CIP: OpCj of Sif Muna > YASD


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Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Thursday, 17th January 2013, 18:53

CIP: OpCj of Sif Muna > YASD

So here's where I'm at:

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

Standem the Thaumaturge (Octopode Conjurer)        Turns: 21553, Time: 03:03:25

HP  71/71 (72)   AC 15     Str  7      XL: 12   Next:  7%
MP  26/29        EV 12     Int 23      God: Sif Muna [******]
Gold 693         SH 11     Dex 14      Spells:  9 memorised,  3 levels left

Res.Fire  : . . .   See Invis. : .   o - +4,+3 dwarf flail (protect)
Res.Cold  : + . .   Warding    : .   K - +0 buckler {rF+}
Life Prot.: . . .   Conserve   : .   (helmet restricted)
Res.Poison: .       Res.Corr.  : .   i - amulet of the gourmand
Res.Elec. : +       Clarity    : .   k - ring of wizardry
Sust.Abil.: . .     Spirit.Shd : .   D - ring of teleport control
Res.Mut.  : .       Stasis     : .   j - ring of Exhibitionism {rElec MR Dex+2 Dam-
Res.Rott. : .       Ctrl.Telep.: +   B - ring of ice
Gourmand  : +       Levitation : .   p - +3 ring of protection
                    Ctrl.Flight: .   (no ring)
                                     (no ring)
                                     (no ring)

@: icy armour, quite resistant to hostile enchantments, quite stealthy
A: almost no armour, amphibious, 8 rings, constrict 8, camouflage 1, AC +1
a: Channel Energy, Forget Spell, Renounce Religion


You are on level 1 of the Lair of Beasts.
You worship Sif Muna.
Sif Muna is exalted by your worship.
You are very full.

You have visited 3 branches of the dungeon, and seen 15 of its levels.

You have collected 673 gold pieces.

Inventory:

Hand weapons
 b - an uncursed blowgun
 c - the -5,-2 dagger of Purpose {elec, *Tele +Rage Int+1 SInv, =f}
   (You found it on level 10 of the Dungeon)   
   
   Occasionally, upon striking a foe, it will discharge some electrical energy
   and cause terrible harm.
   
   It affects your intelligence (+1).
   It enhances your eyesight.
   It lets you go berserk.
   It causes teleportation.
 e - an uncursed orcish dagger (quivered)
 o - a +4,+3 dwarven flail of protection (weapon)
 q - the +3,+0 halberd of Okawaru's Displeasure {freeze, Int+3 Stlth++}
   (You found it on level 3 of the Lair of Beasts)   
   
   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 affects your intelligence (+3).
   It makes you much more stealthy.
Missiles
 x - 2 throwing nets
 I - 49 poisoned needles
Armour
 K - a +0 buckler of fire resistance (worn)
Magical devices
 l - a wand of enslavement {zapped: 2}
 m - a wand of fire {zapped: 6}
 n - a wand of draining {zapped: 5}
 t - a wand of fire {zapped: 6}
 H - a wand of draining {zapped: 1}
 N - a wand of invisibility (5)
 O - a wand of slowing (5)
Comestibles
 d - 4 bread rations
Scrolls
 g - 3 scrolls of teleportation
 h - a scroll of identify
 y - 2 scrolls of fog
 z - a scroll of remove curse
Jewellery
 i - an amulet of the gourmand (around mantle)
 j - the ring of Exhibitionism (on tentacle) {rElec MR Dex+2 Dam-4}
   (You acquired it on level 8 of the Dungeon)   
   
   [ring of dexterity]
   It affects your dexterity (+2).
   
   It affects your damage-dealing abilities (-4).
   It insulates you from electricity.
   It increases your resistance to enchantments.
 k - a ring of wizardry (left tentacle)
 p - a +3 ring of protection (on tentacle)
 B - a ring of ice (on tentacle)
 D - a ring of teleport control (right tentacle)
Potions
 f - a potion of berserk rage
 E - 3 potions of curing
 F - a potion of magic
 G - 3 potions of agility
Magical staves
 a - an uncursed staff of energy


   Skills:
 + Level 4.8 Fighting
 - Level 0.2 Short Blades
 + Level 2.0 Dodging
 - Level 2.7 Stealth
 - Level 5.4 Shields
 * Level 9.8 Spellcasting
 - Level 9.5 Conjurations
 - Level 7.6 Ice Magic
 - Level 8.0 Air Magic
 - Level 1.0 Poison Magic
 - Level 4.7 Invocations


You have 3 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           #####        1%          1    None
b - Throw Frost           Conj/Ice       #######      1%          2    None
c - Mephitic Cloud        Conj/Pois/Air  ######...    1%          3    None
e - Freeze                Ice            #####        1%          1    None
f - Freezing Cloud        Conj/Ice/Air   #######...   13%         6    ######.
i - Throw Icicle          Conj/Ice       #######..    1%          4    ##.....
l - Lightning Bolt        Conj/Air       #######...   2%          5    ####...
A - Ozocubu's Armour      Chrm/Ice       ######....   1%          3    None
B - Blink                 Tloc           N/A          4%          2    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (11/27)            Temple (1/1) D:6            Lair (3/8) D:9
  Snake (0/5) Lair:3     
   Orc: D:6-11       Swamp: Lair:3-6    Shoals: Lair:3-6    Spider: Lair:3-6



And while it seems like a silly/irrelevant question for a Cj, I keep finding myself waffling on what weapon to use.

So I have 3 realistic choices about what stick to keep in my tentacle, and since I don't really whack stuff, it's all about the bonus received.

Choice 1: a staff of energy, knocks a bit off the hunger costs of my casting, which isn't hugely relevant with the amulet of the gourmand, but every bit of food I don't spend casting, I can spend channeling, so it's certainly not useless.

Choice 2: Flail of protection, +5 AC isn't too shabby when your base AC is 4 (10 with OA up) I don't *want* to end up with things bashing me, but If I have to do so, taking 50% less damage is a good thing. It's just that *most* of the time, this does me no good, it's only when things go south that this is what I'd prefer to have in hand.

Choice 3: Halberd of +3 Int, Stlth++ and freezing, this is a whack-doodle thing, the + to Int actually gives me a boost to spellcasting, and actually reduces my hunger cost for my 4th and 5th level spells to less than the staff of energy (energy is percentage based, int is a set number of points bonus) and the stealth is a nice bump as well, *HOWEVER* this weapon forbids my Buckler of fire resistance, which is the only thing cancelling out my penalty to fire resistance and I'm not too happy wandering around with rF-

I have pretty limited carrying capacity so I really don't feel like lugging around all three and swapping around.

Oh and I carry that dagger just for the quick sInv swap in (at least until I get a ring)
Last edited by Siegurt on Friday, 25th January 2013, 06:02, edited 3 times in total.
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Ziggurat Zagger

Posts: 4055

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

Post Thursday, 17th January 2013, 20:11

Re: CIP: OpCj of Sif Muna

You can carry multiple things and then just press w when you want the thing that the thing you're not wielding gives you. Since you know what your weapons do and they do different things how about doing a bit of thinking and deciding which thing is the best for you in whatever situation you are currently in?

(i hope this is obvious but that halberd is not very useful ... you know that when you kill enemies (the things making you spend nutrition on casting spells or channeling) they turn into food right? think about what that means for spell hunger...).

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Thursday, 17th January 2013, 20:38

Re: CIP: OpCj of Sif Muna

Actually the Halberd reduces my level 4 spell hunger from ## to None, and the staff of energy reduces it to #, and reduces lvl 5 spell hunger from #### to ## vs ### for energy, (lvl 6 spells go from ###### to ##### with the halberd and #### with the staff, so..)

So for the spells i cast the most, the Halberd actually both does more for spell hunger, and gives me a slight bump to failure percentage and spell power.

And yes, killing things turns them into food (Well some of the time, if they leave a corpse, and aren't poisonous, I don't have rPoison yet) but enough of the time that if I was just casting spells and resting I wouldn't even think about it, but having the ability to keep myself engorged and spam the heck out of channel (as opposed to just using it when I get in a tight spot) is a VERY tempting reason to keep a weapon around that lets me unload and re-load at a usually unhealthy rate.

I do know I could flip back and forth weapon wise, but these things are HEAVY and I have a str of 7, my carrying capacity is 267, and these weapons weigh 20, 18, and 13, altogether that's almost 1/4 of my inventory space, and they quite frankly just aren't *that* good, I'd rather have two wands of fire or 4 potions of healing or other get out of jail free cards, than carry around an extra weapon I might use sometimes, maybe occasionally :)

For now I think I'm gonna carry around the flail, while the energy staff is probably better generally, I tend to favor keeping "emergency! save my bacon" equipment over "Generally makes me slightly more optimized"
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Cocytus Succeeder

Posts: 2297

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

Post Friday, 18th January 2013, 09:55

Re: CIP: OpCj of Sif Muna

Siegurt wrote:Actually the Halberd reduces my level 4 spell hunger from ## to None, and the staff of energy reduces it to #, and reduces lvl 5 spell hunger from #### to ## vs ### for energy, (lvl 6 spells go from ###### to ##### with the halberd and #### with the staff, so..)
2# means "oh no, my spell costs me 20~60 nutrition". You get 1000 nutrition per (clean) chunk. In other words: 2# is insignificant. 4# means 120~200 nutrition. Still a drop in the bucket when you have gourmand. 6# = 300~420 nutrition, which starts to make a dent, especially if you spam it (as you should).

I appreciate it is fun to be reloading mana all the time, but you have Freezing Cloud (and ought to have Bolt of Cold too). Why do you need infinite mana in Lair? Once you get Summon Ice Beast, you will have a reliable way of keeping enemies in the clouds.

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Friday, 18th January 2013, 18:06

Re: CIP: OpCj of Sif Muna

Yes, the bonus is not large. I never claimed it was, as I said to start with this is a pretty minor and kind of silly/irrelevant choice.

However since I have no *other* bonuses available yet, and "small" is better than "none" I was really debating *which* small bonus was the better one.
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Ziggurat Zagger

Posts: 4055

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

Post Friday, 18th January 2013, 18:57

Re: CIP: OpCj of Sif Muna

The spellpower boost from the +int is approximately one million times more important than the hunger reduction. Neither one of them is as good as a buckler.

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Friday, 18th January 2013, 19:00

Re: CIP: OpCj of Sif Muna

Yep, that was the conclusion I came to :)
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Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Saturday, 19th January 2013, 17:01

Re: CIP: OpCj of Sif Muna - Spell Selection advice

Ok, I'm looking for suggestions this is where I'm at:

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

Standem the Thaumaturge (Octopode Conjurer)        Turns: 43990, Time: 07:24:08

HP  89/89 (90)   AC 12     Str  7      XL: 15   Next:  8%
MP  30/35        EV 16     Int 24      God: Sif Muna [******]
Gold 176         SH 11     Dex 15      Spells: 10 memorised,  4 levels left

Res.Fire  : . . .   See Invis. : .   a - +5 dwarf flail (protect)
Res.Cold  : + . .   Warding    : .   K - +0 buckler {rF+}
Life Prot.: . . .   Conserve   : .   (helmet restricted)
Res.Poison: .       Res.Corr.  : .   i - amulet of the gourmand
Res.Elec. : +       Clarity    : .   k - ring of wizardry
Sust.Abil.: . .     Spirit.Shd : .   D - ring of teleport control
Res.Mut.  : .       Stasis     : .   j - ring of Exhibitionism {rElec MR Dex+2 Dam-
Res.Rott. : .       Ctrl.Telep.: +   B - ring of ice
Gourmand  : +       Levitation : .   p - +3 ring of protection
                    Ctrl.Flight: .   z - +3 ring of protection
                                     C - ring of invisibility
                                     (no ring)

@: burdened, slow, quite resistant to hostile enchantments, stealthy
A: almost no armour, amphibious, 8 rings, constrict 8, camouflage 1, AC +1
a: Channel Energy, Forget Spell, Renounce Religion, Evoke Invisibility

.....


Books
 d - a book of Conjurations   
   
   Spells                             Type                      Level
   *Magic Dart                        Conjuration                  1
   Throw Frost                        Conjuration/Ice              2
   *Mephitic Cloud                    Conjuration/Poison/Air       3
   Lightning Bolt                     Conjuration/Air              5
   Bolt of Cold                       Conjuration/Ice              6
   *Freezing Cloud                    Conjuration/Ice/Air          6
 n - a book of Beasts   
   
   Spells                             Type                      Level
   Summon Butterflies                 Summoning                    1
   Sticks to Snakes                   Transmutation                2
   Call Canine Familiar               Summoning                    3
   Ice Form                           Ice/Transmutation            4
   *Summon Ice Beast                  Ice/Summoning                4
   Summon Hydra                       Summoning                    7
 q - a book of Control   
   
   Spells                             Type                      Level
   Control Teleport                   Charms/Translocation         4
   Control Undead                     Necromancy                   4
   Enslavement                        Hexes                        4
   Mass Confusion                     Hexes                        6
   Metabolic Englaciation             Hexes/Ice                    6
 s - a book of Enchantments {god gift}   
   
   Spells                             Type                      Level
   Tukima's Dance                     Hexes                        3
   See Invisible                      Charms                       4
   Cause Fear                         Hexes                        4
   Silence                            Hexes/Air                    5
   *Deflect Missiles                  Charms/Air                   6
   *Haste                             Charms                       6
 P - a book of Frost   
   
   Spells                             Type                      Level
   Freeze                             Ice                          1
   Throw Frost                        Conjuration/Ice              2
   *Ozocubu's Armour                  Charms/Ice                   3
   *Throw Icicle                      Conjuration/Ice              4
   *Summon Ice Beast                  Ice/Summoning                4
   Condensation Shield                Ice/Transmutation            4
 Q - a book of Party Tricks   
   
   Spells                             Type                      Level
   Summon Butterflies                 Summoning                    1
   Apportation                        Translocation                1
   *Blink                             Translocation                2
   Tukima's Dance                     Hexes                        3
   Alistair's Intoxication            Transmutation/Poison         4
 R - a book of Wizardry   
   
   Spells                             Type                      Level
   Summon Elemental                   Summoning                    4
   Agony                              Necromancy                   5
   Lightning Bolt                     Conjuration/Air              5
   Fireball                           Conjuration/Fire             5
   *Haste                             Charms                       6
   Invisibility                       Hexes                        6
 S - a book of the Dragon   
   
   Spells                             Type                      Level
   Flight                             Charms/Air                   3
   Cause Fear                         Hexes                        4
   Bolt of Fire                       Conjuration/Fire             6
   Dragon Form                        Fire/Transmutation           7
   Summon Dragon                      Summoning                    9
 T - a hardcover book {highlevel}   
   WARNING: If you fail in an attempt to memorise a spell from this book, the
   book will lash out at you.
 U - Sif Muna's Disquisition on the Birds and Confrontation {god gift}
   (Sif Muna gifted it to you on level 13 of the Dungeon)   
   
   Spells                             Type                      Level
   Repel Missiles                     Charms/Air                   2
   Static Discharge                   Conjuration/Air              3
   Poisonous Cloud                    Conjuration/Poison/Air       6
   Conjure Ball Lightning             Conjuration/Air              7
 V - Sif Muna's Grimoire of Confrontation and Weightlessness {god gift}
   (Sif Muna gifted it to you on level 3 of the Lair of Beasts)   
   
   Spells                             Type                      Level
   Shock                              Conjuration/Air              1
   Lightning Bolt                     Conjuration/Air              5
   Iron Shot                          Conjuration/Earth            6
   Poisonous Cloud                    Conjuration/Poison/Air       6
 W - Sif Muna's Grimoire of Feathery Talismans {god gift}
   (Sif Muna gifted it to you on level 3 of the Orcish Mines)   
   
   Spells                             Type                      Level
   *Swiftness                         Charms/Air                   2
   Freezing Aura                      Charms/Ice                   2
   Airstrike                          Air                          4
   Warp Weapon                        Charms/Translocation         5
   Silence                            Hexes/Air                    5
 X - Sif Muna's Reference Book on Conjuration {god gift}
   (Sif Muna gifted it to you in a volcano)   
   
   Spells                             Type                      Level
   Throw Flame                        Conjuration/Fire             2
   Sticky Flame                       Conjuration/Fire             4
   Iskenderun's Mystic Blast          Conjuration                  4
 Y - Sif Muna's Tome of Aerial Confrontation {god gift}
   (Sif Muna gifted it to you on level 4 of the Orcish Mines)   
   
   Spells                             Type                      Level
   Shock                              Conjuration/Air              1
   Flame Tongue                       Conjuration/Fire             1
   Static Discharge                   Conjuration/Air              3
   Conjure Flame                      Conjuration/Fire             3
   Lightning Bolt                     Conjuration/Air              5
   Poisonous Cloud                    Conjuration/Poison/Air       6
 Z - a manual of Earth Magic


   Skills:
 - Level 6.3 Fighting
 - Level 0.2 Short Blades
 - Level 7.1 Dodging
 - Level 2.7 Stealth
 - Level 5.4 Shields
 * Level 13.6 Spellcasting
 - Level 11.3 Conjurations
 - Level 9.1 Charms
 - Level 10.9 Ice Magic
 - Level 10.8 Air Magic
 - Level 1.0 Poison Magic
 - Level 8.0 Invocations


You have 4 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           #####        1%          1    None
c - Mephitic Cloud        Conj/Pois/Air  #######..    1%          3    None
f - Freezing Cloud        Conj/Ice/Air   ########..   3%          6    #####..
i - Throw Icicle          Conj/Ice       ########.    1%          4    None
A - Ozocubu's Armour      Chrm/Ice       ########..   1%          3    None
B - Blink                 Tloc           N/A          3%          2    None
H - Haste                 Chrm           #######..    5%          6    #####..
I - Summon Ice Beast      Ice/Summ       #######...   1%          4    None
M - Deflect Missiles      Chrm/Air       #######...   4%          6    #####..
S - Swiftness             Chrm/Air       #######...   1%          2    None




And what I have available to memorize, I've done all of Orc, all but the last level of the lair, have Elf, Snake and Shoals available, am at level 14 in the dungeon (A bizzare all-undead dungeon level with a bunch of critters with no corpses, I decided to pop back to my stash when I made this capture, I was running out of food and picked some up from my stash)

I could probably handle the last level of the lair at this point with no problems (that's probably where I'll go now) I like the spell layout I've got going on now, but I've decided it's got a few weaknesses, notably this all-undead level is just sucking down my SP and making me go through food like a maniac, everything partially resists, so it takes more casts to kill stuff, and nothing produces corpses so I'm not easily able to replenish my food.

I'm not *too* concerned with it, as I've got quite a while before corpseless branches become the norm, but I'm wondering if there's any spells I should be memorizing right now that I'm overlooking, I do have 4 spell levels available, but nothing in the 4 or less category really made me go "Oh I need that right now"

I was thinking maybe to get Ball Lightning online next.... Any suggestions?
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Cocytus Succeeder

Posts: 2297

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

Post Saturday, 19th January 2013, 21:51

Re: CIP: OpCj of Sif Muna - Spell Selection advice

Butterflies. That's the only thing I'd grab immediately. Not essential, but a good chaff. You want to be looking out for stuff like Bolt of Cold, Poison Arrow and Chain Lightning. Let Sif gift you a few more books. Spam ice beasts or learn another summon spell to cope with masses of rC opponents.

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Saturday, 19th January 2013, 22:40

Re: CIP: OpCj of Sif Muna - Spell Selection advice

Yeah, I've been spamming Ice beasts, but it takes a *lot*of ice beasts to take down 2 Vampires, a Vampire mage, 2 Hill giant zombies, a couple Wraiths and a selection of other smaller undead things, that's why I was looking for a cheaper option :)
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Cocytus Succeeder

Posts: 2297

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

Post Saturday, 19th January 2013, 22:50

Re: CIP: OpCj of Sif Muna - Spell Selection advice

Ahhhh that tier of undead. Nope, you need to go to more expensive spells to tackle that mana-efficiently. Skip the level entirely if possible?

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Sunday, 20th January 2013, 01:17

Re: CIP: OpCj of Sif Muna - Spell Selection advice

Well, I explored about 2/5 of it before deciding I needed more food and returning to my stash, I hadn't gotten a down staircase yet, but I'm sure there's one around some corner I haven't poked my nose around.

I decided to pop down and clear out Lairs:8, got a few more goodies and a little more XP, and unfortunately teleportitis (I'm wearing a cTele ring, so it's not the most detrimental thing in the universe, but I do need to stay away from any cTele- levels until I get it fixed)

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

Standem the Thaumaturge (Octopode Conjurer)        Turns: 48252, Time: 08:14:13

HP  91/91 (92)   AC  7     Str 10      XL: 15   Next: 73%
MP  35/35        EV 16     Int 27      God: Sif Muna [******]
Gold 321         SH 11     Dex 14      Spells: 10 memorised,  5 levels left

Res.Fire  : . . .   See Invis. : .   a - staff of cold
Res.Cold  : + + .   Warding    : .   K - +0 buckler {rF+}
Life Prot.: . . .   Conserve   : .   (helmet restricted)
Res.Poison: .       Res.Corr.  : .   i - amulet of the gourmand
Res.Elec. : +       Clarity    : .   k - ring of wizardry
Sust.Abil.: + .     Spirit.Shd : .   D - ring of teleport control
Res.Mut.  : .       Rnd.Telep. : +   j - ring of Exhibitionism {rElec MR Dex+2 Dam-
Res.Rott. : .       Ctrl.Telep.: +   B - ring of ice
Gourmand  : +       Levitation : .   p - +3 ring of protection
                    Ctrl.Flight: .   z - +3 ring of protection
                                     Q - ring of Mnasomik {SustAb Dam+3}
                                     P - ring of Ophaed {Str+3 Int+3}

@: quite resistant to hostile enchantments, quite stealthy
A: almost no armour, amphibious, 8 rings, constrict 8, camouflage 1,
teleportitis 1, AC +1, Dex -1
a: Channel Energy, Forget Spell, Renounce Religion


You are on level 1 of the Lair of Beasts.
You worship Sif Muna.
Sif Muna is exalted by your worship.
You are very full.

You have visited 4 branches of the dungeon, and seen 26 of its levels.
You have also visited: Labyrinth and Volcano.

You have collected 2536 gold pieces.
You have spent 2235 gold pieces at shops.

Inventory:

Hand weapons
 b - an uncursed glowing blowgun
Missiles
 d - 8 needles of sickness
 v - 6 poisoned darts (quivered)
 y - 8 needles of slowing
 I - 65 poisoned needles
Armour
 K - a +0 buckler of fire resistance (worn)
Magical devices
 f - a wand of draining {zapped: 7}
 l - a wand of heal wounds (5)
 m - a wand of digging (19)
 t - a wand of draining {zapped: 6}
 u - a wand of lightning (6)
 M - a wand of disintegration (14)
 O - a wand of slowing (3)
Comestibles
 o - 4 meat rations
Scrolls
 g - 3 scrolls of teleportation
 h - 3 scrolls of identify
 s - a scroll of magic mapping
 A - a scroll of blinking
 J - 3 scrolls of remove curse
Jewellery
 i - an amulet of the gourmand (around mantle)
 j - the ring of Exhibitionism (on tentacle) {rElec MR Dex+2 Dam-4}
   (You acquired it on level 8 of the Dungeon)   
   
   [ring of dexterity]
   It affects your dexterity (+2).
   
   It affects your damage-dealing abilities (-4).
   It insulates you from electricity.
   It increases your resistance to enchantments.
 k - a ring of wizardry (left tentacle)
 p - a +3 ring of protection (on tentacle)
 z - a +3 ring of protection (on tentacle)
 B - a ring of ice (on tentacle)
 C - an uncursed ring of invisibility
 D - a ring of teleport control (right tentacle)
 G - an uncursed ring of teleportation
 P - the ring of Ophaed (on tentacle) {Str+3 Int+3}
   (You found it in a labyrinth)   
   
   [ring of strength]
   It affects your strength (+3).
   
   It affects your intelligence (+3).
 Q - the ring of Mnasomik (on tentacle) {SustAb Dam+3}
   (You found it in a labyrinth)   
   
   [ring of sustain abilities]
   
   It affects your damage-dealing abilities (+3).
Potions
 e - a potion of berserk rage
 w - a potion of resistance
 E - 4 potions of curing
 F - a potion of magic
Books
 c - Sif Muna's Reference Book on Conjuration {god gift}
   (Sif Muna gifted it to you in a volcano)   
   
   Spells                             Type                      Level
   Throw Flame                        Conjuration/Fire             2
   Sticky Flame                       Conjuration/Fire             4
   Iskenderun's Mystic Blast          Conjuration                  4
 n - a book of Changes {god gift}   
   
   Spells                             Type                      Level
   Beastly Appendage                  Transmutation                1
   Sticks to Snakes                   Transmutation                2
   Spider Form                        Transmutation/Poison         3
   Ice Form                           Ice/Transmutation            4
   Blade Hands                        Transmutation                5
 q - the Disquisition on the Entrancing Escort
   (You found it in a labyrinth)   
   
   Spells                             Type                      Level
   Recall                             Summoning/Translocation      3
   Enslavement                        Hexes                        4
   Polymorph Other                    Hexes/Transmutation          4
   Summon Elemental                   Summoning                    4
   Summon Demon                       Summoning                    5
 r - Sif Muna's Tome of Aerial Confrontation {god gift}
   (Sif Muna gifted it to you on level 4 of the Orcish Mines)   
   
   Spells                             Type                      Level
   Shock                              Conjuration/Air              1
   Flame Tongue                       Conjuration/Fire             1
   Static Discharge                   Conjuration/Air              3
   Conjure Flame                      Conjuration/Fire             3
   Lightning Bolt                     Conjuration/Air              5
   Poisonous Cloud                    Conjuration/Poison/Air       6
 x - a book of Beasts   
   
   Spells                             Type                      Level
   Summon Butterflies                 Summoning                    1
   Sticks to Snakes                   Transmutation                2
   Call Canine Familiar               Summoning                    3
   Ice Form                           Ice/Transmutation            4
   *Summon Ice Beast                  Ice/Summoning                4
   Summon Hydra                       Summoning                    7
 H - a book of Conjurations   
   
   Spells                             Type                      Level
   *Magic Dart                        Conjuration                  1
   Throw Frost                        Conjuration/Ice              2
   *Mephitic Cloud                    Conjuration/Poison/Air       3
   Lightning Bolt                     Conjuration/Air              5
   Bolt of Cold                       Conjuration/Ice              6
   *Freezing Cloud                    Conjuration/Ice/Air          6
 L - a book of Control   
   
   Spells                             Type                      Level
   Control Teleport                   Charms/Translocation         4
   Control Undead                     Necromancy                   4
   Enslavement                        Hexes                        4
   Mass Confusion                     Hexes                        6
   Metabolic Englaciation             Hexes/Ice                    6
 N - a book of Enchantments {god gift}   
   
   Spells                             Type                      Level
   Tukima's Dance                     Hexes                        3
   See Invisible                      Charms                       4
   Cause Fear                         Hexes                        4
   Silence                            Hexes/Air                    5
   *Deflect Missiles                  Charms/Air                   6
   *Haste                             Charms                       6
 R - a book of Frost   
   
   Spells                             Type                      Level
   Freeze                             Ice                          1
   Throw Frost                        Conjuration/Ice              2
   *Ozocubu's Armour                  Charms/Ice                   3
   *Throw Icicle                      Conjuration/Ice              4
   *Summon Ice Beast                  Ice/Summoning                4
   Condensation Shield                Ice/Transmutation            4
 S - a book of Geomancy   
   
   Spells                             Type                      Level
   Sandblast                          Earth                        1
   Stoneskin                          Transmutation/Earth          2
   Passwall                           Transmutation/Earth          3
   Stone Arrow                        Conjuration/Earth            3
   Petrify                            Transmutation/Earth          4
   Lee's Rapid Deconstruction         Earth                        5
 T - a book of Party Tricks   
   
   Spells                             Type                      Level
   Summon Butterflies                 Summoning                    1
   Apportation                        Translocation                1
   *Blink                             Translocation                2
   Tukima's Dance                     Hexes                        3
   Alistair's Intoxication            Transmutation/Poison         4
 U - a book of Wizardry   
   
   Spells                             Type                      Level
   Summon Elemental                   Summoning                    4
   Agony                              Necromancy                   5
   Lightning Bolt                     Conjuration/Air              5
   Fireball                           Conjuration/Fire             5
   *Haste                             Charms                       6
   Invisibility                       Hexes                        6
 V - a book of the Dragon   
   
   Spells                             Type                      Level
   Flight                             Charms/Air                   3
   Cause Fear                         Hexes                        4
   Bolt of Fire                       Conjuration/Fire             6
   Dragon Form                        Fire/Transmutation           7
   Summon Dragon                      Summoning                    9
 W - a book of Annihilations {highlevel}   
   WARNING: If you fail in an attempt to memorise a spell from this book, the
   book will lash out at you.
   
   Spells                             Type                      Level
   Poison Arrow                       Conjuration/Poison           6
   Orb of Destruction                 Conjuration                  7
   Chain Lightning                    Conjuration/Air              8
   Lehudib's Crystal Spear            Conjuration/Earth            8
   Ice Storm                          Conjuration/Ice              9
   Fire Storm                         Conjuration/Fire             9
 X - Sif Muna's Disquisition on the Birds and Confrontation {god gift}
   (Sif Muna gifted it to you on level 13 of the Dungeon)   
   
   Spells                             Type                      Level
   Repel Missiles                     Charms/Air                   2
   Static Discharge                   Conjuration/Air              3
   Poisonous Cloud                    Conjuration/Poison/Air       6
   Conjure Ball Lightning             Conjuration/Air              7
 Y - Sif Muna's Grimoire of Confrontation and Weightlessness {god gift}
   (Sif Muna gifted it to you on level 3 of the Lair of Beasts)   
   
   Spells                             Type                      Level
   Shock                              Conjuration/Air              1
   Lightning Bolt                     Conjuration/Air              5
   Iron Shot                          Conjuration/Earth            6
   Poisonous Cloud                    Conjuration/Poison/Air       6
 Z - Sif Muna's Grimoire of Feathery Talismans {god gift}
   (Sif Muna gifted it to you on level 3 of the Orcish Mines)   
   
   Spells                             Type                      Level
   *Swiftness                         Charms/Air                   2
   Freezing Aura                      Charms/Ice                   2
   Airstrike                          Air                          4
   Warp Weapon                        Charms/Translocation         5
   Silence                            Hexes/Air                    5
Magical staves
 a - an uncursed staff of cold (weapon)


   Skills:
 + Level 7.4 Fighting
   Level 0.2 Short Blades
 - Level 8.0 Dodging
 - Level 2.7 Stealth
 - Level 5.4 Shields
 + Level 14.1 Spellcasting
 * Level 11.8 Conjurations
 - Level 9.1 Charms
 * Level 12.0 Ice Magic
 - Level 10.8 Air Magic
 - Level 1.0 Poison Magic
 - Level 8.0 Invocations


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

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           #####        1%          1    None
c - Mephitic Cloud        Conj/Pois/Air  #######..    1%          3    None
f - Freezing Cloud        Conj/Ice/Air   #########.   1%          6    ####...
i - Throw Icicle          Conj/Ice       #########    1%          4    None
A - Ozocubu's Armour      Chrm/Ice       #########.   1%          3    None
B - Blink                 Tloc           N/A          1%          2    None
H - Haste                 Chrm           #######..    4%          6    ####...
I - Summon Ice Beast      Ice/Summ       ########..   1%          4    None
M - Deflect Missiles      Chrm/Air       #######...   3%          6    ####...
S - Swiftness             Chrm/Air       #######...   1%          2    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (13/27)            Temple (1/1) D:6             Orc (4/4) D:11
    Elf (0/3) Orc:3          Lair (8/8) D:9          Shoals (0/5) Lair:4
  Snake (0/5) Lair:3        Slime (0/6) Lair:6     

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

Shops:
D:7: ?  D:9: [  D:11: (  D:12: *  D:13: **[  Orc:2: %  Orc:4: +=(*[


Innate Abilities, Weirdness & Mutations

You cannot wear most types of armour.
You are amphibious.
You can wear up to eight rings at the same time.
You can use your tentacles to constrict many enemies at once.
Your skin changes colour to match your surroundings (Stlth).
Your rubbery body absorbs attacks (AC +1).
You are clumsy (Dex -1).
Space occasionally distorts in your vicinity.



I have 5 spell slots available, and at this point lots to choose from, so I was thinking about the following possibilities:

1. Re-memorize Lightning bolt, it's loud as hell, but it does do non-cold damage and my air magic is almost as high as my ice (Although I don't have any enhancers for air) Unfortunately I always feel like I'm overpaying for lightning bolt, it does do decent damage as long as you're bouncing it, but it always seems like not enough to be worth the 5 mana.
2. Grab Conjure flame, it's only level 3 but is quite nice against mindless undead particularly, as a utility spell I can use it to redirect my freezing clouds a little more precicely than Mephitic cloud, and I can light trees on fire! (Ok, ok, that's not a good sound *logistical* reason to take it, but I do like pyromania in a conjurer) Downside being it doesn't plug all my current holes, but it leaves me some extra spell levels to add in minor utility spells like summon butterflies
3. Grab a summoning spell that doesn't do ice damage, Hm, currently available choices include: Call cainine familiar (I've always felt like this spell wasn't worth it until you get your summoning skill VERY high, and at that point there are better choices) Summon Elemental: I don't have enough Air magic to get friendly air elementals often enough, water elementals are a possibility, but I don't have any ready way to have water available, maybe worth it for shoals?, fire and earth are just way out) Summon Demon: Don't have enough sumoning, requires lots to consistantly drum up something that isn't going to kill you instead. Higher level summons are right out, just don't have the skill and don't want to branch out quite yet (If I was going to try to get a decent summon online, it would be by bumping air magic up until I get the magic 15 I need to get air elementals that don't kill me)
4. Memorize IMB, as a non-elemental conjuration, it does decent damage to undead, I feel like it's a tad weak for level 4 and my Cj isn't my highest skill but this is a strong contender
5. Memorize Fireball, as a level 5 conjuration spell, Fireball is pretty darn spiffy, but I don't and won't have the skill to make it deal real serious damage, but worth thinking about.
6. Memorize Sticky Flame, I have always felt like this was a VERY powerful level 4 conjuration, and doesn't require much skill to do lots of damage, the lack of any fire spell skill isn't probably going to damper it's damage much, and with haste, I can spray hot napalm on stuff, then dance away without taking too much damage.
7. Ditch 2 spell levels worth of stuff and memorize either OOD or Conjure ball lightning, I'm at 8% and 11% fail respectively on these two, so it's not a stretch to use them. I feel like I'd do more damage with CBL, but the blowback might be more devistating (Although I do have rElec, so perhaps I'm just being paranoid) The problem is what the heck do I ditch?
8. Hold out for one more spell level and memorize BoC, it's absolutely the most useful conjuration everywhere I'm likely to go right now *except* for this one stupid dungeon level, which I'm sure I can skirt around at this point and come back to later once I have the spell slots for a high level conjuration without having to ditch anything I want.

Those are my current ideas :)
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Ziggurat Zagger

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Post Sunday, 20th January 2013, 06:31

Re: CIP: OpCj of Sif Muna - Spell Selection advice

Just spam Throw Icicle at the cold-immune undead. It partially ignores cold resistance and deals reasonably high damage, so it actually deals more damage against cold-immune targets than Mystic Blast does. At least assuming you've invested heavily in ice magic, which you have. You'll want something better for spellcasting mummies and liches, but that's not going to be for a long time. Throw Icicle is plenty for a bunch of zombies and vampires.

Ziggurat Zagger

Posts: 6454

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Post Sunday, 20th January 2013, 18:08

Re: CIP: OpCj of Sif Muna - Spell Selection advice

Yeah, I didn't realize how much less base damage IMB did than TI until I just looked it up now. Against a single mob, even with rC TI is better for me than IMB.
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Post Thursday, 24th January 2013, 06:16

Re: CIP: OpCj of Sif Muna - Spell Selection advice

So an update...

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

Standem the Eclecticist (Octopode Conjurer)       Turns: 105012, Time: 20:03:15

HP 116/116       AC 11     Str 11      XL: 23   Next: 25%
MP  42/42        EV 21     Int 30      God: Sif Muna [******]
Gold 863         SH 18     Dex 22      Spells: 15 memorised,  6 levels left

Res.Fire  : + . .   See Invis. : .   a - staff of cold
Res.Cold  : + . .   Warding    : .   K - +0 buckler {rF+}
Life Prot.: . . .   Conserve   : .   Z - +0 cap
Res.Poison: +       Res.Corr.  : .   i - amulet of the gourmand
Res.Elec. : +       Clarity    : .   D - ring of teleport control
Sust.Abil.: . .     Spirit.Shd : .   L - ring of Gridamai {Wiz Dex+4 Dam-2}
Res.Mut.  : .       Stasis     : .   Y - +3 ring of protection
Res.Rott. : .       Ctrl.Telep.: +   j - ring of Exhibitionism {rElec MR Dex+2 Dam-
Gourmand  : +       Levitation : .   z - +3 ring of protection
                    Ctrl.Flight: .   w - ring "Niatidgh" {rPois Dex+1 Acc+6}
                                     e - +3 ring of protection
                                     P - ring of Ophaed {Str+3 Int+3}

@: extremely resistant to hostile enchantments, very stealthy
A: almost no armour, amphibious, 8 rings, constrict 8, antennae 2, camouflage 1,
deformed body, herbivore 1, -20% hp, magic resistance 1, screaming 1, wild magic
1, AC +2, Int +1, Dex +2
a: Channel Energy, Forget Spell, Renounce Religion
}: 2/15 runes: serpentine, barnacled


You are on level 1 of the Lair of Beasts.
You worship Sif Muna.
Sif Muna is exalted by your worship.
You are very full.

You have visited 9 branches of the dungeon, and seen 53 of its levels.
You have also visited: Labyrinth, Bailey, Volcano and Wizlab.

You have collected 5167 gold pieces.
You have spent 4324 gold pieces at shops.

Inventory:

Hand weapons
 b - a +7 blowgun
 S - the -5,-2 dagger of Purpose {elec, *Tele +Rage Int+1 SInv, =f}
   (You found it on level 10 of the Dungeon)   
   
   Occasionally, upon striking a foe, it will discharge some electrical energy
   and cause terrible harm.
   
   It affects your intelligence (+1).
   It enhances your eyesight.
   It lets you go berserk.
   It causes teleportation.
Missiles
 d - 8 needles of sickness
 v - 2 needles of confusion
 y - 8 needles of slowing
 V - 13 curare-tipped needles
Armour
 K - a +0 buckler of fire resistance (worn)
 Z - a +0 cap (worn)
Magical devices
 h - a wand of disintegration (7)
 l - a wand of heal wounds (3)
 m - a wand of digging (19)
 u - a wand of lightning (3)
 x - a wand of fire (3)
 F - a runed gold wand
 N - a short silver wand
 O - a wand of disintegration
 R - a wand of draining (6)
Comestibles
 B - a sausage
 H - 2 bread rations
 U - 2 meat rations
Scrolls
 o - 6 scrolls of identify
 A - a scroll of blinking
 G - a scroll of acquirement
 J - 3 scrolls of remove curse
 M - 3 scrolls of recharging
 W - a scroll of fog
 X - 5 scrolls of teleportation
Jewellery
 e - a +3 ring of protection (on tentacle)
 f - the ring of Mnasomik {SustAb Dam+3}
   (You found it in a labyrinth)   
   
   [ring of sustain abilities]
   
   It affects your damage-dealing abilities (+3).
 g - the ring "Kolinerr" {+Inv rN+ Acc+3 Dam+4}
   (You found it on level 5 of the Shoals)   
   
   [ring of invisibility]
   
   It affects your accuracy (+3).
   It affects your damage-dealing abilities (+4).
   It protects you from negative energy.
 i - an amulet of the gourmand (around mantle)
 j - the ring of Exhibitionism (on tentacle) {rElec MR Dex+2 Dam-4}
   (You acquired it on level 8 of the Dungeon)   
   
   [ring of dexterity]
   It affects your dexterity (+2).
   
   It affects your damage-dealing abilities (-4).
   It insulates you from electricity.
   It increases your resistance to enchantments.
 w - the ring "Niatidgh" (on tentacle) {rPois Dex+1 Acc+6}
   (You bought it in a shop on level 14 of the Dungeon)   
   
   [ring of poison resistance]
   
   It affects your dexterity (+1).
   It affects your accuracy (+6).
 z - a +3 ring of protection (on tentacle)
 D - a ring of teleport control (left tentacle)
 L - the ring of Gridamai (right tentacle) {Wiz Dex+4 Dam-2}
   (You took it off a deep elf demonologist on level 3 of the Elven Halls)   
   
   [ring of wizardry]
   
   It affects your dexterity (+4).
   It affects your damage-dealing abilities (-2).
 P - the ring of Ophaed (on tentacle) {Str+3 Int+3}
   (You found it in a labyrinth)   
   
   [ring of strength]
   It affects your strength (+3).
   
   It affects your intelligence (+3).
 Y - a +3 ring of protection (on tentacle)
Potions
 k - a potion of heal wounds
 n - 2 potions of magic
 q - a potion of restore abilities
 s - 4 potions of speed
 t - 2 potions of brilliance
 E - 4 potions of curing
Magical staves
 a - an uncursed staff of cold (weapon)


   Skills:
 + Level 9.9 Fighting
 - Level 0.2 Short Blades
 + Level 9.4 Dodging
 - Level 2.7 Stealth
 - Level 15.0 Shields
 - Level 10.0 Traps & Doors
 - Level 17.0 Spellcasting
 - Level 15.8 Conjurations
 - Level 10.5 Charms
 - Level 8.0 Summonings
 - Level 15.0 Ice Magic
 - Level 15.0 Air Magic
 - Level 1.0 Poison Magic
 - Level 12.0 Invocations


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

 Your Spells              Type           Power        Failure   Level  Hunger
a - Magic Dart            Conj           #####        1%          1    None
b - Bolt of Cold          Conj/Ice       #########.   1%          6    ##.....
c - Mephitic Cloud        Conj/Pois/Air  ########.    1%          3    None
d - Fulsome Distillation  Trmt/Necr      N/A          2%          1    None
f - Freezing Cloud        Conj/Ice/Air   #########.   1%          6    ##.....
i - Throw Icicle          Conj/Ice       #########    1%          4    None
s - Airstrike             Air            #########.   1%          4    None
A - Ozocubu's Armour      Chrm/Ice       #########.   1%          3    None
B - Blink                 Tloc           N/A          2%          2    None
C - Summon Butterflies    Summ           ########.    1%          1    None
H - Haste                 Chrm           ########.    4%          6    ##.....
I - Summon Ice Beast      Ice/Summ       #########.   1%          4    None
M - Deflect Missiles      Chrm/Air       #########.   1%          6    ##.....
P - Apportation           Tloc           ######....   2%          1    None
S - Swiftness             Chrm/Air       #########.   1%          2    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (18/27)            Temple (1/1) D:6             Orc (4/4) D:11
    Elf (3/3) Orc:3          Lair (8/8) D:9          Shoals (5/5) Lair:4
  Snake (5/5) Lair:3        Slime (0/6) Lair:6       Vaults (8/8) D:15
  Blade (1/1) Vaults:5      Crypt (0/5) Vaults:4   

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

Shops:
D:7: ?  D:9: [  D:11: (  D:12: *  D:13: **[  D:14: =[/?  Orc:2: %  Orc:4: +=(*[
Elf:1: [  Shoals:1: =  Shoals:4: (  Snake:3: +  Vaults:1: ?  Vaults:2: *
Vaults:6: +


Innate Abilities, Weirdness & Mutations

You cannot wear most types of armour.
You are amphibious.
You can wear up to eight rings at the same time.
You can use your tentacles to constrict many enemies at once.
Your skin changes colour to match your surroundings (Stlth).
Your rubbery body absorbs attacks (AC +1).
You have a pair of antennae on your head.
You are partially covered in thin metallic scales (AC +1).
You are agile (Dex +2).
Your mind is acute (Int +1).
Your body is misshapen.
You digest meat inefficiently.
You are very frail (-20% HP).
You are resistant to hostile enchantments.
You occasionally shout uncontrollably.
Your spells are a little harder to cast, but a little more powerful.



Now I'm waffling on what to get with my acquirement scroll, I've got ok rings, but improvements in that category would be very welcome, Amulet of Gourmond is nice, but a better artifact amulet would be exciting. On the other hand I could acquire Armor, the only wearable hat I've found all game is a +0 cap, which I could enchant, but i've only gotten 2 EA scrolls so far, and I hate to blow them if I am just going to replace it with an artifact wizard hat, and I've just gotten shields up to the level where I could wear a regular shield (I have a medeocre artifact shield I pulled off donald in my stash, but a +0 shield with +2 Str, and +4 accuracy doesn't excite me very much, the resist fire buckler I'm wearing is not bad, but I wish at this point it was a regular shield.

I don't need any books, (In fact worshipping Sif Muna is getting kind of silly at this point), have staffs of cold, air, death, and energy, and have little to no evocation (At least not yet, I should probably get enough to use my evocable rings useful)

So do I:
Hang on to it and stick it in my stash for some future point, or acquire armor, hoping for a nice arti hat or a shield upgrade,or acquire jewelry, possibly just getting more trash that I'm not going to use, but possibly getting something that I'm missing (I have no rCorr or rMut, my only clarity is on a -tele amulet with sInv, which I'm not inclined to use, but may if I get stuck for it later, and could always use more AC and/or rF/rC.)
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Cocytus Succeeder

Posts: 2297

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

Post Thursday, 24th January 2013, 08:14

Re: CIP: OpCj of Sif Muna - What do I wish for

I'd hit a hat acquirement. The alternative is to stash it, explore more until you get all the mundane jewellery and if the RNG wasn't kind to you to give what you need, then hit the acquirement. But a hat (or shield) could be worth it for you.

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Thursday, 24th January 2013, 17:27

Re: CIP: OpCj of Sif Muna - What do I wish for

Well, poop:

the +1 shield of the Peculiar Ships {Str+1 Acc+2}

Acquirement you've mocked me yet again!
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Ziggurat Zagger

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Joined: Tuesday, 30th October 2012, 19:06

Post Friday, 25th January 2013, 06:14

Re: CIP: OpCj of Sif Muna > YASD

And.. that's that.

Found Margery + Hell knights on D:22, Used Haste+Swiftness to draw out and pick off hell knights, Ice beasts aren't *good* fodder against Hell knights, but they keep them distracted enough for Freezing cloud + BoC to pick them off...

Went round and round Margery herself, keeping her just outside the edge of my radar, until I was *sure* all her knights were out of the way (I'm sure you can see where this is going) finally I swooped in to kill her, I summoned a flock of Ice beasts to give me a small buffer, Haste+Swiftness and came in dropped freezing cloud on her, and the ice beasts gave me enough time to get in close and use a silence scroll to keep her hellfire from getting on top of me.

Plenty of AC+EV+SH (26,22,34) to keep myself alive while I choked and blasted her with wands, except... A hell knight popped up as margery was at 'near death' Just out of my silence cloud and he was fireballing me, this was not good, Wielded my *TELE weapon, and I stepped one square over to encompass Both Margery and the knight, and that was the same turn my silence cloud dropped size by 1, leaving Margery outside the effect, she took the opportunity to blast me in that one turn from 60% life to -1, Surprise! You're dead!

*sigh*
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Cocytus Succeeder

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

Post Friday, 25th January 2013, 06:51

Re: CIP: OpCj of Sif Muna > YASD

This is why I prefer Veh over Sif for a Cj. Margery is very easy if you kite her at range 8 with Veh-boosted poison arrow. Everything she and her knights do... are range 6.

Dungeon Master

Posts: 3160

Joined: Sunday, 5th August 2012, 14:52

Post Friday, 25th January 2013, 20:33

Re: CIP: OpCj of Sif Muna - Spell Selection advice

Siegurt wrote:1. Re-memorize Lightning bolt, it's loud as hell, but it does do non-cold damage and my air magic is almost as high as my ice (Although I don't have any enhancers for air) Unfortunately I always feel like I'm overpaying for lightning bolt, it does do decent damage as long as you're bouncing it, but it always seems like not enough to be worth the 5 mana.



It's a little moot now, but a bounced lightning bolt can do more damage than any other level 5 conjuration (as far as I can tell). It's crazy loud, but the damage on it is incredible.

For example, at power 100 it does 1d71 damage (avg: 36) per bounce (avg 72 on double-bounce), whereas Bolt of Cold (level 6 spell) deals around 6d15 (avg: ~45) damage and has no bounces. At max power, Lightning Bolt is doing 1d131 damage per bounce (avg: 66 per bounce) and Bolt of Cold is doing about 6d26 (avg: ~76.5). In other words, when you bounce a 100 power lightning bolt your average damage is about equal to a 200 power level 6 Bolt of Cold, and on a lucky max-damage double-bounce, it can do 140 damage.

Granted, AC counts double on a double-bounce, but still.

Blades Runner

Posts: 552

Joined: Tuesday, 10th April 2012, 21:11

Post Friday, 25th January 2013, 21:38

Re: CIP: OpCj of Sif Muna > YASD

Ice beast is pretty useless by the time you're down to d:22. Your direct damage spells should be powerful by then. It seems like a bad idea to silence yourself when that is your main source of damage. With haste and swiftness you could probably just lead Margery down corridors of freezing clouds if you're afraid of going toe to toe.

Ziggurat Zagger

Posts: 4055

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

Post Friday, 25th January 2013, 21:57

Re: CIP: OpCj of Sif Muna > YASD

real lesson: dont fight margery without rF seriously

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Friday, 25th January 2013, 22:29

Re: CIP: OpCj of Sif Muna > YASD

Ice beasts are fantastic, not as a damage source, but as ice-immune blockers who can sit there and keep targets distracted and in the middle of a freezing cloud, and they let me fire bolts of cold through them unimpeded. They last a really long time and with Sif Muna I can summon a hoard of 10-15 of them, be at full SP almost immediately then go find a baddie and send them off to keep my targets occupied while I blast them, and the bad guys never even get a chance to attempt to attack me, because they're too busy slogging through a cloud of freezing ice and distraction beasties until they die of it.
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Ziggurat Zagger

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Post Friday, 25th January 2013, 22:30

Re: CIP: OpCj of Sif Muna > YASD

Yes, that's the real story, no rF, no killing Margery, even if you have a way to keep her from blasting you, she'll find a way.
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