CIP MfSk of Ok


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Snake Sneak

Posts: 113

Joined: Sunday, 21st October 2012, 02:11

Post Sunday, 21st October 2012, 02:44

CIP MfSk of Ok

This MfSk-Ok has cleared through Lair and up to Vault:6 (retreating from Mennas). I've never survived as a caster even as far as Lair:1; I'm including a character dump because I'm how to progress the character.

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

Pikkle the Acrobat (Merfolk Skald)                 Turns: 56103, Time: 03:08:42

HP 160/160       AC 10     Str 21      XL: 19   Next: 21%
MP  34/34        EV 26     Int 17      God: Okawaru [******]
Gold 2115        SH  0     Dex 14      Spells: 11 memorised, 10 levels left

Res.Fire  : + . .   See Invis. : .   t - +1,+5 glaive (flame)
Res.Cold  : + + +   Warding    : .   g - +4 skin of Zhor {god gift}
Life Prot.: . . .   Conserve   : +   (no shield)
Res.Poison: .       Res.Corr.  : +   E - +0 cap "Khaog" {rC+ Str+3 Acc+3 Dam+5}
Res.Elec. : .       Clarity    : .   X - +1 cloak {rCorr, Cons} {god gift}
Sust.Abil.: . .     Spirit.Shd : .   s - +0 pair of gloves
Res.Mut.  : .       Stasis     : .   O - +1 pair of orc boots
Res.Rott. : .       Ctrl.Telep.: .   o - amulet of the gourmand
Gourmand  : +       Levitation : .   b - ring "Shudased" {+Blink rF+ Str+2}
                    Ctrl.Flight: .   B - ring of wizardry

@: somewhat resistant to hostile enchantments, unstealthy
A: change form in water, swift swim, horns 1, deformed body, Str +1, Int +1
a: Heroism, Finesse, Renounce Religion, Evoke Blink


You are on level 2 of the Lair of Beasts.
You worship Okawaru.
Okawaru is exalted by your worship.
You are not hungry.

You have visited 4 branches of the dungeon, and seen 33 of its levels.
You have also visited: Sewer, Ossuary and Ice Cave.

You have collected 3077 gold pieces.
You have spent 982 gold pieces at shops.

Inventory:

Hand weapons
 t - a +1,+5 glaive of flaming (weapon)
 K - the +5,+1 quarterstaff of Power {freeze, rPois rF- SInv}
   (You took it off a yaktaur on level 4 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 makes you vulnerable to fire.
   It protects you from poison.
   It enhances your eyesight.
 P - a +5,+5 orcish trident of venom
Missiles
 A - a throwing net (quivered)
Armour
 a - a +5 ring mail
 g - the +4 skin of Zhor (worn) {god gift}
   (Okawaru gifted it to you on level 16 of the Dungeon)   
   
   It greatly protects you from cold.
 s - a +0 pair of gloves (worn)
 z - a +0 ice dragon hide
 E - the +0 cap "Khaog" (worn) {rC+ Str+3 Acc+3 Dam+5}
   (You acquired it on level 10 of the Dungeon)   
   
   It affects your strength (+3).
   It affects your accuracy (+3).
   It affects your damage-dealing abilities (+5).
   It protects you from cold.
 J - a +0 fire dragon hide
 O - a +1 pair of orcish boots (worn)
 X - a +1 cloak of preservation (worn) {god gift}
Magical devices
 n - a wand of hasting {zapped: 1}
 q - a wand of digging (6)
 C - a wand of teleportation
 I - a wand of disintegration
 Q - a wand of teleportation {zapped: 1}
Comestibles
 d - 15 bread rations
 F - a choko
Scrolls
 c - 2 scrolls of enchant weapon II
 e - a scroll of enchant weapon III
 k - 2 scrolls of fog
 y - 3 scrolls of teleportation
 G - 7 scrolls of fear
 H - 5 scrolls of enchant armour
Jewellery
 b - the ring "Shudased" (right hand) {+Blink rF+ Str+2}
   (You took it off an orc on level 8 of the Dungeon)   
   
   [ring of protection from fire]
   
   It affects your strength (+2).
   It lets you blink.
 o - an amulet of the gourmand (around neck)
 B - a ring of wizardry (left hand)
Potions
 f - a potion of cure mutation
 j - 2 potions of brilliance
 l - 5 potions of magic
 m - 4 potions of agility
 p - 4 potions of restore abilities
 r - 4 potions of curing
 u - 2 potions of might
Books
 h - the Disquisition on Black Secrets
   (You found it on level 15 of the Dungeon)   
   
   Spells                             Type                      Level
   Pain                               Necromancy                   1
   Lethal Infusion                    Charms/Necromancy            2
   *Regeneration                      Charms/Necromancy            3
   Simulacrum                         Ice/Necromancy               6
 i - the Tome of Unholy Execration
   (You found it on level 1 of the Vaults)   
   
   Spells                             Type                      Level
   Lethal Infusion                    Charms/Necromancy            2
   Corpse Rot                         Necromancy                   2
   Enslavement                        Hexes                        4
   Silence                            Hexes/Air                    5
   Metabolic Englaciation             Hexes/Ice                    6
 v - a book of Burglary   
   
   Spells                             Type                      Level
   *Apportation                       Translocation                1
   *Swiftness                         Charms/Air                   2
   Passwall                           Transmutation/Earth          3
   Passage of Golubria                Translocation                4
   Control Teleport                   Charms/Translocation         4
   Lee's Rapid Deconstruction         Earth                        5
   Darkness                           Hexes                        7
 w - Phiczaij's Catalogue of Harmful Contamination
   (You found it on level 8 of the Lair of Beasts)   
   
   Spells                             Type                      Level
   Sting                              Conjuration/Poison           1
   *Cure Poison                       Poison                       2
   *Poison Weapon                     Charms/Poison                3
   Olgreb's Toxic Radiance            Poison                       4
   Summon Scorpions                   Summoning/Poison             4
   Poisonous Cloud                    Conjuration/Poison/Air       6
 x - a book of Fire   
   
   Spells                             Type                      Level
   *Fire Brand                        Charms/Fire                  2
   Ignite Poison                      Fire/Transmutation           5
   Fireball                           Conjuration/Fire             5
   Bolt of Fire                       Conjuration/Fire             6
   Delayed Fireball                   Conjuration/Fire             7
   Ring of Flames                     Charms/Fire                  7
   Dragon Form                        Fire/Transmutation           7
 D - a book of Hinderance   
   
   Spells                             Type                      Level
   Confusing Touch                    Hexes                        1
   Slow                               Hexes                        2
   Confuse                            Hexes                        3
   Petrify                            Transmutation/Earth          4
   Leda's Liquefaction                Transmutation/Earth          4
   Metabolic Englaciation             Hexes/Ice                    6
 L - a book of Necromancy   
   
   Spells                             Type                      Level
   Pain                               Necromancy                   1
   Animate Skeleton                   Necromancy                   1
   Lethal Infusion                    Charms/Necromancy            2
   Vampiric Draining                  Necromancy                   3
   *Regeneration                      Charms/Necromancy            3
   Animate Dead                       Necromancy                   4
   Control Undead                     Necromancy                   4
 M - a book of Power   
   
   Spells                             Type                      Level
   Iskenderun's Mystic Blast          Conjuration                  4
   Venom Bolt                         Conjuration/Poison           5
   Bolt of Magma                      Conjuration/Fire/Earth       5
   Poisonous Cloud                    Conjuration/Poison/Air       6
   Iron Shot                          Conjuration/Earth            6
   Orb of Destruction                 Conjuration                  7
 N - a book of War Chants   
   
   Spells                             Type                      Level
   *Fire Brand                        Charms/Fire                  2
   *Freezing Aura                     Charms/Ice                   2
   *Shroud of Golubria                Charms/Translocation         2
   Repel Missiles                     Charms/Air                   2
   *Poison Weapon                     Charms/Poison                3
   *Regeneration                      Charms/Necromancy            3
 R - a book of the Sky   
   
   Spells                             Type                      Level
   *Flight                            Charms/Air                   3
   Insulation                         Charms/Air                   4
   Airstrike                          Air                          4
   Silence                            Hexes/Air                    5
   *Deflect Missiles                  Charms/Air                   6
   Conjure Ball Lightning             Conjuration/Air              7
   Tornado                            Air                          9


   Skills:
 + Level 19.1 Fighting
 + Level 17.2 Polearms
 - Level 0.6 Armour
 + Level 21.4 Dodging
 - Level 9.4 Traps & Doors
 - Level 9.8 Spellcasting
 - Level 17.0 Charms


You have 10 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freezing Aura         Chrm/Ice       ######....   1%          2    None
b - Swiftness             Chrm/Air       ######....   1%          2    None
c - Apportation           Tloc           ##........   4%          1    None
d - Fire Brand            Chrm/Fire      ######....   1%          2    None
e - Regeneration          Chrm/Necr      ######....   1%          3    None
f - Beastly Appendage     Trmt           ##.....      4%          1    None
g - Poison Weapon         Chrm/Pois      ######....   1%          3    None
h - Shroud of Golubria    Chrm/Tloc      ######....   1%          2    None
i - Cure Poison           Pois           ##........   7%          2    None
j - Deflect Missiles      Chrm/Air       ######....   22%         6    ######.
k - Flight                Chrm/Air       ######....   1%          3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (18/27)            Temple (1/1) D:7             Orc (0/4) D:11
   Lair (8/8) D:12          Swamp (0/5) Lair:5        Snake (0/5) Lair:3
  Slime (0/6) Lair:8       Vaults (6/8) D:15          Crypt (0/5) Vaults:4
 Blade: Vaults:4-6 

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

Shops:
D:6: (  D:9: (  D:13: [  D:14: %  D:16: !  Vaults:1: /  Vaults:3: %  Vaults:4: !

Portals:
Ziggurat: D:9 (4160 gp)
Trove: D:15 (give +5 fire dragon armour)

Annotations
D:5 Pikkle's ghost, average MfSk
D:15 Aizul
D:18 Mara
Lair:7 exclusion: 4 oklob plants
Vaults:6 Mennas


Innate Abilities, Weirdness & Mutations

You revert to your normal form in water.
You are very nimble and swift while swimming.
You have a pair of small horns on your head.
Your mind is acute (Int +1).
Armour fits poorly on your strangely shaped body.
Your muscles are strong (Str +1).


I *think* it's definitely wise to stay a melee specialist.

= Questions =

1) What should I do for armour? I can stay in my +4 Skin and be purely "dodgy", but I could also enchant a +4 Fire Dragon Armour. FDA seems more commonly useful; I see a lot more fire attacks than ice, and against ice arrows/bolts I've got Deflect Missiles, which is more powerful than I ever could have imagined.

2) When I'm trying to get my spells more reliable (I'll probably have to if I'm wearing the FDA), is it worth it to put a few levels into a spell's secondary school? It seems the first levels of anything come much more quickly than leveling 16-18 in Charms.

3) Is there truly such a thing as a "dodgy" melee character? The idea seems absurd to me, but only because I've lost so many KoBe compared to MiFi.

4) I realize I haven't trained Invocation *at all*. I forgot that Ok has Heroism and Finesse because I've been tripping about how fun these spells are. (I know this is not a question.)

5) Should I start enchanting that +1/+5 Glaive of Fire, or hold out for a Bardiche? Should I enchant a plain Bardiche/Glaive and continue casting my starter spells on it? Or is that mostly an early game thing? I know if Ok gives me a Bardiche, it'll already be branded.

6) Have I overlooked any necessary spells that I *can* memorize?

7) All general wisdom is welcome. (This is sort of a question.)

Love this game; love these forums. Been lurking for a few months.

hxy

Slime Squisher

Posts: 418

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

Post Sunday, 21st October 2012, 03:45

Re: CIP MfSk of Ok

1) What should I do for armour? I can stay in my +4 Skin and be purely "dodgy", but I could also enchant a +4 Fire Dragon Armour. FDA seems more commonly useful; I see a lot more fire attacks than ice, and against ice arrows/bolts I've got Deflect Missiles, which is more powerful than I ever could have imagined.
With a -3 apt in armour, it's not very xp-efficient for a Merfolk to train up Armour skill. I'd just stick wtih light armour and continue to invest in Dodging.

2) When I'm trying to get my spells more reliable (I'll probably have to if I'm wearing the FDA), is it worth it to put a few levels into a spell's secondary school? It seems the first levels of anything come much more quickly than leveling 16-18 in Charms.
Yes, the early levels of a skill need fewer xp to earn.

4) I realize I haven't trained Invocation *at all*. I forgot that Ok has Heroism and Finesse because I've been tripping about how fun these spells are. (I know this is not a question.)
You need just ~9 levels of Invo to get Finesse reliable. Heroism is also a cheap way to boost skills.

5) Should I start enchanting that +1/+5 Glaive of Fire, or hold out for a Bardiche? Should I enchant a plain Bardiche/Glaive and continue casting my starter spells on it? Or is that mostly an early game thing? I know if Ok gives me a Bardiche, it'll already be branded.
I'd enchant any "interim" weapons to +4 (meaning +4/+5 in your case) and save the remaining scrolls for my end-game weapon.

6) Have I overlooked any necessary spells that I *can* memorize?
Pick up Blink & Haste if you can find it.. and maybe Control Teleport

Cocytus Succeeder

Posts: 2297

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

Post Monday, 22nd October 2012, 11:07

Re: CIP MfSk of Ok

pikkle wrote:3) Is there truly such a thing as a "dodgy" melee character? The idea seems absurd to me, but only because I've lost so many KoBe compared to MiFi.
There is. Typically a hybrid-stabber-melee but stealth/stab is not a requirement for dodge-tank melee. I once ended up in melee range with the Lernean Hydra as a merfolk (in swamp water) of Okawaru and it was awesome seeing the stream of "you dodge one of its 27 heads!" You DO need lots of HP as insurance and possibly you may want to think about a shield AFTER you have excellent EV as further insurance.

Just... don't ever get paralysed. I will never forget my stabber who failed his resist check against an Ogre Mage's paralyse hex in Vaults somewhere. That mage was leading a pack of dumb muscle. They didn't need to see my invisible character because paralyse puts you at 0 EV and I wasn't moving around to keep them guessing. I went from full to 0 HP in effectively one turn because I failed one resist check.

Also beware that some spells have 100% hit chance and need AC to resist. Magic Dart isn't a problem, Fire Storm is (rF+++ won't save you from the physical component of the nuke).

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