CIP: Generic Fire Elementalist looking for advice


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Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Wednesday, 24th October 2012, 05:43

CIP: Generic Fire Elementalist looking for advice

  Code:
Dungeon Crawl Stone Soup version 0.12-a0-825-g2209845 (tiles) character file.

Generic Fire Elementalist the Sorcerer (DEFE)      Turns: 52885, Time: 06:01:02

HP 118/118       AC 16     Str 10      XL: 20   Next: 83%
MP  42/59        EV 23     Int 34      God: Vehumet [******]
Gold 2498        SH 12     Dex 18      Spells: 19 memorised,  5 levels left

Res.Fire  : . . .   See Invis. : +   z - staff of power
Res.Cold  : . . .   Warding    : .   I - +3 leather armour {rPois}
Life Prot.: . . .   Conserve   : +   m - +0 elf buckler
Res.Poison: +       Res.Corr.  : .   l - +1 horned helmet {SInv}
Res.Elec. : .       Clarity    : .   D - +3 cloak of Flash {+Lev EV+4}
Sust.Abil.: . .     Spirit.Shd : .   v - +0 pair of gauntlets
Res.Mut.  : .       Stasis     : .   y - +2 pair of orc boots
Res.Rott. : .       Ctrl.Telep.: .   n - amulet of conservation
Saprovore : . . .   Levitation : .   h - ring of the Madman {Dex+3 Int+4 SInv}
                    Ctrl.Flight: .   c - ring of the Good {MP+9 Str+2 Int+3}

@: quite resistant to hostile enchantments, quite stealthy
A: no striking features
a: Renounce Religion, Evoke Levitation
}: 2/15 runes: decaying, gossamer

Armour
 l - a +1 horned helmet of see invisible (worn)
 m - a +0 elven buckler (worn)
 v - a +0 pair of gauntlets (worn)
 y - a +2 pair of orcish boots (worn)
 D - the +3 cloak of Flash (worn) {+Lev EV+4}
   (You found it on level 7 of the Dungeon)   
   
   It affects your evasion (+4).
   It lets you levitate.
 I - a +3 leather armour of poison resistance (worn)
Magical devices
 i - a wand of disintegration (9)
 w - a wand of hasting (3)
 K - a wand of teleportation (4)
Comestibles
 a - an apple
 b - a bread ration
 k - 4 meat rations
 s - a lychee
 C - a honeycomb
Scrolls
 d - 3 scrolls of remove curse
 t - 6 scrolls of teleportation
 u - 4 scrolls of fear
 x - 4 scrolls of fog
 A - 3 scrolls of blinking
 E - a scroll of holy word
Jewellery
 c - the ring of the Good (left hand) {MP+9 Str+2 Int+3}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of magical power]
   
   It affects your strength (+2).
   It affects your intelligence (+3).
 f - an uncursed amulet of resist mutation
 h - the ring of the Madman (right hand) {Dex+3 Int+4 SInv}
   (You bought it in a shop on level 6 of the Dungeon)   
   
   [ring of intelligence]
   It affects your intelligence (+4).
   
   It affects your dexterity (+3).
   It enhances your eyesight.
 n - an amulet of conservation (around neck)
Potions
 e - a potion of restore abilities
 g - 2 potions of heal wounds
 j - a potion of magic
 p - 6 potions of curing
 q - 2 potions of resistance
 B - a potion of speed
 G - 3 potions of might
Magical staves
 z - an uncursed staff of power (weapon)


   Skills:
 - Level 12.1 Fighting
 - Level 10.2 Dodging
 - Level 5.9 Stealth
 - Level 5.0 Shields
 - Level 10.0 Traps
 - Level 26.1 Spellcasting
 - Level 11.4 Conjurations
 - Level 11.2 Charms
 - Level 5.0 Summonings
 - Level 4.1 Necromancy
 - Level 2.5 Translocations
 - Level 2.6 Transmutations
 * Level 20.1 Fire Magic
 - Level 5.5 Earth Magic
 - Level 0.4 Poison Magic


You have 5 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Summon Butterflies    Summ           #######..    1%          1    None
b - Throw Flame           Conj/Fire      #######      0%          2    None
d - Sticky Flame          Conj/Fire      #########    0%          4    None
e - Fireball              Conj/Fire      #########.   1%          5    None
f - Sublimation of Blood  Necr           #######...   1%          2    None
g - Iron Shot             Conj/Erth      ########..   1%          6    None
h - Dig                   Trmt/Erth      #######..    1%          4    None
i - Mephitic Cloud        Conj/Pois/Air  #######..    1%          3    None
j - Magic Dart            Conj           #####        0%          1    None
k - Haste                 Chrm           ########.    1%          6    None
l - Iskenderun's Mystic   Conj           ########.    1%          4    None
m - Apportation           Tloc           #######...   1%          1    None
n - Swiftness             Chrm/Air       #######...   1%          2    None
o - Control Teleport      Chrm/Tloc      #######...   1%          4    None
p - Blink                 Tloc           N/A          1%          2    None
q - Mass Abjuration       Summ           #######...   3%          6    None
r - Deflect Missiles      Chrm/Air       #######...   12%         6    None
s - Ignite Poison         Fire/Trmt      ########..   1%          5    None
t - Delayed Fireball      Conj/Fire      N/A          1%          7    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (20/27)            Temple (1/1) D:7             Orc (4/4) D:7
    Elf (3/3) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:5
 Spider (5/5) Lair:3        Slime (0/6) Lair:6       Vaults (1/5) D:18


So last time I got 3 rune win with DeFe, and now I want to go extended as a mage. Problem is I'm still quite new at playing mage, and often don't know which item/skills I should go for.

1. For the items, is there anything I should look out for/change? I wore that leather armor just to clear spider nest, and wonder if I should switch back to robe of magic resistance. What about rings? Are those two okay?

2. Spells. I have to forget spells if I want to learn firestorm eventually. What would you recommend to forget? I got two amnesia scrolls but will come across more hopefully. I wanted to get reflect missile, but deflect was the only spell I could find.

3. Skills. Am I doing it okay? I'm training fire magic right now to make casting fire storm easier. Or should I focus more on dodging/fighting now? I have manual of fighting in my stash.

And any general advice would be greatly appreciated.
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Vestibule Violator

Posts: 1509

Joined: Wednesday, 21st September 2011, 01:10

Location: St. John's, NL, Canada

Post Wednesday, 24th October 2012, 09:11

Re: CIP: Generic Fire Elementalist looking for advice

Fire Storm is Conjurations/Fire (as are most/all of the Fire damage spells) so you should train Conjurations instead of Fire until they're around equal, it will get Fire Storm usable much more quickly. This will also help your Iron Shot.

I'd forget maybe Dig and Magic Dart. Don't forget you can forget spells through destroying spellbooks also. Other spells that are not looking that great: Mephitic Cloud, Ignite Poison, Throw Flame. If you can keep Ignite Poison and add Poisonous Cloud, that could be nice but probably not worth training poison/air (opposite earth also).
Won all race/bg, unwon (online): Nem* Hep Uka
Favourites: 15-rune Trog, OgNe/OgIE/OgSu (usually Ash), Ds, Ru, SpEn, Ce of Chei, Qaz

Cocytus Succeeder

Posts: 2297

Joined: Saturday, 14th April 2012, 21:35

Post Wednesday, 24th October 2012, 09:24

Re: CIP: Generic Fire Elementalist looking for advice

Firestorm is Conj/Fire - seems to me that training Conj would be much more efficient for your current aim.

I'm seeing redundant SInv - so that SInv randart ring is effectively just an Int ring for you. I feel there must be something better, considering you have no resists at all.

There is no 'reflect missiles' spell - that is only found on shields. Deflect missiles is the best of its kind - support with phase shift if you want more.

Magic dart, throw flame and Iskenderun's mystic blast can be forgotten unconditionally - tear up books to forget, don't waste amnesia on these common low-level spells. If you had them around to tap things (to get their attention) from afar, pick up a few darts or stones to flick instead. Ignite poison + mephitic cloud is also questionable (mere flame clouds don't kill fast enough). Not sure about sticky flame either. Dig can come in useful though - I relied on it to kill Cerebov once.

I see sublimation of blood but no regeneration. This spell will have much less use in corpseless areas (and you don't serve Kiku) if you aren't willing to cast it on yourself. You have no evocations, so you can't use channeling staves or crystal balls. What's your backup plan for when you run out of mp?

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Wednesday, 24th October 2012, 13:53

Re: CIP: Generic Fire Elementalist looking for advice

How do you tear books to forget spells? I never heard of that till now.

What's your backup plan for when you run out of mp?


I haven't come across crystal ball or book with regeneration. So far I've been relying on Vehumet's mp restoration on killings.
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Vestibule Violator

Posts: 1509

Joined: Wednesday, 21st September 2011, 01:10

Location: St. John's, NL, Canada

Post Wednesday, 24th October 2012, 14:08

Re: CIP: Generic Fire Elementalist looking for advice

nordetsa wrote:How do you tear books to forget spells? I never heard of that till now.


Say the book of Conjurations is in slot a. then press raaFY to forget Magic Dart, which will destroy the book. you can also use 'i'nventory instead of 'r'ead.
Won all race/bg, unwon (online): Nem* Hep Uka
Favourites: 15-rune Trog, OgNe/OgIE/OgSu (usually Ash), Ds, Ru, SpEn, Ce of Chei, Qaz

Cocytus Succeeder

Posts: 2297

Joined: Saturday, 14th April 2012, 21:35

Post Wednesday, 24th October 2012, 14:23

Re: CIP: Generic Fire Elementalist looking for advice

By the way, Sif Muna will hate you if you tear books to forget: you must rely on her invocation to forget. Vehumet doesn't care though.
nordetsa wrote:
What's your backup plan for when you run out of mp?


I haven't come across crystal ball or book with regeneration. So far I've been relying on Vehumet's mp restoration on killings.

Hopefully finishing Vaults, Crypt and Slime will solve that: remember staff of channeling will also do (and is recommended as backup if you use crystal ball anyway). Zot:1~4 too if need be. If you are horrendously unlucky and never find any of those after all that loot, then there's always Abyss farming... which is sad and boring but at least it's a final backup plan while you wait for the RNG to get you one of those tools. But as I understand, the big loot reward at the end of Vaults/Slime will be partially tailored to your needs so this is extremely unlikely.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Wednesday, 24th October 2012, 15:20

Re: CIP: Generic Fire Elementalist looking for advice

So I just cleared Vault 5, and it gave me crystal ball and book of necromancy. Guess it's time to train evocation then? I trained conjuration to 20 and now my fire storm can be casted with just 1% miss rate.

Cocytus Succeeder

Posts: 2297

Joined: Saturday, 14th April 2012, 21:35

Post Wednesday, 24th October 2012, 15:35

Re: CIP: Generic Fire Elementalist looking for advice

nordetsa wrote:So I just cleared Vault 5, and it gave me crystal ball and book of necromancy. Guess it's time to train evocation then? I trained conjuration to 20 and now my fire storm can be casted with just 1% miss rate.

My personal standard of safety for the crystal ball is "at least Evocations 10" and ">70% mp". Bad things can happen while using this item (ask the knowledge bots) but it's well worth the risks.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Wednesday, 24th October 2012, 15:37

Re: CIP: Generic Fire Elementalist looking for advice

So I shouldn't bother train evocation above 10? I don't know if it's worth to train 27 all the way. I think I should pay more attention to my fighting and dodge for extra hp and chance to dodge..

And yes, I found out that the ball could do nasty things to you while I played around with it. Instantly drained all of my mp in more than one occasion.

Mines Malingerer

Posts: 31

Joined: Tuesday, 3rd January 2012, 08:44

Post Thursday, 25th October 2012, 00:44

Re: CIP: Generic Fire Elementalist looking for advice

More than 10 evocations skill is good, 10 is just a suggested minimum. Look at this page http://crawl.develz.org/info/index.php?q=ball+of+energy for details on how it works with Evo skill. That page also has good advice on usage.

I like to train evocations a lot if I'm using one, since having the enormous amounts of mana it provides means you can just firestorm everything before it spends more than a couple of turns in your line of sight.

Ziggurat Zagger

Posts: 4055

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

Post Thursday, 25th October 2012, 01:25

Re: CIP: Generic Fire Elementalist looking for advice

The best level of evocations for cboe is 27. If I am using one and have the xp to spend I will go all the way to 27.

You should use your cboe in not-dangerous situations so you have an idea of how it will perform in dangerous ones.... This will get you used to its (un)reliability at different MP percentages and how much MP you can expect to get from a successful evocation, so you can better judge risk vs reward.

If you use cboe with a plan for when it goes wrong it is extremely powerful. That plan should involve either clarity or being willing to quaff curing, obviously.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Thursday, 25th October 2012, 19:22

Re: CIP: Generic Fire Elementalist looking for advice

Came across staff of channeling in Slime pit. Should I wield this instead of staff of conjuration? The extra boost to spell seems so nice.

Also, I came across a book having controlled blink. Time to learn the spell?

I think I can do the crypt, but for tomb I'm not so sure. I only cleared the place with TSO melee. Don't have necronomicon, and I don't have enough skill in necromancy anyway. Should I turn to summoning? That skill is also low though.

Here is an updated character file:

  Code:
 Dungeon Crawl Stone Soup version 0.12-a0-825-g2209845 (tiles) character file.

Generic Fire Elementalist the Archmage (DEFE)      Turns: 68619, Time: 07:58:11

HP 160/160       AC 19     Str 14      XL: 27
MP  54/54        EV 23     Int 34      God: Vehumet [*****.]
Gold 5099        SH 13     Dex 18      Spells: 20 memorised,  6 levels left

Res.Fire  : + . .   See Invis. : +   v - staff of channeling
Res.Cold  : . . .   Warding    : .   I - +3 leather armour {rPois}
Life Prot.: . . .   Conserve   : .   m - +1 elf buckler
Res.Poison: +       Res.Corr.  : +   l - +2 horned helmet {SInv}
Res.Elec. : +       Clarity    : .   D - +3 cloak of Flash {+Lev EV+4}
Sust.Abil.: . .     Spirit.Shd : .   M - +2 pair of gloves {Dex+3}
Res.Mut.  : .       Stasis     : .   y - +2 pair of orc boots
Res.Rott. : .       Ctrl.Telep.: .   s - amulet of Izaujata {rCorr Str+2 Int+2}
Saprovore : . . .   Levitation : .   J - ring of Wankien {Wiz rElec rF+}
                    Ctrl.Flight: .   c - ring of the Good {MP+9 Str+2 Int+3}

@: very resistant to hostile enchantments, quite stealthy
A: no striking features
a: Renounce Religion, Evoke Levitation
}: 4/15 runes: decaying, slimy, silver, gossamer
Inventory:

Armour
 l - a +2 horned helmet of see invisible (worn)
 m - a +1 elven buckler (worn)
 y - a +2 pair of orcish boots (worn)
 D - the +3 cloak of Flash (worn) {+Lev EV+4}
   (You found it on level 7 of the Dungeon)   
   
   It affects your evasion (+4).
   It lets you levitate.
 I - a +3 leather armour of poison resistance (worn)
 M - a +2 pair of gloves of dexterity (worn)
Magical devices
 i - a wand of disintegration (7)
 K - a wand of teleportation (3)
Comestibles
 b - 6 bread rations
 p - a chunk of giant amoeba flesh
 E - 2 chokos
 F - an apple
Scrolls
 d - 8 scrolls of remove curse
 r - 2 scrolls of magic mapping
 t - 10 scrolls of teleportation
 x - 3 scrolls of fog
 A - 3 scrolls of blinking
Jewellery
 a - a bone ring
 c - the ring of the Good (left hand) {MP+9 Str+2 Int+3}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of magical power]
   
   It affects your strength (+2).
   It affects your intelligence (+3).
 f - an uncursed amulet of resist mutation
 n - an uncursed amulet of conservation
 s - the amulet of Izaujata (around neck) {rCorr Str+2 Int+2}
   (You acquired it on level 4 of the Vaults)   
   
   [amulet of resist corrosion]
   
   It affects your strength (+2).
   It affects your intelligence (+2).
 J - the ring of Wankien (right hand) {Wiz rElec rF+}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of wizardry]
   
   It protects you from fire.
   It insulates you from electricity.
Potions
 e - 4 potions of restore abilities
 h - 6 potions of curing
 j - 3 potions of heal wounds
 q - 3 potions of resistance
 z - a potion of magic
Books
 g - the Grimoire of Orientation and Snow
   (You found it on level 6 of the Pits of Slime)   
   
   Spells                             Type                      Level
   Throw Frost                        Conjuration/Ice              2
   Portal Projectile                  Translocation                2
   Ice Form                           Ice/Transmutation            4
   Warp Weapon                        Charms/Translocation         5
   Controlled Blink                   Translocation                7
Magical staves
 o - an uncursed staff of conjuration
 v - an uncursed staff of channeling (weapon)
Miscellaneous
 G - a crystal ball of energy


   Skills:
 - Level 13.2 Fighting
 - Level 10.2 Dodging
 - Level 5.9 Stealth
 - Level 5.0 Shields
 - Level 10.0 Traps
 O Level 27 Spellcasting
 - Level 20.8 Conjurations
 - Level 11.2 Charms
 - Level 5.0 Summonings
 - Level 4.1 Necromancy
 - Level 2.5 Translocations
 - Level 2.6 Transmutations
 - Level 23.0 Fire Magic
 - Level 5.5 Earth Magic
 - Level 0.4 Poison Magic
 * Level 20.8 Evocations


You have 6 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Summon Butterflies    Summ           #######..    1%          1    None
b - Throw Flame           Conj/Fire      #######      0%          2    None
c - Fire Storm            Conj/Fire      #########.   1%          9    ###....
d - Sticky Flame          Conj/Fire      #########    0%          4    None
e - Fireball              Conj/Fire      #########.   0%          5    None
f - Sublimation of Blood  Necr           #######...   1%          2    None
g - Iron Shot             Conj/Erth      ########..   1%          6    None
h - Dig                   Trmt/Erth      #######..    1%          4    None
i - Mephitic Cloud        Conj/Pois/Air  ########.    1%          3    None
j - Magic Dart            Conj           #####        0%          1    None
k - Haste                 Chrm           ########.    1%          6    None
l - Regeneration          Chrm/Necr      ########..   1%          3    None
m - Apportation           Tloc           #######...   1%          1    None
n - Swiftness             Chrm/Air       #######...   1%          2    None
o - Control Teleport      Chrm/Tloc      ########..   1%          4    None
p - Blink                 Tloc           N/A          1%          2    None
q - Mass Abjuration       Summ           #######...   1%          6    None
r - Deflect Missiles      Chrm/Air       #######...   4%          6    None
s - Ignite Poison         Fire/Trmt      ########..   1%          5    None
t - Delayed Fireball      Conj/Fire      N/A          1%          7    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:7             Orc (4/4) D:7
    Elf (3/3) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:5
 Spider (5/5) Lair:3        Slime (6/6) Lair:6       Vaults (5/5) D:18
  Blade (0/1) Vaults:4      Crypt (0/5) Vaults:3        Zot (0/5) D:27

Ziggurat Zagger

Posts: 4055

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

Post Thursday, 25th October 2012, 19:26

Re: CIP: Generic Fire Elementalist looking for advice

You want to wield a staff of channeling and a staff of conjurations at entirely different times. Staff of conjuration is for casting conjuration spells. Staff of channeling is something you evoke to restore a small amount of mp.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Thursday, 25th October 2012, 19:29

Re: CIP: Generic Fire Elementalist looking for advice

crate wrote:You want to wield a staff of channeling and a staff of conjurations at entirely different times. Staff of conjuration is for casting conjuration spells. Staff of channeling is something you evoke to restore a small amount of mp.


So I should carry two and swap when necessary?

Ziggurat Zagger

Posts: 3163

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

Post Thursday, 25th October 2012, 19:39

Re: CIP: Generic Fire Elementalist looking for advice

That's the general idea since staves of channeling are pretty useless when you're not channeling. A crystal ball of energy or sublimation of blood will recharge your MP much quicker, but come with drawbacks. The staff is slow and steady.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Thursday, 25th October 2012, 19:55

Re: CIP: Generic Fire Elementalist looking for advice

I have both crystal ball and sub. Is it still worth to have the staff?

Ziggurat Zagger

Posts: 3163

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

Post Thursday, 25th October 2012, 20:13

Re: CIP: Generic Fire Elementalist looking for advice

The staff can be a good backup if your CBoE drains your MP and you don't want to sublimate your own blood.

Ziggurat Zagger

Posts: 4055

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

Post Thursday, 25th October 2012, 21:31

Re: CIP: Generic Fire Elementalist looking for advice

If you don't need the inventory slot for something else then you should carry the staff of channeling. If you get a cboe failure and you need MP quickly, the fastest way (with the least self-pain) to get it back is channel from 0->2 mp, self-sublimation, then cboe once you're at a reasonable mp level again. Sometimes you may be able to channel up to 10-15 mp or so and then cboe.

Cocytus Succeeder

Posts: 2297

Joined: Saturday, 14th April 2012, 21:35

Post Friday, 26th October 2012, 08:43

Re: CIP: Generic Fire Elementalist looking for advice

nordetsa wrote:I have both crystal ball and sub. Is it still worth to have the staff?

More like "now that I do have staff of channeling, I can use Crystal Ball with peace of mind". You're not serving Kiku, you will not have many corpses to use sublim on - balancing mp and hp with sublim + regen is certainly an option but there are times when you really don't want to be losing hp because the ball dropped your mp.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Friday, 26th October 2012, 15:55

Re: CIP: Generic Fire Elementalist looking for advice

Just got my 5th rune in the abyss. Now my DeFe would have to clear pan, hell and tomb if he wants to get 10 more runes. Pan would be easiest choice, though I'm not so sure about my spells. I learned controlled blink just in case things go out of control. Maxed evocation and now thinking of training fighting to get extra hp.

Some spells I'm considering right now: LCS, summon horrible things. Any suggestions? Perhaps there might be other spells that would help me greatly? I would love to learn death's door or some sort of survival spell, but haven't come across any necronomicon (probably in the tomb, I guess).

I want to try out tomb and see if there's any good artefacts, but I don't know what would happen if I get death-cursed by multiple mummies without having +++rN protection. What do I need to clear the tomb? Summonings?

  Code:
Dungeon Crawl Stone Soup version 0.12-a0-825-g2209845 (tiles) character file.

Generic Fire Elementalist the Archmage (DEFE)      Turns: 78323, Time: 09:16:06

HP 160/160       AC 19     Str 14      XL: 27
MP  54/54        EV 23     Int 33 (34) God: Vehumet [******]
Gold 7171        SH 14     Dex 18      Spells: 20 memorised,  2 levels left

Res.Fire  : + . .   See Invis. : +   o - staff of conjuration
Res.Cold  : . . .   Warding    : .   I - +3 leather armour {rPois}
Life Prot.: . . .   Conserve   : .   m - +2 elf buckler
Res.Poison: +       Res.Corr.  : +   l - +2 horned helmet {SInv}
Res.Elec. : +       Clarity    : .   D - +3 cloak of Flash {+Lev EV+4}
Sust.Abil.: . .     Spirit.Shd : .   M - +2 pair of gloves {Dex+3}
Res.Mut.  : .       Stasis     : .   g - +2 pair of boots {run}
Res.Rott. : .       Ctrl.Telep.: .   s - amulet of Izaujata {rCorr Str+2 Int+2}
Saprovore : . . .   Levitation : .   J - ring of Wankien {Wiz rElec rF+}
                    Ctrl.Flight: .   c - ring of the Good {MP+9 Str+2 Int+3}

@: quick, very resistant to hostile enchantments, quite stealthy
A: herbivore 1
a: Renounce Religion, Evoke Levitation
}: 5/15 runes: decaying, slimy, silver, abyssal, gossamer


You are on level 22 of the Dungeon.
You worship Vehumet.
Vehumet is exalted by your worship.
You are full.

You have visited 11 branches of the dungeon, and seen 70 of its levels.
You have visited the Abyss 1 time.
You have also visited: Sewer, Ice Cave and Wizlab.

You have collected 10083 gold pieces.
You have spent 2932 gold pieces at shops.

Inventory:

Hand weapons
 k - a +1,+2 sacred scourge of holy wrath
Armour
 g - a +2 pair of boots of running (worn)
 l - a +2 horned helmet of see invisible (worn)
 m - a +2 elven buckler (worn)
 D - the +3 cloak of Flash (worn) {+Lev EV+4}
   (You found it on level 7 of the Dungeon)   
   
   It affects your evasion (+4).
   It lets you levitate.
 I - a +3 leather armour of poison resistance (worn)
 M - a +2 pair of gloves of dexterity (worn)
Magical devices
 i - a wand of disintegration (7)
 K - a wand of teleportation (4)
Comestibles
 b - 12 bread rations
 u - a meat ration
 z - a sultana
 E - a choko
 F - an apple
Scrolls
 d - 4 scrolls of remove curse
 p - a scroll of enchant armour
 t - 2 scrolls of teleportation
 w - a scroll of identify
 x - 2 scrolls of fog
 y - a scroll of fear
 A - 4 scrolls of blinking
Jewellery
 c - the ring of the Good (left hand) {MP+9 Str+2 Int+3}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of magical power]
   
   It affects your strength (+2).
   It affects your intelligence (+3).
 f - an uncursed amulet of resist mutation
 n - an uncursed amulet of conservation
 s - the amulet of Izaujata (around neck) {rCorr Str+2 Int+2}
   (You acquired it on level 4 of the Vaults)   
   
   [amulet of resist corrosion]
   
   It affects your strength (+2).
   It affects your intelligence (+2).
 J - the ring of Wankien (right hand) {Wiz rElec rF+}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of wizardry]
   
   It protects you from fire.
   It insulates you from electricity.
Potions
 a - a potion of agility
 e - 4 potions of restore abilities
 h - 7 potions of curing
 j - 3 potions of heal wounds
 q - 4 potions of resistance
Magical staves
 o - an uncursed staff of conjuration (weapon)
 v - an uncursed staff of channeling
Miscellaneous
 G - a crystal ball of energy


   Skills:
 - Level 13.2 Fighting
 - Level 10.2 Dodging
 - Level 5.9 Stealth
 - Level 5.0 Shields
 - Level 10.0 Traps
 O Level 27 Spellcasting
 - Level 20.8 Conjurations
 - Level 11.2 Charms
 - Level 5.0 Summonings
 - Level 4.1 Necromancy
 * Level 11.5 Translocations
 - Level 2.6 Transmutations
 - Level 23.0 Fire Magic
 - Level 5.5 Earth Magic
   Level 0.4 Poison Magic
 O Level 27 Evocations


You have 2 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Summon Butterflies    Summ           #######..    1%          1    None
b - Throw Flame           Conj/Fire      #######      0%          2    None
c - Fire Storm            Conj/Fire      #########.   1%          9    ###....
d - Sticky Flame          Conj/Fire      #########    0%          4    None
e - Fireball              Conj/Fire      #########.   0%          5    None
f - Sublimation of Blood  Necr           #######...   1%          2    None
g - Iron Shot             Conj/Erth      #########.   1%          6    None
h - Dig                   Trmt/Erth      #######..    1%          4    None
i - Controlled Blink      Tloc           N/A          2%          7    None
j - Magic Dart            Conj           #####        0%          1    None
k - Haste                 Chrm           ########.    1%          6    None
l - Regeneration          Chrm/Necr      ########..   1%          3    None
m - Apportation           Tloc           ########..   0%          1    None
n - Swiftness             Chrm/Air       #######...   1%          2    None
o - Control Teleport      Chrm/Tloc      ########..   1%          4    None
p - Blink                 Tloc           N/A          0%          2    None
q - Mass Abjuration       Summ           #######...   1%          6    None
r - Deflect Missiles      Chrm/Air       #######...   4%          6    None
s - Ignite Poison         Fire/Trmt      ########..   1%          5    None
t - Delayed Fireball      Conj/Fire      N/A          1%          7    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:7             Orc (4/4) D:7
    Elf (3/3) Orc:4          Lair (8/8) D:11          Swamp (5/5) Lair:5
 Spider (5/5) Lair:3        Slime (6/6) Lair:6       Vaults (5/5) D:18
  Blade (1/1) Vaults:4      Crypt (5/5) Vaults:3       Tomb (0/3) Crypt:2
    Zot (0/5) D:27       

Ziggurat Zagger

Posts: 4055

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

Post Friday, 26th October 2012, 16:40

Re: CIP: Generic Fire Elementalist looking for advice

What you need to clear Tomb is to be smart about how you clear it. If you know how Tomb works (including how making noise is a really awful idea in parts of it) then it's not too bad for most characters ... it is significantly more difficult for characters who kill everything with spells than for characters who tab everything though. Probably Tomb is more difficult than Pan for this character anyway.

As an aside the biggest thing your character can improve on is finding some form of melee damage so you can kill things without spending MP. A staff of fire would be ideal since you already have huge evocations and fire magic (and even at like 6 staves it will be very good). The other reasonable choice is a demon weapon of some sort.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Friday, 26th October 2012, 18:54

Re: CIP: Generic Fire Elementalist looking for advice

I don't know how 'lure few targets at a time' strategy works in the tomb. For 1,2 floor it works (even with MiFi) but on third floor it is so densely packed and the moment you go downstairs there are already a group of mummy warriors waiting for you. Any spell I use will bound to call the others outside my vision.

For weapon, will demon whip/holy whip be okay? I thought holy whip would be better as most enemies I would come across would be demons. (And I haven't come across any staff of fire, unfortunately).

hxy

Slime Squisher

Posts: 418

Joined: Friday, 11th February 2011, 13:09

Post Saturday, 27th October 2012, 15:38

Re: CIP: Generic Fire Elementalist looking for advice

One thing I found about fire storming Tomb is to try not to hit too many of the mummies at one time, so as to give yourself a chance to recover from the death curse effects.

Cocytus Succeeder

Posts: 2297

Joined: Saturday, 14th April 2012, 21:35

Post Saturday, 27th October 2012, 18:39

Re: CIP: Generic Fire Elementalist looking for advice

nordetsa wrote:I don't know how 'lure few targets at a time' strategy works in the tomb. For 1,2 floor it works (even with MiFi) but on third floor it is so densely packed and the moment you go downstairs there are already a group of mummy warriors waiting for you. Any spell I use will bound to call the others outside my vision.
Answer: don't cast spells, don't even attack. Seriously, SIT THERE DOING NOTHING while staring at them and they will walk towards you eventually. Walk up the stairs and then do whatever you want to them as they follow you.

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