CIP - HOPr midgame not sure where to go from here


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Lair Larrikin

Posts: 24

Joined: Thursday, 8th March 2012, 17:12

Post Thursday, 8th March 2012, 17:21

CIP - HOPr midgame not sure where to go from here

L19 HOPr. I have cleared Dungeon down to level 20, Orc 4/4, Lair 8/8. Vault 6/8. Snake 1/5, Swamp 1/5.

I had a good group of followers (orc warlord + some knights) but they got slaughtered in the Vaults, so now I am basically on my own with a couple of orc priests.

Couple of questions:
1) I am a bit stuck as to where to go from here. I tried Snake, but kept on getting constricted by nagas and almost died. This used to be an easy branch, but on .10 it seems much more difficult. Any advice on how to proceed now? Even with ranged attacks, the snakes are fast enough to get to me before I can kill them. Both Dungeon and Vaults have got very difficult and I am not confident continuing at the moment. Havent attempted slime yet. What would be the best course of action?

2) Do I need to rebuild my followers, and how can I do it? Most of the followers I get are either orcs, or orc warriors, and are usually killed by the first enemy they encounter without a chance to level up. How can I go about training them before they get annihilated?


Thanks :)

  Code:
Dungeon Crawl Stone Soup version 0.10.0-4-g5f5999a character file.

mrwooster the Executioner (Hill Orc Priest)        Turns: 81077, Time: 08:10:56

HP 184/184       AC 30     Str 27      XL: 19   Next: 85%
MP  27/27        EV  7     Int 13 (14) God: Beogh [******]
Gold 2977        SH 13     Dex 11      Spells:  0 memorised, 18 levels left

Res.Fire  : . . .   See Invis. : +    K - +4 war axe of Phiq {flame, -CAST +Blink MR
Res.Cold  : + + .   Warding    : . .  a - +1 crystal plate armour
Life Prot.: . . .   Conserve   : .    m - +1 buckler "Plakka" {Str+3 Dex+2}
Res.Acid. : + . .   Res.Corr.  : +    p - +1 orc helmet {Int+3}
Res.Poison: +       Clarity    : .    f - +0 cloak
Res.Elec. : .       Spirit.Shd : .    A - +0 pair of gauntlets
Sust.Abil.: . .     Stasis     : .    E - +0 pair of boots
Res.Mut.  : .       Ctrl.Telep.: .    P - amulet "Ribb" {rCorr rC+}
Res.Rott. : .       Levitation : .    Z - ring of poison resistance
Saprovore : + . .   Ctrl.Flight: .    i - ring of protection from cold

@: extraordinarily resistant to hostile enchantments, extremely unstealthy
A: walk on water, saprovore 1, EV +2, Int -1
a: Smiting, Recall Orcish Followers, Renounce Religion, Evoke Blink


You are on level 2 of the Swamp.
You worship Beogh.
Beogh is exalted by your worship.
You are not hungry.

You have visited 9 branches of the dungeon, and seen 45 of its levels.
You have visited 1 portal chamber: ice cave.

You have collected 3523 gold pieces.
You have spent 566 gold pieces at shops.

Inventory:

Hand weapons
 x - a cursed +3,+7 dwarven executioner's axe of electrocution
 K - the +4,+4 war axe of Phiq (weapon) {flame, -CAST +Blink MR SInv}
   (You took it off a spriggan druid on level 18 of the Dungeon)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents. Big, fiery blades
   are also staple armaments of hydra-hunters.
   
   It increases your resistance to enchantments.
   It enhances your eyesight.
   It lets you blink.
   It prevents spellcasting.
 Q - the +0,+2 dagger "Ihudopp" {freeze, +Lev rN+ MR}
   (You found it on level 2 of the Vaults)   
   
   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 protects you from negative energy.
   It increases your resistance to enchantments.
   It lets you levitate.
Missiles
 o - 30 darts (quivered)
Armour
 a - a +1 crystal plate armour (worn)
 f - a +0 cloak (worn)
 m - the +1 buckler "Plakka" (worn) {Str+3 Dex+2}
   (You found it on level 8 of the Lair of Beasts)   
   
   It affects your strength (+3).
   It affects your dexterity (+2).
 p - a +1 orcish helmet of intelligence (worn)
 A - a +0 pair of gauntlets (worn)
 E - a +0 pair of boots (worn)
 F - the +2 ring mail of the Saviour {Str+2 Dam+6}
   (You found it on level 8 of the Dungeon)   
   
   It affects your strength (+2).
   It affects your damage-dealing abilities (+6).
Magical devices
 w - a wand of flame {zapped: 5}
 y - a wand of confusion
 B - a wand of lightning (8)
 H - a wand of fireball (4)
 O - a wand of enslavement
 S - a wand of disintegration {zapped: 1}
 T - a wand of fire {zapped: 4}
 U - a wand of cold {empty}
 W - a wand of digging (5)
 Y - a wand of frost (9)
Comestibles
 c - 16 meat rations
 j - 2 bread rations
Scrolls
 g - 2 scrolls of identify
 h - 4 scrolls of detect curse
 k - 10 scrolls of remove curse
 s - a scroll labeled WOIZOIKA PSAD
 z - a scroll of amnesia
 D - a scroll of blinking
 M - a scroll of fear
 N - a scroll of teleportation
Jewellery
 i - a ring of protection from cold (left hand)
 n - an uncursed amulet of conservation
 t - an uncursed ring of teleportation
 u - a cursed ring of protection from magic
 v - an uncursed ring of protection from fire
 G - a +4,+5 ring of slaying
 P - the amulet "Ribb" (around neck) {rCorr rC+}
   (You found it on level 8 of the Lair of Beasts)   
   
   [amulet of resist corrosion]
   
   It protects you from cold.
 R - a +4 ring of strength
 Z - a ring of poison resistance (right hand)
Potions
 b - a potion of restore abilities
 d - 3 potions of heal wounds
 e - 8 potions of curing
 l - 7 potions of agility
 q - 2 potions of speed
 r - a potion of resistance
 C - 2 potions of berserk rage
 J - a potion of levitation
 L - 4 potions of brilliance
 V - a potion of might
 X - a potion of invisibility


   Skills:
 * Level 22.6 Fighting
 + Level 1.8 Short Blades
 * Level 22.9 Axes
 - Level 4.5 Throwing
 - Level 13.0 Armour
 - Level 0.8 Dodging
 - Level 9.6 Shields
 * Level 11.8 Traps & Doors
 - Level 6.1 Invocations
 + Level 6.9 Evocations


You have 18 spell levels left.
You don't know any spells.

Dungeon Overview and Level Annotations

Branches:
Dungeon (20/27)            Temple (1/1) D:4             Orc (4/4) D:9
    Elf (1/5) Orc:4          Lair (8/8) D:12          Swamp (2/5) Lair:3
  Slime (1/6) Lair:7        Snake (2/5) Lair:3        Vault (6/8) D:15
  Blade (0/1) Vault:5       Crypt (0/5) Vault:4     

Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
The Shining One
Trog
Vehumet
Xom
Yredelemnul
Zin
Beogh

Shops:
D:4: +  D:13: [  D:16: ?  Orc:2: /  Orc:4: (*[+  Vault:3: %  Vault:4: (
Vault:6: !

Annotations
D:18 1 exclusion
Swamp:2 exclusion: Roxanne, Roxanne
Port exclusion: 2 ice statues


                    Innate Abilities, Weirdness & Mutations

You can walk on water.
You can tolerate rotten meat.
You are surrounded by a mild repulsion field (EV +2).
You are dopey (Int -1).

Ziggurat Zagger

Posts: 3163

Joined: Friday, 6th January 2012, 18:45

Post Thursday, 8th March 2012, 17:38

Re: CIP - HOPr midgame not sure where to go from here

Swamp is pretty easy. Even the bottom level is manageable if you stay away from the rune vault. The first few levels of the Crypt are also relatively easy. After that, you can keep diving in the dungeon. That will at least let you build up some more experience.

As for replacing your orc followers, I have no idea once you've cleared out the mines. I guess just hope you get lucky and run into Saint Roka. :)

EDIT: You should probably commit to using that executioner's axe. That buckler is not worth the damage you're giving up.

Lair Larrikin

Posts: 24

Joined: Thursday, 8th March 2012, 17:12

Post Thursday, 8th March 2012, 17:46

Re: CIP - HOPr midgame not sure where to go from here

Thanks for the advice. I normally use the executioner axe, but cant use it in the swamp if I have followers as the electricity could hurt them.

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