YASD: HOFE^Sif 0.17 - Weapon-grade Stupid


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Tartarus Sorceror

Posts: 1822

Joined: Thursday, 31st May 2012, 15:45

Post Monday, 21st March 2016, 03:08

YASD: HOFE^Sif 0.17 - Weapon-grade Stupid

This is my first FE since the very first days of playing. I have been beating my head against a wall with Cj lately and so I searched for threads about suggested beginner caster builds and chose HOFE mainly for the good HP and Fighting aptitudes, and because I've already done GrEE.

D:2 Sif, so I joined. Not a total waste of +3 Inv, but it will be a while before I reach the full potential.

My current plans in no particular order:
  • Train Invocations to get channel to a low failure rate, then turn it off for a while. Later I can train Invo up to where I can free up the ring slot where I have =Power now.
  • I'm in no rush for fireball, defenses and some sort of melee are a higher priority right now.
  • Lair XP will go towards Fireball and spell power with Book of Flames, with a goal of gaining enough piety to start the gifts. No good second book has dropped yet.
  • Train a weapon to speed <10, but I'm not sure which (see below).
  • Train weapon to mindelay after getting piety to 6* and after boosting defenses a little more.

So a few questions, again in no particular order:
  • Ought I keep some magical skill on all the time for Sif, or should I accept the slow piety decay when training defenses or a weapon? Is focusing on magic then on melee skills a good plan, or ought I be spreading XP out all the time?
  • It seems that apply and kite is the way to use Sticky Flame. Any other methods?
  • Which melee skill to train? I'm not sure about the great mace, it seems XP hungry though I'll surely switch to it as undead walk through conjured flames towards me. I'd really like to go into polearms because of the synergy with conjure flame and I've already found a glaive, but it doesn't crosstrain the mace. Another option is to just train axes and let both other weapon types live off the crosstraining, since they are not primary killdudes. That would be as if the M&F and Polearm aptitudes were 4 * log_2((2^0.75 * 0.4) * 2^0.25) = -1.29, and the axe training isn't wasted per se since I'm sure to find a battleaxe in Orc if not sooner.
  Code:
 Dungeon Crawl Stone Soup version 0.17.1 (tiles) character file.

MainiacJoe the Destroyer (HOFE)                    Turns: 10183, Time: 01:10:32

Health: 89/89      AC:  5    Str: 12    XL:     10   Next: 8%
Magic:  12/21      EV: 13    Int: 17    God:    Sif Muna [**....]
Gold:   68         SH:  0    Dex: 14    Spells: 4 memorised, 2 levels left

rFire  . . .     SeeInvis .     X - +7 great mace {disrupt, rN+}
rCold  . . .     Clarity  .     g - +0 leather armour
rNeg   + . .     SustAt   .     (shield currently unavailable)
rPois  .         Gourm    .     s - +0 helmet
rElec  .         Spirit   .     (no cloak)
rCorr  .         Warding  .     B - +0 pair of gloves
rMut   .         Stasis   .     (no boots)
MR     .....                    (no amulet)
Stlth  ++........               t - +2 ring of dexterity
                                v - ring of magical power {=R}

@: not resistant to hostile enchantments, unstealthy
A: no striking features
a: Channel Energy, Forget Spell, Renounce Religion


You are on level 7 of the Dungeon.
You worship Sif Muna.
Sif Muna is pleased with you.
You are near starving.

You have visited 1 branch of the dungeon, and seen 7 of its levels.

You have collected 185 gold pieces.
You have spent 117 gold pieces at shops.

Inventory:

Hand Weapons
 a - a +2 morningstar of protection
 b - a +0 glaive
 r - a +0 war axe
 Q - a +0 quarterstaff
 V - a +0 halberd
 X - the +7 great mace "Undeadhunter" (weapon) {disrupt, rN+}
   (You took it off an orc on level 6 of the Dungeon)   
   
   It protects you from negative energy.
Missiles
 i - 170 stones
 j - 30 poisoned needles
 y - 4 tomahawks (quivered)
 K - 2 tomahawks of returning
Armour
 g - a +0 leather armour (worn)
 s - a +0 helmet (worn)
 B - a +0 pair of gloves (worn)
 I - a +0 ring mail
Jewellery
 m - an uncursed amulet of stasis
 t - a +2 ring of dexterity (right hand)
 v - a ring of magical power (left hand) {=R}
 L - an uncursed ring of see invisible
 O - a +4 ring of strength
 T - an uncursed ring of protection from fire
Wands
 d - a wand of magic darts {zapped: 5}
 e - a wand of fire
 n - a wand of draining
 z - a wand of flame
 D - a wand of fireball
 E - a wand of confusion
 G - a wand of fire
 M - a wand of cold
Scrolls
 o - 3 scrolls of teleportation
 q - 4 scrolls of recharging
 x - 2 scrolls of amnesia
 A - 3 scrolls of magic mapping
 R - 2 scrolls of identify
 U - a scroll of blinking
Potions
 f - a potion of cancellation
 h - 3 potions of curing
 k - a fizzy sapphire potion
 p - a green potion
 u - a brown potion
 C - a white potion
 F - an orange potion
 H - a silvery potion
 N - a grey potion
Books
 w - a book of Flames   
   
    Spells                             Type                      Level
    a - Flame Tongue                 Conjuration/Fire              1
    b - Throw Flame                  Conjuration/Fire              2
    c - Conjure Flame                Conjuration/Fire              3
    d - Inner Flame                  Hexes/Fire                    3
    e - Sticky Flame                 Conjuration/Fire              4
    f - Fireball                     Conjuration/Fire              5
 W - 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
 Z - a book of Hinderance   
   
    Spells                             Type                      Level
    a - Confusing Touch              Hexes                         2
    b - Confuse                      Hexes                         3
    c - Gell's Gravitas              Hexes/Translocation           3
    d - Petrify                      Transmutation/Earth           4
    e - Metabolic Englaciation       Hexes/Ice                     5
Comestibles
 c - 10 bread rations
 l - 4 meat rations
 J - 2 fruits
 P - a royal jelly
 S - a beef jerky


   Skills:
 + Level 8.3 Fighting
 - Level 4.0 Armour
 * Level 3.6 Dodging
 * Level 2.0 Stealth
 - Level 1.5 Spellcasting
 - Level 8.4 Conjurations
 + Level 7.5 Fire Magic
 + Level 3.0 Invocations


You have 2 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Flame Tongue          Conj/Fire      ####.        1%          1    ##.....
b - Throw Flame           Conj/Fire      ####..       1%          2    ###....
c - Conjure Flame         Conj/Fire      ####....     3%          3    ####...
d - Sticky Flame          Conj/Fire      ####....     12%         4    #####..


Dungeon Overview and Level Annotations

Branches:
Dungeon (7/15)             Temple (0/1) D:6         

Altars:
Ashenzari
Cheibriados
Elyvilon
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna

Shops:
D:4 [}   D:6 [

Annotations:
D:3 exclusion: downstairs
D:4 Grinder
D:5 exclusion: 2 orc priests

Message History

Press: ? - help, Dir - move target cursor
The fire roars!
Casting: Conjure Flame
Confirm with . or Enter, or press ? or * to list all spells.
Aiming: Conjure Flame
Press: ? - help, Dir - move target cursor
The fire roars!
You are near starving!
The scorpion is engulfed in roaring flames.
Casting: Conjure Flame
Confirm with . or Enter, or press ? or * to list all spells.
Aiming: Conjure Flame
Press: ? - help, Dir - move target cursor
The fire roars!
The scorpion is engulfed in roaring flames.
You kill the scorpion!
Your Stealth skill increases to level 2!
Your Invocations skill increases to level 3!
Okay, then.
Save game and exit?

       #.............#
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#   ##...##.......##
#####...#####....##
......<#### ##..##
##........## ####
....)......#
...........#
...........#
...........#
...........###
............@## ########
.............§###.#(.(o#
.....).....##.§#........
....÷......####§...#o.#.
..........## #...)......
####......#  #...#......
   #.....##  #.(........
   #...>.#   ##.........
   #....##    #..#......
   #....#     ##........
   #...##      #...#..#.
   #...#   #####........


There are no monsters in sight!

Vanquished Creatures
  Pikel (D:3)
  A centaur zombie (D:6)
  4 yaks (D:7)
  A spriggan (D:7)
  Eustachio (D:4)
  A water moccasin (D:7)
  2 orc warriors
  A black bear (D:6)
  2 sky beasts (D:5)
  A centaur (D:6)
  A necrophage (D:6)
  3 giant frogs (D:6)
  A scorpion (D:7)
  A centaur skeleton (D:6)
  2 giant frog zombies
  2 hounds
  A giant frog skeleton (D:6)
  2 gnoll shamans
  Ijyb (D:2)
  A jelly (D:5)
  3 orc wizards (D:6)
  Jessica (D:3)
  3 worker ants
  An orc priest (D:6)
  A killer bee zombie (D:6)
  A hound skeleton (D:6)
  Robin (D:1)
  18 gnolls
  8 adders
  An ooze (D:1)
  3 worms (D:2)
  9 giant geckos
  16 orcs
  5 ball pythons
  6 giant cockroaches
  7 hobgoblins
  5 jackals
  9 kobolds
  2 quokkas
  5 bats
  A giant gecko skeleton (D:6)
  7 giant newts
  13 goblins
  10 rats
166 creatures vanquished.

Vanquished Creatures (others)
  2 slaves
  A crimson imp (D:6)
  An orc priest (D:6)
  2 quokkas (D:4)
  A giant newt (D:4)
  A jackal skeleton (D:4)
8 creatures vanquished.

Grand Total: 174 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | MainiacJoe the Hill Orc Fire Elementalist began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 14/14 MP: 3/3
   220 | D:1      | Reached XP level 2. HP: 20/20 MP: 2/4
   224 | D:1      | Learned a level 2 spell: Throw Flame
  1109 | D:1      | Reached XP level 3. HP: 20/26 MP: 1/5
  1436 | D:2      | Found a snail-covered altar of Cheibriados.
  1448 | D:2      | Found a shattered altar of Ashenzari.
  1836 | D:2      | Found a deep blue altar of Sif Muna.
  1839 | D:2      | Became a worshipper of Sif Muna the Loreminder
  2097 | D:2      | Noticed Robin
  2163 | D:2      | Reached XP level 4. HP: 33/33 MP: 6/6
  2218 | D:2      | Learned a level 3 spell: Conjure Flame
  2381 | D:1      | Killed Robin
  2629 | D:2      | Noticed Ijyb
  2646 | D:2      | Killed Ijyb
  2646 | D:2      | Reached skill level 4 in Fire Magic
  2766 | D:2      | You fall through a shaft!
  2842 | D:3      | Reached XP level 5. HP: 38/38 MP: 0/7
  3291 | D:3      | Found a white marble altar of Elyvilon.
  4450 | D:3      | Found an iron altar of Okawaru.
  4474 | D:3      | Reached skill level 5 in Fire Magic
  4485 | D:3      | Noticed Jessica
  4492 | D:3      | Killed Jessica
  4492 | D:3      | Reached XP level 6. HP: 45/45 MP: 8/8
  4577 | D:4      | Found Cuuq's Gadget Shop.
  4591 | D:4      | Noticed Pikel
  4769 | D:3      | Killed Pikel
  4769 | D:3      | Reached * piety under Sif Muna
  4769 | D:3      | Reached skill level 5 in Conjurations
  4769 | D:3      | Reached skill level 6 in Fire Magic
  4769 | D:3      | Reached XP level 7. HP: 22/50 MP: 7/9
  4840 | D:3      | Reached skill level 7 in Fire Magic
  4949 | D:4      | Found a sparkling altar of Nemelex Xobeh.
  5433 | D:4      | Reached ** piety under Sif Muna
  5756 | D:4      | Found Itwicyd's Antique Armour Boutique.
  5765 | D:4      | Bought a pair of gloves for 117 gold pieces
  5871 | D:4      | Noticed Eustachio
  5916 | D:4      | Killed Eustachio
  5916 | D:4      | Reached XP level 8. HP: 43/57 MP: 7/10
  5922 | D:4      | Learned a level 4 spell: Sticky Flame
  6014 | D:4      | Noticed Grinder
  6325 | D:5      | Entered Level 5 of the Dungeon
  6483 | D:5      | Reached skill level 1 in Fighting
  7561 | D:6      | Reached skill level 1 in Armour
  7779 | D:6      | Found a staircase to the Ecumenical Temple.
  8020 | D:6      | Reached skill level 5 in Fighting
  8063 | D:6      | Reached XP level 9. HP: 66/74 MP: 11/11
  8111 | D:6      | Noticed a centaur zombie
  8115 | D:6      | Killed a centaur zombie
  8115 | D:6      | Reached skill level 8 in Conjurations
  8890 | D:6      | Found Quujoen's Antique Armour Boutique.
  8943 | D:6      | Found a burning altar of Makhleb.
  9268 | D:7      | Reached skill level 1 in Invocations
  9886 | D:7      | Reached XP level 10. HP: 84/88 MP: 12/12


Action                   |  1- 3 |  4- 6 |  7- 9 | 10-12 || total
-------------------------+-------+-------+-------+-------++-------
Melee: Mace              |    28 |       |       |       ||    28
       Quarterstaff      |     1 |    99 |    69 |       ||   169
       Glaive            |       |       |   103 |       ||   103
       Morningstar       |       |       |    23 |       ||    23
       Great mace        |       |       |    12 |       ||    12
 Fire: Blowgun           |       |       |     3 |       ||     3
Throw: Stone             |     2 |     1 |    12 |       ||    15
       Tomahawk          |       |     1 |    12 |       ||    13
 Cast: Flame Tongue      |    48 |    72 |    87 |     1 ||   208
       Throw Flame       |     6 |     9 |    21 |       ||    36
       Conjure Flame     |       |     9 |    60 |     3 ||    72
       Sticky Flame      |       |       |    12 |     2 ||    14
Invok: Channel Energy    |       |       |     1 |       ||     1
  Use: Scroll            |       |     7 |     9 |       ||    16
       Potion            |       |       |     2 |       ||     2
 Stab: Sleeping          |     1 |     1 |       |       ||     2
  Eat: Chunk             |     5 |    10 |    23 |       ||    38
       Bread ration      |       |     1 |     1 |       ||     2
       Royal jelly       |       |       |     1 |       ||     1

Last edited by MainiacJoe on Monday, 21st March 2016, 17:55, edited 1 time in total.
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh

Tomb Titivator

Posts: 771

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

Post Monday, 21st March 2016, 07:12

Re: CIP: HOFE^Sif 0.17 - What next?

I want to be really explicit about something at the jump here. Channeling is Sif Muna. Sif Muna is Channeling. You have channeling. It is really strong. You can ignore Sif for a long time as long as you have channeling and lose very little. Early miscast protection and spellbooks are for species more geared towards magic than you are.

Undeadhunter pre-lair is a great weapon for HO, and a viable endgame weapon. I'd commit to it now. It is the defining characteristic of this character ATM. After you get it up and running you will go back for spells.

This character is going to play somewhat opposite from your previous character [see sidebar]. Now your target is to hit 16 M&F in Lair, appropriate defenses with no more XP in fire/conj/spellcasting than you have now (or enough in magic to keep these castable if you find a +2 ring or scale. )

I'd skill M&F to 10 immediately (and nothing else), then spread my XP around a bit more.

Fireball comes online between L8 and D15. You will go back for 20 M&F in s-branches.

Stealth is probably a trap on this character unless you find Steam Dragon Armour. Eventually you will likely be in some flavor of dragon armour beefy enough to tank your stealth pips.

Sif will be useful the whole game, but will be mainly useful for channeling until much later. Don't worry too much about getting your piety up for now. You don't gain a tremendous amount from getting piety up on sif early, at least not on a HO.

Spells to watch out for: Animate Skele, Spectral Weapon, Shroud of Golubria, Repel Missiles, Regen, Sputterflies, Phase. Don't get ozo's unless you find a Steam Dragon Armour.

Long term spells to dream about: Bolt of Fire, Ring of Flames, Haste. Deflect Missiles, Aura of Abjuration

Invocations to 6~8 is all you really need for a long time.

Stop taking int on early levels (3, 6, 9). Take dex. It helps you more in dungeon/lair. Generally, I take a point in dex, and then train dodging for my next point in EV. When I get it, I stop training dodge until i get another point in dex, then I train dodge until my next point in EV.

[sidebar] The core idea of your previous character was to get your god abilities and your magic spell going so your frail character could avoid combat, get some utility magic because it is cheap, and then fill in your phyiscal bases so your character can open up in vaults.

On this Hill Orc, Get your melee functional, and then fill in your low level utility spells, and your character opens up in vaults. Maybe sooner.

Hill Orcs are sturdy with good physical bases. Demonspawn are not sturdy with bad phyiscal bases. You have a +7 great mace with a +1 aptitude. Your demonspawn could hug Mahkleb through lair in ways your HO cannot replicate with Sif. Playing towards melee is playing toward this character's strengths. Yes, if you didn't have an undeadhunter, you would lean heavily on fire magic, sif, and your ring of Magic Power. If my troll didn't have a fire dragon armor, he would play way differently too.

Tartarus Sorceror

Posts: 1822

Joined: Thursday, 31st May 2012, 15:45

Post Monday, 21st March 2016, 14:40

Re: CIP: HOFE^Sif 0.17 - What next?

Thank you!

Was Sif a mistake, or am I going to a hybrid style because of the early endgame weapon drop instead of because of my species? I hadn't thought before about it being a god that doesn't kick in until later in the game. Many of my decisions, such as the INT gain and the Stealth, were predicated on this idea that because I took early Sif, I was going to be a caster instead of a hybrid. I guess that's okay, finding the mace just recently. I thought I'd want the INT later to cast my eventual level 6 spells well.

You are right about Undeadhunter being the "defining characteristic" of the character. Nothing else stands out as exceptional. That's a good thing to remember for the future: when I'm not sure what to do next, take a look and see what's unusual about the character.

is the 12% fail for Sticky dangerous? If I'm casting it as melee range, I don't want to stand there and take two swings before I can start backing away because I miscast! Not having a good feel for what miscast rates are safe or not, I tend to err on the side of smaller. This makes me want to keep training my spell skills, though I recognize that the mace is the priority right now. It's also why I've been training armor, to try to get into my ring mail without losing Sticky.
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh

Tomb Titivator

Posts: 771

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

Post Monday, 21st March 2016, 16:06

Re: CIP: HOFE^Sif 0.17 - What next?

Sif isn't a mistake. Taking the first altar is a good choice 60-70% of the time. Sif just gives you the big ability * instead of 5*. Book gifts and miscast protection will be much more important later. This is fine. Later on you can overpower the -3 spellcasting. When you are higher level, you will have more spell slots from XL. You will also have more XP from XL.

You got sif to ** simply by getting your starting book online. Quite efficient.

You will become a better caster simply by getting further into the game. Channeling will help you get further into the game. You will probably find some cheap utility spells in the future.

Miscast protection much more valuable when you have good lvl 6+ spells and the MP pool and spell slots to support it.

FE is a good starting book. One of the reasons it is so good is because it is functional through lair with just sticky flame castable. Death yaks can be walked away from if they are too troublesome. An elephant pack may be able to outlast your magic pool, but you can kill a couple, reset, and kill the rest. Mambas can be sticky flamed. Hydras can be conjure flamed, stickied, and then walked away from. A blink frog pack may be troublesome, but shouldn't be deadly if you are cautious. You are ready for lair.

What do you want to do with your lair XP? Get another core aspect of your character online. Your +7 greatmace is the best return on investment at the moment.

Sticky at 12% is perfect where it is.

I would imagine this character getting ring of flames castable at 40% and then having a grand time through the end of the game with bolt of fire and fireball and a greatmace.

Edit: On armor, HO get str on every 5th level between now and the end of the game. FDA, IDA, Swamp DA, Storm Dragon Armor are decent plans. Good artifact Scale also may become useful. Later on, Sif Muna makes it much easier to be a mid armor caster as opposed to a light armor caster. Miscast protection + channelling. The only reason to stay light armor is if you are determined to get a lvl 8-9 spell up.

Later in the game, Sif will allow you to abuse your +2 armour proficiency and ability to wear armor in every slot.

Edit 2: Sif kicks in early. You get channeling.

Edit 3: Never train armor for miscast. If you want ring, put it on, and get enough spellcasting, conj, and fire to bring it down to ~15%. Spellcasting to 2.5 is probably worth atm.

Tartarus Sorceror

Posts: 1822

Joined: Thursday, 31st May 2012, 15:45

Post Monday, 21st March 2016, 17:54

Re: CIP: HOFE^Sif 0.17 - What next?

aaaand: YASD within three minutes of starting up again! And it is indeed a STUPID death.

Ogre at LOS, beyond a diagonal chokepoint. Advance into the chokepoint to set up CF. Crimson imp called to the ogre's shout, I can't hurt it at all but it can't kill me, deal with the ogre then lead it upstairs. Except it had a wand of lightning. So now it's an emergency: I run back the way I came, but its blinks keep up with me. I teleport. During the wait, the wand runs out of charges and it starts throwing stones at me, of course. I land immediately next to another ogre, with maybe 13 HP. I do not use my scroll of blinking but instead try sticky flame and it hits and kills me. Stupid, stupid, stupid.

My string of deaths at about this dungeon depth lately all have this same pattern, of not responding to emergencies properly. What I ought to have done is clear in hindsight after the YASD, of course.

I've been trying to learn how to play blaster characters, because I haven't learned how yet. But it's apparent that I have more fundamental things to learn about emergency management and character building. What kind of characters ought I be running right now, to learn the things I need to learn?
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh

Tomb Titivator

Posts: 771

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

Post Monday, 21st March 2016, 18:45

Re: YASD: HOFE^Sif 0.17 - Weapon-grade Stupid

Play Human. HuFE. They are great, and flat apts take a lot of the pigeonholing out of a race.

Also, try not to have an idea for an endgame character at character creation. Or, have an idea for an endgame character, but don't worry about pursuing it to much until vaults. Getting to vaults matters. What you choose to spend XP on pre vaults doesn't really matter. Whether you go melee or blaster, 1/3 of XP is going to go into defenses for any character (never a waste), 1/3 of it is going to go into utility (never a waste). If you waste the final 1/3 of XP, you will make it all back in a single floor of depths. Go clear the greater mummies in tomb one, they are worth a fortune.
Last edited by edgefigaro on Monday, 21st March 2016, 18:54, edited 2 times in total.

Tartarus Sorceror

Posts: 1822

Joined: Thursday, 31st May 2012, 15:45

Post Monday, 21st March 2016, 18:48

Re: YASD: HOFE^Sif 0.17 - Weapon-grade Stupid

HuFE it is, thanks.
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh

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