Page 1 of 1

CIP: Draconian monk. How should I proceed?

PostPosted: Saturday, 6th October 2012, 20:49
by nordetsa
Thought I wanted to go something with melee this time. Tried DrMo, and was able to proceed surprisingly well (found ring of slaying really early).

At this point I don't know if I'm going well-couldn't train armor (don't know why, maybe because I don't have any gloves/helmet/etc.) Trained dodging. I think Monk is quite different from a regular melee fighter, but I'm not sure if that is indeed the case. Also, with all the chei-enhanced attributes thought I would learn some spells. How is it so far? Can someone give me advice on what to do now? Perhaps train more invocation, or equip rods (found them, but I don't exactly know how does a rod work)?



  Code:
Dungeon Crawl Stone Soup version 0.11.0 (tiles) character file.

Nez the Basher (White Draconian Monk)              Turns: 13047, Time: 01:25:14

HP 103/103       AC 13     Str 30      XL: 12   Next: 86%
MP  22/23        EV 25     Int 26      God: Cheibriados [******]
Gold 882         SH  0     Dex 32      Spells:  3 memorised, 15 levels left

Res.Fire  : . . .   See Invis. : .   r - +0 whip (elec)
Res.Cold  : + . .   Warding    : .   (armour unavailable)
Life Prot.: . . .   Conserve   : .   (no shield)
Res.Poison: .       Res.Corr.  : .   (helmet restricted)
Res.Elec. : .       Clarity    : .   y - +0 cloak
Sust.Abil.: . .     Spirit.Shd : .   (no gloves)
Res.Mut.  : .       Stasis     : .   (no boots)
Res.Rott. : .       Ctrl.Telep.: .   (no amulet)
Saprovore : . . .   Levitation : .   G - +4 ring of protection
                    Ctrl.Flight: +   a - +5,+7 ring of slaying

@: very slow, somewhat resistant to hostile enchantments, quite stealthy
A: breathe frost, unfitting armour, cold resistance 1
a: Breathe Frost, Bend Time, Temporal Distortion, Slouch, Step From Time,
Renounce Religion


You are on level 4 of the Lair of Beasts.
You worship Cheibriados.
Cheibriados is exalted by your worship.
You are not hungry.

You have visited 3 branches of the dungeon, and seen 16 of its levels.
You have also visited: Labyrinth.

You have collected 882 gold pieces.

Inventory:

Hand weapons
 r - a +0,+0 whip of electrocution (weapon)
 B - the dagger of Elaeko (quivered) {freeze, rElec rPois, was cursed}
   (You found it on level 8 of the Dungeon)   
   
   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 insulates you from electricity.
   It protects you from poison.
 I - a +1,+3 morningstar of freezing
Armour
 y - a +0 cloak (worn)
Magical devices
 c - a wand of flame (3)
 d - a wand of frost
 u - a wand of cold {zapped: 2}
 w - a wand of polymorph other
 z - a wand of frost {zapped: 8}
 A - a wand of draining {zapped: 7}
 C - a wand of cold {zapped: 2}
Comestibles
 b - 9 bread rations
 f - a rotting chunk of elephant flesh
 h - a chunk of giant gecko flesh
 l - 3 grapes
 m - an orange
 p - a sausage
 q - 6 meat rations
 t - a lychee
 x - an apple
 D - 2 chokos
 F - 8 strawberries
Scrolls
 i - a scroll of fog
 j - 3 scrolls of teleportation
 k - 3 scrolls of fear
 n - 2 scrolls of recharging
 o - 5 scrolls of remove curse
 s - 3 scrolls of blinking
 E - a scroll of identify
Jewellery
 a - a +5,+7 ring of slaying (left hand)
 g - an uncursed ring of protection from cold
 G - a +4 ring of protection (right hand)
 H - an uncursed ring of protection from fire
Potions
 e - 3 potions of curing


   Skills:
 - Level 11.7 Fighting
 - Level 12.0 Maces & Flails
 - Level 10.0 Dodging
 - Level 1.7 Stealth
 * Level 5.0 Traps & Doors
 - Level 8.4 Unarmed Combat
 - Level 5.7 Spellcasting
 - Level 4.2 Charms
 - Level 3.2 Translocations
 - Level 3.0 Air Magic
 - Level 7.6 Invocations


You have 15 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Repel Missiles        Chrm/Air       #####.....   2%          2    None
b - Shroud of Golubria    Chrm/Tloc      #####.....   2%          2    None
c - Regeneration          Chrm/Necr      ####......   10%         3    #......


Dungeon Overview and Level Annotations

Branches:
Dungeon (11/27)            Temple (1/1) D:6             Orc (0/4) D:11
   Lair (4/8) D:11       
 Swamp: Lair:3-6    Shoals: Lair:3-6     Snake: Lair:3-6    Spider: Lair:3-6

Shops:
D:10: (

Annotations
D:11 Harold
Lair:1 exclusion: ice statue


Innate Abilities, Weirdness & Mutations

You can breathe waves of freezing cold.
You can buffet flying creatures when you breathe cold.
Your icy white scales are hard (AC +8).
Your body does not fit into most forms of armour.
Your flesh is cold resistant.


Re: CIP: Draconian monk. How should I proceed?

PostPosted: Sunday, 7th October 2012, 18:15
by omndra
Monks are the same as Regular Melee fighters, they just use the mighty weapon known as the Fist.
This deadly weapon is always the same, and always start with. It also has great damage potential, especially when backed with Transmutations.

I dont know why you put 12 SL into maces, you might have gotten more more mileage if all that went into UC.
But forget about UC for now, focus on maces.
Getting enough invoc to have all of Chei's escape spells working is never a bad idea.

Try picking up some ice spells.
Freezing Cloud, Summon Ice beast. You might find these spells fun with this character.

I've never found rods to be useful. Equip it and press "v" if you want to give it a go.

Re: CIP: Draconian monk. How should I proceed?

PostPosted: Sunday, 7th October 2012, 18:29
by JeffQyzt
nordetsa wrote:...couldn't train armor (don't know why, maybe because I don't have any gloves/helmet/etc.)


Draconians can no longer train armor skill (and since you can't wear body armor, it would be extremely suboptimal to do so anyway.) On the plus side, you get free "armor" from your scales that exceeds the best light armors.

Re: CIP: Draconian monk. How should I proceed?

PostPosted: Sunday, 7th October 2012, 20:41
by nordetsa
Welp,got my character killed, and had to start new one. But now I've taken a liking to Chei of DrMo, and will keep trying until I get 3 rune win (or possibly 15 rune!)

About the weapon, why would you recommend uc? I was planning to find a decent weapon and invest on that skill...it's not like you would come across transmutation book every time you play DrMo. I'm thinking monk as a fighter who gets extra piety as a boost. If I find transmutation book early on I might consider going bare fists, but I don't see how UC is better than holding weapons.

For the spells, I will go whatever book I might stumble upon (with chei's stat boost it would be pretty easy to cast spells). But I'm more inclined towards skald spells. Plus, I didn't find summoning spell that useful except butterfly and imp. Played Naga IE before, and those ice beasts weren't that useful, except perhaps taking down undeads in a open corridor. I feel summoning in general is ok only in certain situations.

Re: CIP: Draconian monk. How should I proceed?

PostPosted: Sunday, 7th October 2012, 20:49
by crate
If you want to use a weapon why are you starting as a monk? Why not pick gladiator or fighter and start with a weapon instead?

Re: CIP: Draconian monk. How should I proceed?

PostPosted: Sunday, 7th October 2012, 20:53
by nordetsa
I thought I could use the extra piety nicely. But what is the benefit of UC over weapon?

Re: CIP: Draconian monk. How should I proceed?

PostPosted: Sunday, 7th October 2012, 21:28
by crate
Starting as a drmo but using a weapon is almost always worse than starting as a drgl with the weapon you want because you are dramatically weaker until you get a god and most likely weaker for some time afterward since it is generally easier to gain piety than it is to find good equipment. In the specific case of chei the extra piety is arguably a bad thing anyway since you get more of a movespeed penalty right away with no real benefits (you need time to train invo).

Benefits to UC:

You have your endgame weapon on turn 0
You don't need to enchant it
You can benefit from spider form/ice form/blade hands
By far the best one-handed weapon at skill 27

Benefits to using a weapon:

Stronger at low skill (takes less xp to be good)
Brands like vampiric or antimagic
Two-handers are potentially stronger than UC if you have the right brand and good enchantment

Re: CIP: Draconian monk. How should I proceed?

PostPosted: Monday, 8th October 2012, 02:18
by nordetsa
I might try chei of DrGl then. One more question though. What's the difference between fighter and gladiator? To me the two classes seem really similar. GL starts with light armors, but don't most players end game with heavy armor anyway? (except draconians, probably).

Re: CIP: Draconian monk. How should I proceed?

PostPosted: Monday, 8th October 2012, 02:29
by crate
Gladiator gets more weapon/dodging skill and can choose a quarterstaff and also gets nets. (Also you get a buckler in 0.11 and earlier.)

Fighter gets more fighting/shields skill. You also get a regular-size shield.

In 0.11 and earlier for sure gladiator is overall stronger (your shield has less penalties and your non-weapon equipment is better). In 0.12 gladiator is probably still stronger but if you really wanted a shield for some reason you have to choose fighter.

As far as "don't most players end game with heavy armour" that is maybe a yes but it's not a large majority if so. I can't look through most of my logs (they're on CAO) but I would suspect I probably have more characters who won in mottled dragon armour or lighter than in anything heavier than that.

Re: CIP: Draconian monk. How should I proceed?

PostPosted: Wednesday, 10th October 2012, 06:52
by forest
I had success with DrMo that switchech to transmutation later on. Start with beastly apendage -> blade hands -> dragon form. This is enought to get 3 rune.