OpFE cleared zot, now YASD


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Slime Squisher

Posts: 369

Joined: Saturday, 3rd September 2011, 18:22

Post Thursday, 14th June 2012, 23:48

OpFE cleared zot, now YASD

Bah, I went to check out hells for the first time since I didn't have any sort of access to pan and was sorely unprepared. Couldn't rest anywhere and just got attritioned down from tormentors. Oh wellz, it was fun though, and was the furthest I have ever gotten with a caster. I guess the biggest thing was just not really finding any super decent magic items. Hat of the alchemist is awesome, but that was really the only super good item I found. Welp, next time maybe!

Oh yah I meant to ask this anyways, does the bonus from staff of conjurations stack with the bonus from ring of flames?

  Code:
 Dungeon Crawl Stone Soup version 0.10.0 character file.

Ubergrits the Archmage (OpFE)                     Turns: 172008, Time: 14:57:08

HP 185/185 (192) AC  3     Str  6      XL: 27
MP  49/49        EV 33     Int 31      God: Sif Muna [******]
Gold 6258        SH 16     Dex 16      Spells: 19 memorised,  0 levels left

Res.Fire  : + + .   See Invis. : +    C - staff of conjuration
Res.Cold  : + + .   Warding    : . .  I - +2 elf buckler {rPois}
Life Prot.: . . .   Conserve   : .    H - +2 hat of the Alchemist {rElec rF+ rC+ MR}
Res.Acid. : + . .   Res.Corr.  : +    l - amulet of resist corrosion
Res.Poison: +       Clarity    : .    A - ring "Frinoz" {rC+ MR}
Res.Elec. : +       Spirit.Shd : .    o - +5 ring of evasion
Sust.Abil.: . .     Stasis     : .    g - ring of see invisible
Res.Mut.  : .       Ctrl.Telep.: .    z - ring of sustenance
Res.Rott. : .       Levitation : .    F - ring of protection from fire
Saprovore : . . .   Ctrl.Flight: .    O - +5 ring of evasion
                                      K - ring of the Mage {Wiz MR Int+3}
                                      N - ring of wizardry

@: delayed fireball, incredibly resistant to hostile enchantments, quite
stealthy
A: almost no armour, amphibious, constrict 8, camouflage 1, tentacles 3, AC +1,
Str -1, Dex +1
a: Channel Energy, Forget Spell, Renounce Religion, Release Delayed Fireball
}: 3/15 runes: serpentine, barnacled, silver


You are on level 6 of the Lair of Beasts.
You worship Sif Muna.
Sif Muna is exalted by your worship.
You are not hungry.

You have visited 10 branches of the dungeon, and seen 73 of its levels.
You have visited 1 Labyrinth.
You have visited 1 portal chamber: wizlab.

You have collected 8972 gold pieces.
You have spent 2734 gold pieces at shops.

Inventory:

Armour
 H - the +2 hat of the Alchemist (worn) {rElec rF+ rC+ MR}
   (You bought it in a shop on level 2 of the Shoals)   
   
   It protects you from fire.
   It protects you from cold.
   It insulates you from electricity.
   It increases your resistance to enchantments.
 I - a +2 elven buckler of poison resistance (worn)
 T - a +2 elven buckler of protection
Magical devices
 p - a wand of teleportation (5)
 t - a wand of digging (3)
Comestibles
 q - 4 bread rations
 G - 2 meat rations
Scrolls
 c - 2 scrolls of identify
 e - 3 scrolls of teleportation
 M - 2 scrolls of fear
 V - a scroll of remove curse
 Z - 2 scrolls of fog
Jewellery
 b - an uncursed ring of poison resistance
 d - a +2 ring of strength
 g - a ring of see invisible (on tentacle)
 i - an uncursed amulet of resist mutation
 k - an uncursed ring of invisibility
 l - an amulet of resist corrosion (around mantle)
 m - an uncursed amulet of warding
 o - a +5 ring of evasion (on tentacle)
 r - an uncursed ring of levitation
 u - the ring "Threis" {*TELE +Tele Str+3 Int+3}
   (You found it on level 21 of the Dungeon)   
   
   [ring of teleportation]
   
   It affects your strength (+3).
   It affects your intelligence (+3).
 z - a ring of sustenance (on tentacle)
 A - the ring "Frinoz" (on tentacle) {rC+ MR}
   (You found it on level 5 of the Elven Halls)   
   
   [ring of protection from magic]
   
   It protects you from cold.
 D - an uncursed ring of protection from cold
 E - an uncursed ring of protection from fire
 F - a ring of protection from fire (on tentacle)
 K - the ring of the Mage (on tentacle) {Wiz MR Int+3}
   (You found it on level 21 of the Dungeon)   
   
   [ring of wizardry]
   
   It affects your intelligence (+3).
   It increases your resistance to enchantments.
 N - a ring of wizardry (on tentacle)
 O - a +5 ring of evasion (on tentacle)
 U - an uncursed ring of protection from cold
Potions
 a - 2 potions of invisibility
 n - a potion of curing
 s - a potion of speed
 w - a potion of levitation
 B - 3 potions of magic
 L - 3 potions of resistance
 P - a potion of brilliance
 S - a potion of restore abilities
 W - a potion of agility
Magical staves
 C - a staff of conjuration (weapon)


   Skills:
 * Level 17.2 Fighting
 - Level 0.2 Throwing
 - Level 15.1 Dodging
 - Level 3.2 Stealth
 - Level 9.5 Shields
 - Level 9.3 Traps & Doors
 O Level 27 Spellcasting
 - Level 20.0 Conjurations
 - Level 8.2 Charms
 - Level 20.0 Summonings
 - Level 4.0 Necromancy
 - Level 5.0 Translocations
 - Level 20.0 Fire Magic
 - Level 0.7 Poison Magic
 - Level 3.8 Invocations
 - Level 0.6 Evocations


You cannot memorise any spells.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Blink                 Tloc           N/A          1%          2    None
b - Control Teleport      Chrm/Tloc      #######...   1%          4    None
c - Ring of Flames        Fire/Chrm      ########..   1%          7    None
d - Dispel Undead         Necr           #######..    1%          5    None
e - Fire Storm            Fire/Conj      #########.   5%          9    Honeycomb
f - Fireball              Fire/Conj      #########.   0%          5    None
g - Iskenderun's Mystic   Conj           #########    0%          4    None
h - Summon Butterflies    Summ           #########    0%          1    None
i - Delayed Fireball      Fire/Conj      N/A          1%          7    None
j - Haste                 Chrm           #######..    1%          6    None
k - Summon Dragon         Summ           #########.   5%          9    Honeycomb
l - Repel Missiles        Air/Chrm       #######...   1%          2    None
m - Swiftness             Air/Chrm       #######...   1%          2    None
n - Phase Shift           Tloc           #######...   1%          5    None
o - Apportation           Tloc           #######...   1%          1    None
p - Orb of Destruction    Conj           #########.   1%          7    None
q - Flight                Air/Chrm       #######...   1%          3    None
r - Abjuration            Summ           #########.   0%          3    None
s - Recall                Tloc/Summ      N/A          0%          3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (0/1) D:4             Orc (4/4) D:7
    Elf (5/5) Orc:3          Lair (8/8) D:9          Shoals (5/5) Lair:4
  Slime (1/6) Lair:6        Snake (5/5) Lair:6        Vault (8/8) D:19
  Blade (0/1) Vault:6       Crypt (5/5) Vault:4        Tomb (0/3) Crypt:3
    Zot (5/5) D:27       

Altars:
Elyvilon
Kikubaaqudgha
Sif Muna
The Shining One
Trog
Vehumet
Zin

Shops:
D:9: *  D:17: (  D:21: ?  D:23: *  Orc:2: (  Orc:3: [  Orc:4: *[?(  Elf:1: =  Elf:5: /  Shoals:2: [  Shoals:4: /
Shoals:5: =  Vault:3: [  Vault:6: =  Vault:7: */

Portals:
Hell: D:21 D:22 D:23 D:24 D:26 D:27
Abyss: D:23 D:25
Pan: D:24 D:27
Trove: Elf:4 (show slimy rune of Zot)

Annotations
Snake:4 exclusion: Roxanne, Roxanne
Vault:1 Boris, Saint Roka
Vault:2 Frederick, Mennas, Xtahua


                    Innate Abilities, Weirdness & Mutations

You cannot wear most types of armour.
You can wear up to eight rings at the same time.
You are amphibious.
You can use your tentacles to constrict many enemies at once.
Your rubbery body absorbs attacks (AC +1).
Your skin changes colour to match your surroundings (Stlth).
You have a mass of large tentacles instead of arms.
You are agile (Dex +1).
You are weak (Str -1).
Last edited by Konebred on Friday, 15th June 2012, 01:56, edited 1 time in total.

Slime Squisher

Posts: 392

Joined: Wednesday, 7th December 2011, 20:06

Post Thursday, 14th June 2012, 23:54

Re: OpFE cleared zot, now what?

Without knowing your character, I'd recommend snagging the Abyssal rune if you're looking for a "low-ball, safe idea".

While certainly not a safe branch in a general sense, the fact that you've got an endgame character in your hands means you should be able to get its rune without any real difficulty. And if you *are* suffering serious risks and difficulty there (unlikely), then you know at once you're not quite ready for Hell's vestibule just yet.

As far as slime-pits goes, I don't think clarity is a big deal. I went and cleared it with a character at slightly less power than yours and didn't need clarity at all. I'd be much more concerned about being mutated and corrosion (typically). That said: you're an octopus. The only thing you carry right now that can be corroded is your +2 elf Buckler. So really, just stick an amulet of resMutation on and you'll be alright. . . unless of course your aicd resist comes from the amulet of rCorrosion, in which case yeah, I can see your hesitancy. I also recommend the dig-spell for Slime Pits, it's got excellent utility vs. the acid walls.


-AHMAD
My Wins (>25):
15-runer: OPWz, DECj, DEWz x2, VpWz
Other: DEWz, DrWz, DjWz, GnIE, KeCj, SpEn, SpWz, SpCj, MuWz, FeWzx2, MiBe x7.

Crawl Stream: https://www.twitch.tv/BountyHunterSAx2
or vids: http://www.youtube.com/user/BountyHunterSAx <--
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Tomb Titivator

Posts: 832

Joined: Saturday, 30th July 2011, 00:58

Post Friday, 15th June 2012, 00:04

Re: OpFE cleared zot, now what?

Slime isn't really that bad as long as you play it safe. Firestorm and Dragons both shutdown the eyes that you're worried about. I've cleared Slime pretty easilly as both a Dragon summoner and a Fire Stormer... and you've got both! I do agree that Dig is good for Slime and since you're with Sif just memming it then forgetting isn't a problem at all.
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
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Vestibule Violator

Posts: 1459

Joined: Sunday, 19th December 2010, 05:45

Location: New England

Post Friday, 15th June 2012, 00:09

Re: OpFE cleared zot, now what?

Slime and Abyss are the lowest risk. After that, in increasing order of difficultly- Pan, Hells, Tomb.

An octopus may not have much equipment to corrode. But note that acid does more damage the more slots you have open (skin you have exposed). As an octopode you're nearly naked at best- so acid will hurt more than you may expect. You have enough MR that I wouldn't be very worried about confusion in slime, especially if you just nuke eyes as soon as you see them (and you should have !cure on hand anyways). Honestly, the paralysis eyes are more dangerous- although, again, you can clear slime without stasis if you're just aggressive in killing them.

Abyss is pretty safe so long as you just keep moving.

Dig helps in both locations. I like to dig three lane highways through slime, and you don't want to get cornered in the abyss. It can also be useful getting into some Pan Lord / Rune vaults, or cutting shorter routes between staircases in some of the hells. It's not necessary though, and you can make do with a wand or two if you'd prefer the spell slots. (Although it is really nice to be able to spam renewable dig spells in slime).

You're looking pretty good, I think.

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Friday, 15th June 2012, 00:27

Re: OpFE cleared zot, now what?

The character you have is pretty much clear to handle Slime, Tomb, and Pan without any major issues. Take them slow, and you'll be fine. Controlled Blink is highly desirable but not crucial. Fire Storm pretty well handles Slime, and dragon spam takes care of everything vaguely dangerous that Pan can pit against you. Tomb you'll want to be careful with if you haven't done it; stick to quiet spells like Dispel Undead rather than noisy Fire Storms, and always Haste up to fight absolutely anything.

The Vestibule is trivial to clear at this point; it's much easier than D27, Vaults 8, Elf 5, Zot 1-5, etc. The four Hell branches are much more troublesome, though, and you'll want some method of recovering mp faster before you go in. Sublimation of Blood is probably the cheapest option xp-wise; train up necromancy a bit more, and you'll usually get most of your mp bar refilled with only a nominal amount of self-damage. More necromancy wouldn't hurt for Tomb anyway, since Dispel Undead will kill things faster and if you level it up enough you get Death's Door online, which lets you throw Fire Storms at greater mummies and just laugh and laugh as more come pouring in, because they're going to die instead of you. Anyway, back to the point, you Sublimate your mp close to full after every fight, cast Regeneration, and devote a couple spare tentacles to rings of regeneration so you get all the hp you spent back quickly too. After a couple times you'll get the rhythm down; food cost is completely unimportant by that point in the game. Evocations for a crystal ball is another option, but don't skimp and prepare countermeasures for its possible failure modes. Sif's channeling ability is a third option, but you'd have to train invocations to get favorable results from that and you might as well go for an option that does something other than fast mp recovery, too.

Really, your character can handle anything the post-endgame is likely to throw at you. Just keep playing, and you'll figure out your best way to deal everything as you go. Remember that even though you totally can kill everything, there's nothing forcing you to kill Hell and Pan Lords that might give you trouble. You can just zoop past them with Haste and semi-controlled Blinks, snag the Rune, and bail on the level, and it works just as well as fighting them. Better, technically, since you waste fewer turns dealing with them and therefore get a slightly higher score at the end.

To answer your last question, spell enhancers stack up to three times. They have some diminishing returns, but they're still great even if you have multiples. Each spell will also have a spell power cap, and enhancers that attempt to increase spell power beyond that cap will instead increase it to the cap, or do nothing if it was already at the cap, but that's not likely to be an issue with high-level spells like Fire Storm.

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