CIP - DSFi late game advice needed


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Temple Termagant

Posts: 12

Joined: Monday, 27th December 2010, 18:05

Post Sunday, 4th March 2012, 15:37

CIP - DSFi late game advice needed

I have a couple of questions on my current build. I am playing a AC-heavy DS figher and plan to tackle extended (currently have 5 runes: abyss, 3 "lair", vaults; still open: tombs, pan, hells); I have done that for low AC builds (MFCr, DSFE/AE) so far, so I dont know for sure which way to go. Below are a couple of questions and my char dump, as well as some of my stuff in my stash.

1. Magic:
Is it worth it to branch into magic? I would like to get some of the utility spells to castable levels, like regen, repel/reflect, blink, control tp, phase shift, stone skin, particularly haste. Currently I cant cast anything with a higher chance than 20% or so, which is due to my gold dragon armour. My shield also contributes, but only slightly, if i unequip it the chances rise only marginally. I also have a wiz ring and a couple of staffs in my stash (see below).
2. Gods:
Just switched from Oka to Makhleb, as my equipment is already quite good (I think), I miss hero/finesse, but think that Makhlebs panic buttons are better. I could go with Trog if i dont use any magic, or Nem..X...(poker guy), but have never tried him. I cant worship any good gods obviously.
3. Skills:
I am about to max armour, my fighting skills are fairly high. Is there any point in training dodging, T&D, UC (horns mut)? I just started putting some points into the magic skills; or should I max only fighting/M&F?
4. Equipment:
Are my resistances high enough for extended? I dont currently use rN at all, and have rC++ and rF+. Should I use some other equipment? Which of my main weapons is better, the +9,+8 demon whip of flaming or the +0,+7 spiked flail "Fycuhuash" (weapon) {speed, rElec rPois}, given that I also have a +4,+6 ring of slaying (left hand) and a +2 dam bonus from my armour, and Acc+4 from my ring. I found a trove, but it requires 2 scrolls of acquirement (currently have none), is it worth it?

Thanks in advance, any help appreciated! Regards, akara


Char dump:
  Code:
 Dungeon Crawl Stone Soup version 0.10.0 character file.

akara the Impregnable (Demonspawn Fighter)       Turns: 104681, Time: 07:35:48

HP 275/275       AC 53     Str 30      XL: 26   Next: 83%
MP  35/35        EV 12     Int 28      God: Makhleb [****..]
Gold 5200        SH 50     Dex 26      Spells:  9 memorised, 13 levels left

Res.Fire  : + . .   See Invis. : .    z - +0,+7 spiked flail "Fycuhuash" {speed, rEl
Res.Cold  : + + .   Warding    : . .  G - +10 gold dragon armour "Peawku Faic" {rPoi
Life Prot.: . . .   Conserve   : +    p - +2 large shield "Psuffay" {Str+4 Int+5 Cur
Res.Acid. : + . .   Res.Corr.  : +    y - +5 wizard hat "Keimet" {god gift, Dex+2}
Res.Poison: +       Clarity    : .    K - +1 cloak {rCorr, Cons} {god gift}
Res.Elec. : +       Spirit.Shd : .    j - +0 pair of gloves "Yrarusaf" {god gift, St
Sust.Abil.: . .     Stasis     : .    W - +2 pair of dwarf boots {run} {god gift}
Res.Mut.  : +       Ctrl.Telep.: .    d - amulet "Gozxeumn" {rMut Dex+2 Int+2}
Res.Rott. : .       Levitation : .    M - ring of Orphetz {MR Dex+4 Acc+4 Stlth++}
Saprovore : . . .   Ctrl.Flight: .    C - +4,+6 ring of slaying

@: quick, very resistant to hostile enchantments, extremely unstealthy
A: horns 2, demonic guardian 3, +30% hp, spiny 3, AC +3, EV -1, Str +1, Int +2,
Dex +1
a: Minor Destruction, Lesser Servant of Makhleb, Major Destruction, Renounce
Religion
}: 5/15 runes: decaying, barnacled, slimy, silver, abyssal


You are in the Vestibule of Hell.
You worship Makhleb.
Makhleb is extremely pleased with you.
You are not hungry.

You have visited 11 branches of the dungeon, and seen 75 of its levels.
You have visited the Abyss 2 times.
You have visited 1 Labyrinth.
You have visited 3 bazaars.
You have visited 3 portal chambers: bailey, ice cave, wizlab.

You have collected 10948 gold pieces.
You have spent 5768 gold pieces at shops.

Inventory:

Hand weapons
 l - a +9,+8 demon whip of flaming
 z - the +0,+7 spiked flail "Fycuhuash" (weapon) {speed, rElec rPois}
   (You took it off a deep elf annihilator on level 5 of the Elven Halls)   
   
   Attacks with this weapon take half as long, but cause slightly less damage.
   
   It insulates you from electricity.
   It protects you from poison.
Armour
 j - the +0 pair of gloves "Yrarusaf" (worn) {god gift, Str+4 Int+4}
   (Okawaru gifted it to you on level 14 of the Dungeon)   
   
   It affects your strength (+4).
   It affects your intelligence (+4).
 p - the +2 large shield "Psuffay" (worn) {Str+4 Int+5 Curse}
   (You found it on level 8 of the Vaults)   
   
   It affects your strength (+4).
   It affects your intelligence (+5).
   It may recurse itself.
 y - the +5 wizard hat "Keimet" (worn) {god gift, Dex+2}
   (Okawaru gifted it to you on level 27 of the Dungeon)   
   
   It affects your dexterity (+2).
 G - the +10 gold dragon armour "Peawku Faic" (worn) {rPois rF+ rC+ Dex+2 Dam+2}
   (You found it on level 3 of the Lair of Beasts)   
   
   It affects your dexterity (+2).
   It affects your damage-dealing abilities (+2).
   It protects you from fire.
   It protects you from cold.
   It protects you from poison.
 K - a +1 cloak of preservation (worn) {god gift}
 W - a +2 pair of dwarven boots of running (worn) {god gift}
Magical devices
 b - a wand of fire
 h - a wand of teleportation (5)
 U - a wand of cold (4)
 Z - a wand of teleportation (5)
Comestibles
 a - 5 chunks of boring beetle flesh
 w - 3 chokos
 J - 11 grapes
 S - 2 pears
 T - 7 sultanas
Scrolls
 c - 3 scrolls of fog
 e - 5 scrolls of remove curse
 q - 4 scrolls of identify
 H - 5 scrolls of magic mapping
Jewellery
 d - the amulet "Gozxeumn" (around neck) {rMut Dex+2 Int+2}
   (You acquired it on level 2 of the Vaults)   
   
   [amulet of resist mutation]
   
   It affects your intelligence (+2).
   It affects your dexterity (+2).
 i - an uncursed amulet of clarity
 k - an uncursed amulet of warding
 n - an uncursed ring of teleport control
 C - a +4,+6 ring of slaying (left hand)
 L - the amulet of the Air {cFly +Lev rElec EV+3 Stlth++}
   (You found it on level 6 of the Pits of Slime)   
   
   [amulet of controlled flight]
   
   It affects your evasion (+3).
   It insulates you from electricity.
   It lets you levitate.
   It makes you much more stealthy.
 M - the ring of Orphetz (right hand) {MR Dex+4 Acc+4 Stlth++}
   (You found it on level 2 of the Crypt)   
   
   [ring of protection from magic]
   
   It affects your dexterity (+4).
   It affects your accuracy (+4).
   It makes you much more stealthy.
 V - an uncursed ring of see invisible
Potions
 g - a potion of speed
 m - a potion of might
 u - 5 potions of agility
 v - 11 potions of curing
 D - 3 potions of heal wounds


   Skills:
 + Level 17,4 Fighting
 * Level 22,0 Maces & Flails
 + Level 26,0 Armour
 + Level 12,6 Dodging
 + Level 16,8 Shields
 + Level 4,9 Traps & Doors
 - Level 5,0 Unarmed Combat
 + Level 4,9 Spellcasting
 + Level 5,0 Charms
 + Level 4,6 Necromancy
 + Level 4,0 Translocations
 + Level 5,4 Air Magic
 - Level 10,0 Invocations


You have 13 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Swiftness             Air/Chrm       ######....   77%         2    None
b - Repel Missiles        Air/Chrm       ######....   77%         2    None
c - Shroud of Golubria    Chrm/Tloc      #####.....   86%         2    None
d - Blink                 Tloc           N/A          92%         2    None
e - Stoneskin             Erth/Trmt      ##........   100%        2    None
f - Abjuration            Summ           ##........   100%        3    Strawberry
g - Control Teleport      Chrm/Tloc      #####.....   100%        4    Choko
h - Animate Skeleton      Necr           N/A          65%         1    None
i - Regeneration          Chrm/Necr      #####.....   97%         3    Strawberry


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:7             Orc (4/4) D:9
    Elf (5/5) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:4
 Shoals (5/5) Lair:6        Slime (6/6) Lair:7        Vault (8/8) D:14
  Blade (0/1) Vault:5       Crypt (5/5) Vault:2        Hell (1/1)
    Dis (0/7) Hell            Geh (0/7) Hell            Coc (0/7) Hell
    Tar (0/7) Hell            Zot (0/5) D:27       
  Tomb: Crypt:2-3   

Shops:
D:12: +  D:13: [  D:14: (  D:24: +  D:27: *[(?  Orc:4: */%=  Elf:2: %  Elf:3: %[*  Elf:4: %  Shoals:2: =+!=  Shoals:3: [
Shoals:4: /  Vault:1: %/?(  Vault:3: =?  Vault:5: [  Vault:7: [

Portals:
Hell: D:15 D:21 D:22 D:23 D:24 D:25 D:26 D:27
Abyss: D:22 D:24 D:25 D:26
Pan: D:21 D:24
Trove: D:13 (give 2 scrolls of acquirement)

Annotations
Elf:3 exclusion: Roxanne, Roxanne
Swamp:5 exclusion: 2 oklob plants
Shoals:2 Mara
Vault:6 exclusion: ice statue
Crypt:1 1 exclusion, Khufu
Crypt:3 exclusions: guardian mummy and 1 more exclusion


                    Innate Abilities, Weirdness & Mutations

You have a pair of horns on your head.
You are completely covered in icy blue scales (AC +3, EV -1, rC+).
A powerful demonic guardian rushes to your aid.
You are extremely robust (+30% HP).
You are completely covered in sharp spines.
You are agile (Dex +1).
Your mind is acute (Int +2).
Your muscles are strong (Str +1).


Relevant stuff from my stash:
  Code:
Armour:
  the +10 plate armour of Pina {+Inv Acc+4}
  the +10 splint mail "Nizopuckic" {rF+}
  the +4 scale mail "Mesyr" {rPois rN+}
  a +0 robe of resistance
  a +2 orcish robe of positive energy
  the +6 plate armour of the Exiled Blessings {rC+ Dex+4}
 
Gloves:
  the +5 pair of gloves of Autotheism {rElec rC++ SInv}
 
Cloaks: 
  a +1 dwarven cloak of fire resistance
  a +2 cloak of magic resistance {god gift}
  a +0 orcish cloak of darkness {god gift}

Weapons:
  a +4,+2 demon whip
  the +10,+3 spiked flail of Terror {god gift, flame, +Inv Str+2 Dex+2}
  the +10,+0 flail "Guumupuc" {god gift, vamp, MR}
  the +8,+4 flail of Ixuenu {slay orc, +Blink rElec rN+}
 
Shields:
  a +3 dwarven buckler of reflection
  a +0 shield
  a +0 orcish large shield

Staffs:
  a staff of fire
  a staff of wizardry
  a staff of earth
  a staff of summoning
  a staff of enchantment
  a staff of energy
  a staff of conjuration
  a staff of cold
  a staff of channeling
  a staff of death

Rings:
  an uncursed ring of sustenance
  the ring of Shaolin {EV+8}
  an uncursed ring of wizardry
  an uncursed ring of protection from magic
  an uncursed ring of protection from fire
  an uncursed ring of protection from cold
  an uncursed ring of poison resistance
  an uncursed ring of life protection
  an uncursed ring of invisibility
  the ring of Vinloafo {rElec rC+}
  an uncursed ring of teleportation

Rods:
  a +0 rod of warding (12/12)
  a +1 rod of destruction [lightning,fireball,iron] (11/11)

Blades Runner

Posts: 599

Joined: Thursday, 28th April 2011, 07:47

Post Sunday, 4th March 2012, 16:22

Re: CIP - DSFi late game advice needed

in my opinion some utility spells help a lot. there are some low level ones like flight, swiftness, regeneration that may be helpful, or even a normal blink combined with cTele or something.
phase shift & cBlink are very hard to get online in GDA, but cBlink can be a real lifesaver in many situations. Haste strengthens your offensive power considerably, and without okas finesse you will want it.
Your worldly skills are nearly maxed (and training dodge will not help much in a GDA), i would say go for the casting, even if it takes some time to get spells castable.
Check out my characters at Spielersofa (in German)

Vaults Vanquisher

Posts: 461

Joined: Monday, 13th June 2011, 00:21

Post Sunday, 4th March 2012, 19:59

Re: CIP - DSFi late game advice needed

Also your T&D skill can still improve. I like to have it at least 10 - more than that is even better, of course, but around 10 is enough to spot most traps in advance. While we're on the subject of skills, you can stop training Maces - what you have is well more than enough to get the most out of your demon whip (which is way better than that spiked flail). Try to raise your magic skills - focus them one at a time if you have to. You can turn off all your combat skills for now anyway, as they're high enough for where you are, while better casting would help you immensely.

Unfortunately, I don't think your resistances are currently high enough for extended, especially if you've never attempted it before. You're going to need a lot more fire resistance. Luckily, you can improve some already there, as the ring of slaying is rather dispensable at this point. It helps, sure, but more resistances are even more important. You're also going to want as much rN as you can get, too. Draining and XP loss aren't a big threat to you at this point, but you're going to run into torment sooner or later. Even rN+++ doesn't fully protect against that, but when you're trying to deal with a fiend while other things are wailing on you, every little bit helps.

I notice also that you haven't cleared the Slime Pit yet. I would take that next (or soon) as a test. You're actually pretty well-equipped for it, and your character is enough of a juggernaut that it shouldn't be too hard if you're careful. The extra XP will definitely help you build magic skills for when you will really need them, and looting the Royal Slime's vault might get you even more equipment that will help in extended.

Temple Termagant

Posts: 12

Joined: Monday, 27th December 2010, 18:05

Post Sunday, 4th March 2012, 21:55

Re: CIP - DSFi late game advice needed

Thanks for the advice.
So, I will go for magic/casting and stop training anything fighting related.
Actually, I have done 15 runers previously, but only with light armour types (Crusader and Fire/Air Elementalists). I can raise at least cold to +++ and fire to ++ OR rN++. I am also concerned about magic resist ("very resistant to hostile enchantments" with one ring of MR), not sure if that is enough.
I have already cleared Slime; up to this point, nothing has been much of a challenge due to my high stats/attributes/AC/speed, but i am aware of confronting fiends and hellions soon; i dont feel ready for hells or pan, and even less so for tomb. I think I will either clear zot next or grind the abyss for some gear. But not today, however...

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