CIP Early game MfIE^Vehumet


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Temple Termagant

Posts: 13

Joined: Friday, 3rd June 2011, 15:04

Post Friday, 15th August 2014, 02:20

CIP Early game MfIE^Vehumet

  Code:
Dungeon Crawl Stone Soup version 0.15-a0-112-g3b1490a (tiles) character file.

Fidkral the Chiller (Merfolk Ice Elementalist)      Turns: 6074, Time: 00:11:00

HP  35/46        AC  5     Str  8      XL: 7   Next: 31%
MP  18/18        EV 13     Int 17      God: Vehumet [......]
Gold 137         SH  0     Dex 14      Spells:  5 memorised,  1 level left

rFire  . . .     SeeInvis .     h - +2 whip (venom)
rCold  . . .     Clarity  .     a - +0 robe
rNeg   . . .     Conserve .     (no shield)
rPois  .         rCorr    .     m - +2 helmet
rElec  .         rRot     .     (no cloak)
SustAb + .       Spirit   .     (no gloves)
rMut   .         Warding  .     (no boots)
Saprov . . .     Stasis   .     (no amulet)
MR     .....                    (no ring)
                                j - ring of sustain abilities

@: not resistant to hostile enchantments, fairly stealthy
A: change form in water, swift swim
a: Renounce Religion


You are on level 5 of the Dungeon.
You worship Vehumet.
Vehumet is noncommittal.
You are not hungry.

You have visited 2 branches of the dungeon, and seen 6 of its levels.

You have collected 137 gold pieces.

Inventory:

Hand weapons
 h - a +2,+2 whip of venom (weapon)
 l - a cutlass
Armour
 a - a +0 robe (worn)
 m - a +2 helmet (worn)
Magical devices
 k - a wand of fire {zapped: 1}
 r - a wand of flame {zapped: 5}
Comestibles
 i - 3 meat rations
 s - 2 bread rations
Scrolls
 o - a scroll of remove curse
 p - a scroll of recharging
Jewellery
 j - a ring of sustain abilities (left hand)
Potions
 c - a potion of brilliance
 d - 3 potions of curing
 e - a potion of restore abilities
 f - a potion of invisibility
 n - 2 fizzy yellow potions
 q - a murky white potion
 t - an oily silvery potion
Books
 b - a book of Frost   
   
   Spells                             Type                      Level
   *Freeze                            Ice                          1
   *Throw Frost                       Conjuration/Ice              2
   *Ozocubu's Armour                  Charms/Ice                   3
   *Throw Icicle                      Conjuration/Ice              4
   *Summon Ice Beast                  Ice/Summoning                4
   Condensation Shield                Ice                          4


   Skills:
 - Level 2.6 Dodging
 - Level 2.1 Stealth
 - Level 4.6 Spellcasting
 + Level 2.1 Conjurations
 - Level 6.6 Ice Magic


You have one spell level left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freeze                Ice            ####         1%          1    None
b - Throw Frost           Conj/Ice       ###...       3%          2    #......
c - Ozocubu's Armour      Chrm/Ice       ###.......   12%         3    ###....
d - Throw Icicle          Conj/Ice       ###.....     24%         4    ####...
e - Summon Ice Beast      Ice/Summ       ###.....     38%         4    ####...


Dungeon Overview and Level Annotations

Branches:
Dungeon (5/15)             Temple (1/1) D:4         

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Okawaru
Sif Muna
Trog
Vehumet
Yredelemnul

Shops:
D:5 =(


Found an early (D4) Vehumet altar. Found the entrance to the ecumenical temple on the same floor c:. Once I have Throw Icicle and Summon Ice Beast online I plan to shore up my defenses and then either hybridise (which I imagine I can get away with, because Mf and also Ozocuzubusy's Armour) or work with what Vehumet gifts to me. Is Condensation Shield a good spell to invest in? I feel that might be one of those spells like Slow that I am bad at using despite it having entirely applicable uses.
Currently I have access to both a cutlass of electrocution and a trident in a weapon shop. Which would be a better long-term weapon investment? Merfolk have good aptitudes in short blades and polearms. Is it better to think that since the cutlass is a better weapon in and of itself it is worth it to "give up on" the +4 polearms aptitude? Hoping to be able to swap with a staff if and when available, although that's another exp sink to consider.
Last edited by Iniera on Friday, 15th August 2014, 04:39, edited 1 time in total.

Mines Malingerer

Posts: 34

Joined: Friday, 4th April 2014, 19:20

Post Friday, 15th August 2014, 03:55

Re: Early game MfIE^Vehumet

Branded or randart bardiche is a great weapon, and you could have it up to speed a lot faster than most other weapon types, given mf aptitude. It would take a special weapon for me to NOT do polearms on a mf. Demon trident and shield is also a great choice. Cutlass of elec is solid, and a decent choice unless the trident is also elec, in which case, go for the trident. Short blades is a completely viable, but maybe not optimal long term strategy.

I almost never find I have the spare spell slots for condensation shield. I prefer a big 2h weapon, haste, rc++, and fighting inside a freezing cloud. But if you have space for it, why not? I would keep training ice magic, and keep an eye out for deflect missiles/regen/other charms spells to start working on.

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