OgWz of Veh, what do?


Yet Another Stupid Death - Find a particularly innovative way to get killed? Share your pain!
Yet Another Victory Post - Brag about your bad-ass character and all your runes and whatnot.
Characters in Progress - share promising or interesting characters that are not dead yet.

Abyss Ambulator

Posts: 1182

Joined: Tuesday, 13th September 2011, 20:34

Post Sunday, 11th October 2015, 10:57

OgWz of Veh, what do?

Im not super good at casters and never tried wizard before. After a few tries realizing how bad ogres suck, I got this one to lair but its been rather a bit consumables intensive. (I fucking hate killer bees)

So what do? Vehemut offered me flame tongue and I thought about switching out from magic dart but figured meh... range is nice and flame tongue misses a lot. So far if anything gets close to me I whack it with my big stick, but I havent found anything useful yet regarding armour and I cant imagine taking down a dragon with this guy, not yet at least. I have no idea whats a good idea to go with spells from here, or especially how to spread out my skill points in the magic areas. Magic dart is already max power and hungerless for that matter.

  Code:
 Dungeon Crawl Stone Soup version 0.16.1 (tiles) character file.

Nugg the Fighter (Ogre Wizard)                     Turns: 15294, Time: 00:42:06

Health: 110/110    AC:  5    Str: 14    XL:     10   Next: 53%
Magic:  19/19      EV:  9    Int: 20    God:    Vehumet [**....]
Gold:   398        SH:  0    Dex:  8    Spells: 3 memorised, 10 levels left

rFire  . . .     SeeInvis +     z - +3 giant spiked club
rCold  . . .     Clarity  .     a - +0 robe
rNeg   + . .     SustAb   .     (shield restricted)
rPois  .         Gourm    .     b - +2 hat
rElec  .         Spirit   .     (no cloak)
rCorr  .         Warding  .     (gloves unavailable)
rMut   .         Stasis   .     (boots unavailable)
MR     +....                    (no amulet)
Stlth  ++........               s - ring of stealth
                                v - ring of positive energy

@: somewhat resistant to hostile enchantments, unstealthy
A: unfitting armour, see invisible, tough skin 1
a: Renounce Religion


You are on level 9 of the Dungeon.
You worship Vehumet.
Vehumet is pleased with you.
You are not hungry.

You have visited 2 branches of the dungeon, and seen 11 of its levels.
You have also visited: Sewer.

You have collected 398 gold pieces.

Inventory:

Hand weapons
 e - a +0 blowgun
 z - a +3 giant spiked club (weapon)
 A - the +7 battleaxe of Salt {flame, Stlth+}
   (You found it on level 8 of the Dungeon)   
   
   It has been specially enchanted to burn those struck by it, causing extra
   injury to most foes and up to half again as much damage against particularly
   susceptible opponents. Big, fiery blades are also staple armaments of
   hydra-hunters.
   
   It makes you more stealthy.
 E - a +0 giant club
Missiles
 g - 10 poisoned needles
 G - an arrow
Armour
 a - a +0 robe (worn)
 b - a +2 hat (worn)
Magical staves
 B - a crooked smoking staff
Jewellery
 s - a ring of stealth (right hand)
 v - a ring of positive energy (left hand)
Magical devices
 l - a wand of confusion {zapped: 10}
 p - a wand of flame {zapped: 23}
 q - a wand of fireball
Scrolls
 i - 2 scrolls of enchant armour
 j - 3 scrolls of magic mapping
 r - 4 scrolls of teleportation
 u - a scroll of fear
 w - 4 scrolls of remove curse
 y - a scroll of fog
Potions
 h - 2 potions of heal wounds
 k - a potion of agility
 n - a fuming dark potion
 o - 3 potions of restore abilities
 t - 3 potions of curing
 x - a smoky black potion
Books
 c - a book of Minor Magic   
   
    Spells                             Type                      Level
    a - Magic Dart                   Conjuration                   1
    b - Blink                        Translocation                 2
    c - Call Imp                     Summoning                     2
    d - Repel Missiles               Charms/Air                    2
    e - Slow                         Hexes                         2
    f - Conjure Flame                Conjuration/Fire              3
    g - Mephitic Cloud               Conjuration/Poison/Air        3
 f - a book of the Tempests   
   
    Spells                             Type                      Level
    a - Static Discharge             Conjuration/Air               3
    b - Lightning Bolt               Conjuration/Air               5
    c - Fireball                     Conjuration/Fire              5
    d - Tornado                      Air                           9
    e - Shatter                      Earth                         9
 D - a book of Control   
   
    Spells                             Type                      Level
    a - Control Teleport             Charms/Translocation          4
    b - Control Undead               Necromancy                    4
    c - Enslavement                  Hexes                         4
    d - Metabolic Englaciation       Hexes/Ice                     5
    e - Mass Confusion               Hexes                         6
Comestibles
 d - 2 meat rations
 m - 8 bread rations
 C - 2 fruits
 F - 4 royal jellies
 H - 2 chunks of flesh


   Skills:
 + Level 10.2 Fighting
 + Level 9.4 Maces & Flails
 - Level 1.7 Dodging
 - Level 1.5 Stealth
 - Level 3.6 Spellcasting
 - Level 7.2 Conjurations
 - Level 4.0 Summonings
   Level 0.6 Translocations


You have 10 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           ####         1%          1    None
b - Call Imp              Summ           ###.....     4%          2    ##.....
c - Conjure Flame         Conj/Fire      ###.....     10%         3    ###....


Dungeon Overview and Level Annotations

Branches:
Dungeon (10/15)            Temple (1/1) D:6            Lair (0/8) D:8
   Orc: D:9-12     

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Kikubaaqudgha
Nemelex Xobeh
Okawaru
Qazlal
Ru
Vehumet
Zin
The Shining One

Shops:
D:9 (


Innate Abilities, Weirdness & Mutations

You are too large for most types of armour.
You have tough skin (AC +1).
You have supernaturally acute eyesight.


Message History

Vehumet accepts your kill.
You feel your power returning.
You start resting.
Magic restored.
There is an open door here.
There is an open door here.
There is an open door here.
HP restored.
There is a stone staircase leading down here.
You climb downwards.
A water moccasin comes into view.
There is a stone staircase leading up here.
You climb upwards.
There is a stone staircase leading down here.
Saving game... please wait.
Welcome back, Nugg the Ogre Wizard.
Vehumet says: Let it end in hellfire!
Press ? for a list of commands and other information.
Char dumped to 'morgue/Nugg.txt'.
Unknown command.

.........#   #........#
.........#   #........#
###.######   ###.######
##..#          #.#
#..##          #.#
..##           #.#
'#####         #.##
.....#         #..#
.....##### ######'##
.....'...# #.....>.#
.....###.###.....@.#
.....# #...'.......#
.....# #####.......#
.....#     #..(....#
'#####     #.......#
.#         ####'####
.#            #..#
(#           ###'######
'######      #........#
..<...#      #........#
......#      #........#


There are no monsters in sight!

Vanquished Creatures
  An unseen horror (D:9)
  The ghost of Nugg the Conjurer, an average OgWz (D:3)
  2 hippogriffs
  Edmund (D:6)
  A hungry ghost (D:8)
  2 ice beasts
  2 sky beasts
  3 black bears
  2 phantoms (D:6)
  2 ogres
  6 centaurs
  Blork the orc (D:7)
  2 giant frogs (D:7)
  A wyvern skeleton (D:6)
  3 scorpions
  A troll skeleton (D:9)
  9 killer bees
  A goliath beetle (D:6)
  A spriggan skeleton (D:9)
  A giant frog zombie (D:7)
  4 iguanas
  3 crimson imps
  2 jellies
  2 centaur skeletons
  6 hounds
  4 orc priests
  4 worker ants
  4 orc wizards
  A mummy (D:6)
  Terence (D:3)
  Robin (D:2)
  6 river rats (Sewer)
  7 adders
  2 shadow imps (D:9)
  A white imp (D:4)
  A giant mite (D:7)
  2 worms (D:2)
  3 adder skeletons
  An adder zombie (D:8)
  8 giant geckos
  14 orcs
  25 bats
  A bat zombie (D:7)
  2 giant cockroaches
  14 hobgoblins
  19 kobolds
  3 quokkas
  4 ball pythons (Sewer)
  A giant gecko skeleton (D:5)
  7 giant newts
  A giant spore (D:9)
  16 goblins
  8 jackals
  A quokka zombie (D:7)
  15 rats
  13 ballistomycetes
250 creatures vanquished.

Vanquished Creatures (collateral kills)
  The ghost of Yakyak the Sneak, an average KoAs (D:4)
  A phantom (D:9)
  An ogre (D:7)
  A killer bee (D:7)
  A worm (D:3)
  A goblin (D:4)
6 creatures vanquished.

Vanquished Creatures (others)
  2 killer bees (D:9)
  2 crimson imps
  An orc wizard (D:8)
  A shadow imp (D:6)
  An orc (D:9)
  2 giant spores
9 creatures vanquished.

Grand Total: 265 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | Nugg, the Ogre Wizard, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 16/16 MP: 4/4
   113 | D:1      | Reached skill level 1 in Conjurations
   246 | D:1      | Reached XP level 2. HP: 19/24 MP: 0/6
   386 | D:1      | You fall through a shaft!
   985 | D:1      | Reached XP level 3. HP: 31/31 MP: 4/8
  1359 | D:2      | Learned a level 2 spell: Call Imp
  1363 | D:2      | Learned a level 3 spell: Conjure Flame
  1494 | D:2      | Found a sacrificial altar of Ru.
  1743 | D:2      | Reached skill level 1 in Summonings
  1908 | D:2      | Reached XP level 4. HP: 35/39 MP: 5/10
  1909 | D:2      | Noticed Robin
  1924 | D:2      | Killed Robin
  2356 | D:3      | Noticed Terence
  2395 | D:3      | Killed Terence
  2406 | D:3      | Found a glowing drain.
  2411 | Sewer    | Entered a sewer
  2501 | Sewer    | Reached XP level 5. HP: 32/45 MP: 2/11
  3696 | D:3      | Noticed Nugg's ghost (average OgWz)
  3781 | D:3      | Killed Nugg's ghost
  3781 | D:3      | Reached XP level 6. HP: 18/53 MP: 1/13
  4949 | D:4      | Noticed Yakyak's ghost (average KoAs)
  5470 | D:4      | Killed Yakyak's ghost
  5470 | D:4      | Reached skill level 4 in Conjurations
  5470 | D:4      | Reached XP level 7. HP: 55/65 MP: 4/15
  5897 | D:5      | Entered Level 5 of the Dungeon
  6104 | D:5      | Found a blossoming altar of Fedhas.
  6134 | D:5      | Found a stormy altar of Qazlal.
  7347 | D:6      | Reached skill level 1 in Maces & Flails
  7347 | D:6      | Reached XP level 8. HP: 66/78 MP: 4/17
  7482 | D:6      | Found a staircase to the Ecumenical Temple.
  7547 | Temple   | Entered the Ecumenical Temple
  7550 | Temple   | Became a worshipper of Vehumet
  7770 | D:6      | Gained mutation: You have supernaturally acute eyesight. [potion of beneficial mutation]
  8110 | D:6      | Noticed Edmund
  8144 | D:6      | Killed Edmund
  8144 | D:6      | Reached skill level 5 in Conjurations
  8657 | D:6      | Reached skill level 5 in Fighting
  9159 | D:7      | Acquired Vehumet's first power
  9159 | D:7      | Offered knowledge of Flame Tongue by Vehumet.
  9164 | D:7      | Reached skill level 6 in Fighting
  9481 | D:7      | Reached skill level 5 in Maces & Flails
  9559 | D:7      | Reached XP level 9. HP: 89/89 MP: 16/18
 10217 | D:7      | Noticed Blork the orc
 10221 | D:7      | Killed Blork the orc
 10303 | D:7      | Reached skill level 7 in Fighting
 11944 | D:8      | Reached skill level 8 in Fighting
 12539 | D:8      | Found a staircase to the Lair.
 12803 | D:8      | Got a smoking battleaxe
 12924 | D:9      | Reached XP level 10. HP: 39/106 MP: 10/19
 13321 | D:9      | Reached skill level 9 in Fighting
 13376 | D:9      | Offered knowledge of Sting by Vehumet.
 13475 | D:9      | Found a runed door.
 13475 | D:9      | Noticed an unseen horror
 13752 | D:9      | Killed an unseen horror
 14531 | D:9      | Reached skill level 10 in Fighting
 15105 | D:9      | Found Skueku Maets' Antique Weapon Shop.
 15226 | D:9      | Identified the +7 battleaxe of Salt {flame, Stlth+} (You found it on level 8 of the Dungeon)
 15290 | D:10     | Entered Level 10 of the Dungeon


Action                   |  1- 3 |  4- 6 |  7- 9 | 10-12 || total
-------------------------+-------+-------+-------+-------++-------
Melee: Unarmed           |     6 |       |       |       ||     6
       Club              |    17 |       |       |       ||    17
       Dagger            |    15 |   134 |    32 |       ||   181
       Giant club        |       |       |   110 |       ||   110
       Giant spiked club |       |       |    94 |    94 ||   188
 Fire: Blowgun           |       |       |     6 |       ||     6
 Cast: Magic Dart        |   102 |   145 |   296 |    74 ||   617
       Call Imp          |       |     8 |    16 |     1 ||    25
       Conjure Flame     |       |     5 |     9 |     1 ||    15
Evoke: Wand              |       |     8 |     5 |       ||    13
  Use: Scroll            |     8 |    10 |     7 |     1 ||    26
       Potion            |       |     3 |    10 |       ||    13
 Stab: Invisible         |       |       |     1 |       ||     1
       Sleeping          |       |       |     1 |       ||     1
  Eat: Chunk             |     3 |    10 |    12 |     3 ||    28
       Fruit             |       |     2 |       |     1 ||     3
       Bread ration      |       |       |     3 |     1 ||     4
       Pizza             |       |       |     1 |       ||     1

Cocytus Succeeder

Posts: 2173

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

Post Sunday, 11th October 2015, 11:47

Re: OgWz of Veh, what do?

You already have a good low-level attack spell, why would you want another? You don't have to grab every Veh gift. Also, Veh himself is also a very weird choice for an ogre. Do you really want to make this guy a real blaster mage? That is really an uphill battle.

You also seem to be really unlucky with eqipment: no cloak, no non-vanila robe, no jewellery to speak of. With 5/9 defenses, probably even yaks will be problematic.
User avatar

Vaults Vanquisher

Posts: 422

Joined: Wednesday, 13th August 2014, 08:34

Post Sunday, 11th October 2015, 12:01

Re: OgWz of Veh, what do?

why did you play ogre and not choose chei?

Ogre^Veh is quite bad.

Tomb Titivator

Posts: 771

Joined: Tuesday, 25th November 2014, 02:47

Post Sunday, 11th October 2015, 21:47

Re: OgWz of Veh, what do?

1) Orc 1-3 may be doable right now, and no more dangerous than lair. You will likely find a +2 robe as well.

2) ID your staff.

3) Maces and Flails and Conjurations^Vehu is a bit of an uphill battle. It is hard to do both. It is a long way until your GSC is good, and conjurations are also xp demanding. Your defenses are bad the whole time.

Crypt Cleanser

Posts: 723

Joined: Monday, 9th June 2014, 13:39

Post Monday, 12th October 2015, 03:46

Re: OgWz of Veh, what do?

daggaz wrote:Im not super good at casters and never tried wizard before. After a few tries realizing how bad ogres suck, I got this one to lair but its been rather a bit consumables intensive. (I fucking hate killer bees)

So what do? Vehemut offered me flame tongue and I thought about switching out from magic dart but figured meh... range is nice and flame tongue misses a lot. So far if anything gets close to me I whack it with my big stick, but I havent found anything useful yet regarding armour and I cant imagine taking down a dragon with this guy, not yet at least. I have no idea whats a good idea to go with spells from here, or especially how to spread out my skill points in the magic areas. Magic dart is already max power and hungerless for that matter.

Maybe I'm too late. Maybe not.

Bees are nothing to worry over if you have meph, actually. If you want a blaster mage, you have to go for it. It can't be done halfway. Though as noted it can be an uphill battle, that is part of the fun, if you're into that sort of thing.

Flame tongue is lousy. You have fireball. Why isn't it memorized? For that matter, where are blink and meph and rmsl? These all make early game easy. You're Og. You don't need defenses early. You should have pumped your spellcasting and the spell schools of the early spells, especially fire. By the time you got to lair and orc, you'd have been golden, and would have had fireball online.

Bashing stuff with a giant club sounds cool, but it's not really wizard style. If you want to play it as a Wz, it can actually be fun.

This was how I won with one.

Abyss Ambulator

Posts: 1182

Joined: Tuesday, 13th September 2011, 20:34

Post Monday, 12th October 2015, 06:02

Re: OgWz of Veh, what do?

I picked up the club because magic dart didnt really seem to do a whole lot of damage, and I dont have sticky flames so running out of mana on this guy seemed dangerous. As it is, Ive only put a few points into m&f so far (its +3 yeah) and while im not at mindelay, im happy enough to know I can crush something in melee if I need to, as long as I am careful.

I avoided the multiclass schools so far because all my spellcasting apts are -3 and pushing out in too many directions there seemed like a definite exp trap. I took imps because it was in my spellbook and was already almost castable (and summons dont need spellpower anyhow right?), so far its been useful. I think maybe I'll take some of orc and look into better robes and put the xp for what its worth into getting fireball/mephitic cloud up.

How many points do you commonly put into the various wizard schools? Ie spellcasting and the schools needed to get clouds up etc...

Been meaning to ID that staff.. just an oversight.

Abyss Ambulator

Posts: 1182

Joined: Tuesday, 13th September 2011, 20:34

Post Monday, 12th October 2015, 09:31

Re: OgWz of Veh, what do?

Staff was air. I made it D:12 and still hadn't found Orc, but I got mephitic cloud up (that was easier than I had expected) and fireball. I had just cleared out the zombie army that often guards Orc (having lured them away) and then a troll and hill giant came, killed them and was at half health, and Joseph walks around the corner right adjacent to me, and promptly quaffs a berserk pot. Followed immediately by a steam dragon :/

I managed to kill him, thanks to my GSC, but the steam dragon took me out before my teleport kicked in.

I liked the club, I have to say. Didnt seem that it put me that far back on my spells to be honest. I would _really_ have liked to have found a book of flames on this guy, sticky flame is just so so nice. Hmm, and I took Vehemut for the mana regen but I kind of wish I had gone Mahkleb instead. Why is everybody shouting about Chei anyhow? Slouch is great and all, but I dont need more str or int on this character and with my size im not sure how much dex is really going to help. One thing I like to do with low defense, low stealth characters is be able to run away, at the very least.
User avatar

Pandemonium Purger

Posts: 1386

Joined: Sunday, 5th April 2015, 22:37

Post Monday, 12th October 2015, 21:42

Re: OgWz of Veh, what do?

I see ash being a better choice than chei. with ash you can get levels in the spell schools a lot more easily.
http://crawl.akrasiac.org/scoring/playe ... speon.html. I started playing in 0.16.1
I achieved greatplayer in less than a year.
Remove food
User avatar

Vaults Vanquisher

Posts: 422

Joined: Wednesday, 13th August 2014, 08:34

Post Tuesday, 13th October 2015, 02:50

Re: OgWz of Veh, what do?

you can check how Og^Chei is good since mid game.
viewtopic.php?f=12&t=17943

Return to YASD! YAVP! and characters in progress too

Who is online

Users browsing this forum: No registered users and 15 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.