YAVP:SpCj Conjurer challenge **COMPLETED** OoD i praise thou


Yet Another Stupid Death - Find a particularly innovative way to get killed? Share your pain!
Yet Another Victory Post - Brag about your bad-ass character and all your runes and whatnot.
Characters in Progress - share promising or interesting characters that are not dead yet.

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Tuesday, 29th May 2012, 10:18

YAVP:SpCj Conjurer challenge **COMPLETED** OoD i praise thou

From the bot:
Win a pure conjurer: magic dart, IMB, IOOD, no other spells, and no damaging or affecting any monsters with anything else.


Although I've only few victories I'm getting quite tired of normal DCSS' games, so like a very masochistic player, I'm trying something different and more difficult to play.
This challenge is quite strict and despite requiring a quite repetitive gamestyle, I'm quite enjoying it.
After some splatted character, I've got 3 character quite far in the game, and adjusted my playing stile accordingly: I'm trying with SpCj, the Cj because in this way Vehumet directly gift the book of power when it's most necessary (usually, between Lair:2-5, when magic dart can't really kill most of enemies present), the Sp because insane speed and good spellcasting aptitudes are quite necessary when kiting and killing enemies only with magic dart.
Actually, I've rolled some CeCj too, but the lower speed, starting mp and spellcasting skill makes them a much less viable choice: it's necessary to kite and wait to regain mp against most of mid-hp enemies, and that's so boring (and harmful, when piety need to be gained fast).

Unfortunately, SpCj have great weakness too: firstly their non-existent hp pool makes every dealt blow a potentially lethal one, secondly the absence of debilitating or escaping spells, makes really difficult to deal against ranged enemies or tricky situation (a invis ring is the best find in the game, from this point of view). Thirdly, I'm not using as buckler, as early they lower too much spell success rate, and lately it's very useful to be able to use a channel staff.

Actually, the main problem, rather than this combo, is about me: I'm playing with the three spells macro'ed to 1,2,3 and going down in the dungeon dumbly smashing them - so like a pre-0.10 tab dumb user, when I'm in danger I usually lose two or three precious turns, keeping spamming IMB, before realizing that I need to stop - the advice of low hp in this case is totally bypasses, because enter is pressed either to skip it or to cast spell.

So, my big question is if there's a way to bind enter to another key, either for casting spell or to skip low hp warning: in this way I'd need to stop in dangerous situation, and I'd have a chance to save my stupid character :lol:

Image
This dump about my last decent char proves my stupidity: I've had a lot of different means, more than necessary, to avoid this YASD, but I repetitively smashed 3 before I realized I was dead (don't mind in message history the swapping to the dagger Morg, it was part of the macro to cast OoD with lower spell hunger :roll: ): http://crawl.develz.org/morgues/0.10/na ... 101624.txt
Last edited by nago on Thursday, 31st May 2012, 10:37, edited 4 times in total.
screw it I hate this character I'm gonna go melee Gastronok
User avatar

Pandemonium Purger

Posts: 1298

Joined: Wednesday, 11th April 2012, 02:42

Location: Sydney, Australia

Post Tuesday, 29th May 2012, 10:44

Re: YASD:Conjurer challenge is challenging - in pause, help!

Why not use . instead of enter to confirm and target the spell?

For this message the author Patashu has received thanks:
nago

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Tuesday, 29th May 2012, 10:59

Re: YASD:Conjurer challenge is challenging - in pause, help!

WHAT? Can . be used for spells too? :shock:

Image

I seriously need to read the manual, someday. Every time I need some solution to a problem, it already exists and it's documented here :roll:
Three poor spriggan died only for my ignorance! I hope their sacrifice should be useful for another of their kind to grab the Orb :lol:
screw it I hate this character I'm gonna go melee Gastronok

Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Tuesday, 29th May 2012, 12:02

Re: YASD:Conjurer challenge is challenging - in pause, help!

You should use . or f to launch your spell, yes. . will stop it at the target space, f will keep going if it misses/is a bolt spell. For spells I can't think of many cases where you'd rather use . than f

Ziggurat Zagger

Posts: 5382

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

Post Tuesday, 29th May 2012, 18:29

Re: YASD:Conjurer challenge is challenging - in pause, help!

when using . to launch throwing weapons I've noticed it will sometimes stop a tile before the target, and not connect with the monster.

Am I crazy? Is my throwing skill too low (I usually leave it around 5, throwing isn't my main offense), or is it something else?

Slime Squisher

Posts: 375

Joined: Sunday, 15th January 2012, 16:59

Post Tuesday, 29th May 2012, 18:55

Re: YASD:Conjurer challenge is challenging - in pause, help!

. is useful for when you don't want to burn trees/cause steam. It's good on red Dr too.

Ziggurat Zagger

Posts: 2996

Joined: Tuesday, 28th June 2011, 20:41

Location: Berlin

Post Tuesday, 29th May 2012, 18:59

Re: YASD:Conjurer challenge is challenging - in pause, help!

You should use . or f to launch your spell, yes. . will stop it at the target space, f will keep going if it misses/is a bolt spell. For spells I can't think of many cases where you'd rather use . than f


Allies behind the dude, especially with gods that might get angered if you hit them.
User avatar

Ziggurat Zagger

Posts: 5832

Joined: Thursday, 10th February 2011, 18:30

Post Tuesday, 29th May 2012, 19:22

Re: YASD:Conjurer challenge is challenging - in pause, help!

tasonir wrote:when using . to launch throwing weapons I've noticed it will sometimes stop a tile before the target, and not connect with the monster.

Am I crazy? Is my throwing skill too low (I usually leave it around 5, throwing isn't my main offense), or is it something else?


I believe range is affected by strength and the weight of the object being awkwardly thrown.
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
Did I make a lame complaint? Check for Bingo!
Totally gracious CSDC Season 2 Division 4 Champeen!

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Wednesday, 30th May 2012, 14:21

Re: CIP:Conjurer challenge is challenging - resumed . is mig

Armed with the knowledge that . and f work with spells too, another merry spriggan has started to go down into the dungeon.

This fellow has got mixed fortune: a early book shop in D:4 was selling a Book Power, which avoided the wait for Vehumet's aid, and all the boring kiting necessary in Lair and Orc. The dungeon was strangely full of gain x pots too, so he can now benefits of +1 str,+2int,+1 dex; finally, he has recently found a nice randart dagger, which provides the both lifesaver +blink and +invis.
On the other hand, rng has been a bitch, so no robes with a decent ego, or even jewellery has been spawned - my resistances are non-existent, and obliviously all centaurs and yaktaurs have spawned with ego-weapons :lol:

After 3 good character killed only by my stupidity, I managed to get quite proficient to play an awesome races like sp without being killed by the first arrow: I decided to try buckler - and eventually switch to staves for lair branches and zot (conjuration found, i still miss channel this time) - and they actually increase survival against ranged enemies. Don't misunderstand me, ranged enemies are still the bane of a character like this, but being being able to block an arrow or two usually grants the turns necessary to kill centaur warriors and yaktaurs captain "easily"!

Now that I've cleared Vault:1-7 I'm quite confident against those packs, as in dungeon provides a lot more corridors to break their LOS. Still, I haven't decided how proceed - maybe I'll buy a ring of rf+ and clear D:21-26, or maybe I'm going to try to get the first two lair runes. I'm unsure of third rune too: I fear Vault:8 could be a suicide, or at least a nightmare, for my squishy character - probably I'm going to to die in Slimes Pits - most jellies shouldn't be a problem, but Acid Blobs are going to kill me :lol:

Dump: http://crawl.develz.org/morgues/0.10/nago/nago.txt
screw it I hate this character I'm gonna go melee Gastronok

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Thursday, 31st May 2012, 10:35

Re: YAVP: SpCj Conjurer challenge ***COMPLETED***

The forth tries has been the successful one, hurray! The Snake was a joke, swamp was quite boring because the lack of flying and rune vault layout gives a lot of problems to OoD. The third rune was slimes' one, because I was afraid to be shoot to dead in Vault:8. Rj goes down really quickly with OoD (4 o 5 hit, I don't remember) and being faster than her spawns, is easy to kite her away to death. After that, I started to clear the place from her minions with OoD - until I've begin to hear some slurping noises... Yes, I had totally forgot that OoD destroys rock walls :lol: . Fortunately only one vault was opened, and I suppose I haven't lost anything of value.

Zot:1-4 went smoothly, I even faced a couple of electric golems and orbs of fire out of depth, but OoD can really deals an insane amount of damage - 3 hit are usually enough to kill those beast. Sometimes, I had to run away, but only because I had to refill mp, as I wasn't carrying a ball of energy (it weights too much, for a poor spriggan :( )

Zot 5 was a bit trickier, because Orb of Fire and OoD came to a mutual agreement to not hurt each other. Seriously, I missed a couple of those like 6 times in a row :roll:. Considering that I also found a nice mini-vault (lake_of_fire) full of lava and with 3 OoF inside, that was not really funny :lol: . Oh, a orange statue decided to guard a side of the orb chamber, and without disintegration, I had to clear the other one too :roll:
Anyway, the most difficult moment in Zot:5 was the choice of what left behind to grab the Orb. Really, with an insane weight of 60 (is that an orb, or a sack of bricks?), it's really difficult for a sp to bring back to surface - I was amazed I could run back without stopping to take breath :lol:

Partial dump:
  Code:
 Dungeon Crawl Stone Soup version 0.10.2-40-g36e0077 character file.

1245787 nago the Archmage (level 27, 141/141 HPs)
             Began as a Spriggan Conjurer on May 29, 2012.
             Was the Champion of Vehumet.
             Escaped with the Orb
             ... and 3 runes on May 31, 2012!
             
             The game lasted 08:26:33 (149533 turns).

nago the Archmage (Spriggan Conjurer)             Turns: 149533, Time: 08:26:33

HP 141/141       AC  9     Str  6      XL: 27
MP  36/50        EV 39     Int 29      God: Vehumet [******]
Gold 2049        SH  0     Dex 19      Spells:  3 memorised, 68 levels left

Res.Fire  : + + .   See Invis. : +    b - staff of conjuration {!a}
Res.Cold  : + . .   Warding    : . .  F - +2 orc robe {rF+} {!q}
Life Prot.: . . .   Conserve   : +    (shield restricted)
Res.Acid. : + . .   Res.Corr.  : +    k - +2 wizard hat {MR} {!q}
Res.Poison: .       Clarity    : .    C - +2 cloak {rCorr, Cons}
Res.Elec. : .       Spirit.Shd : .    (gloves unavailable)
Sust.Abil.: . .     Stasis     : .    (boots unavailable)
Res.Mut.  : +       Ctrl.Telep.: x    E - amulet of resist mutation
Res.Rott. : .       Levitation : .    B - ring of protection from cold
Saprovore : . . .   Ctrl.Flight: .    g - ring of protection from fire

@: very quick, incredibly resistant to hostile enchantments, quite stealthy
A: unfitting armour, see invisible, herbivore 3, speed 3, slow metabolism 3, Str
+1, Int +2, Dex +1
a: Renounce Religion
}: 3/15 runes: decaying, serpentine, slimy


You escaped.
You worshipped Vehumet.
Vehumet was exalted by your worship.
You were completely stuffed.

You visited 10 branches of the dungeon, and saw 72 of its levels.
You visited 1 Labyrinth.
You visited 1 portal chamber: sewer.

You collected 5089 gold pieces.
You spent 3060 gold pieces at shops.


                    Innate Abilities, Weirdness & Mutations

You are tiny and cannot use many weapons and most armour.
You have supernaturally acute eyesight.
You are a herbivore.
You cover ground extremely quickly.
You need consume almost no food.
You are agile (Dex +1).
Your mind is acute (Int +2).
Your muscles are strong (Str +1).


   Skills:
 * Level 13,9 Fighting
 O Level 27 Dodging
 + Level 22,7 Stealth
 - Level 9,0 Shields
 - Level 10,3 Traps & Doors
 O Level 27 Spellcasting
 + Level 17,8 Conjurations
 + Level 22,7 Evocations


You had 68 spell levels left.
You knew the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
c - Orb of Destruction    Conj           #########.   1%          7    None
x - Iskenderun's Mystic   Conj           #########    0%          4    None
z - Magic Dart            Conj           #####        0%          1    None


Inventory:

Hand weapons
 a - the +7,+4 mace of the Twelve Runes {!a, pain, +Blink +Lev rElec}
   (You found it on level 6 of the Pits of Slime)   
   
   In the hands of one skilled in necromantic magic, it inflicts extra damage
   on living creatures.
   
   It insulates you from electricity.
   It lets you levitate.
   It lets you blink.
 d - the -1,-4 dagger of Shay {!a, =f, stab, +Blink +Inv}
   (You found it on level 3 of the Vaults)   
   
   It inflicts extra damage upon your enemies.
   
   It lets you turn invisible.
   It lets you blink.
Armour
 k - a +2 wizard hat of magic resistance (worn) {!q}
 C - a +2 cloak of preservation (worn)
 F - a +2 orcish robe of fire resistance (worn) {!q}
Magical devices
 f - a wand of teleportation (8) {!r}
 h - a wand of hasting (8)
 n - a wand of heal wounds (9)
 r - a wand of digging (5)
Scrolls
 s - 2 scrolls of fog {!r}
 I - 2 scrolls of recharging
Jewellery
 g - a ring of protection from fire (left hand)
 z - an uncursed ring of teleportation {!r}
 B - a ring of protection from cold (right hand)
 E - an amulet of resist mutation (around neck)
Potions
 e - a potion of magic {!q}
 i - a potion of restore abilities {!q}
 o - 2 potions of curing
 q - a potion of porridge {!q}
 t - 2 potions of heal wounds
 v - a potion of resistance {!q}
Magical staves
 b - a staff of conjuration (weapon) {!a}
 c - a staff of channeling {!a}
Orbs of Power
 j - the Orb of Zot


            ▒▒▒▒▒▒
            ▒♣f<i▒
            ▒P♣·<▒
            ▒PP·f▒
            ▒♣··P▒
        ▒▒▒▒▒P··♣▒
        ▒···'··fP▒
▒▒▒▒▒▒▒▒▒·▒▒▒♣·♣P▒
··········▒ ▒♣·Pf▒
▒▒▒▒▒▒▒▒▒·▒▒▒▒◼▒▒▒


There were no monsters in sight!

Message History

Unknown command.
Unknown command.
(D) Dungeon        (T) Temple         (O) Orcish Mines   (E) Elven Halls   
(L) Lair           (S) Swamp          (M) Slime Pits     (P) Snake Pit     
(V) Vaults         (B) Hall of Blades (C) Crypt          (U) Hell           
(Z) Zot           
Where to? (Enter - D:1 @ (x,y), ? - help)
A red devil comes into view.
Aiming: Iskenderun's Mystic Blast
Aim: a red devil
You feel a surge of power! The orb of energy hits the red devil.
The red devil is almost dead.
A red devil is nearby!
Unknown command.
Unknown command.
Aiming: Iskenderun's Mystic Blast
Aim: a red devil (almost dead)
You feel a surge of power! The orb of energy hits the red devil.
You kill the red devil!
You feel your power returning.
(D) Dungeon        (T) Temple         (O) Orcish Mines   (E) Elven Halls   
(L) Lair           (S) Swamp          (M) Slime Pits     (P) Snake Pit     
(V) Vaults         (B) Hall of Blades (C) Crypt          (U) Hell           
(Z) Zot           
Where to? (Enter - D:1 @ (x,y), ? - help)
There is an open door here.
You found a dart trap!
There is a staircase leading out of the dungeon here.
Are you sure you want to win?
You have escaped!


Spells cast              |  1- 3 |  4- 6 |  7- 9 | 10-12 | 13-15 | 16-18 | 19-21 | 22-24 | 25-27 || total
-------------------------+-------+-------+-------+-------+-------+-------+-------+-------+-------++-------
Magic Dart               |    70 |   227 |   707 |   191 |   294 |   135 |    71 |    61 |    18 ||  1774
Iskenderun's Mystic Blas |       |       |    30 |   644 |  1368 |  1353 |  1062 |   873 |   208 ||  5538
Orb of Destruction       |       |       |       |       |    13 |    17 |    56 |   466 |   570 ||  1122

Vault maps used:

D:1:
  normal: tarquinn_simple_flora_water_f

D:2:
  normal: dk_yredelemnul_ordeal

D:3:
  normal: portal_sewer_entry_f

D:4:
  normal: minmay_temple_entry_enclosed_plants
  extra: serial_shops, shop_fountains

D:5:
  extra: serial_shops, shop, first_bread

D:6:
  normal: uniq_sigmund, uniq_iyjb

D:7:
  normal: overflow_temple_1_default, zin_angel, roderic_lattice_octagonal_star
  extra: serial_shops, shop, hangedman_fish_farm

D:10:
  normal: uniq_urug

D:11:
  normal: orc_0_dummy, dpeg_oklobed_lair, uniq_gastronok_1, uniq_maurice

D:12:
  normal: uniq_grum, uniq_joseph, uniq_jozef

D:14:
  normal: evilmike_diamond_2, roderic_Roman_lattice
  extra: serial_shops, shop_statue

D:16:
  normal: minmay_expanding_circles
  extra: serial_shops, shop, minmay_misc_feat_square

D:17:
  normal: lemuel_oklob_altar
  extra: serial_bayou, serial_bayou_pond_b, serial_bayou_pond_d, serial_bayou_pond_c, serial_bayou_pond_c

D:18:
  normal: tgw_lugonu_bribe

D:20:
  normal: firewood_loft

D:21:
  extra: hell_entry

D:22:
  normal: uniq_xtahua
  extra: serial_shops, shop, hell_entry, abyss_entry

D:23:
  extra: serial_shops, shop, hell_entry

D:24:
  normal: minmay_skeleton_keep
  extra: pan_entry, hell_entry, serial_shops, shop, shop, shop, shop, serial_bayou_pond_b, minmay_misc_feat_hallway

D:25:
  normal: special_room, uniq_margery
  extra: abyss_entry, hell_entry

D:26:
  normal: minmay_isolated_rectangles_in_corner, patterned_corridor
  extra: hell_entry, pan_entry

D:27:
  normal: evilmike_boring_beetle, dpeg oklob_1, evilmike_zot_entry_basic
  extra: abyss_entry, hell_entry

Temple:
  normal: minmay_crystal_spiral_temple_12

Orc:1:
  extra: basic_altar

Orc:2:
  normal: mines5_lemuel

Orc:3:
  normal: uniq_nergalle, uniq_azrael
  extra: basic_altar

Orc:4:
  normal: st_orc_ogre_mass

Elf:1:
  normal: eino_elf_arrival_shootout, uniq_harold, uniq_roxanne

Elf:2:
  normal: lemuel_hidden_altar, uniq_rupert
  extra: serial_shops, shop_fountains, shop, shop, shop

Elf:4:
  normal: uniq_frances, uniq_saint_roka
  extra: serial_shops, shop_statue

Lair:2:
  normal: special_room, swamp_mist_pool, uniq_prince_ribbit2

Lair:3:
  normal: minmay_snake_entry_guardpost_small

Lair:5:
  normal: lemuel_centaur_altar

Lair:6:
  normal: special_room

Lair:7:
  normal: serial_bayou_crossing

Lair:8:
  normal: evil_forest, portal_spiders_nest_entry_a, minmay_lair_drake_nest, dpeg_slime_entry_enclosed_altar

Swamp:1:
  normal: uniq_nessos

Swamp:2:
  normal: uniq_donald, uniq_aizul

Swamp:4:
  extra: swamp_pool2

Swamp:5:
  normal: swamp_vile, tengu_band
  extra: swamp_pool4

Snake:1:
  extra: spider_trap

Snake:2:
  extra: serial_shops, shop

Snake:3:
  normal: special_room

Snake:4:
  normal: uniq_louise

Snake:5:
  normal: snake_hunt
  extra: serial_shops, shop_coins

Vault:2:
  normal: einodemon_crawler_minivault
  extra: lab_entry_generic

Vault:3:
  normal: uniq_agnes
  extra: basic_altar

Vault:4:
  normal: minmay_crypt_entry_simple_box
  extra: spider_trap

Vault:6:
  extra: serial_shops, shop, shop, shop, shop

Vault:7:
  normal: lemuel_flamethrower_hall, uniq_wiglaf, uniq_frederick

Zot:1:
  normal: lemuel_golem_globe

Zot:5:
  normal: lemuel_lake_of_fire
  extra: stair_cage_cross


Portal vault maps: sewer_sea


Complete one: http://crawl.develz.org/morgues/0.10/na ... 102055.txt
screw it I hate this character I'm gonna go melee Gastronok

For this message the author nago has received thanks: 2
pratamawirya, rebthor

Vestibule Violator

Posts: 1500

Joined: Monday, 3rd January 2011, 17:47

Post Thursday, 31st May 2012, 13:18

Re: YAVP:SpCj Conjurer challenge **COMPLETED** OoD i praise

Congrats on the accomplishment. Pure necro next?

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Thursday, 31st May 2012, 13:37

Re: YAVP:SpCj Conjurer challenge **COMPLETED** OoD i praise

Thank you. No, I am not going to try the necro challenge in this life - I find it too boring, there too many enemies resistant to necromancy in game. But Rapigel seems to have complete it recently, you can find the topic in the character build forum.

For now, I'm going to play a easy combo, trying to get a better streak (currently I only have 2 streaks of 2 characters). Probably I'll die against a giant newt in D:1 - after that I'm going to try the DD challenge raised by Elynae, I'm really curious about it.
Oh, I should complete the mummy challenge too (rf- for all the game), but I still need to recover from my last MuSu killed around Vaults, they're so damned boring!
screw it I hate this character I'm gonna go melee Gastronok

Vestibule Violator

Posts: 1500

Joined: Monday, 3rd January 2011, 17:47

Post Thursday, 31st May 2012, 13:52

Re: YAVP:SpCj Conjurer challenge **COMPLETED** OoD i praise

nago wrote:Oh, I should complete the mummy challenge too (rf- for all the game), but I still need to recover from my last MuSu killed around Vaults, they're so damned boring!

I hear that. I splatted a couple of mid-game MuWz summoners myself. It just gets tedious spamming channel, summon, channel, summon, channel. So you start to take shortcuts and then you come around a corner into a heavy hitter without your meat-shields and then splat.

Return to YASD! YAVP! and characters in progress too

Who is online

Users browsing this forum: No registered users and 21 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.