CiP -DsGl of Qazlal - TRJ is dead! 5/15


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Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 26th July 2014, 16:16

CiP -DsGl of Qazlal - TRJ is dead! 5/15

First DCSS game I've played in more than a year. Was a hair from dying with this guy because of a level 3 encounter with an invisible Sigmund who promptly confused me. He then me down to about 8 health, confused me, and confused me again. I really thought I was going to die, but I managed to blunder around until confusion wore off (during this period I was quaff-IDing potions and got a potion of experience which was great). I chose Qazlal after finding an altar on level 2. I was at full piety with him by the time I got to the lair. At which point I tried his most damaging ability when i was adjacent to an "extremely dangerous" ghost.. the ability wiped out a bunch of tiles but completely missed the ghost.. leaving me with 4 piety stars.

  Code:
 Dungeon Crawl Stone Soup version 0.15-a0-2244-gd54d80d (webtiles) character file.

Skyspire the Basher (Demonspawn Gladiator)         Turns: 23312, Time: 05:22:45

HP 118/118       AC 27     Str 22      XL: 15   Next:  3%
MP  29/29        EV 25     Int 16      God: Qazlal [******]
Gold 1144        SH 14     Dex 23      Spells:  2 memorised, 13 levels left

rFire  + . .     SeeInvis .     h - +6 flail (protect)
rCold  + + .     Clarity  .     F - +3 leather armour {MR+}
rNeg   . . .     rCorr    .     g - +0 buckler of Vehumet's Pride {Int+4 Slay+3}
rPois  +         rRot     .     (helmet unavailable)
rElec  +         Spirit   +     X - +2 cloak of Khul {rElec rC++}
SustAb .         Warding  .     w - +2 pair of fencer's gloves {EV+3 Dex+6 Slay+2}
rMut   .         Stasis   .     T - +1 pair of boots
Gourm  .                        (no amulet)
MR     ++...                    Z - ring of Zuson {Str+4 Dex+4 Stlth+}
                                I - ring of poison resistance

@: repel missiles, very resistant to hostile enchantments, very unstealthy
A: horns 3, rough black scales 2, demonic guardian 2, fire resistance 1, magic
shield, magic regeneration, magic link
a: Upheaval, Elemental Force, Disaster Area, Renounce Religion


You are on level 4 of the Orcish Mines.
You worship Qazlal.
Qazlal is exalted by your worship.
You are not hungry.

You have visited 3 branches of the dungeon, and seen 23 of its levels.
You have also visited: Volcano.

You have collected 2485 gold pieces.
You have spent 1341 gold pieces at shops.

Inventory:

Hand weapons
 h - a +6 flail of protection (weapon)
 D - a blowgun
 M - a -1 triple crossbow
Missiles
 m - 38 poisoned needles
 r - 8 throwing nets (quivered)
 P - 25 bolts
Armour
 g - the +0 buckler of Vehumet's Pride (worn) {Int+4 Slay+3}
   (You acquired it on level 8 of the Lair of Beasts)   
   
   It affects your intelligence (+4).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+3).
 w - the +2 pair of fencer's gloves (worn) {EV+3 Dex+6 Slay+2}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+2).
 x - the +2 cloak "Isuut" {Str+1 Dex+1 SInv}
   (You found it on level 6 of the Dungeon)   
   
   It affects your strength (+1).
   It affects your dexterity (+1).
   It enhances your eyesight.
 F - a +3 leather armour of magic resistance (worn)
 T - a +1 pair of boots (worn)
 X - the +2 cloak of Khul (worn) {rElec rC++}
   (You bought it in a shop on level 9 of the Dungeon)   
   
   It greatly protects you from cold.
   It insulates you from electricity.
Magical devices
 i - a wand of draining
 j - a wand of digging {zapped: 2}
 k - a wand of slowing {zapped: 2}
 q - a wand of cold (1)
 y - a wand of draining {zapped: 2}
 E - a wand of lightning (6)
 K - a wand of polymorph {zapped: 1}
 N - a wand of teleportation {zapped: 1}
 S - a wand of confusion {zapped: 1}
Comestibles
 f - 7 bread rations
 u - 4 meat rations
 R - a royal jelly
Scrolls
 t - 3 scrolls of fog
 C - 3 scrolls of remove curse
 J - a scroll of magic mapping
 L - a scroll of fear
 O - 2 scrolls of summoning
 Q - 4 scrolls of teleportation
 W - a scroll of vulnerability
Jewellery
 a - an uncursed ring of protection from fire
 H - an uncursed ring of protection from cold
 I - a ring of poison resistance (left hand)
 Y - an uncursed ring of flight
 Z - the ring of Zuson (right hand) {Str+4 Dex+4 Stlth+}
   (You found it on level 7 of the Lair of Beasts)   
   
   [ring of stealth]
   
   It affects your strength (+4).
   It affects your dexterity (+4).
   It makes you more stealthy.
Potions
 b - 2 potions of restore abilities
 c - a potion of cancellation
 d - 2 potions of flight
 l - a slimy orange potion
 n - a silvery potion
 s - a potion of heal wounds
 v - 10 potions of curing
 A - 2 potions of magic
 B - 3 potions of agility
 G - a potion of berserk rage
 U - 4 potions of might
 V - a potion of lignification
Books
 o - a book of Burglary   
   
   Spells                             Type                      Level
   *Swiftness                         Charms/Air                   2
   Passwall                           Transmutation/Earth          3
   Passage of Golubria                Translocation                4
   Lee's Rapid Deconstruction         Earth                        5
   Invisibility                       Hexes                        6
   Darkness                           Hexes                        7
 z - a book of Minor Magic   
   
   Spells                             Type                      Level
   Magic Dart                         Conjuration                  1
   Blink                              Translocation                2
   Call Imp                           Summoning                    2
   Repel Missiles                     Charms/Air                   2
   Slow                               Hexes                        2
   Conjure Flame                      Conjuration/Fire             3
   Mephitic Cloud                     Conjuration/Poison/Air       3
Miscellaneous
 e - a phial of floods


   Skills:
 + Level 11.1 Fighting
 - Level 12.0 Maces & Flails
 - Level 11.2 Crossbows
 - Level 1.7 Throwing
 - Level 4.0 Armour
 - Level 10.0 Dodging
 - Level 0.2 Stealth
 + Level 4.6 Shields
 - Level 1.1 Spellcasting
 - Level 11.0 Invocations
 - Level 10.4 Evocations


You have 13 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freeze                Ice            #...         24%         1    ##.....
b - Swiftness             Chrm/Air       #.......     38%         2    ###....


Dungeon Overview and Level Annotations

Branches:
Dungeon (11/15)            Temple (0/1) D:4             Orc (4/4) D:10
    Elf (0/3) Orc:4          Lair (8/8) D:11          Swamp (0/5) Lair:6
  Snake (0/5) Lair:4        Slime (0/6) Lair:7     



So far I'm not loving Qazlal, because the random clouds I find distracting... the clouds never stop.. they keep coming.. and coming.. so its definitely an added strain on the eyes and makes it more difficult for me to quickly identify the tiles on the screen, mobs etc. So find myself relying more on the text messages than usual.

With regards to this Ds guy, he seems quite strong and I'm pleased with the buckler and gloves of slaying. However, the buckler makes it impossible to use the triple crossbow. Initially I was going to ignore magic with this character and just do pure melee/crossbow.. but now that I have the +6 agility from the gloves, the +4 Int from the buckler, I'm tempted to dump points into intelligence from here on out and learn some magic.

So, advice please.. Should I focus now on training what skill? I am guessing invocations will be helpful to max out the damage from the god abilities. I know I also want to train dodging since I like having a minimum EV of 30 before going after Elf. Should I hybrid into magic and dump the rest of the stat points into intelligence since agility is already pretty high?

http://crawl.akrasiac.org/rawdata/Skyspire/Skyspire.txt
Last edited by skyspire on Sunday, 17th August 2014, 08:22, edited 4 times in total.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Swamp Slogger

Posts: 136

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

Post Saturday, 26th July 2014, 16:47

Re: CiP -DsGl of Qazlal lvl 15 advice? - 0/15

My understanding of disaster area is it works more like Lucy's corruption: i.e., you use it to mess up an entire area bad, rather than try to take out a single target. On my Qazites, I tend to use just the first power. The smite targetted elemental blasts have great range, hit for solid damage, and won't tank your piety. As for the clouds, I like em. You can just walk away from stuff while random clouds hit and can soften up packs considerably.

Qaz compliments a meleer very well: SH and repel boosts, +AC, rF, rC when you need it, free mob attacks (and break ups--smart enemies won't walk into your clouds so that can often get you separation), and cheap ranged attacks. So you don't need spells that do any of this.

Blink, Shroud, Regen are good targets for you. I'd definitely go moderate armor and magic with him, and skip on the xbow. That buckler is nice, but if you find a better shield, you may want to upgrade. .15 shield is way better than .14 shield. Course that also depends on whether you find a better weapon soon. No morningstars even? Flails are going to get outclassed soon.

Oh, and I would finish clearing D, maybe get a couple runes, before go messing in Elf.

For this message the author Blink has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 26th July 2014, 17:37

Re: CiP -DsGl of Qazlal lvl 15 advice? - 0/15

Thanks Blink. Yeah, I'm planning on doing Swamp next.. I typically don't do Elf until I have at least a couple of runes and clear out the main dungeon. And I want more MR before I risk Elf (I don't want to be banished to the Abyss yet)

Yeah, the +6 flail is the best I've found so far (I didn't use any enchant scrolls on it). I did find a vanilla morning star, but don't have enchant weapon or branding scrolls yet. I'm planning on finding a demon whip eventually (I think Ds still get a small bonus with it). I've not yet used the first power of Qaz yet, funnily enough. I definitely should start doing that. So far, this guy has been quite a tank and just seems to plow through stuff like popcorn. He hasn't had to run from battle since Sigmund on floor 3. Correction, I did have to be a bit strategic on Lair 8 with all the Death Yaks and use the stairs to pull. Same with hordes in Orc 4, but I've not had to skip any floors yet and I've killed every unique I've encountered yet. Of course if I see Mennas, I am running like hell.

I'm guessing that I should max out invocations, especially since Ds had the +3 aptitude for it.

Your post was very helpful, thanks again.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Swamp Slogger

Posts: 136

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

Post Saturday, 26th July 2014, 17:51

Re: CiP -DsGl of Qazlal lvl 15 advice? - 0/15

Nemora maxed out invoc and got good results, I think. I don't normally go above 12 but I probably should. Right now, my Qazite is busying himself trying to get Haste online. ;)

Good luck!

Halls Hopper

Posts: 88

Joined: Monday, 8th July 2013, 08:17

Post Saturday, 26th July 2014, 19:53

Re: CiP -DsGl of Qazlal lvl 15 advice? - 0/15

I did! But as I went into there, I went for a strategy whose main goal was to abuse the fuck out of Qaz's abilities. While I didn't use the abilities as often as I would have, say, used Okawaru's Heroism (you can't use Qaz's abilities that much because they are piety sucks) they were frequent go-to's when I needed to deal with multiple dangerous threats.

From the couple Qaz games I've played now, I've gotten the feeling that if you're going to worship Qaz instead of a god like Makhleb or Oka, pumping invo and gathering cloud-making evo items is a good strategy because it makes the most of Qaz's abilities. I've played two MiFi Qaz games now, and even though I felt like my first one got better luck, I wasn't confident it could take on the Hells, so I stopped at 10 runes on that one. On my second one, I maxed invo first and milked as much synergy as I could get out of that god, and it was fantastic. Qaz really shined under that strategy, and it was a ton of fun.

For this message the author Nemora has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Sunday, 27th July 2014, 13:03

Re: CiP -DsGl of Qazlal lvl 15 advice? - 0/15

thanks for advice, I will definitely max out invo , since it should be quick with the Ds +3 apt .. I'll also be pumping INT with an eye on getting into some casting later. It would be great to get a win on my first attempt in more than a year.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Thursday, 14th August 2014, 06:31

Re: CiP -DsGl of Qazlal lvl 15 advice? - 0/15

Still alive, just took a little vacation . Just making a quick post.. here is the char dump http://crawl.akrasiac.org/rawdata/Skyspire/Skyspire.txt

Right now I'm clearing Elf 3.. already got the the swamp and snake runes, also cleared the main dungeon. Got somewhat lucky with a scroll of acquirement and now have a decent randart eveningstar (finally upgraded the flail)..

I'm guessing a +4 ring of slaying is better than a randart +4 str / +4 agi ring. (but i'm using neither in elf:3, favoring MR ring and rNeg ring) This guy has tanked through everything so far, with nothing being much of a challenge yet. Snake was a breeze.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Thursday, 14th August 2014, 12:07

Re: CiP -DsGl of Qazlal advice? - 2/15

  Code:
Dungeon Crawl Stone Soup version 0.16-a0-137-gc7bde63 (webtiles) character file.

Skyspire the Bludgeoner (Demonspawn Gladiator)     Turns: 41643, Time: 11:34:58

HP 154/154 (157) AC 22     Str 18      XL: 19   Next: 92%
MP  35/35        EV 29     Int 19      God: Qazlal [******]
Gold 3541        SH 15     Dex 24      Spells:  3 memorised, 15 levels left

rFire  + . .     SeeInvis .     Y - +6 eveningstar of True Grit {crush, Dex+4 Stlth+}
rCold  + + .     Clarity  .     F - +3 leather armour {MR+}
rNeg   + . .     rCorr    .     g - +0 buckler of Vehumet's Pride {Int+4 Slay+3}
rPois  .         rRot     .     (helmet unavailable)
rElec  +         Spirit   +     X - +2 cloak of Khul {rElec rC++}
SustAb .         Warding  .     w - +2 pair of fencer's gloves {EV+3 Dex+6 Slay+2}
rMut   .         Stasis   .     T - +1 pair of boots
Gourm  .                        z - amulet "Huhol" {+Rage Slay+4}
MR     +++..                    R - ring of protection from magic
                                S - ring "Emicvocu" {rN+ Int+2}

@: repel missiles, extremely resistant to hostile enchantments, very unstealthy
A: horns 3, rough black scales 2, demonic guardian 2, fire resistance 1, magic
shield, magic regeneration, magic link, flame cloud immunity
a: Upheaval, Elemental Force, Disaster Area, Renounce Religion, Evoke Berserk
Rage
}: 2/15 runes: decaying, serpentine


You are on level 3 of the Elven Halls.
You worship Qazlal.
Qazlal is exalted by your worship.
You are not hungry.

You have visited 6 branches of the dungeon, and seen 40 of its levels.
You have also visited: Volcano.

You have collected 5362 gold pieces.
You have spent 1821 gold pieces at shops.

Inventory:

Hand weapons
 h - a +2 hand crossbow of evasion
 Q - a +3 blowgun
 Y - the +6 eveningstar of True Grit (weapon) {crush, Dex+4 Stlth+}
   (You acquired it on level 14 of the Dungeon)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your dexterity (+4).
   It makes you more stealthy.
Missiles
 m - 7 curare-tipped needles
 r - 6 throwing nets (quivered)
Armour
 a - the +8 scale mail "Raseg" {+Inv rPois}
   (You took it off a deep elf blademaster on level 3 of the Elven Halls)   
   
   It protects you from poison.
   It lets you turn invisible.
 g - the +0 buckler of Vehumet's Pride (worn) {Int+4 Slay+3}
   (You acquired it on level 8 of the Lair of Beasts)   
   
   It affects your intelligence (+4).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+3).
 w - the +2 pair of fencer's gloves (worn) {EV+3 Dex+6 Slay+2}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+2).
 F - a +3 leather armour of magic resistance (worn)
 T - a +1 pair of boots (worn)
 X - the +2 cloak of Khul (worn) {rElec rC++}
   (You bought it in a shop on level 9 of the Dungeon)   
   
   It greatly protects you from cold.
   It insulates you from electricity.
Magical devices
 i - a wand of draining (4)
 j - a wand of digging {zapped: 2}
 o - a wand of cold (5)
 q - a wand of fire (7)
 E - a wand of lightning (3)
 H - a wand of heal wounds (5)
 N - a wand of teleportation (7)
Comestibles
 f - 11 bread rations
Scrolls
 n - 2 scrolls of blinking
 t - 6 scrolls of fog
 L - 4 scrolls of fear
 O - 2 scrolls of summoning
 W - 3 scrolls of teleportation
Jewellery
 c - a +4 ring of slaying
 z - the amulet "Huhol" (around neck) {+Rage Slay+4}
   (You took it off a deep elf knight on level 3 of the Elven Halls)   
   
   [amulet of rage]
   
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+4).
   It lets you go berserk.
 A - an uncursed amulet of resist corrosion
 D - the ring of the Enemy {rF+ Str+1 Dex+4}
   (You took it off a deep elf demonologist on level 3 of the Elven Halls)   
   
   [ring of protection from fire]
   
   It affects your strength (+1).
   It affects your dexterity (+4).
   It protects you from fire.
 I - an uncursed ring of poison resistance
 K - an uncursed amulet of warding
 R - a ring of protection from magic (right hand)
 S - the ring "Emicvocu" (left hand) {rN+ Int+2}
   (You found it on level 1 of the Swamp)   
   
   [ring of positive energy]
   
   It affects your intelligence (+2).
   It protects you from negative energy.
 Z - an uncursed ring of teleportation
Potions
 b - 2 potions of restore abilities
 d - 3 potions of flight
 l - a potion of resistance
 s - a potion of heal wounds
 u - 3 potions of haste
 v - 10 potions of curing
 y - 2 potions of cancellation
 B - 3 potions of agility
 G - 2 potions of berserk rage
 U - 7 potions of might
Books
 C - a book of the Warp   
   
   Spells                             Type                      Level
   Control Teleport                   Charms/Translocation         4
   Phase Shift                        Translocation                5
   Warp Weapon                        Charms/Translocation         5
   Dispersal                          Translocation                6
   Controlled Blink                   Translocation                7
   Disjunction                        Translocation                8
Miscellaneous
 e - a phial of floods
 k - a crystal ball of energy
 p - a lamp of fire (inert)
 J - a disc of storms
 V - a phial of floods
Rods
 P - a +2 rod of the swarm (13/13)
   (You took it off a deep elf mage on level 3 of the Elven Halls)


   Skills:
 - Level 15.7 Fighting
 - Level 16.8 Maces & Flails
 - Level 11.2 Crossbows
 - Level 1.7 Throwing
 - Level 4.0 Armour
 + Level 13.7 Dodging
 - Level 0.2 Stealth
 - Level 5.3 Shields
 - Level 1.1 Spellcasting
 + Level 0.3 Charms
 + Level 0.1 Translocations
 - Level 15.4 Invocations
 - Level 12.3 Evocations


You have 15 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freeze                Ice            #...         21%         1    ##.....
b - Swiftness             Chrm/Air       #.......     30%         2    ###....
c - Blink                 Tloc           N/A          30%         2    ###....


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (0/1) D:4             Orc (4/4) D:10
    Elf (3/3) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:6
  Snake (5/5) Lair:4        Slime (0/6) Lair:7       Vaults (0/5) D:13


Just cleared Elf:3 with ease. This guy feels very OP. Going to do the vaults next. Maybe I'll swap the +MR leather armour for the randart scale mail.. though I doubt +inv is very useful for such a noisy character.. but the rPois is useful. Really found a ton of slaying items this game. The randart amulet adds another +4 slaying to the +5 slaying I already have. If I also wear the +4 ring of slaying, that's +13 slaying, making my Eveningstar +19 :shock:

Found the new hand crossbow.. i'm wondering if it will be useful.. I did train crossbows up previously, and being one-handed makes it useable with the shield.. but I have so much evokables, i'm not sure I'd ever want to use it.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Cocytus Succeeder

Posts: 2218

Joined: Sunday, 18th December 2011, 13:31

Post Thursday, 14th August 2014, 13:49

Re: CiP -DsGl of Qazlal advice? - 2/15

Please drop that rn+ ring, is pretty much useless, equip that +4 slaying and never remove it.
screw it I hate this character I'm gonna go melee Gastronok

For this message the author nago has received thanks: 2
duvessa, skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Thursday, 14th August 2014, 21:59

Re: CiP -DsGl of Qazlal advice? - 2/15

Thanks for the suggestion.. Was wearing it while clearing the elf:3 vault , as I had no rNeg. Isn't rNeg situationally useful, say for facing multiple shadow dragons in Vault:5? I'm happy to unequip it, but dropping it seems a bit extreme until I get other source of rNeg, right?
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Posts: 2218

Joined: Sunday, 18th December 2011, 13:31

Post Thursday, 14th August 2014, 22:55

Re: CiP -DsGl of Qazlal advice? - 2/15

The best solution is to face a single shadow dragon at time, not increase rneg. Rneg isn't very useful in the game, its best use is probably against enemies with agony when your mr sucks.

Generally speaking I don't find bolt of draining a very fearful attack (I don't remember, maybe the one of aliches and s. fiends deserve more cautions). And anyway, ripping everything, including foes with draining attack much faster, thanks to +4 slaying, thus suffering less damage, is much more sensible than using a 33% reduction against an annoying yet rarely dangerous attack.
E. G. In elf:3 I would be much more scared of lcs, hellfire, de blade master and maybe archer (I'm not counting banishment because your mr is great). Against those source, which are among the most dangerous in elf, and can likely kill any char, while a bolt of draining much rarely matters, rneg does nothing. Smashing the source of those dangers, with more force, on other hand reduce the risk.
screw it I hate this character I'm gonna go melee Gastronok

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Joined: Tuesday, 30th October 2012, 19:06

Post Thursday, 14th August 2014, 23:15

Re: CiP -DsGl of Qazlal advice? - 2/15

I have taken upwards of 70 points of damage from shadow dragon breath with no rN+, and it's not unusual to take 1-4 shots from a shadow dragon in Vaults:5 before they go down (Depending on what range you have to initially face them at, whether you can get around a corner, whether there are blockers etc. etc.).

Reducing damage in half might be better than reducing the number of hits you take by about 1 (maybe two), I'd estimate in about 50% of cases at least (probably only in the 50% most pathological ones.)

But as a general rule, slaying is better than rN in 99.99% of cases.
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Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Friday, 15th August 2014, 03:22

Re: CiP -DsGl of Qazlal advice? - 2/15

I swapped out the rNeg ring and equipped the +4 slaying ring, and went out looking for my first victim of eveningstar +19 power.. I found a hapless Deep Elf Summoner, took a swing and was rewarded with this message : "You hit the deep elf summoner but do no damage." .. wtf, seriously??

I really don't understand how it is possible to hit a cloth garbed mob with this gear and do no damage..

So I take a 2nd swing.. "You closely miss the deep elf summoner." "Your headbutt misses the deep elf summoner."

3rd swing.. "You hit the deep elf summoner but do no damage." wtf, again?!?!

Finally on the 4th swing he goes down, after the headbutt connects. "You puncture the deep elf summoner. You headbutt the deep elf summoner."

I guess the +19 is not as effective as I hoped. But it turns out the summoner was using chain mail, so not cloth .. so I guess that can partially explain it, but still..

Also, why does the art for deep elf summoner look like he's wearing a robe, if he is wearing chain mail? another mystery of crawl..
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Post Friday, 15th August 2014, 05:54

Re: CiP -DsGl of Qazlal advice? - 2/15

he was wearing the robe over the chain mail, duh

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Friday, 15th August 2014, 07:57

Re: CiP -DsGl of Qazlal advice? - 2/15

well the robe must of mulched then, but come to think of it, I have never seen both a robe and a chain mail drop from any one mob... ;-)
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Posts: 313

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Post Friday, 15th August 2014, 10:28

Re: CiP -DsGl of Qazlal advice? - 2/15

Well I just finished clearing the most hardcore Vault:5 yet, especially since I decided to clear it with no rNeg+


I can understand 2 Golden Dragons, 6 Shadow Dragons, quicksilver dragon , 2 titans.. that's all normal .. But then an Ancient Lich wandered into my battle :o against a mob that included the titan. Fortunately, I had a couple potions of haste left and hacked the lich to death before he could do any damage (he did manage to summon a cacodemon shortly before he died though) So I thought, it just must be a freak OOD mob.. and then I turn another corner and was face to face with a 2nd Ancient Lich :shock: . Quaffed my last haste potion and it was dead in 2 or 3 hits.

Has anyone else encountered an Ancient Lich in Vault:5? I've never seen one there, let alone, 2. I guess there is a first time for everything, but I never remember seeing them so early in the game before.

  Code:
Vanquished Creatures
  2 ancient liches (Vaults:5)
  the Lernaean hydra (Swamp:5)
  Margery (Vaults:2)
  Norris (Vaults:1)
  2 golden dragons (Vaults:5)
  Jory (Vaults:3)
  The ghost of Igxfl the Thaumaturge, a mighty HEAE of Ashenzari (Elf:3)
  Asterion (Snake:3)
  An Ice Fiend (Elf:3)
  2 deep elf blademasters (Elf:3)
  2 deep elf master archers (Elf:3)
  2 titans
  A storm dragon (Vaults:4)
  A quicksilver dragon (Vaults:5)
  A lich (Vaults:5)
  Agnes (Swamp:3)
  Frances (Snake:1)
  6 shadow dragons
  3 sphinxes
  A tengu reaver (Vaults:5)
  2 fire giants
  An azure jelly (shapeshifter) (D:15)
  3 frost giants (Vaults:5)


Oh, new mutation at level 21 - Hellfire :-P .. This must be a new demonspawn mutation because I never remember hearing about it before. It deals hellfire damage to a 3x3 area, but no smite targeting (like Hellions and such can do) .. It behaves like a supercharged fireball spell. It has a failure rate of 11% though, and i'm not sure it will ever improve, since raising invocations/evocations does not appear to have any effect on its failure rate yet.

The Disaster Area ability finally lived up to its name, now that my invocation is fairly high. It brought shock and awe to vault:5, basically raining destruction over the entire screen. I did try it again in the battle against the Ancient Lich though, and it basically attacked the opposite side of the screen I wanted, and even created a lava lake blocking my avenue of escape. So it's really hit and miss.

I decided to go with Fire Dragon armour over the randart +8 scale mail, since invisibility and rpois doesn't seem as useful as the rF++

  Code:
 Dungeon Crawl Stone Soup version 0.16-a0-144-g13dc9f5 (webtiles) character file.

Skyspire the End of an Era (Demonspawn Gladiator)  Turns: 51897, Time: 15:08:11

HP 186/186 (189) AC 39     Str 19      XL: 23   Next:  2%
MP  39/39        EV 24     Int 18      God: Qazlal [******]
Gold 5054        SH 14     Dex 23      Spells:  5 memorised, 17 levels left

rFire  + + +     SeeInvis .     Y - +6 eveningstar of True Grit {crush, Dex+4 Stlth+}
rCold  + . .     Clarity  .     S - +7 fire dragon armour
rNeg   . . .     rCorr    .     g - +0 buckler of Vehumet's Pride {Int+4 Slay+3}
rPois  .         rRot     .     (helmet unavailable)
rElec  +         Spirit   +     X - +2 cloak of Khul {rElec rC++}
SustAb .         Warding  .     w - +2 pair of fencer's gloves {EV+3 Dex+6 Slay+2}
rMut   .         Stasis   .     T - +2 pair of boots
Gourm  .                        z - amulet "Huhol" {+Rage Slay+4}
MR     ++...                    R - ring of protection from magic
                                c - +4 ring of slaying

@: studying Maces & Flails, repel missiles, very resistant to hostile
enchantments, very unstealthy
A: horns 3, rough black scales 3, demonic guardian 2, fire resistance 1, hurl
hellfire, magic shield, magic regeneration, magic link, flame cloud immunity
a: Hellfire, Upheaval, Elemental Force, Disaster Area, Renounce Religion, Evoke
Berserk Rage
}: 3/15 runes: decaying, serpentine, silver


You are on level 5 of the Vaults.
You worship Qazlal.
Qazlal is exalted by your worship.
You are not hungry.

You have visited 7 branches of the dungeon, and seen 45 of its levels.
You have also visited: Volcano.

You have collected 6875 gold pieces.
You have spent 1821 gold pieces at shops.

Inventory:

Hand weapons
 h - the +11 flail of Blood-Lust {flame, rElec rC++ MR+}
   (You took it off an ironbrand convoker on level 1 of the Vaults)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents.
   
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
 Q - a +3 blowgun
 Y - the +6 eveningstar of True Grit (weapon) {crush, Dex+4 Stlth+}
   (You acquired it on level 14 of the Dungeon)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your dexterity (+4).
   It makes you more stealthy.
Missiles
 m - 6 curare-tipped needles
Armour
 g - the +0 buckler of Vehumet's Pride (worn) {Int+4 Slay+3}
   (You acquired it on level 8 of the Lair of Beasts)   
   
   It affects your intelligence (+4).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+3).
 w - the +2 pair of fencer's gloves (worn) {EV+3 Dex+6 Slay+2}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+2).
 S - a +7 fire dragon armour (worn)
 T - a +2 pair of boots (worn)
 X - the +2 cloak of Khul (worn) {rElec rC++}
   (You bought it in a shop on level 9 of the Dungeon)   
   
   It greatly protects you from cold.
   It insulates you from electricity.
Magical devices
 i - a wand of draining (4)
 j - a wand of digging (12)
 o - a wand of cold (5)
 q - a wand of fire (3)
 s - a wand of lightning
 F - a wand of draining
 H - a wand of heal wounds (9)
 N - a wand of teleportation (7)
Comestibles
 f - 14 bread rations
 C - 2 meat rations
Scrolls
 k - 2 scrolls of remove curse
 t - 11 scrolls of fog
 u - a scroll of blinking
 E - 3 scrolls of identify
 L - 4 scrolls of fear
 O - 2 scrolls of summoning
 W - 6 scrolls of teleportation
Jewellery
 a - a ring of evasion
 c - a +4 ring of slaying (left hand)
 z - the amulet "Huhol" (around neck) {+Rage Slay+4}
   (You took it off a deep elf knight on level 3 of the Elven Halls)   
   
   [amulet of rage]
   
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+4).
   It lets you go berserk.
 A - an uncursed amulet of resist corrosion
 K - an uncursed amulet of warding
 R - a ring of protection from magic (right hand)
Potions
 b - 3 potions of restore abilities
 d - 2 potions of flight
 n - a potion of cure mutation
 v - 9 potions of curing
 y - 2 potions of cancellation
 U - 5 potions of might
Books
 B - the Disquisition on Warped Ice
   (You found it on level 5 of the Vaults)   
   
   Spells                             Type                      Level
   *Freeze                            Ice                          1
   Teleport Other                     Translocation                3
   Control Teleport                   Charms/Translocation         4
   Ice Form                           Ice/Transmutation            4
   Freezing Cloud                     Conjuration/Ice/Air          6
 D - a book of Dreams   
   
   Spells                             Type                      Level
   Ensorcelled Hibernation            Hexes/Ice                    2
   Flight                             Charms/Air                   3
   Phase Shift                        Translocation                5
   Shadow Creatures                   Summoning                    5
   Mass Confusion                     Hexes                        6
   Darkness                           Hexes                        7
 I - a manual of Maces & Flails
Miscellaneous
 e - a phial of floods
 l - a fan of gales
 p - a lamp of fire
 r - a phial of floods
 x - a lamp of fire
 J - a disc of storms
 M - a stone of tremors
 V - a phial of floods
 Z - a stone of tremors
Rods
 G - a +4 rod of striking (13/13)
   (You found it on level 5 of the Vaults)
 P - a +2 rod of the swarm (13/13)
   (You took it off a deep elf mage on level 3 of the Elven Halls)


   Skills:
 + Level 17.7 Fighting
   Level 0.3 Long Blades
 - Level 16.8 Maces & Flails
   Level 11.2 Crossbows
 - Level 1.7 Throwing
 - Level 12.0 Armour
 - Level 14.0 Dodging
 - Level 0.2 Stealth
 - Level 5.3 Shields
 - Level 1.1 Spellcasting
 - Level 0.3 Charms
 - Level 0.1 Translocations
 + Level 19.0 Invocations
 + Level 18.3 Evocations


You have 17 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freeze                Ice            #...         43%         1    ##.....
b - Swiftness             Chrm/Air       #.......     69%         2    ###....
c - Blink                 Tloc           N/A          69%         2    ###....
d - Summon Butterflies    Summ           #.......     43%         1    ##.....
e - Apportation           Tloc           #.........   43%         1    ##.....


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (0/1) D:4             Orc (4/4) D:10
    Elf (3/3) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:6
  Snake (5/5) Lair:4        Slime (0/6) Lair:7       Vaults (5/5) D:13
  Crypt (0/3) Vaults:3     Depths (0/5) D:15       

Altars:
Cheibriados
Elyvilon
Fedhas
Makhleb
Okawaru
Qazlal
Trog
Vehumet
Yredelemnul
Zin

Shops:
D:5 (   D:9 [   D:11 **   D:14 *   Orc:2 }   Orc:4 [[:}   Elf:1 %
Elf:2 [


Innate Abilities, Weirdness & Mutations

You have a pair of large horns on your head.
You are completely covered in rough black scales (AC +10, Dex -3).
A demonic guardian rushes to your aid.
Your flesh is heat resistant.
You can hurl blasts of hellfire.
When hurt, damage is shared between your health and your magic reserves.
You regenerate magic rapidly.
When low on magic, you restore magic in place of health.
You are immune to clouds of flame.


I'm thinking maybe I should start training charms (for haste) or translocation (for phase shift). Or maybe I should just continue maxxing out evocations and invocations and fighting first.. what do you think?
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Posts: 2168

Joined: Saturday, 2nd February 2013, 09:52

Post Friday, 15th August 2014, 12:06

Re: CiP -DsGl of Qazlal advice? - 2/15

skyspire wrote:I'm thinking maybe I should start training charms (for haste) or translocation (for phase shift). Or maybe I should just continue maxxing out evocations and invocations and fighting first.. what do you think?

Maxing out skills is usually a bad idea (unless you have absolutely nothing else to do). The 20+ skill levels are extremely expensive.

Now if I see correctly, you have no source of haste (wand, potion). So the spell is even more valuable than usual. Learning haste will boost your power level enormously, much more than getting a few more levels of fighting or whatever.

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skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Friday, 15th August 2014, 12:56

Re: CiP -DsGl of Qazlal -Ancient Liches in Vault:5 - 3/15

Yeah good point, I should probably start training charms soon. Also I have control teleport in one of my spellbooks , which would work nicely with the wand of teleportation.
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Cocytus Succeeder

Posts: 2218

Joined: Sunday, 18th December 2011, 13:31

Post Friday, 15th August 2014, 16:48

Re: CiP -DsGl of Qazlal -Ancient Liches in Vault:5 - 3/15

Just remember ctele delays teleportation, so you have to spend actually a lot of turns before triggering it (aka isn't a last escape tool at all, but more an early oh shit I need to go away).
On the other hand it allows semi controlled blink which are very good in many situations.

Anyway, you have enough defence, decent hp/fighting (I'd may raise it in the future), high invocations and evocations, no stick or pots of haste so I also would prioritise charms.

Aliches are a rare but I think perfectly legit spawn in vault:5. At least, I've met them here a lot of times
screw it I hate this character I'm gonna go melee Gastronok

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Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th August 2014, 04:54

Re: CiP -DsGl of Qazlal - abyssal rune obtained 4/15

I was cast into the Abyss from a Zot trap and thought , what the hell, I might as well get the rune while I'm here. What I didn't realize is how dangerous it is there without sInv. Something unseen down there hits *hard* and has a ton of HP.. something definitely stronger than an unseen horror. I never figured out what it was, but I had a few near death experiences with it, had to abuse my invocables and evocables a bit, just to escape that situation. Fortunately, I previously learned Regen, which helped a ton. At one point I was at less than 30hp, after evoking disc of storms from inside a doorway of the abyssal rune vault. (generally a bad idea), but it did clear out the low health adjacent mobs and tormentor. Also got mutated down there for blurry vision, frail health and reduced dex. I quaffed a potion of cure mutation when I got back to base because there is still one cure mutation being sold in a shop, safe for emergencies.


  Code:
56579 | Depths:3 | Cast into the Abyss (a Zot trap)
 56579 | Abyss:1  | Found a corrupted altar of Lugonu.
 56623 | Abyss:1  | Gained mutation: Your spells are a little harder to cast, but a little more powerful. [a neqoxec]
 57086 | Abyss:3  | Gained mutation: Your vision is a little blurry. [a neqoxec]
 57102 | Abyss:3  | Paralysed by accursed screaming for 1 turns
 57416 | Abyss:4  | Found a corrupted altar of Lugonu.
 57555 | Abyss:4  | Reached XP level 25. HP: 114/204 MP: 31/40
 57922 | Abyss:4  | Paralysed by accursed screaming for 2 turns
 58114 | Abyss:4  | Gained mutation: You are clumsy. (Dex -2) [a neqoxec]
 58152 | Abyss:5  | Entered Level 5 of the Abyss
 58299 | Abyss:5  | Gained mutation: You are frail (-10% HP). [a neqoxec]
 58576 | Abyss:5  | Found a corrupted altar of Lugonu.
 58642 | Abyss:5  | Paralysed by a giant eyeball for 3 turns
 58649 | Abyss:5  | Got an abyssal rune of Zot
 58687 | Depths:3 | Escaped the Abyss


Good news is that I got a ton of xp down there and haste is now at a 4% fail rate. Slaying 3 bone dragons and 13 tentacled starspawn probably helped with that. I didn't find much in the way of gear there though, but did gain a new DS mutation - "Demonic Guardian 3" .. Friendly Cacodemons, Executioners and Balrug are now joining the party. I'm finding the hellfire ability to be not so exciting.. if it was smite targetable, it would be more useful, but as it is, paying 25hp every time to use it seems barely useful, when Qazlal has smite targeting damage abilities that are about the same in power (it depends on the roll of the dice, I suppose)

My plan now is to dump all xp into translocation until I can get Phase Shift and Controlled Blink castable. After clearing the Depths, I will probably do Crypt next, followed by Slime. Hopefully that will give me enough xp to use controlled blink in Pan. Still, haven't decided if the investment in transloc is worth controlled blink or if the xp is better used elsewhere like dodging/fighting/invocation/evocation. Any thoughts?

Oh lastly, I did spend some gold and bought a +6 rod of destruction, but I liked the rod better when it is not a random bolt spell. Did they remove all varieties of it, and just made it random??

  Code:
Dungeon Crawl Stone Soup version 0.16-a0-144-g13dc9f5 (webtiles) character file.

Skyspire the End of an Era (Demonspawn Gladiator)  Turns: 59598, Time: 18:21:10

HP 202/202 (204) AC 40     Str 19      XL: 25   Next: 76%
MP  42/42        EV 25     Int 19      God: Qazlal [******]
Gold 3886        SH 15     Dex 24      Spells: 11 memorised, 18 levels left

rFire  + + +     SeeInvis .     Y - +6 eveningstar of True Grit {crush, Dex+4 Stlth+}
rCold  + . .     Clarity  .     S - +8 fire dragon armour
rNeg   . . .     rCorr    .     g - +0 buckler of Vehumet's Pride {Int+4 Slay+3}
rPois  .         rRot     .     (helmet unavailable)
rElec  +         Spirit   +     X - +2 cloak of Khul {rElec rC++}
SustAb .         Warding  .     w - +2 pair of fencer's gloves {EV+3 Dex+6 Slay+2}
rMut   .         Stasis   .     T - +2 pair of boots
Gourm  .                        z - amulet "Huhol" {+Rage Slay+4}
MR     ++...                    R - ring of protection from magic
                                c - +4 ring of slaying

@: repel missiles, very resistant to hostile enchantments, very unstealthy
A: horns 3, rough black scales 3, demonic guardian 3, fire resistance 1, hurl
hellfire, magic shield, magic regeneration, magic link, flame cloud immunity
a: Hellfire, Upheaval, Elemental Force, Disaster Area, Renounce Religion, Evoke
Berserk Rage
}: 4/15 runes: decaying, serpentine, silver, abyssal


You are on level 1 of the Lair of Beasts.
You worship Qazlal.
Qazlal is exalted by your worship.
You are not hungry.

You have visited 8 branches of the dungeon, and seen 48 of its levels.
You have visited the Abyss 1 time.
You have also visited: Volcano.

You have collected 8051 gold pieces.
You have spent 4165 gold pieces at shops.

Inventory:

Hand weapons
 h - the +11 flail of Blood-Lust {flame, rElec rC++ MR+}
   (You took it off an ironbrand convoker on level 1 of the Vaults)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents.
   
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
 Y - the +6 eveningstar of True Grit (weapon) {crush, Dex+4 Stlth+}
   (You acquired it on level 14 of the Dungeon)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your dexterity (+4).
   It makes you more stealthy.
Armour
 g - the +0 buckler of Vehumet's Pride (worn) {Int+4 Slay+3}
   (You acquired it on level 8 of the Lair of Beasts)   
   
   It affects your intelligence (+4).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+3).
 w - the +2 pair of fencer's gloves (worn) {EV+3 Dex+6 Slay+2}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+2).
 S - a +8 fire dragon armour (worn)
 T - a +2 pair of boots (worn)
 X - the +2 cloak of Khul (worn) {rElec rC++}
   (You bought it in a shop on level 9 of the Dungeon)   
   
   It greatly protects you from cold.
   It insulates you from electricity.
Magical devices
 j - a wand of digging (11)
 o - a wand of cold (5)
 q - a wand of fire (3)
 s - a wand of lightning
 F - a wand of draining
 H - a wand of heal wounds (7)
 I - a wand of disintegration (16)
 N - a wand of teleportation (6)
Comestibles
 f - 29 bread rations
Scrolls
 a - 2 scrolls of silence
 k - 4 scrolls of remove curse
 t - 11 scrolls of fog
 u - a scroll of vulnerability
 E - 10 scrolls of identify
 L - 5 scrolls of fear
 O - a scroll of summoning
 W - 7 scrolls of teleportation
Jewellery
 c - a +4 ring of slaying (left hand)
 z - the amulet "Huhol" (around neck) {+Rage Slay+4}
   (You took it off a deep elf knight on level 3 of the Elven Halls)   
   
   [amulet of rage]
   
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+4).
   It lets you go berserk.
 A - an uncursed amulet of resist corrosion
 K - an uncursed amulet of warding
 R - a ring of protection from magic (right hand)
Potions
 b - 3 potions of restore abilities
 v - 2 potions of curing
 y - a potion of cancellation
 G - 2 potions of brilliance
 U - 4 potions of might
Magical staves
 m - an uncursed staff of wizardry
Miscellaneous
 e - a phial of floods
 l - a fan of gales
 n - a crystal ball of energy
 p - a lamp of fire (inert)
 r - a phial of floods
 x - a lamp of fire
 B - a lamp of fire
 J - a disc of storms
 M - a stone of tremors
 Q - a phial of floods
 V - a phial of floods
 Z - a stone of tremors
Rods
 i - a +6 rod of destruction (12/12)
   (You bought it in a shop on level 2 of the Depths)
 P - a +2 rod of the swarm (13/13)
   (You took it off a deep elf mage on level 3 of the Elven Halls)


   Skills:
 - Level 18.0 Fighting
   Level 0.3 Long Blades
 - Level 16.8 Maces & Flails
   Level 11.2 Crossbows
 - Level 1.7 Throwing
 - Level 12.0 Armour
 - Level 14.0 Dodging
 - Level 0.2 Stealth
 - Level 5.3 Shields
 - Level 14.5 Spellcasting
 - Level 14.6 Charms
 - Level 3.0 Summonings
 + Level 0.1 Translocations
 - Level 19.0 Invocations
 - Level 18.3 Evocations


You have 18 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freeze                Ice            ##..         12%         1    None
b - Swiftness             Chrm/Air       #####...     1%          2    None
c - Blink                 Tloc           N/A          14%         2    None
d - Summon Butterflies    Summ           ####....     2%          1    None
e - Apportation           Tloc           ##........   12%         1    None
f - Haste                 Chrm           ######..     4%          6    #####..
g - Flight                Chrm/Air       #####.....   1%          3    None
h - Regeneration          Chrm/Necr      #####.....   1%          3    None
i - Control Teleport      Chrm/Tloc      #####.....   4%          4    None
j - Phase Shift           Tloc           ##........   100%        5    ###....
k - Controlled Blink      Tloc           N/A          100%        7    #######


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (0/1) D:4             Orc (4/4) D:10
    Elf (3/3) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:6
  Snake (5/5) Lair:4        Slime (0/6) Lair:7       Vaults (5/5) D:13
  Crypt (0/3) Vaults:3     Depths (3/5) D:15       

Altars:
Cheibriados
Elyvilon
Fedhas
Makhleb
Okawaru
Qazlal
Trog
Vehumet
Yredelemnul
Zin

Shops:
D:5 (   D:9 [   D:11 **   D:14 *   Orc:2 }   Orc:4 [[:}   Elf:1 %
Elf:2 [   Depths:2 }![!

Portals:
Hell: Depths:1 Depths:2 Depths:3
Abyss: Depths:1
Pandemonium: Depths:1 Depths:3


Innate Abilities, Weirdness & Mutations

You have a pair of large horns on your head.
You are completely covered in rough black scales (AC +10, Dex -3).
A powerful demonic guardian rushes to your aid.
Your flesh is heat resistant.
You can hurl blasts of hellfire.
When hurt, damage is shared between your health and your magic reserves.
You regenerate magic rapidly.
When low on magic, you restore magic in place of health.
You are immune to clouds of flame.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Vestibule Violator

Posts: 1601

Joined: Sunday, 14th July 2013, 16:36

Post Saturday, 16th August 2014, 05:35

Re: CiP -DsGl of Qazlal - abyssal rune obtained 4/15

skyspire wrote:I was cast into the Abyss from a Zot trap and thought , what the hell, I might as well get the rune while I'm here. What I didn't realize is how dangerous it is there without sInv. Something unseen down there hits *hard* and has a ton of HP..

Is it a Lorocyproca? They're in Pandemonium too. Pretty rare in both, I think.

For this message the author Hurkyl has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th August 2014, 05:46

CiP -DsGl of Qazlal - abyssal rune obtained 4/15

That must of been it, as it was in Abyss:5 and it must of been the reason my MP pool was drained, but I gave it 3 good hits and it didn't die. There were definitely 2 of them attacking me at once, along with other mobs, because after I killed one, something else unseen was still attacking me. Teleport finally kicked in and got me out of that situation. I should of kept my randart cloak of sinvis with me and not left it behind. I won't be making that mistake again.
Last edited by skyspire on Saturday, 16th August 2014, 07:03, edited 1 time in total.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th August 2014, 05:52

Re: CiP -DsGl of Qazlal - abyssal rune obtained 4/15

Yeah I checked my vanquished creature log and a lorocyproca is on it, slain on Abyss:5. .. So you made the correct ID, thanks :-)

Here is the link to the full character log if anyone is interested: http://crawl.akrasiac.org/rawdata/Skyspire/Skyspire.txt
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Cocytus Succeeder

Posts: 2168

Joined: Saturday, 2nd February 2013, 09:52

Post Saturday, 16th August 2014, 06:23

Re: CiP -DsGl of Qazlal - abyssal rune obtained 4/15

The invisible thing in Zot was more likely a ghost moth.

It is very dangerous to go down to Abyss:5. For me, even Abyss:3 is frightening enough that I never go deeper.

For this message the author Magipi has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th August 2014, 07:04

Re: CiP -DsGl of Qazlal - abyssal rune obtained 4/15

I mistyped. I edited the post to say abyss 5 not zot 5. Thanks for correcting me
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Sunday, 17th August 2014, 08:21

Re: CiP -DsGl of Qazlal - abyssal rune obtained 4/15

The Royal Jelly is dead, long live the Royal Jelly!

After the uber-intense battles in Abyss 5, Crypt and Slime felt very easy and tame. Crypt was a disappointment to me as the only thing remotely challenging there was 1 Curse Skull, and a small vault on level 3 guarded by an Ancient Lich. The A. Lich went down in like 2-3 hits. Vault 5 was so much tougher than Crypt... really .. no challenge at all there, even with 0 Negativity resistance. And the treasure room only had like 6 items. Maybe I got one of my rods there, I forget.

Then I was off to Slime. And by this point I have Phase Shift castable.. with it up, the slimes miss me 90% of the time. I was even toe-to-toe simultaneously with 2 titanic slimes and finished them off in melee fairly easily. After clearing the first 5 floors, I went down to the Royal Jelly vault chamber. Thanks to Qazlal noisy clouds, TRJ found me very quickly. I didn't have time to lure it to a corridor so I just battled it in the open. Haste, Phase Shift, and quaffed Might. TRJ went down in like 3-4 hits. I was surprised how easy it was. Then I controlled blinked, followed by a control teleport to the stairs, rested up, and finished clearing out the floor before checking out the loot. The only time my health dropped to 50% was when I forgot to put up Phase Shift when surrounded by death jellies and such. The only thing annoying about Slime was the Shining Eyes.. I must have killed a half dozen of them down there, and they got a couple of annoying mutations in.. malformed body and dex -2 .. I'm going to buy the only cure mutation potion in the game right now from a shop, and then I'm off to Pan, hoping to find more there.

The loot was a bit disappointing as I didn't find any wearable gear I could use. The only thing interesting was a couple of legendary decks and a rod of shadows.

Good news is that Controlled Blink is very castable now, and I did find Death's Door in a random book (not Necronomicon) .. I'm very tempted to start training necromancy for it, as it sounds very useful in ziggs / hells / and maybe some pan lords if I can get it castable fast enough.

Pan is next!
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Sunday, 17th August 2014, 08:42

Re: CiP -DsGl of Qazlal - TRJ is dead! 5/15

I forgot, here is latest dump:

  Code:
Dungeon Crawl Stone Soup version 0.16-a0-144-g13dc9f5 (webtiles) character file.

Skyspire the Demonic Cataclysm (DsGl)              Turns: 70641, Time: 22:03:33

HP 215/215 (217) AC 36     Str 19      XL: 27
MP  43/43        EV 23     Int 20      God: Qazlal [*****.]
Gold 5578        SH 14     Dex 22      Spells: 12 memorised, 15 levels left

rFire  + + +     SeeInvis .     Y - +6 eveningstar of True Grit {crush, Dex+4 Stlth+}
rCold  + . .     Clarity  .     S - +8 fire dragon armour
rNeg   . . .     rCorr    .     g - +0 buckler of Vehumet's Pride {Int+4 Slay+3}
rPois  .         rRot     .     (helmet unavailable)
rElec  +         Spirit   +     X - +2 cloak of Khul {rElec rC++}
SustAb .         Warding  .     w - +2 pair of fencer's gloves {EV+3 Dex+6 Slay+2}
rMut   .         Stasis   .     T - +2 pair of boots
Gourm  .                        A - amulet "Huhol" {+Rage Slay+4}
MR     +++..                    R - ring of protection from magic
                                c - +4 ring of slaying

@: repel missiles, extremely resistant to hostile enchantments, very unstealthy
A: horns 3, rough black scales 3, clumsy 1, deformed body, demonic guardian 3,
fire resistance 1, hurl hellfire, magic shield, magic regeneration, magic link,
flame cloud immunity
a: Hellfire, Upheaval, Elemental Force, Disaster Area, Renounce Religion, Evoke
Berserk Rage
}: 5/15 runes: decaying, serpentine, slimy, silver, abyssal


You are on level 1 of the Lair of Beasts.
You worship Qazlal.
Qazlal is extremely pleased with you.
You are not hungry.

You have visited 10 branches of the dungeon, and seen 59 of its levels.
You have visited the Abyss 1 time.
You have also visited: Volcano.

You have collected 9743 gold pieces.
You have spent 4165 gold pieces at shops.

Inventory:

Hand weapons
 h - the +11 flail of Blood-Lust {flame, rElec rC++ MR+}
   (You took it off an ironbrand convoker on level 1 of the Vaults)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents.
   
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
 Y - the +6 eveningstar of True Grit (weapon) {crush, Dex+4 Stlth+}
   (You acquired it on level 14 of the Dungeon)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your dexterity (+4).
   It makes you more stealthy.
Armour
 g - the +0 buckler of Vehumet's Pride (worn) {Int+4 Slay+3}
   (You acquired it on level 8 of the Lair of Beasts)   
   
   It affects your intelligence (+4).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+3).
 w - the +2 pair of fencer's gloves (worn) {EV+3 Dex+6 Slay+2}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+2).
 S - a +8 fire dragon armour (worn)
 T - a +2 pair of boots (worn)
 X - the +2 cloak of Khul (worn) {rElec rC++}
   (You bought it in a shop on level 9 of the Dungeon)   
   
   It greatly protects you from cold.
   It insulates you from electricity.
Magical devices
 j - a wand of digging (9)
 H - a wand of heal wounds (7)
 I - a wand of disintegration (14)
 N - a wand of teleportation (6)
Comestibles
 f - 25 bread rations
 D - 4 royal jellies
Scrolls
 k - 5 scrolls of remove curse
 t - 12 scrolls of fog
 u - 4 scrolls of recharging
 C - 4 scrolls of blinking
 E - 8 scrolls of identify
 O - 2 scrolls of summoning
 W - 8 scrolls of teleportation
Jewellery
 c - a +4 ring of slaying (left hand)
 z - the ring of Crysuopn {SustAb -Tele Str+1}
   (You found it on level 6 of the Pits of Slime)   
   
   [ring of sustain abilities]
   
   It sustains your strength, intelligence and dexterity.
   It affects your strength (+1).
   It prevents most forms of teleportation.
 A - the amulet "Huhol" (around neck) {+Rage Slay+4}
   (You took it off a deep elf knight on level 3 of the Elven Halls)   
   
   [amulet of rage]
   
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+4).
   It lets you go berserk.
 R - a ring of protection from magic (right hand)
Potions
 a - 4 potions of magic
 b - 4 potions of restore abilities
 v - 2 potions of curing
 y - 2 potions of cancellation
 L - a potion of heal wounds
 U - a potion of might
 V - 2 potions of agility
Magical staves
 m - an uncursed staff of wizardry
Miscellaneous
 d - a legendary deck of escape {the Shaft, drawn: 1}
 e - a phial of floods
 l - a fan of gales
 n - a crystal ball of energy
 o - a fan of gales
 p - a lamp of fire
 r - a phial of floods
 s - a legendary deck of changes {the Mercenary}
 x - a lamp of fire
 B - a lamp of fire
 F - a legendary deck of defence {the Potion}
 J - a disc of storms
 M - a stone of tremors
 Q - a phial of floods
 Z - a stone of tremors
Rods
 i - a +6 rod of destruction (12/12)
   (You bought it in a shop on level 2 of the Depths)
 q - a +5 rod of shadows (9/9)
   (You found it on level 6 of the Pits of Slime)
 K - a +2 rod of ignition (10/10)
   (You found it on level 3 of the Crypt)
 P - a +2 rod of the swarm (13/13)
   (You took it off a deep elf mage on level 3 of the Elven Halls)


   Skills:
 - Level 18.0 Fighting
   Level 0.3 Long Blades
 - Level 16.8 Maces & Flails
   Level 11.2 Crossbows
 - Level 1.7 Throwing
 - Level 12.0 Armour
 - Level 14.0 Dodging
 - Level 0.2 Stealth
 - Level 5.3 Shields
 - Level 15.0 Spellcasting
 - Level 14.6 Charms
 - Level 3.0 Summonings
 - Level 3.0 Necromancy
 + Level 17.8 Translocations
 - Level 19.0 Invocations
 - Level 18.3 Evocations


You have 15 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freeze                Ice            ###.         10%         1    None
b - Swiftness             Chrm/Air       #####...     1%          2    None
c - Blink                 Tloc           N/A          0%          2    None
d - Summon Butterflies    Summ           ####....     2%          1    None
e - Apportation           Tloc           ######....   0%          1    None
f - Haste                 Chrm           ######..     3%          6    #####..
g - Flight                Chrm/Air       #####.....   1%          3    None
h - Regeneration          Chrm/Necr      ######....   1%          3    None
i - Control Teleport      Chrm/Tloc      ######....   1%          4    None
j - Phase Shift           Tloc           ######....   1%          5    ##.....
k - Controlled Blink      Tloc           N/A          6%          7    ######.
l - Dispersal             Tloc           ######....   1%          6    #####..


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (0/1) D:4             Orc (4/4) D:10
    Elf (3/3) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:6
  Snake (5/5) Lair:4        Slime (6/6) Lair:7       Vaults (5/5) D:13
  Crypt (3/3) Vaults:3       Tomb (0/3) Crypt:3      Depths (5/5) D:15
    Zot (0/5) Depths:5   

Altars:
Cheibriados
Elyvilon
Fedhas
Makhleb
Okawaru
Qazlal
Trog
Vehumet
Yredelemnul
Zin
The Shining One

Shops:
D:5 (   D:9 [   D:11 **   D:14 *   Orc:2 }   Orc:4 [[:}   Elf:1 %
Elf:2 [   Depths:2 }![!

Portals:
Hell: Depths:1 Depths:2 Depths:3 Depths:4 Depths:5
Abyss: Depths:1 Depths:4
Pandemonium: Depths:1 Depths:3
Ziggurat: Depths:4


Innate Abilities, Weirdness & Mutations

You have a pair of large horns on your head.
You are completely covered in rough black scales (AC +10, Dex -3).
A powerful demonic guardian rushes to your aid.
Your flesh is heat resistant.
You can hurl blasts of hellfire.
When hurt, damage is shared between your health and your magic reserves.
You regenerate magic rapidly.
When low on magic, you restore magic in place of health.
You are immune to clouds of flame.
You are clumsy. (Dex -2)
Armour fits poorly on your strangely shaped body.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Sunday, 17th August 2014, 10:27

Re: CiP -DsGl of Qazlal - TRJ is dead! 5/15

OMG.. I almost died.. I don't even want to relive that experience by writing about it, but holy fck.. Did they buff up the entrance to Hell? I went there thinking I would make an easy trip to kill Geryon and get his horn.. and well I did go down there and kill Geryon in a few swings, but while I'm doing that, I'm not noticing hordes of demons pouring onto the screen from all directions, alerted no doubt by the omnipresent Qazlal clouds haunting my every footstep. And the hordes were blocking the stairs.. they were tormenting me, smiting me.. about half my health was gone in 2 turns when a hellion joined the fray.

Was the control blink investment worth it? absolutely.. I control blink to the ice /zombie hell entrance .. to see a zombie kraken and a blizzard demon who promptly cast airstrike. and I was tormented again by something. I'm hasted, with regen and phase shift up, but that doesn't do crap when the hellion is visible, spamming hellfire every turn for 3 turns in a row. I am down to less than 50 health at this point. I previously cast ctrl tele and read a teleportation scroll.. so it kicked in.. I chose to teleport back to the stairs thinking the stairs would be more empty at this point. I was wrong. I teleported in sight of the Hellion and some demon was blocking the stairs. So I control blink up north to whatever hell entrance that is, and it seemed to be quiet, so I emptied the healing staff of all its charges so i'm pretty much fully healed, read a scroll of summoning, recharged the healing staff a couple times, and aimed a vial evokable, since I saw mostly fiery demons/hell hounds.. and started using my rods, recreating world war 3. Ended up reading both my scrolls of summoning, invoking shadow creatures with the rod, lamp of fire, etc. Damn Cacodemon was still able to mutate me with frailty from afar before I took him down with the rod of destruction. The 2 Ancient Champions were surprisingly tough, turning the hell knights into zombies after I kill them.. why didn't I see any in the Crypt? I remember seeing them there in another run, did they remove them from the crypt? Which reminds me, I miss the Enchanted Forest.

I have to rest my nerves after this panic attack. I always remembered the entrance to hell being relatively tame.. I guess its a different story with Qazlal as your god, as all the demons converge at once on you. This surprise greeting party in Hell freaked me out.. I need to rest a while now to recover from that..
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 257

Joined: Tuesday, 24th September 2013, 17:52

Post Sunday, 17th August 2014, 16:24

Re: CiP -DsGl of Qazlal - TRJ is dead! 5/15

Next time you get surrounded, try using disaster area. It will help prevent heart attacks.
Current foes list: duvessa, TheDefiniteArticle

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Sunday, 17th August 2014, 22:29

CiP -DsGl of Qazlal - TRJ is dead! 5/15

I didn't cast disaster area because I find it unpredictable in that it can ignore entire portions of the screen, and I had a hellion on the edge of the screen and also smite and torment damaged me the previous turn so my health was low. I also could of just used a scroll of blinking, as I had several. The problem I had with that map is there are no corridors.. In hindsight maybe I could of used a wand of digging and made a corridor, if the hell walls are diggable.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)
User avatar

Pandemonium Purger

Posts: 1298

Joined: Wednesday, 11th April 2012, 02:42

Location: Sydney, Australia

Post Sunday, 17th August 2014, 23:02

Re: CiP -DsGl of Qazlal - TRJ is dead! 5/15

Is there a reason why you couldn't have just taken the stairs and left hell? (Taking the stairs costs 1.0 turns on the leaving side, and 1.333 on the arriving side, so you'd only give everything one more turn to hit you, 0.666... if hasted, which is about as long as any other action you could make would give them anyway)

Shoals Surfer

Posts: 257

Joined: Tuesday, 24th September 2013, 17:52

Post Sunday, 17th August 2014, 23:52

Re: CiP -DsGl of Qazlal - TRJ is dead! 5/15

At 27 invocations (which I know you don't have, but anyway) it pretty much blankets the entire visible screen. If things are still standing in force, a second dose finishes them off.
Current foes list: duvessa, TheDefiniteArticle

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Monday, 18th August 2014, 01:29

CiP -DsGl of Qazlal - TRJ is dead! 5/15

The stairs were blocked by hordes of demons. It doesn't take much of a combo of smite, torment and hellfire to kill me since I was already down to half my health. So I blinked away from the mob a couple of times and read scroll of fog, followed by a controlled teleport. Found a relatively quiet area where I drained my staff of healing and went to war ranged with my evocables and qazlal abilities. Yeah I'm training invo and Evoc now to get them maxed, but pan should be easier since there are more corridors and choke points
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

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