CIP - VaNe - Weapon choice


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Snake Sneak

Posts: 103

Joined: Thursday, 21st July 2011, 15:27

Post Sunday, 1st April 2012, 12:11

CIP - VaNe - Weapon choice

I've been going short blades, since vampires have the aptitude for them and they seem like very good stabbers. However, I just found a demon trident of draining, which is probably one of the best weapons there is, right? Does it make sense to switch?
I've also never really gotten a vampire or necromancer anywhere so any tips on the build in general would be appreciated.

  Code:

 Dungeon Crawl Stone Soup version 0.10.0-32-gfa280cc character file.

GuppyFry the Nimble (Vampire Necromancer)          Turns: 14493, Time: 03:11:48

HP  54/73 (77)   AC  6     Str  7      XL: 12   Next: 31%
MP  10/28        EV 23     Int 24      God: Sif Muna [*****.]
Gold 765         SH 11     Dex 14      Spells:  9 memorised,  9 levels left

Res.Fire  : . . .   See Invis. : +    t - demon trident (drain)
Res.Cold  : . . .   Warding    : . .  B - +2 elf robe
Life Prot.: + . .   Conserve   : +    z - +1 dwarf buckler
Res.Acid. : . . .   Res.Corr.  : .    N - +1 wizard hat {Int+3}
Res.Poison: .       Clarity    : .    (no cloak)
Res.Elec. : .       Spirit.Shd : .    (no gloves)
Sust.Abil.: . .     Stasis     : .    y - +0 pair of boots (curse)
Res.Mut.  : .       Ctrl.Telep.: .    c - cursed amulet of conservation
Res.Rott. : .       Levitation : .    k - ring of wizardry
Saprovore : . . .   Ctrl.Flight: .    g - +4 ring of evasion

@: shrouded, somewhat resistant to hostile enchantments, quite stealthy
A: bottle blood, fangs 3, see invisible, unbreathing
a: Bat Form, Bottle Blood, Channel Energy, Forget Spell, Renounce Religion


You are on level 5 of the Lair of Beasts.
You worship Sif Muna.
Sif Muna is exalted by your worship.
You are not thirsty.

You have visited 3 branches of the dungeon, and seen 17 of its levels.
You have visited 1 Labyrinth.

You have collected 745 gold pieces.

Inventory:

Hand weapons
 i - a +3,+0 elven dagger of venom
 t - an uncursed demon trident of draining (weapon)
 w - a +2,+1 scimitar of flaming
 C - the +5,+7 dagger of Chilly Death {freeze, rPois rF- rC++ MR}
   (You found it in a Labyrinth)   
   
   It has been specially enchanted to freeze those struck by it, causing extra
   injury to most foes and up to double damage against particularly susceptible
   opponents. It can also slow down cold-blooded creatures.
   
   It makes you vulnerable to fire.
   It greatly protects you from cold.
   It protects you from poison.
   It increases your resistance to enchantments.
 L - a +0,+1 dagger of chaos {Psyche}
Missiles
 f - 6 curare-tipped needles
 G - 6 darts of frost (quivered)
Armour
 y - a cursed +0 pair of boots (worn)
 z - a +1 dwarven buckler (worn)
 B - a +2 elven robe (worn)
 N - a +1 wizard hat of intelligence (worn)
Magical devices
 a - a wand of confusion {zapped: 1}
 h - a wand of slowing {zapped: 1}
 l - a twisted silver wand
 q - a wand of frost {zapped: 1}
 u - a wand of enslavement (3)
 H - a jewelled bronze wand
Scrolls
 m - 5 scrolls of identify
 o - 3 scrolls of teleportation
 D - a scroll of fear
 E - 3 scrolls of remove curse
 J - a scroll of fog
 K - a scroll of blinking
Jewellery
 c - a cursed amulet of conservation (around neck)
 g - a +4 ring of evasion (left hand)
 j - an uncursed ring of poison resistance
 k - a ring of wizardry (right hand)
 s - an uncursed amulet of controlled flight
 F - an uncursed ring of levitation
 M - an uncursed thin emerald amulet
Potions
 e - 3 potions of curing
 n - 2 potions of brilliance
 r - 2 potions of might
 v - a potion of levitation
 x - 3 potions of blood
Books
 b - a book of Necromancy   
   
   Spells                             Type                      Level
   *Pain                              Necromancy                   1
   *Animate Skeleton                  Necromancy                   1
   Lethal Infusion                    Charms/Necromancy            2
   *Vampiric Draining                 Necromancy                   3
   *Regeneration                      Charms/Necromancy            3
   Animate Dead                       Necromancy                   4
   Control Undead                     Necromancy                   4
 d - a book of the Warp   
   
   Spells                             Type                      Level
   Recall                             Summoning/Translocation      3
   Passage of Golubria                Translocation                4
   Phase Shift                        Translocation                5
   Warp Weapon                        Charms/Translocation         5
   Dispersal                          Translocation                6
   Controlled Blink                   Translocation                7
 I - 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/Transmutation            4
Magical staves
 p - a +0 rod of venom (11/11)
   (You found it on level 3 of the Dungeon)


   Skills:
 + Level 2.5 Fighting
 + Level 8.5 Short Blades
 + Level 1.2 Long Blades
 + Level 11.4 Dodging
 + Level 5.0 Stealth
 + Level 3.4 Stabbing
 + Level 3.4 Shields
 + Level 0.8 Traps & Doors
 + Level 0.3 Unarmed Combat
 + Level 9.4 Spellcasting
 * Level 6.7 Charms
 + Level 11.1 Necromancy
 + Level 2.2 Translocations
 + Level 2.0 Ice Magic
 + Level 1.3 Invocations
 + Level 4.3 Evocations


You have 9 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Pain                  Necr           #####        1%          1    None
b - Animate Skeleton      Necr           N/A          1%          1    None
c - Vampiric Draining     Necr           #######...   1%          3    None
d - Regeneration          Chrm/Necr      #######...   1%          3    None
e - Blink                 Tloc           N/A          1%          2    None
f - Shroud of Golubria    Chrm/Tloc      #####.....   1%          2    None
g - Ozocubu's Armour      Ice/Chrm       #####.....   1%          3    None
h - Apportation           Tloc           ####......   1%          1    None
j - Control Teleport      Chrm/Tloc      #####.....   4%          4    Strawberry


Dungeon Overview and Level Annotations

Branches:
Dungeon (8/27)             Temple (1/1) D:7             Orc (0/4) D:7
   Lair (8/8) D:8           Swamp (0/5) Lair:3        Snake (0/5) Lair:4
 Slime: Lair:6-8   

Shoals Surfer

Posts: 258

Joined: Monday, 4th July 2011, 16:26

Post Sunday, 1st April 2012, 16:37

Re: CIP - VaNe - Weapon choice

Try turning most of your skills off. I would be hard-pressed to get past the temple on anything but a berserker if my xp was spread across every last skill.

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Tuesday, 3rd April 2012, 18:16

Re: CIP - VaNe - Weapon choice

Just to agree with defen, I'd immediately turn off fighting, long blades, dodging, stealth, stabbing, traps, unarmed, translocations, ice, evocations.

You want -one- of either short blades or polearms depending on which weapon you go for, then shields (only until 5 for the buckler, 15 if you use a medium shield), higher invocations for mana, and then train whatever spellcasting/charms/necro you want. Obviously if you find a good ice/trans spell that you need more of, turn those on too.

If you are going to stick with short blades then eventually stealth/stabbing would be useful, but don't worry about them just yet. If you go demon trident you don't need them. Later on more dodging will help, but it's high enough for now.

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