewellery
 d - an uncursed ring of invisibility
 g - an uncursed amulet of resist corrosion
 r - an uncursed ring of teleport control
 s - an uncursed amulet of faith
 u - an uncursed amulet of rage
 v - an amulet of the gourmand (around neck)
 x - an uncursed ring of magical power
 z - the ring of Agnosticism (right hand) {rPois rF+ rN+ MR SInv}
   (You bought it in a shop on level 1 of the Orcish Mines)   
   [ring of protection from fire]
   It protects you from poison.
   It protects you from negative energy.
   It increases your resistance to enchantments.
   It enhances your eyesight.
 K - an uncursed ring of sustain abilities
 R - an uncursed amulet of resist mutation
 U - an uncursed ring of protection from cold
 X - the ring of Kiro (left hand) {cTele rC++}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   [ring of teleport control]
   It greatly protects you from cold.
Potions
 m - 4 potions of agility
 q - 4 potions of healing
 w - a potion of speed
 D - 4 potions of restore abilities
 H - a potion of resistance
 M - 4 potions of might
Books
 f - Sif Muna's Compendium of Damage Dealing {god gift}
   (Sif Muna gifted it to you on level 10 of the Dungeon)   
   Spells                             Type                      Level
   *Shock                             Conjuration/Air              1
   Flame Tongue                       Conjuration/Fire             1
   *Conjure Flame                     Conjuration/Fire             3
   *Orb of Destruction                Conjuration                  7
   Chain Lightning                    Conjuration/Air              8
   
 y - a book of the Dragon {god gift}   
   Spells                             Type                      Level
   Flight                             Charms/Air                   4
   Cause Fear                         Hexes                        5
   Bolt of Fire                       Conjuration/Fire             6
   Dragon Form                        Fire/Transmutation           8
   Summon Dragon                      Summoning                    9
   
 J - Nikola's Volume of Flying Conjuration {god gift}
   (Sif Muna gifted it to you in a spider's nest)   
   Spells                             Type                      Level
   *Shock                             Conjuration/Air              1
   *Magic Dart                        Conjuration                  1
   Venom Bolt                         Conjuration/Poison           5
   Freezing Cloud                     Conjuration/Ice/Air          6
   *Orb of Destruction                Conjuration                  7
   
Magical staves
 a - a +0 rod of smiting (11/11)
   (You found it on level 8 of the Dungeon)


 You have 7 experience left.

   Skills:
 + Level 6 Fighting
 - Level 4 Short Blades
 + Level 10 Long Blades
 - Level 2 Staves
 + Level 9 Dodging
 - Level 4 Stealth
 - Level 3 Stabbing
 + Level 4 Shields
 + Level 2 Traps & Doors
 - Level 5 Unarmed Combat
 + Level 13 Spellcasting
 + Level 17 Conjurations
 + Level 5 Summonings
 - Level 3 Translocations
 + Level 11 Air Magic
 + Level 8 Poison Magic
 + Level 4 Invocations
 + Level 3 Evocations


You have 4 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Success   Level  Hunger
a - Magic Dart            Conj           #####        Perfect     1    None
b - Mephitic Cloud        Pois/Air/Conj  #######...   Excellent   3    None
c - Iskenderun's Mystic   Conj           #######..    Excellent   4    None
d - Poisonous Cloud       Pois/Air/Conj  #######...   Excellent   5    Choko
e - Poison Arrow          Pois/Conj      #######...   Great       6    Honeycomb
f - Orb of Destruction    Conj           #######...   Excellent   7    Ration
g - Conjure Flame         Fire/Conj      ######...    Excellent   3    None
h - Repel Missiles        Air/Chrm       ######....   Excellent   2    None
i - Blink                 Tloc           N/A          Excellent   2    None
k - Call Canine Familiar  Summ           #####.....   Excellent   3    None
l - Shock                 Air/Conj       #####        Excellent   1    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/27)            Temple (1/1) D:4             Orc (4/4) D:11
    Elf (0/5) Orc:4          Lair (8/8) D:10          Swamp (0/5) Lair:5
 Shoals (0/5) Lair:6        Slime (0/6) Lair:6         Hive (2/2) D:12
 Vault: D:14-19     

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

Shops:
D:13: *  Orc:1: =!/  Orc:2: *  Orc:4: !=(*

Annotations
Lair:4 exclusion: oklob plant


                    Innate Abilities, Weirdness & Mutations

You can fly continuously.
You have a beak for a mouth.
You have claws for feet.


Message History

There is a stone staircase leading down here.
There is a stone staircase leading up here.
You fly upwards.
There is a stone staircase leading down here.
There is a staircase back to the Dungeon here.
You fly upwards. Welcome back to the Dungeon!
There is a staircase to the Orcish Mines here.

   #.#            #..##
   #(#            #..#
   #.#            #..#
   #.#            #..#
   #.#            #..#
   #<#            #..##
   #.#  ############...
   #.#  #.........(..##
   #)#  #..)......####
####[####.>@......#
.......##.....(...#
...[...#######.####
.......##....).#
.......##....).#
.......##......#
..>....##......#
.......##......########
......%##.....(())....(


There are no monsters in sight!


1) Robe of Resistance or Robe of the Archmagi? Keep in mind I use the trunk build and AFAIK Robe of the Archmagi doesn't have an exp penalty there.
2)Similarly Demon Blade "Leech" or scimitar of Flaming Blade?
3) Should I switch to Vehumet after some time? Can I survive Sif Muna's wrath? How bad is it?
4) I'm trying to branch into summoning and fire magic. Should I turn off conjurations for now?

Re: CIP - Promising Kenku Conjurer looking for advice

PostPosted: Saturday, 2nd April 2011, 07:04
by KoboldLord
fspades wrote:1) Robe of Resistance or Robe of the Archmagi? Keep in mind I use the trunk build and AFAIK Robe of the Archmagi doesn't have an exp penalty there.


Depends on equipment, of course. I tend to value the extra resistance over the spell power boost, but your resistances are in decent shape even without it. You should have enough scrolls to max out the bonus on both and switch according to the branch you're hitting, unless you're planning to go for dragon armor at some point.

fspades wrote:2)Similarly Demon Blade "Leech" or scimitar of Flaming Blade?


Normally, it would be a pretty hard call, but the Flaming Blade has mostly redundant resistances with your most excellent randart ring of Agnosticism. The branches you face in the immediate future are filled with creatures vulnerable to vampiric weapons, and you aren't depending on a staff or secondary randart weapon for any resistances.

fspades wrote:3) Should I switch to Vehumet after some time? Can I survive Sif Muna's wrath? How bad is it?


I can't really think of a reason why you'd want to switch from one caster goddess to another. Sif Muna will eventually gift all of Vehumet's spells, even the ones in Annihilations if you wait for randart books long enough. Vehumet's selection of other benefits may be better than Sif Muna's, but there are non-caster deities that have passive or active abilities that are even better than that, since you don't need spell support. Makhleb, for instance, gives MP for Kills exactly like Vehumet's, but also gives HP for Kills as well.

I'm usually happy to stick with Sif Muna if I've chosen to be with her. Not least because her wrath is one of the most horrible in the game. It won't usually kill you, but since her wrath involves forcing top-end miscast effects on you, you can end up getting banished… or getting guaranteed-bad mutations several times in a row, instantly.

fspades wrote:4) I'm trying to branch into summoning and fire magic. Should I turn off conjurations for now?


Sure. 17 conjurations is plenty until you decide to go for Fire Storm, and it'll be a long, long time before that's viable.

Re: CIP - Promising Kenku Conjurer looking for advice

PostPosted: Saturday, 2nd April 2011, 07:14
by fspades
Thanks for the advice :)

I was using the scimitar and the Robe of the Archmagi but now thinking about it, Leech + Resistance would be better.

Seems like I'll stay with Sif Muna. I've found Book of Demonology anyway.

Re: CIP - Promising Kenku Conjurer looking for advice

PostPosted: Saturday, 2nd April 2011, 07:17
by Pleont
fspades wrote:4) I'm trying to branch into summoning and fire magic. Should I turn off conjurations for now?

Are you sure you want to branch into fire rather than ice magic? You have access to "Freezing Cloud", which is pretty much the ultimate kite spell for killing most monsters if you use it along with swiftness (You're a Kenku, so you'll get something like spriggan movement speed). Especially Mara, since he'll be incapable of cloning himself or you if he doesn't have a chance to use an attack turn within your eyesight. Ice also gives you access to some rather nice buff spells that will help increase the survivability of your frail Kenku.

That way, summoning is not so important unless you find a spellbook with Shadow Creatures in it. Shadow Creatures is useful for the vaults (yaktaur packs, liches, giants, etc.), slime pits (acid immune slimes, etc.), tomb (mummy priests that can spam allies, etc.), and zot (draconian packs, moths of wrath, golden dragons, orbs of fire, etc.).

I recommend turning off conjurations so you can train your spellcasting until you find a staff of energy. Though, you do have an amulet of gourmand (but the less dependent you are on switching to that amulet, the better).

Re: CIP - Promising Kenku Conjurer looking for advice

PostPosted: Saturday, 2nd April 2011, 08:36
by pratamawirya
Go for Tornado. :twisted:

Polyphemus throws a large rock.
Your +3 buckler of reflection reflects the large rock!
The large rock hits Polyphemus.
You kill Polyphemus!

This is pure LOL. :lol: