CIP:DrCj-what spells to take?


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Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Thursday, 17th July 2014, 13:05

CIP:DrCj-what spells to take?

  Code:
Dungeon Crawl Stone Soup version 0.15-a0-2130-g28e4b74 (tiles) character file.

The Conjurer the Conjurer (DrCj)                   Turns: 13219, Time: 01:48:58

HP  97/97        AC 20     Str 12      XL: 12   Next:  9%
MP  39/39        EV 14     Int 20      God: Vehumet [*****.]
Gold 583         SH  4     Dex 13      Spells: 11 memorised,  0 levels left

rFire  . . .     SeeInvis .     p - +3 dagger (protect)
rCold  + + .     Clarity  +     (armour unavailable)
rNeg   . . .     rCorr    .     x - +0 buckler
rPois  .         rRot     .     L - +1 hat
rElec  +         Spirit   .     F - +1 cloak of Ashenzari's Regard {+Blink rC++ Curse}
SustAb .         Warding  .     w - +0 pair of gloves
rMut   .         Stasis   .     C - +2 pair of boots {Fly}
Gourm  .                        j - amulet of clarity
MR     .....                    H - +2 ring of strength
                                z - ring of magical power

@: not resistant to hostile enchantments, fairly stealthy
A: breathe lightning, unfitting armour, electricity resistance, cold-blooded, AC
+8
a: Breathe Lightning, Renounce Religion, Evoke Blink, Evoke Flight


You are on level 2 of the Orcish Mines.
You worship Vehumet.
Vehumet is extremely pleased with you.
You are not hungry.

You have visited 4 branches of the dungeon, and seen 19 of its levels.
You have also visited: Sewer and Ossuary.

You have collected 1325 gold pieces.
You have spent 742 gold pieces at shops.

Inventory:

Hand weapons
 a - a cursed +1 whip of freezing
 p - a +3 dagger of protection (weapon)
Armour
 w - a +0 pair of gloves (worn)
 x - a +0 buckler (worn)
 C - a +2 pair of boots of flying (worn)
 F - the +1 cloak of Ashenzari's Regard (worn) {+Blink rC++ Curse}
   (You bought it in a shop on level 5 of the Dungeon)   
   
   It greatly protects you from cold.
   It lets you blink.
   It may recurse itself when equipped.
 L - a +1 hat (worn)
Magical devices
 e - a wand of digging {zapped: 4}
 o - a wand of paralysis {zapped: 8}
 J - a wand of paralysis {zapped: 2}
 K - a wand of heal wounds (3)
Comestibles
 b - 9 bread rations
 f - a chunk of orc flesh
 m - 6 meat rations
 q - 9 fruits
 s - 3 rotting chunks of ogre flesh
 D - 3 beef jerkies
Scrolls
 h - 4 scrolls of recharging
 k - 8 scrolls of teleportation
 n - a scroll of fog
 v - 4 scrolls of remove curse
 B - 2 scrolls of amnesia
 M - a scroll of holy word
 Q - 4 scrolls of identify
Jewellery
 j - an amulet of clarity (around neck)
 z - a ring of magical power (left hand)
 H - a +2 ring of strength (right hand)
Potions
 d - 5 potions of flight
 g - 3 potions of resistance
 i - a potion of brilliance
 l - a potion of lignification
 t - a potion of invisibility
 E - a potion of curing
 G - 2 potions of haste
 N - 2 potions of heal wounds
Books
 c - a book of Conjurations   
   
   Spells                             Type                      Level
   *Magic Dart                        Conjuration                  1
   *Searing Ray                       Conjuration                  2
   *Dazzling Spray                    Conjuration/Hexes            3
   Fulminant Prism                    Conjuration/Hexes            4
   *Iskenderun's Mystic Blast         Conjuration                  4
   *Iskenderun's Battlesphere         Conjuration/Charms           5
 y - a book of Power   
   
   Spells                             Type                      Level
   Fulminant Prism                    Conjuration/Hexes            4
   *Iskenderun's Mystic Blast         Conjuration                  4
   *Venom Bolt                        Conjuration/Poison           5
   Bolt of Magma                      Conjuration/Fire/Earth       5
   Iron Shot                          Conjuration/Earth            6
   Orb of Destruction                 Conjuration                  7
Miscellaneous
 O - a phial of floods


   Skills:
 - Level 6.7 Fighting
 - Level 5.4 Dodging
 - Level 5.6 Stealth
 - Level 2.2 Shields
 - Level 10.1 Spellcasting
 - Level 11.6 Conjurations
 - Level 2.1 Hexes
 - Level 4.3 Charms
 - Level 4.1 Air Magic
 * Level 3.0 Poison Magic


You cannot memorise any spells.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           ####         1%          1    None
b - Searing Ray           Conj           ######       1%          2    None
c - Dazzling Spray        Conj/Hex       #####...     1%          3    None
d - Iskenderun's Mystic   Conj           ######..     1%          4    ##.....
e - Sting                 Conj/Pois      ####         1%          1    None
f - Iskenderun's Battles  Conj/Chrm      #####...     2%          5    ####...
g - Static Discharge      Conj/Air       #####...     1%          3    None
h - Mephitic Cloud        Conj/Pois/Air  #####...     1%          3    None
i - Repel Missiles        Chrm/Air       ####..       1%          2    None
j - Blink                 Tloc           N/A          12%         2    None
k - Venom Bolt            Conj/Pois      #####.....   3%          5    ####...


Dungeon Overview and Level Annotations

Branches:
Dungeon (10/15)            Temple (1/1) D:5             Orc (3/4) D:9
   Lair (5/8) D:9          Shoals (0/5) Lair:4       Spider (0/5) Lair:3
   Elf: Orc:3-4     


Even when I start as Conjurer I generally began to rely on fire spells by midgame, but this time I decided to try something else as static discharge and venom bolt came up. But air and poison schools don't really impress me (mainly because I love blowing things up with fireball, I guess). Confusing bunch of orcs with mephtic clouds is great, but I will have to find some means to deal damage when poison-and electric-resistant monsters come up. Maybe go straight to OOD? What kind of specific elemental spells would be useful for this character? Static discharge doesn't seem that great and many times I find myself just casting battlesphere+magic dart.

Temple Termagant

Posts: 8

Joined: Friday, 30th September 2011, 02:34

Post Thursday, 17th July 2014, 16:34

Re: CIP:DrCj-what spells to take?

Venom Bolt is a good spell, does damage even to monsters it won't poison.

I hear a lot of love for Fulminant Prism as it can re-route monsters.

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Thursday, 17th July 2014, 17:02

Re: CIP:DrCj-what spells to take?

IMB + Battlesphere does a lot of damage. As long as your defenses are pretty good, you don't need any other source of damage to win the game (though it could be helpful). If this were my character I would immediately work on getting about 15 more levels of dodging and 10 more levels of fighting.

Swamp Slogger

Posts: 136

Joined: Wednesday, 1st January 2014, 20:43

Post Friday, 18th July 2014, 00:44

Re: CIP:DrCj-what spells to take?

I'd ditch sting, ray, static, and heck, even IMB, and spend those slots on things like Swiftness, Repel, Butterflies, Shroud, maybe a summons. You have the battle ball and dart. That is an awesome MP efficient combo. Use your big venom blast for rows of bad guys. Otherwise, just orb up and dart em in the face.

Get your blink down to 5% please. 12% is not so hot if you need an emergency escape button. And it's cheap.

Your summoning apt is probably reasonable so an end game strategy for this guy is to go with that spellforged death robot. Get him, lose all your conj spells except iron shot and OOD, maybe crystal spear if you find it, summon him, haste him, watch him shred the game.

Snake Sneak

Posts: 101

Joined: Wednesday, 22nd May 2013, 04:32

Post Friday, 18th July 2014, 02:12

Re: CIP:DrCj-what spells to take?

If it helps, my first win was with a DrCj... I decided to go for several Bolt spells from different schools, since my Conjuration training covered most of what I needed for some good blasty damage.
Here's the relevant part of the dump:
  Code:
 Dungeon Crawl Stone Soup version 0.14-a0-806-g7df33cc (tiles) character file.

1710372 Tristian the Archmage (level 27, 196/196 HPs)
             Began as a Black Draconian Conjurer on Nov 13, 2013.
             Was the Champion of Vehumet.
             Escaped with the Orb
             ... and 4 runes on Nov 18, 2013!
             
             The game lasted 14:15:55 (143260 turns).

Tristian the Archmage (Black Draconian Conjurer)  Turns: 143260, Time: 14:15:55

HP 196/196       AC 23     Str 13      XL: 27
MP  60/61        EV 21     Int 33      God: Vehumet [******]
Gold 2928        SH 25     Dex 19      Spells: 16 memorised,  2 levels left

Res.Fire  : + + +   See Invis. : +   a - staff of power
Res.Cold  : + . .   Warding    : .   (armour unavailable)
Life Prot.: . . .   Conserve   : +   d - +1 shield of the Volcano {+Blink +Inv rF++ Stlth++}
Res.Poison: +       Res.Corr.  : .   h - +1 cap of Sif Muna's Indignation {rC+ Curse}
Res.Elec. : +       Clarity    : .   S - +2 cloak {MR+}
Sust.Abil.: . .     Spirit.Shd : .   K - +2 pair of elf gauntlets {Dex+3}
Res.Mut.  : .       Stasis     : .   z - +2 pair of boots of Tulips {Int+3 Stlth}
Res.Rott. : .       Flight     : +   L - amulet of conservation
Saprovore : . . .                    G - ring of Luocvaf {Contam rPois MR Int+1 Acc+4 SInv}
                                     D - ring of Untruth {rF+ Dex+3 Int+4}

@: flying, very slightly contaminated, delayed fireball, extraordinarily
resistant to hostile enchantments, fairly stealthy
A: breathe lightning, able to fly continuously, unfitting armour, large and
strong wings, electricity resistance, AC +13
a: Breathe Lightning, Stop Flying, Renounce Religion, Release Delayed Fireball,
Evoke Blink, Evoke Invisibility
0: Orb of Zot
}: 4/15 runes: serpentine, barnacled, slimy, silver


You escaped.
You worshipped Vehumet.
Vehumet was exalted by your worship.
You were very full.

You visited 12 branches of the dungeon, and saw 76 of its levels.
You visited the Abyss 1 time.
You visited 1 bazaar.
You also visited: Labyrinth, Trove and Ossuary.

You collected 9448 gold pieces.
You spent 6520 gold pieces at shops.

Inventory:

Hand weapons
 b - a +7,+9 quick blade
Armour
 d - the +1 shield of the Volcano (worn) {+Blink +Inv rF++ Stlth++}
   (You took it off Wiglaf on level 5 of the Snake Pit)   
   
   It greatly protects you from fire.
   It lets you turn invisible.
   It lets you blink.
   It makes you much more stealthy.
 h - the +1 cap of Sif Muna's Indignation (worn) {rC+ Curse}
   (You found it in a treasure trove)   
   
   It protects you from cold.
   It may recurse itself.
 z - the +2 pair of boots of Tulips (worn) {Int+3 Stlth}
   (You acquired it on level 20 of the Dungeon)   
   
   It affects your intelligence (+3).
   It makes you more stealthy.
 K - a +2 pair of elven gauntlets of dexterity (worn)
 S - a +2 cloak of magic resistance (worn)
Magical devices
 c - a wand of invisibility (6)
 j - a wand of teleportation (7)
 m - a wand of hasting (3)
 p - a wand of heal wounds (8)
 t - a wand of heal wounds (6)
 H - a wand of digging (10)
Comestibles
 n - 2 meat rations
Scrolls
 e - 2 scrolls of recharging
 g - 7 scrolls of immolation
 i - 2 scrolls of holy word
 k - a scroll of fear
 l - 3 scrolls of fog
 v - 3 scrolls of teleportation
 A - 8 scrolls of remove curse
 I - 4 scrolls of enchant armour
 N - 5 scrolls of identify
 V - a scroll of magic mapping
Jewellery
 u - an uncursed amulet of resist mutation
 D - the ring of Untruth (left hand) {rF+ Dex+3 Int+4}
   (You found it on level 6 of the Pits of Slime)   
   
   [ring of protection from fire]
   It affects your intelligence (+4).
   It affects your dexterity (+3).
 G - the ring of Luocvaf (right hand) {Contam rPois MR Int+1 Acc+4 SInv}
   (You took it off a deep elf sorcerer on level 3 of the Elven Halls)   
   
   [ring of protection from magic]
   It affects your intelligence (+1).
   It affects your accuracy (+4).
   It protects you from poison.
   It enhances your eyesight.
   It causes magical contamination when unequipped.
 L - an amulet of conservation (around neck)
Potions
 f - 2 potions of agility
 o - a potion of speed
 r - 3 potions of restore abilities
 s - a potion of cure mutation
 w - 2 potions of resistance
 B - a potion of magic
 C - 7 potions of curing
 P - 5 potions of heal wounds
Magical staves
 a - an uncursed staff of power (weapon)
Miscellaneous
 q - a bottled efreet
 x - a lamp of fire
Rods
 y - a +2 rod of destruction (11/11)
   (You found it on level 5 of the Snake Pit)
 E - a +5 rod of fiery destruction (10/10)
   (You found it on level 6 of the Pits of Slime)
 F - a +6 rod of frigid destruction (13/13)
   (You found it on level 6 of the Pits of Slime)


   Skills:
 + Level 6.9 Fighting
 + Level 3.3 Short Blades
 + Level 8.2 Staves
   Level 0.5 Bows
 + Level 2.2 Throwing
 + Level 12.2 Dodging
 + Level 5.8 Stealth
 + Level 10.2 Shields
 O Level 27 Spellcasting
 O Level 27 Conjurations
 + Level 8.3 Charms
 + Level 23.4 Fire Magic
 + Level 3.1 Air Magic
 - Level 0.7 Earth Magic
 - Level 9.6 Poison Magic
 + Level 10.2 Evocations


You had 2 spell levels left.
You knew the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           ####         0%          1    None
b - Searing Ray           Conj           ######       0%          2    None
c - Iskenderun's Mystic   Conj           ########     0%          4    None
d - Iskenderun's Battles  Conj/Chrm      ########     0%          4    None
e - Delayed Fireball      Conj/Fire      N/A          1%          7    None
f - Poison Arrow          Conj/Pois      ########..   1%          6    None
g - Bolt of Fire          Conj/Fire      ########..   0%          6    None
h - Fireball              Conj/Fire      ########..   0%          5    None
i - Lehudib's Crystal Sp  Conj/Erth      #######...   4%          8    None
j - Fire Storm            Conj/Fire      ########..   1%          9    ###....
k - Haste                 Chrm           #######.     2%          6    None
l - Lightning Bolt        Conj/Air       #######...   1%          5    None
m - Dig                   Erth           #####...     6%          4    None
n - Conjure Ball Lightni  Conj/Air       #######...   1%          6    None
o - Orb of Destruction    Conj           ########..   1%          7    None
r - Regeneration          Chrm/Necr      ######....   1%          3    None


*EDIT*
Yes, I know... I got lucky... should have trained Fighting and Dodging a bit more than I did.

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