YASD- DsSu - Great mace worth it?


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Tomb Titivator

Posts: 850

Joined: Wednesday, 25th April 2012, 03:07

Post Monday, 4th July 2016, 21:50

YASD- DsSu - Great mace worth it?

Should I start training maces for this randart great mace? I could likely go shields with a later dwhip or eveningstar if I get one. I'm just not sure the maces is worth the skill investment. I was planning on polearms.

Spells wise I'm thinking of training up for shadow creatures, OoD, and invis. based on my current skills. Not sure if I should pick up anything else from the spellbooks I'm standing on here.


  Code:
Dungeon Crawl Stone Soup version 0.19-a0-904-ga29959e (webtiles) character file.

mahalanobis the Arsonist (Red Draconian Summoner)  Turns: 28935, Time: 02:12:05

Health: 102/102    AC: 16    Str: 14    XL:     13   Next: 78%
Magic:  21/21      EV: 17    Int: 23    God:    Sif Muna [******]
Gold:   1056       SH:  0    Dex: 12    Spells: 6 memorised, 3 levels left

rFire  . . .      SeeInvis .    H - +8 great mace of Discretion {flame, Str+2 Int+4}
rCold  + . .      Gourm    .    (armour unavailable)
rNeg   . . .      Faith    .    (shield currently unavailable)
rPois  +          Spirit   .    (helmet restricted)
rElec  .          Dismiss  .    y - +1 cloak
rCorr  .          Reflect  .    U - +2 pair of gloves
SustAt .          Harm     .    k - +2 pair of boots of the Assassin {DetectMon Stab+ Stlth++}
MR     .....                    K - amulet of regeneration
Stlth  ++++......               j - +4 ring of slaying
                                e - ring of ice

@: not resistant to hostile enchantments, stealthy
A: breathe fire, unfitting armour, blink, fire resistance 1, low mp 1, poison
resistance, cold-blooded, AC +8
a: Breathe Fire, Blink, Divine Energy, Channel Magic, Forget Spell, Renounce
Religion


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

You have visited 2 branches of the dungeon, and seen 21 of its levels.
You have also visited: Sewer and Ice Cave.

You have collected 1440 gold pieces.
You have spent 384 gold pieces at shops.

Inventory:

Hand Weapons
 h - an uncursed enchanted blowgun
 F - a +2 spear of venom
 H - the +8 great mace of Discretion (weapon) {flame, Str+2 Int+4}
   (You found it on level 3 of the Lair of Beasts)   
   
   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.
   
   It affects your strength (+2).
   It affects your intelligence (+4).
 I - a +0 glaive
 O - a trident
Missiles
 i - 8 curare-tipped needles
 p - 7 javelins of penetration (quivered)
 r - a throwing net
 u - 4 tomahawks of dispersal
Armour
 k - the +2 pair of boots of the Assassin (worn) {DetectMon Stab+ Stlth++}
   (You found it in an ice cave)   
   
   It makes you much more stealthy.
 y - a +1 cloak (worn)
 N - a +2 buckler
 U - a +2 pair of gloves (worn)
Jewellery
 e - a ring of ice (left hand)
 j - a +4 ring of slaying (right hand)
 w - an uncursed ring of fire
 z - a ring of ice
 C - an uncursed ring of see invisible
 K - an amulet of regeneration (around neck)
 P - an uncursed amulet of magic regeneration
 Z - a +3 ring of strength
Wands
 o - a wand of iceblast {zapped: 2}
 q - a wand of acid
 B - a wand of lightning
 S - a wand of enslavement {zapped: 12}
 T - a wand of iceblast {zapped: 5}
 X - a wand of iceblast
Scrolls
 f - 5 scrolls of fog
 g - a scroll of magic mapping
 m - 3 scrolls of teleportation
 s - 5 scrolls of remove curse
 x - 3 scrolls of fear
 L - 3 scrolls of recharging
 M - a scroll of identify
 R - a scroll of summoning
Potions
 a - 4 potions of heal wounds
 c - a potion of berserk rage
 l - 3 potions of agility
 t - 6 potions of flight
 v - 2 potions of cancellation
 A - 13 potions of curing
 D - 3 potions of brilliance
 E - 2 potions of might
 Q - a potion of magic
 V - a potion of resistance
 Y - 2 potions of invisibility
Books
 b - a book of Power   
   
    Spells                             Type                      Level
    a - Fulminant Prism              Conjuration/Hexes             4
    b - Iskenderun's Mystic Blast    Conjuration                   4
    c - Venom Bolt                   Conjuration/Poison            5
    d - Bolt of Magma                Conjuration/Fire/Earth        5
    e - Iron Shot                    Conjuration/Earth             6
    f - Orb of Destruction           Conjuration                   7
    g - Spellforged Servitor         Conjuration/Summoning         7
 d - Sif Muna's Reference Book on Combat Magic
   (Sif Muna gifted it to you on level 5 of the Lair of Beasts)   
   
    Spells                             Type                      Level
    a - Flame Tongue                 Conjuration/Fire              1
    b - Shock                        Conjuration/Air               1
    c - Searing Ray                  Conjuration                   2
    d - Iskenderun's Battlesphere    Conjuration/Charms            5
    e - Glaciate                     Conjuration/Ice               9
Comestibles
 G - 5 fruits
 J - 21 royal jellies


   Skills:
 - Level 5.7 Fighting
 - Level 1.9 Maces & Flails
 - Level 6.0 Polearms
 - Level 9.5 Dodging
 + Level 3.5 Stealth
 - Level 5.0 Shields
 * Level 7.4 Spellcasting
 - Level 9.5 Conjurations
 - Level 7.6 Summonings
 - Level 11.1 Fire Magic
 - Level 6.3 Ice Magic
 - Level 7.5 Invocations


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

 Your Spells              Type           Power        Failure   Level  Hunger
a - Bolt of Fire          Conj/Fire      ######....   17%         6    ######.
b - Call Imp              Summ           #####...     1%          2    None
c - Call Canine Familiar  Summ           #####...     1%          3    None
d - Summon Ice Beast      Ice/Summ       ######..     6%          4    ###....
f - Fireball              Conj/Fire      ######....   3%          5    #####..
g - Conjure Flame         Conj/Fire      ######..     1%          3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (0/1) D:7            Lair (6/6) D:8
  Swamp (0/4) Lair:3       Spider (0/4) Lair:3        Slime (0/5) Lair:5
    Orc (0/2) D:11       
Vaults: D:13-14     Depths: D:15       

Altars:
Cheibriados
Gozag
Hepliaklqana
Makhleb
Pakellas
Sif Muna
Trog
Yredelemnul
The Shining One

Shops:
D:5 *   D:6 [   D:8 *(

Portals:
Trove: D:12 (give 16 scrolls of teleportation)

Annotations:
D:8 exclusion: centaur, Joseph
D:11 mahalanobis's ghost, novice DrSu
D:14 Agnes


Innate Abilities, Weirdness & Mutations

You can breathe blasts of fire.
Your fiery red scales are hard. (AC +8)
Your body does not fit into most forms of armour.
Your flesh is heat resistant. (rF+)
You are cold-blooded and may be slowed by cold attacks.
You can translocate small distances at will.
Your magical capacity is low. (-10% MP)
Your system is resistant to poisons. (rPois)
Last edited by ajon on Tuesday, 5th July 2016, 15:39, edited 1 time in total.
User avatar

Vestibule Violator

Posts: 1509

Joined: Wednesday, 21st September 2011, 01:10

Location: St. John's, NL, Canada

Post Tuesday, 5th July 2016, 06:50

Re: CiP - DsSu - Great mace worth it?

I'd definitely use the gmace, but no need to get 20 skill if you want to keep using spells mostly, just use your Discretion when attacking. I'm more confused about learning fireball / BoF here - pick a plan!

(For more excessively diverse plans, invis + assassin boots + Discretion should be fun)
Won all race/bg, unwon (online): Nem* Hep Uka
Favourites: 15-rune Trog, OgNe/OgIE/OgSu (usually Ash), Ds, Ru, SpEn, Ce of Chei, Qaz

Tomb Titivator

Posts: 850

Joined: Wednesday, 25th April 2012, 03:07

Post Tuesday, 5th July 2016, 15:04

Re: CiP - DsSu - Great mace worth it?

red draconian came across fireball and bolt of fire, seemed like a good idea. I eventually want shadow creatures and OoD as they can easily clear zot threats. bolt of fire should handle Elf, vaults, depths etc. without too much difficulty I would suspect. I would prefer to use a one hander and shield to improve my defenses, so maybe I will wait on actual weapon skill until I find Demon foo, double sword, or evening star. So that's kind of my plan, but I'm not sure if its good. It seems viable I'm just not entirely sure if I'm too spread out now and should just really focus something, or if I'm pretty good and have a little more leeway.
User avatar

Vestibule Violator

Posts: 1509

Joined: Wednesday, 21st September 2011, 01:10

Location: St. John's, NL, Canada

Post Tuesday, 5th July 2016, 18:27

Re: YASD- DsSu - Great mace worth it?

Makes sense. Yeah, I'd probably solidify a bit more here - finish Bolt of Fire and then turn on maces/dodging/fighting, probably getting at most 12 maces and maybe more like 6-8. You'll definitely find useful 1-h maces given enough time (can also crosstrain over to staff of fire) and that skill will be convenient.

Does ring of ice still dehance your fire spells or was that cut?
Won all race/bg, unwon (online): Nem* Hep Uka
Favourites: 15-rune Trog, OgNe/OgIE/OgSu (usually Ash), Ds, Ru, SpEn, Ce of Chei, Qaz

Tomb Titivator

Posts: 850

Joined: Wednesday, 25th April 2012, 03:07

Post Tuesday, 5th July 2016, 22:01

Re: YASD- DsSu - Great mace worth it?

I thought the dehancement was cut

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