CIP->YAAD: OpEn^Dith, noisy weapon considered harmful?


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Tomb Titivator

Posts: 856

Joined: Friday, 31st October 2014, 10:03

Post Tuesday, 15th September 2015, 23:46

CIP->YAAD: OpEn^Dith, noisy weapon considered harmful?

After a considerable amount of tanks I went for an octopode enchanter. Been awhile since I've played enchanters, and they've been mostly SpEns. Disabling hexes really help a squishy dude survive early on. One of my luckier octopode runs so far: earlyish elec dagger, book of Frost for Ozocubu's Armour and Condensation Shield, full set of helpful rings pre-Lair, AC+6 from rings after Lair.

Just cleared Orc, and there's the following weapon for sale:
  Code:
the +9 long sword "Murmur" {slice, Noisy rF+ rC++ MR- Int+6} (1212 gold)

It's by far the best long blade in the game so far, but not without its faults: Noisy and MR-. Using a noisy weapon as a capable stabber seems a bit counter-intuitive, but how noisy is noisy really? How often does it kick in? Also there's the book of Battle for sale and it'd pair nicely with a good long blade. I don't *really* need it at this point, hexes and flinging Icicles and tomahawks coupled with Dith's help and an electric dagger works well enough for now.

I could also go the ice caster route, as there's a book of Ice for sale as well. Edit: Also have a book of Annihilations with Poison Arrow. Combined with +2 aptitude, I guess it'd be one reason to go conjurations heavy?

Or I could go full hexes and go for Invisibility, but it wouldn't help much in Snake, a bit more so in Swamp.

I'm a bit undecided which would be the best route to take. Opinions?

Dump: http://pastebin.com/ff6zNqVn

  Code:
 Dungeon Crawl Stone Soup version 0.16.2 (tiles) character file.

Opendux the Carver (Octopode Enchanter)            Turns: 25671, Time: 02:19:14

Health: 99/99      AC: 10    Str: 10    XL:     14   Next: 89%
Magic:  40/40      EV: 20    Int: 21    God:    Dithmenos [******]
Gold:   2723       SH:  0    Dex: 21    Spells: 12 memorised, 3 levels left

rFire  . . .     SeeInvis +     d - +3 dagger (elec)
rCold  . . .     Clarity  +     (no shield)
rNeg   . . .     SustAb   .     E - +2 hat {Spirit}
rPois  +         Gourm    .     V - amulet of clarity
rElec  .         Spirit   +     v - ring of poison resistance
rCorr  .         Warding  .     C - +3 ring of protection
rMut   .         Stasis   .     N - +3 ring of strength
MR     ++...                    J - +4 ring of dexterity
Stlth  ++++++++++               m - ring of see invisible
                                j - +3 ring of protection
                                q - +3 ring of intelligence
                                n - ring of magical power

@: wreathed by umbra, very resistant to hostile enchantments, uncannily stealthy
A: almost no armour, amphibious, 8 rings, constrict 8, icy blue scales 1,
camouflage 1, magic resistance 1, gelatinous body 1
a: Shadow Step, Shadow Form, Renounce Religion


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

You have visited 4 branches of the dungeon, and seen 24 of its levels.

You have collected 2723 gold pieces.

Inventory:

Hand weapons
 d - a +3 dagger of electrocution (weapon)
   (You took it off a goblin on level 4 of the Dungeon)
 g - an uncursed blowgun
   (You took it off a kobold on level 4 of the Dungeon)
 y - a long sword
   (You found it on level 4 of the Lair of Beasts)
Missiles
 b - 35 sling bullets
 c - 5 curare-tipped needles
 s - 453 stones
 u - 3 throwing nets {!f}
 K - 35 tomahawks (quivered)
 O - 15 poisoned needles
Armour
 E - a +2 hat of spirit shield (worn)
   (You acquired it on level 5 of the Lair of Beasts)
Jewellery
 j - a +3 ring of protection (on tentacle)
   (You found it on level 5 of the Lair of Beasts)
 m - a ring of see invisible (on tentacle)
   (You found it on level 5 of the Dungeon)
 n - a ring of magical power (on tentacle)
   (You found it on level 10 of the Dungeon)
 o - an uncursed amulet of warding
   (You found it on level 6 of the Lair of Beasts)
 q - a +3 ring of intelligence (on tentacle)
   (You found it on level 4 of the Lair of Beasts)
 r - an uncursed ring of stealth
   (You found it on level 1 of the Lair of Beasts)
 v - a ring of poison resistance (left tentacle)
   (You found it on level 2 of the Dungeon)
 C - a +3 ring of protection (right tentacle)
   (You found it on level 3 of the Dungeon)
 J - a +4 ring of dexterity (on tentacle)
   (You found it on level 8 of the Lair of Beasts)
 N - a +3 ring of strength (on tentacle)
   (You found it on level 4 of the Dungeon)
 V - an amulet of clarity (around mantle)
   (You found it on level 9 of the Dungeon)
 W - an uncursed ring of protection from fire
   (You found it on level 7 of the Dungeon)
Magical devices
 h - a wand of disintegration {zapped: 2}
   (You found it on level 1 of the Lair of Beasts)
 S - a wand of digging
   (You found it on level 6 of the Dungeon)
Scrolls
 e - 3 scrolls of remove curse
 i - 3 scrolls of identify
 p - 2 scrolls of teleportation
 w - 3 scrolls of fog
 M - 5 scrolls of magic mapping
Potions
 f - 3 potions of heal wounds
 l - 3 potions of resistance
 t - 2 potions of berserk rage
 z - 4 potions of might
 G - 6 potions of curing
 T - a potion of haste
 Z - 4 potions of agility
Miscellaneous
 A - a legendary deck of defence {the Elixir}
   (You found it on level 8 of the Lair of Beasts)
 Y - a fan of gales
   (You found it on level 8 of the Lair of Beasts)
Comestibles
 k - 11 meat rations
 x - 4 beef jerkies


   Skills:
 - Level 10.3 Fighting
 - Level 3.4(8.0) Short Blades
 - Level 11.2(11.4) Long Blades
 - Level 8.0 Throwing
 - Level 8.6 Dodging
 - Level 9.2 Stealth
 + Level 9.4 Spellcasting
 - Level 6.9 Conjurations
 - Level 7.4 Hexes
 - Level 4.2 Charms
 - Level 8.0 Ice Magic


You have 3 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Apportation           Tloc           #.........   10%         1    None
b - Blink                 Tloc           N/A          12%         2    None
c - Confuse               Hex            #####...     1%          3    None
d - Dazzling Spray        Conj/Hex       #####...     1%          3    None
f - Freeze                Ice            ####         1%          1    None
h - Ensorcelled Hibernat  Hex/Ice        #####.       1%          2    None
i - Throw Icicle          Conj/Ice       #####...     3%          4    ##.....
o - Corona                Hex            #####..      1%          1    None
p - Portal Projectile     Tloc           #.....       24%         3    None
x - Condensation Shield   Ice            #####.....   2%          4    ##.....
z - Ozocubu's Armour      Chrm/Ice       #####...     1%          3    None
P - Summon Butterflies    Summ           #.......     10%         1    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (11/15)            Temple (1/1) D:5            Lair (8/8) D:10
  Swamp (0/5) Lair:5        Snake (0/5) Lair:3        Slime (0/6) Lair:6
    Orc (4/4) D:9             Elf (0/3) Orc:3       

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Qazlal
Ru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
The Shining One
Jiyva

Shops:
D:3 *   D:7 *   D:8 :   Orc:1 (   Orc:4 ?:([

Annotations:
D:6 exclusion: oklob plant
D:10 exclusion: downstairs
D:11 hydra


Innate Abilities, Weirdness & Mutations

You cannot wear most types of armour.
You are amphibious.
You can wear up to eight rings at the same time.
You can use your tentacles to constrict many enemies at once.
Your skin changes colour to match your surroundings (Stealth).
Your rubbery body absorbs attacks (AC +1).
You are partially covered in icy blue scales (AC +1).
You are resistant to hostile enchantments.
Last edited by ThreeInvisibleDucks on Wednesday, 16th September 2015, 01:28, edited 1 time in total.
Spellcasting penalties, Armour skill, and strength
15 runes: 2x HuSk, Op(Mo,Tm,Wn,Fi,Wr,EE,AM,Wz,Ne), VSTm, DsTm, Dg(Sk,Tm), MuGl, GhMo, Fe(En,EE,Ar,Wn,IE)
3 runes: FoFi, OgSk, KoHu, SpCj, 2x DgGl, MiBe, Fe(Fi,Tm,Mo,Su)

Tomb Titivator

Posts: 856

Joined: Friday, 31st October 2014, 10:03

Post Wednesday, 16th September 2015, 00:21

Re: CIP: OpEn^Dith, noisy weapon considered harmful?

Based on the source code, a noisy weapon has 1/20 chance of generating 20 noise. IIRC, shouting is 15, but I don't actually know how far noise travels in this game to really understand its effect. Seems like a bad match for a stealthy stabber though, so I reckon I'll pass and wait for something better to show up.
Spellcasting penalties, Armour skill, and strength
15 runes: 2x HuSk, Op(Mo,Tm,Wn,Fi,Wr,EE,AM,Wz,Ne), VSTm, DsTm, Dg(Sk,Tm), MuGl, GhMo, Fe(En,EE,Ar,Wn,IE)
3 runes: FoFi, OgSk, KoHu, SpCj, 2x DgGl, MiBe, Fe(Fi,Tm,Mo,Su)

Tomb Titivator

Posts: 856

Joined: Friday, 31st October 2014, 10:03

Post Wednesday, 16th September 2015, 01:28

Re: CIP: OpEn^Dith, noisy weapon considered harmful?

Well, got abyssed and lasted 2k turns running around and going through the entired stack of healing and teleportation. It all started from a stab that didn't finish the monster. Shame, this char felt like a winner. Fark I hate abyss.
Spellcasting penalties, Armour skill, and strength
15 runes: 2x HuSk, Op(Mo,Tm,Wn,Fi,Wr,EE,AM,Wz,Ne), VSTm, DsTm, Dg(Sk,Tm), MuGl, GhMo, Fe(En,EE,Ar,Wn,IE)
3 runes: FoFi, OgSk, KoHu, SpCj, 2x DgGl, MiBe, Fe(Fi,Tm,Mo,Su)

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