CiP -- VpEn (pre-Temple) -- more general advice welcome too


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Abyss Ambulator

Posts: 1111

Joined: Monday, 18th March 2013, 23:23

Post Monday, 18th March 2013, 23:51

CiP -- VpEn (pre-Temple) -- more general advice welcome too

Hi all,

Long time/first time...I've been playing DCSS for about 5 months off and on, and have become pretty attached to VpEns lately. I enjoy the HP advantage they have over SpEn and aside from the -3 conj, I really like their spell aptitudes. Generally speaking I can make it to Lair and/or Mines pretty consistently, but have not successfully cleared either yet. Although I know I should start playing Webtiles (or another online method) and watch other (much better) people play, I wind up using my 0.11 offline version of tiles most of the time. I'm including a dump of a CiP; I know this is a very early-game character, but I've found a couple of decent randarts and some quality spellbooks, so I would like some advice on how to prioritize my skills, as well as the advisability of using this nice randart flail at the expense of my stabbing abilities. This character is pretty representative of how I typically prioritize skills for a VpEn, although I've put a little more into throwing than I otherwise would since I found an early blowgun. I think I tend to spread out my skills too thinly, but I'll let the experts comment on that. I intend to join Kiku once I find her altar, but suggestions there would be welcome too. Thanks.

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

Alistair the Vexing (Vampire Enchanter)             Turns: 4926, Time: 00:34:37

HP  43/45 (46)   AC  3     Str 11      XL: 7   Next: 26%
MP  12/15        EV 13     Int 22      God:
Gold 147         SH  0     Dex 14      Spells:  4 memorised,  4 levels left

Res.Fire  : . . .   See Invis. : +   M - flail of Qeebb {flame, +Inv rElec Int+4}
Res.Cold  : . . .   Warding    : .   H - +0 robe of Weirdness {Str+3}
Life Prot.: . . .   Conserve   : +   (no shield)
Res.Poison: .       Res.Corr.  : .   h - +0 helmet
Res.Elec. : +       Clarity    : .   (no cloak)
Sust.Abil.: . .     Spirit.Shd : .   (no gloves)
Res.Mut.  : .       Stasis     : .   (no boots)
Res.Rott. : .       Ctrl.Telep.: .   E - amulet of conservation
Saprovore : . . .   Levitation : .   (no ring)
                    Ctrl.Flight: .   (no ring)

@: regenerating quickly, sage [Unarmed Combat, Spellcasting], slightly resistant
to hostile enchantments, stealthy
A: bottle blood, fangs 3, talons 1, see invisible, unbreathing
a: Bottle Blood, Evoke Invisibility


You are on level 5 of the Dungeon.
You are full.

You have visited 1 branch of the dungeon, and seen 6 of its levels.

You have collected 141 gold pieces.

Inventory:

Hand weapons
 a - a +1,+2 dagger {=f}
 e - an uncursed orcish dagger
 f - an uncursed bow of frost
 m - an uncursed elven short sword
 n - a +0,-3 dagger
 o - an uncursed short sword {was cursed}
 q - an uncursed short sword
 t - an uncursed blowgun
 y - an uncursed dagger
 z - an uncursed glowing whip {was cursed}
 I - an uncursed scythe of dragon slaying
 L - a long sword
 M - the flail of Qeebb (weapon) {flame, +Inv rElec Int+4}
   (You found it on level 5 of the Dungeon)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents.
   
   It affects your intelligence (+4).
   It insulates you from electricity.
   It lets you turn invisible.
Missiles
 d - 57 darts
 r - 15 arrows
 u - 29 stones
 A - 39 poisoned needles
 C - 2 javelins (quivered)
Armour
 b - a +1 robe
 h - a +0 helmet (worn)
 j - a +1 leather armour
 H - the +0 robe of Weirdness (worn) {Str+3}
   (You found it on level 5 of the Dungeon)   
   
   It affects your strength (+3).
Magical devices
 G - a wand of enslavement {zapped: 2}
Scrolls
 i - a scroll of random uselessness
 k - a scroll of curse jewellery
 l - 3 scrolls of fog
 p - 3 scrolls of magic mapping
 s - 2 scrolls of teleportation
 w - a scroll of remove curse
 B - a scroll of identify
Jewellery
 E - an amulet of conservation (around neck)
Potions
 v - a potion of curing
 D - a potion of brilliance
Books
 c - a book of Maledictions   
   
   Spells                             Type                      Level
   *Corona                            Hexes                        1
   *Sure Blade                        Hexes/Charms                 2
   *Ensorcelled Hibernation           Hexes/Ice                    2
   *Confuse                           Hexes                        3
   Enslavement                        Hexes                        4
   Invisibility                       Hexes                        6
 g - 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
 x - a book of Envenomations   
   
   Spells                             Type                      Level
   Spider Form                        Transmutation/Poison         3
   Poison Weapon                      Charms/Poison                3
   Summon Scorpions                   Summoning/Poison             4
   Olgreb's Toxic Radiance            Poison                       4
   Poisonous Cloud                    Conjuration/Poison/Air       6
 K - a book of Clouds   
   
   Spells                             Type                      Level
   Evaporate                          Fire/Transmutation           2
   Mephitic Cloud                     Conjuration/Poison/Air       3
   Conjure Flame                      Conjuration/Fire             3
   Poisonous Cloud                    Conjuration/Poison/Air       6
   Freezing Cloud                     Conjuration/Ice/Air          6
   Ring of Flames                     Charms/Fire                  7
Miscellaneous
 F - a plain deck of wonders {drawn: 5}


   Skills:
 + Level 1.9 Short Blades
 + Level 1.3 Throwing
 + Level 3.7 Dodging
 + Level 4.3 Stealth
 + Level 3.5 Stabbing
 + Level 0.2 Traps & Doors
 + Level 1.4 Unarmed Combat
 + Level 3.1 Spellcasting
 + Level 6.7 Hexes
 + Level 2.1 Charms
 + Level 1.1 Ice Magic
 + Level 0.6 Evocations


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

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            #####...     1%          1    None
b - Ensorcelled Hibernat  Hex/Ice        ####...      4%          2    ##.....
c - Sure Blade            Hex/Chrm       ####......   3%          2    ##.....
d - Confuse               Hex            #####....    1%          3    ###....


Dungeon Overview and Level Annotations

Branches:
Dungeon (6/27)           
Temple: D:4-7          Orc: D:6-11     

Altars:
Ashenzari
Nemelex Xobeh

Annotations
D:3 Grinder


Innate Abilities, Weirdness & Mutations

Your natural rate of healing is unusually fast.
You can bottle blood from corpses.
You have razor-sharp teeth.*
You have supernaturally acute eyesight.
You can survive without breathing.*
You have sharp toenails.*


Message History

You finish putting on the +0 robe of Weirdness {Str+3}.
You feel stronger.
You drop a +0 robe.
As you read the scroll labeled VIDGHO XEALEAZA, it crumbles to dust.
The scroll reassembles itself in your hands!
It is a scroll of random uselessness.
It sticks to your hand!
z - a cursed glowing whip (weapon)
You stop training Short Blades.
As you read the scroll of remove curse, it crumbles to dust.
You feel as if something is helping you.
You resume training Short Blades.
You feel a sudden desire to slay dragons!
I - an uncursed scythe of dragon slaying (weapon)
You feel clever.
You become transparent for a moment. It bursts into flame!
M - the flail of Qeebb (weapon) {flame, +Inv rElec Int+4}
Char dumped to 'morgue/Alistair.txt'.
Okay, then.
Char dumped to 'morgue/Alistair.txt'.

                    .....
                    .....
                   ......
                   ......
                   ......
                  .......
        #        ........
       #..      .........
     ##....    ..........
    ##......  ...........
   ##....................
  ##.....................
 ##@.....................
##.[.....................
#........................
#........................
#.......................#
#......................##
#.......................#
#........................
#........................
 .....................#..
 ....................###.
 .....................#..
 ........................


There are no monsters in sight!

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | Alistair, the Vampire Enchanter, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 13/13 MP: 4/4
   314 | D:2      | Reached XP level 2. HP: 16/19 MP: 2/5
   318 | D:2      | Learned a level 2 spell: Ensorcelled Hibernation
   679 | D:1      | Reached skill level 1 in Throwing
  1157 | D:2      | Reached XP level 3. HP: 8/24 MP: 1/6
  1853 | D:2      | Reached XP level 4. HP: 26/30 MP: 3/8
  1860 | D:2      | Learned a level 2 spell: Sure Blade
  2333 | D:3      | Reached skill level 5 in Hexes
  2742 | D:3      | Found a shattered altar of Ashenzari.
  2747 | D:3      | Saw a vision of the Swamp and the Snake Pit.
  2747 | D:3      | Noticed an alligator
  2747 | D:3      | Noticed a water moccasin
  2747 | D:3      | Noticed a black mamba
  2747 | D:3      | Noticed a water moccasin
  2747 | D:3      | Noticed a water moccasin
  2748 | D:3      | Noticed a water moccasin
  2748 | D:3      | Noticed a water moccasin
  2749 | D:3      | Noticed a raven
  2750 | D:3      | Noticed a water moccasin
  2750 | D:3      | Noticed a swamp drake
  3045 | D:3      | Noticed Grinder
  3208 | D:5      | Entered Level 5 of the Dungeon
  3208 | D:5      | Noticed a centaur
  3524 | D:4      | Gained mutation: You have sharp toenails. [potion of mutation]
  3528 | D:4      | Killed a centaur
  3528 | D:4      | Reached skill level 1 in Charms
  3528 | D:4      | Reached XP level 5. HP: 19/34 MP: 0/10
  3694 | D:4      | Noticed an ogre
  3701 | D:4      | Killed an ogre
  3701 | D:4      | Reached XP level 6. HP: 29/40 MP: 7/12
  3716 | D:4      | Reached skill level 1 in Ice Magic
  3806 | D:4      | Learned a level 3 spell: Confuse
  3904 | D:4      | Reached skill level 6 in Hexes
  4534 | D:5      | Found a sparkling altar of Nemelex Xobeh.
  4570 | D:5      | Got a crude robe
  4583 | D:5      | Identified the +0 robe of Weirdness (You found it on level 5 of the Dungeon)
  4628 | D:5      | Noticed Sigmund
  4660 | D:5      | Killed Sigmund
  4660 | D:5      | Reached XP level 7. HP: 13/45 MP: 1/15
  4827 | D:5      | Noticed an ice beast
  4866 | D:5      | Killed an ice beast
  4866 | D:5      | Reached skill level 1 in Unarmed Combat
  4904 | D:5      | Got a bloodstained flail
  4925 | D:5      | Identified the flail of Qeebb {flame, +Inv rElec Int+4} (You found it on level 5 of the Dungeon)

Spider Stomper

Posts: 243

Joined: Sunday, 28th August 2011, 14:04

Post Tuesday, 19th March 2013, 00:56

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

Good combo. The -3 to Conj. doesn't matter.

Are you using automatic training? That's a big mistake. You should disable all your skills except one. Right now, you should be training Stabbing, so you can kill sleeping monsters in a single hit. ~7 levels in Stabbing is good.

Your hunger status should be lower. Bat form is very important.

prozacelf wrote: but I've found a couple of decent randarts

That robe is garbage. Try all the glowing/runed ones. The flail can be useful for a while. Evoke it, get close to the victim, and then switch to a dagger.

prozacelf wrote:This character is pretty representative of how I typically prioritize skills for a VpEn

Then, you are doing it very poorly. At the begining of the game, you should train only Hexes and Stabbing (and little bit of Spellcasting). There are many different ways of playing those first levels. Try to experiment a bit.

prozacelf wrote:I intend to join Kiku once I find her altar

Excellent choice. Very powerful god, but somewhat boring after you have won a few games with her. Ashenzari never gets boring.

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Abyss Ambulator

Posts: 1111

Joined: Monday, 18th March 2013, 23:23

Post Tuesday, 19th March 2013, 01:30

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

Thanks. I do tend to auto-train skills, and focus the ones that I know are important for my character. I have completely disabled Fighting and Armour for this character, although I generally also disable Throwing and all weapon skills except for Short Blades. Does Stabbing basically eliminate the need for Short Blades, or is the stab damage just far more important than weapon delay in the early game? Anyway, I will stick to one or two skills at a time from here on out.

I knew the robe was ultimately going to be crap--is the +1 AC from my generic robe going to serve me better than the +3 str out of the randart now?

I've only ever used Ash a couple of times. Since I'm more familiar with Kiku, it seemed like it might be the better choice for my relative inexperience.

EDIT: It appears that my invisibility ends when I swap away from the flail, which seems to somewhat limit its usefulness. Still might be situationally handy for the rElec though.

Vaults Vanquisher

Posts: 446

Joined: Thursday, 16th June 2011, 22:57

Post Tuesday, 19th March 2013, 04:15

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

prozacelf wrote:Does Stabbing basically eliminate the need for Short Blades, or is the stab damage just far more important than weapon delay in the early game?

You want your stabbing high enough so that you can reliably get the stabbing bonus and get 1-shot kills, so that the delay doesn't matter. (this isn't to say that you won't ever train short blades)

I knew the robe was ultimately going to be crap--is the +1 AC from my generic robe going to serve me better than the +3 str out of the randart now?

Yeah, one ac when you're sitting at 3ac will help. 3 str does effectively nothing for your guy.

EDIT: It appears that my invisibility ends when I swap away from the flail, which seems to somewhat limit its usefulness.

That's why he was saying to get next to the monster then switch. You want the stealth bonus that invis gives you for the approach.
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Abyss Ambulator

Posts: 1111

Joined: Monday, 18th March 2013, 23:23

Post Tuesday, 19th March 2013, 06:49

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

EDIT: It appears that my invisibility ends when I swap away from the flail, which seems to somewhat limit its usefulness.


That's why he was saying to get next to the monster then switch. You want the stealth bonus that invis gives you for the approach.


I did figure that out eventually. Is there a possibility to get a miscast from evoking an item? I learned the invisibility spell shortly after that dump but it still had about a 25% failure rate and my first casting caused me to levitate. Obviously not a crippling miscast effect, but it makes me think it might be better to stick with using the flail to do it until I get the fail rate lower if I can't miscast.

Cocytus Succeeder

Posts: 2297

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

Post Tuesday, 19th March 2013, 07:06

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

Yeah, you need to discover the joy of (proper) invis-stabs. A VpEn has an extremely easy time getting to Invis with that Hexes aptitude. Keep training Hexes until the failure rate isn't yellow. Oh and no, there are no evoke miscasts.

For me, a VpEn earlygame revolves around "do I have invis online yet?" - if no, then I just ignore any inconvenient fight (by stealth or bat dash). Then if I want, I backtrack and invis-stab everyone just for the sake of it. That's how much of a game-changer getting your final spell in your starting book is.

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Cocytus Succeeder

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Joined: Saturday, 2nd February 2013, 09:52

Post Tuesday, 19th March 2013, 07:18

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

Your Hexes need only a tiny little bit of training, and your own Invisibility will become very reliable, so you don't need that flail I guess. Train only Stabbing and Hexes now, that is a very good advice. On the skills screen, you can switch to manual mode by pressing /, and then turn off everything except Stabbing and Hexes.

You do not need more than 10-12 Hexes, so after that you can turn that off, and train the other key skills: Stabbing, Stealth and Dodging. These skills, coupled with Invis, will kill 95% of all monsters down to the entrance of the Orb Chamber. It only remains to figure out what to do with the remaining 5%.
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Abyss Ambulator

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Joined: Monday, 18th March 2013, 23:23

Post Tuesday, 19th March 2013, 20:16

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

Thanks for the advice everyone. That character YASD-ed at the entrance to Lair on D:10, thanks to a couple of war dogs I thought I had left in an out of the way spot after enslaving them. I should have survived, but I panicked instead of calmly reviewing my options. But I feel like I learned quite a bit about how to better set up a VpEn. My next character happened to run into two Rings of Regeneration by D:3, so I also got valuable experience on how to really abuse a Vp's food clock, but falling down a shaft sent that one to an early grave.
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Abyss Ambulator

Posts: 1111

Joined: Monday, 18th March 2013, 23:23

Post Wednesday, 20th March 2013, 07:17

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

Well, I can unquestionably say that applying the lessons I've learned here and from my prior two characters have been paying off. I never realized how much focusing just on Hexes and Stabbing early on would pay off. Also I've learned to remain near a bloodless state once I can bottle blood and use bat form liberally. Invisibility has also paid off big time once I learned to manage my contamination/glow properly (at the low cost of one beneficial mutation so far. Here's a dump of the new guy if anyone cares to see.

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

Sevatar the Unseen (Vampire Enchanter)             Turns: 33148, Time: 04:06:04

HP  79/79 (85)   AC 16     Str  9      XL: 14   Next:  0%
MP  28/30        EV 18     Int 23 (24) God: Kikubaaqudgha [******]
Gold 1298        SH  0     Dex 14      Spells: 11 memorised,  0 levels left

Res.Fire  : + . .   See Invis. : +   d - dagger (drain) {Sonja}
Res.Cold  : + + .   Warding    : .   C - +3 leather armour {MR}
Life Prot.: + + +   Conserve   : .   (no shield)
Res.Poison: +       Res.Corr.  : .   (no helmet)
Res.Elec. : .       Clarity    : .   Q - +2 cloak {MR}
Sust.Abil.: . .     Spirit.Shd : .   w - +2 pair of gauntlets
Res.Mut.  : .       Stasis     : .   b - +2 pair of boots {rF+}
Res.Rott. : +       Ctrl.Telep.: .   (no amulet)
Saprovore : . . .   Levitation : .   v - ring of protection from magic
                    Ctrl.Flight: .   p - +5 ring of intelligence

@: non-regenerating, slightly contaminated, glowing, extraordinarily resistant
to hostile enchantments, very stealthy
A: bottle blood, fangs 3, see invisible, unbreathing, AC +1
a: Bat Form, Bottle Blood, Receive Corpses, Torment, Renounce Religion


You are on level 11 of the Dungeon.
You worship Kikubaaqudgha.
Kikubaaqudgha is exalted by your worship.
You are bloodless.

You have visited 3 branches of the dungeon, and seen 21 of its levels.
You have also visited: Labyrinth and Volcano.

You have collected 1344 gold pieces.
You have spent 66 gold pieces at shops.

Inventory:

Hand weapons
 d - an uncursed dagger of draining (weapon) {Sonja}
 l - an uncursed glowing blowgun
 X - a +1,+1 sabre of draining
Missiles
 c - 5 exploding darts
 e - 31 poisoned needles
 m - 5 steel darts
 n - 2 needles of confusion
 u - 21 darts of flame (quivered)
 B - 6 curare-tipped needles
Armour
 b - a +2 pair of boots of fire resistance (worn)
 w - a +2 pair of gauntlets (worn)
 C - a +3 leather armour of magic resistance (worn)
 F - a +1 troll leather armour
 Q - a +2 cloak of magic resistance (worn)
Magical devices
 f - a wand of fireball (3)
 i - a wand of frost (11)
 j - a wand of fireball
 y - a wand of fire (1)
 G - a wand of lightning (7)
 I - a wand of disintegration (14)
Scrolls
 g - 5 scrolls of remove curse
 h - 2 scrolls of fog
 x - a scroll of amnesia
 K - 2 scrolls of magic mapping
 P - 4 scrolls of teleportation
Jewellery
 p - a +5 ring of intelligence (left hand)
 v - a ring of protection from magic (right hand)
 L - an uncursed ring of sustain abilities
 W - an uncursed ring of protection from fire
Potions
 a - 5 potions of blood
 k - 3 potions of curing
 s - 3 potions of might
 t - 2 potions of restore abilities
 z - 4 potions of agility
 A - a potion of resistance
 E - a potion of magic
 H - 2 potions of speed
 U - a potion of heal wounds
Books
 o - Kikubaaqudgha's Tome of Darkness {god gift}
   (Kikubaaqudgha gifted it to you on level 8 of the Dungeon)   
   
   Spells                             Type                      Level
   Animate Dead                       Necromancy                   4
   Excruciating Wounds                Charms/Necromancy            5
   *Dispel Undead                     Necromancy                   5
   Bolt of Draining                   Conjuration/Necromancy       6
   Death Channel                      Necromancy                   6
 q - a book of Maledictions   
   
   Spells                             Type                      Level
   *Corona                            Hexes                        1
   *Sure Blade                        Hexes/Charms                 2
   *Ensorcelled Hibernation           Hexes/Ice                    2
   *Confuse                           Hexes                        3
   *Enslavement                       Hexes                        4
   *Invisibility                      Hexes                        6
 r - Kikubaaqudgha's Grimoire of Evil {god gift}
   (Kikubaaqudgha gifted it to you on level 5 of the Dungeon)   
   
   Spells                             Type                      Level
   *Pain                              Necromancy                   1
   Corpse Rot                         Necromancy                   2
   Sublimation of Blood               Necromancy                   2
   Regeneration                       Charms/Necromancy            3
   *Control Undead                    Necromancy                   4
 D - a book of Stalking   
   
   Spells                             Type                      Level
   *Fulsome Distillation              Transmutation/Necromancy     1
   *Evaporate                         Fire/Transmutation           2
   Passwall                           Transmutation/Earth          3
   Petrify                            Transmutation/Earth          4
   Dig                                Transmutation/Earth          4
Rods
 N - a +6 rod of destruction [lightning,fireball,iron] (14/14)
   (You found it in a labyrinth)


   Skills:
 + Level 6.9 Short Blades
 - Level 1.4 Throwing
 + Level 11.0 Dodging
 * Level 18.0 Stealth
 * Level 14.1 Stabbing
 + Level 9.0 Spellcasting
 + Level 13.9 Hexes
 - Level 4.2 Charms
 + Level 9.3 Necromancy
 - Level 1.4 Ice Magic
 + Level 1.0 Evocations


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

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            #######.     1%          1    None
b - Ensorcelled Hibernat  Hex/Ice        ######.      1%          2    None
c - Sure Blade            Hex/Chrm       #######...   1%          2    None
d - Confuse               Hex            #######..    1%          3    None
e - Enslavement           Hex            #######..    1%          4    ##.....
f - Invisibility          Hex            #######..    4%          6    ######.
o - Evaporate             Fire/Trmt      ###....      14%         2    None
p - Fulsome Distillation  Trmt/Necr      N/A          1%          1    None
q - Pain                  Necr           #####        1%          1    None
r - Dispel Undead         Necr           #######..    4%          5    ####...
w - Control Undead        Necr           #######...   1%          4    ##.....


Dungeon Overview and Level Annotations

Branches:
Dungeon (12/27)            Temple (1/1) D:5             Orc (0/4) D:6
   Lair (8/8) D:11          Swamp (0/5) Lair:6       Spider (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
Jiyva

Shops:
D:6: *

Annotations
D:10 2 exclusions
Lair:2 stash


Innate Abilities, Weirdness & Mutations

You do not heal naturally.
You can bottle blood from corpses.
You have razor-sharp teeth.*
You have supernaturally acute eyesight.
You can survive without breathing.*
You are partially covered in icy blue scales (AC +1).*


Message History

You start memorising the spell. You continue memorising.
You continue memorising.
You flicker back into view.
You finish memorising.
Adjust (i)tems, (s)pells, or (a)bilities?
Adjust which spell?
g - Fulsome Distillation
Adjust to which letter?
p - Fulsome Distillation
Casting: Invisibility
Confirm with . or Enter, or press ? or * to list all spells.
Okay, then.
Adjust (i)tems, (s)pells, or (a)bilities?
Adjust which spell?
h - Evaporate
Adjust to which letter?
o - Evaporate
Welcome back, Sevatar the Vampire Enchanter.
Kikubaaqudgha says: Spread unending torment and darkness!
Press ? for a list of commands and other information.

.#####.####.#######'#######.#.#.#.# #..#
................................#.# #..#
##..#.#####.#######.########.#..#.# #..#
....#.#.............#...#  #.#..#.# #..#
###.#.#...#.#########.#.#  #.#..#.# #..#
[.#.#.###.#.........#.#.#  #.#..#.# #..#
#.#.#.#.......#.###%#.#.#  #.#..#.###..#
#.#.#.#%#.#.......#.#.#.#  #.#..#......#
#.#.#.#.#.#...#.....#.#.#  #.#..#.####.#
#.#.#.#.#.#...#.#####.#.#  #.#..#......#
#.#.#.#.#....[#.......#.#  #.#..#.####.#
....#.........#######<#.####.#..#.#  ###
###.###.###...........@.........#.#
..#.# #.# #..########%#.####.#.##.#######
#.#.# #.###..#........#.#  #.......%....#
#.#.# #......##.#######.#  ###....#####.#
..#.# #.#...###.#     #.#    #....#####.#
###.# #.#.### #.#     #.######..........#
....# #.#.#####.#     #..........########
###.# ###.......#     ##########.#
  #.#   #.#######              #.#
  ###   ###                    ###


There are no monsters in sight!

Vanquished Creatures
  An azure jelly (Lair:6)
  A minotaur (Lab)
  8 hydras
  The ghost of Ownzall the Chucker, a powerful HuCK of Xom (Lair:3)
  An alligator (Lair:6)
  14 death yaks
  A centaur warrior (D:9)
  The ghost of Ownzall the Firebug, an experienced DsFE of Vehumet (Lair:1)
  An unseen horror (D:9)
  Joseph (D:11)
  2 catoblepae (Lair:8)
  A minotaur zombie (Lab)
  A black mamba (Lair:5)
  Maurice (D:11)
  6 elephants (Lair:8)
  2 feature mimics
  An elephant slug (Lair:3)
  A queen ant (Lair:6)
  6 spiny frogs
  2 komodo dragons
  A troll (D:9)
  An ugly thing (D:9)
  Sonja (D:11)
  4 wandering mushrooms (D:9)
  2 giant leeches (Lair:6)
  A basilisk (Lair:7)
  32 yaks
  3 blink frogs (Lair:6)
  A shark (Lair:6)
  A toenail golem (Volcano)
  A hungry ghost (D:11)
  A wyvern (Lair:7)
  A molten gargoyle (Volcano)
  Grum (D:11)
  A redback (Lair:3)
  5 hippogriffs
  3 vampire mosquitoes (D:11)
  3 fire drakes
  2 fire elementals (Volcano)
  A necrophage (D:11)
  3 swamp worms (Lair:6)
  7 war dogs
  5 fire vortices (Volcano)
  5 soldier ants (Lair:6)
  A yaktaur skeleton (D:9)
  A trapdoor spider (D:11)
  4 ogres
  3 ice beasts
  3 phantoms
  9 centaurs
  5 orc warriors
  8 crocodiles
  2 boring beetles
  4 water moccasins
  14 giant frogs
  8 giant slugs
  A soldier ant zombie (D:10)
  2 gnoll sergeants (D:5)
  5 agate snails
  An eye of draining (D:11)
  2 oklob saplings (D:9)
  A jellyfish (Lair:6)
  A big kobold zombie (D:8)
  3 goliath beetles
  A shadow (D:7)
  5 orc priests
  5 crimson imps
  11 hounds
  A quasit (D:6)
  2 gnoll shamans
  A scorpion (D:8)
  A hound skeleton (D:6)
  13 worker ants
  3 iguanas
  20 orc wizards
  6 porcupines
  11 sheep
  2 jellies
  2 mummies
  19 adders
  26 gnolls
  51 green rats
  An adder zombie (D:8)
  A giant centipede zombie (D:11)
  2 giant centipedes
  A giant mite (D:6)
  An iguana zombie (D:9)
  An adder skeleton (D:8)
  6 worms
  A bat skeleton (D:5)
  2 giant eyeballs
  6 giant geckos
  67 orcs
  11 giant cockroaches
  8 goblins
  21 hobgoblins
  31 jackals
  An ooze (D:2)
  5 quokkas
  2 ball pythons
  29 bats
  5 giant newts
  A giant spore (D:11)
  14 kobolds
  An orc skeleton (D:8)
  28 rats
  A ballistomycete (D:11)
  A fungus (Lair:1)
  4 plants
  6 toadstools
655 creatures vanquished.

Vanquished Creatures (collateral kills)
  3 yaks (Lair:7)
  2 hounds
  An orc (D:11)
6 creatures vanquished.

Vanquished Creatures (others)
  A fire vortex (Volcano)
  A crocodile (D:11)
  A porcupine (Lair:7)
  5 orcs
  A hobgoblin (D:8)
  7 fungi
  2 plants
  64 toadstools
82 creatures vanquished.

Grand Total: 743 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | Sevatar, the Vampire Enchanter, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 13/13 MP: 4/4
   360 | D:1      | Reached XP level 2. HP: 19/19 MP: 5/5
   364 | D:1      | Learned a level 2 spell: Ensorcelled Hibernation
   377 | D:1      | Reached skill level 1 in Throwing
  1028 | D:2      | Reached XP level 3. HP: 24/24 MP: 6/6
  1293 | D:2      | Reached skill level 5 in Hexes
  1709 | D:2      | Reached XP level 4. HP: 23/30 MP: 8/8
  1713 | D:2      | Learned a level 2 spell: Sure Blade
  2824 | D:3      | Noticed a giant frog
  2832 | D:3      | Killed a giant frog
  2832 | D:3      | Reached skill level 6 in Hexes
  2832 | D:3      | Reached XP level 5. HP: 12/35 MP: 10/10
  4105 | D:3      | Reached XP level 6. HP: 41/41 MP: 9/12
  4660 | D:3      | Found a sparkling altar of Nemelex Xobeh.
  4973 | D:5      | Entered Level 5 of the Dungeon
  5113 | D:4      | Learned a level 3 spell: Confuse
  5250 | D:4      | Reached skill level 5 in Stealth
  5807 | D:5      | Reached skill level 7 in Hexes
  5819 | D:6      | Found Otraint's Assorted Antiques.
  5991 | D:6      | Bought a scroll of identify for 44 gold pieces
  5991 | D:6      | Bought a scroll labeled ZIOCYSM CRUI for 22 gold pieces
  6118 | D:5      | Found a staircase to the Ecumenical Temple.
  6127 | D:5      | Reached XP level 7. HP: 46/46 MP: 14/14
  6223 | Temple   | Entered the Ecumenical Temple
  6304 | Temple   | Became a worshipper of Kikubaaqudgha
  6494 | D:5      | Reached skill level 5 in Stabbing
  6540 | D:5      | Reached skill level 8 in Hexes
  7091 | D:5      | Acquired Kikubaaqudgha's first power
  7091 | D:5      | Received a gift from Kikubaaqudgha
  7097 | D:5      | Got a torn book {god gift}
  7158 | D:5      | Reached skill level 9 in Hexes
  7158 | D:5      | Reached XP level 8. HP: 47/52 MP: 18/18
  7159 | D:5      | Identified Kikubaaqudgha's Grimoire of Evil {god gift} (Kikubaaqudgha gifted it to you on level 5 of the Dungeon)
  7164 | D:5      | Learned a level 4 spell: Enslavement
  7918 | D:7      | Got a conspicuous book
  7931 | D:7      | Identified Khufu's Volume of Unholy Rites (You found it on level 7 of the Dungeon)
  8635 | D:6      | Found a staircase to the Orcish Mines.
  8833 | D:6      | Found a basalt altar of Yredelemnul.
  8989 | D:6      | Acquired Kikubaaqudgha's second power
  9302 | D:6      | Reached skill level 10 in Hexes
 10459 | D:6      | Reached XP level 9. HP: 57/57 MP: 5/20
 10602 | D:7      | Reached skill level 11 in Hexes
 11635 | D:8      | Reached skill level 5 in Spellcasting
 12103 | D:8      | Found a radiant altar of Vehumet.
 12952 | D:8      | Learned a level 6 spell: Invisibility
 13134 | D:8      | Reached skill level 1 in Charms
 13134 | D:8      | Reached skill level 1 in Necromancy
 13278 | D:8      | Reached skill level 12 in Hexes
 13333 | D:8      | Gained mutation: You are partially covered in icy blue scales (AC +1). [mutagenic glow]
 13341 | D:8      | Received a gift from Kikubaaqudgha
 13344 | D:8      | Got an engraved book {god gift}
 13526 | D:8      | Identified Kikubaaqudgha's Tome of Darkness {god gift} (Kikubaaqudgha gifted it to you on level 8 of the Dungeon)
 14241 | D:9      | Noticed a green ugly thing
 14241 | D:9      | Noticed a centaur warrior
 14241 | D:9      | Noticed an unseen horror
 14868 | D:9      | Reached XP level 10. HP: 46/63 MP: 18/22
 15059 | D:9      | Found a glowing golden altar of the Shining One.
 15091 | D:9      | Learned a level 1 spell: Pain
 15095 | D:9      | Noticed a wandering mushroom
 15096 | D:9      | Noticed a wandering mushroom
 15496 | D:9      | Killed a wandering mushroom
 15509 | D:9      | Found a blossoming altar of Fedhas.
 15509 | D:9      | Noticed a wandering mushroom
 15510 | D:9      | Noticed a wandering mushroom
 15602 | D:9      | Killed a wandering mushroom
 15603 | D:9      | Killed a wandering mushroom
 15848 | D:9      | Killed a wandering mushroom
 16016 | D:9      | Killed an unseen horror
 16022 | D:9      | Killed a centaur warrior
 16033 | D:9      | Killed a white ugly thing
 16158 | D:10     | Entered Level 10 of the Dungeon
 16446 | D:10     | Acquired Kikubaaqudgha's third power
 16538 | D:10     | Reached skill level 10 in Stealth
 16625 | D:10     | Noticed an iron golem
 17121 | D:11     | Found a staircase to the Lair.
 17144 | D:11     | Reached skill level 1 in Ice Magic
 17145 | D:11     | Noticed Maurice
 17209 | D:11     | Noticed Grum
 17216 | D:11     | Killed Grum
 17230 | D:11     | Reached skill level 5 in Dodging
 17487 | D:11     | Reached XP level 11. HP: 46/66 MP: 25/25
 17558 | D:11     | Reached skill level 10 in Stabbing
 17939 | D:11     | Noticed an eight-headed hydra
 18853 | D:11     | Reached skill level 5 in Necromancy
 18965 | D:11     | Noticed Sonja
 18977 | D:11     | Killed Sonja
 19016 | D:11     | Killed Maurice
 19520 | D:11     | Learned a level 4 spell: Control Undead
 19521 | Lair:1   | Entered Level 1 of the Lair of Beasts
 19728 | Lair:1   | Found a labyrinth entrance.
 19731 | Lair:1   | Acquired Kikubaaqudgha's fourth power
 19764 | Lab      | Entered a labyrinth
 22345 | Lab      | Noticed a minotaur
 22348 | Lab      | Killed a minotaur
 22352 | Lab      | Got a graven book
 22361 | Lab      | Identified Sism's Collected Works on Doomed Moulding (You found it in a labyrinth)
 22388 | Lab      | Identified a +1 rod of venom (9/9) (You found it in a labyrinth)
 22389 | Lab      | Identified a +6 rod of destruction [lightning,fireball,iron] (14/14) (You found it in a labyrinth)
 22447 | Lair:1   | Noticed Ownzall's ghost (experienced DsFE)
 22455 | Lair:1   | Killed Ownzall's ghost
 23066 | Lair:2   | Reached skill level 13 in Stealth
 23896 | Lair:2   | Found a dark tunnel.
 23929 | Volcano  | Entered a volcano
 24017 | Volcano  | Reached XP level 12. HP: 40/72 MP: 20/27
 25233 | Lair:3   | Noticed Ownzall's ghost (powerful HuCK)
 25284 | Lair:3   | Killed Ownzall's ghost
 25311 | Lair:3   | Reached skill level 14 in Stealth
 25651 | Lair:3   | Found a hole to the Spider Nest.
 25947 | Lair:3   | Found a staircase to the Shoals.
 25951 | Lair:3   | the staircase to the Shoals was a mimic.
 26406 | Lair:3   | Noticed a four-headed hydra
 26416 | Lair:3   | Killed a four-headed hydra
 27758 | Lair:5   | Reached skill level 15 in Stealth
 27820 | Lair:6   | Found a staircase to the Slime Pits.
 27820 | Lair:6   | Found a viscous altar of Jiyva.
 27820 | Lair:6   | Noticed a death yak
 27820 | Lair:6   | Noticed a death yak
 27820 | Lair:6   | Noticed a death yak
 27820 | Lair:6   | Noticed a death yak
 27820 | Lair:6   | Noticed a death yak
 27821 | Lair:6   | Killed a death yak
 27822 | Lair:6   | Noticed a death yak
 28112 | Lair:7   | Noticed an eight-headed hydra
 28119 | Lair:7   | Killed an eight-headed hydra
 28642 | Lair:7   | Noticed a four-headed hydra
 28781 | Lair:6   | Got a crude great sword
 28883 | Lair:2   | Identified the great sword "Toysko" {slay orc, Int+1} (You found it on level 6 of the Lair of Beasts)
 29061 | Lair:6   | Killed a death yak
 29075 | Lair:5   | Killed a death yak
 29481 | Lair:5   | Killed a death yak
 29504 | Lair:6   | Killed a death yak
 29504 | Lair:6   | Reached skill level 16 in Stealth
 29520 | Lair:6   | Killed a death yak
 29520 | Lair:6   | Reached skill level 10 in Dodging
 29557 | Lair:6   | Found a staircase to the Swamp.
 29567 | Lair:6   | Reached XP level 13. HP: 77/77 MP: 28/29
 29602 | Lair:6   | Noticed a five-headed hydra
 29617 | Lair:6   | Killed a five-headed hydra
 29643 | Lair:6   | Reached skill level 5 in Short Blades
 29729 | Lair:6   | Noticed an azure jelly
 29778 | Lair:6   | Killed an azure jelly
 30377 | Lair:7   | Noticed a five-headed hydra
 30396 | Lair:7   | Killed a five-headed hydra
 30478 | Lair:7   | Learned a level 5 spell: Dispel Undead
 30709 | Lair:7   | Killed a four-headed hydra
 30709 | Lair:7   | Reached skill level 17 in Stealth
 31131 | Lair:8   | Entered Level 8 of the Lair of Beasts
 32652 | D:11     | Noticed Joseph
 32654 | D:11     | Killed Joseph
 33087 | D:11     | Killed an eight-headed hydra
 33087 | D:11     | Reached skill level 18 in Stealth
 33087 | D:11     | Reached skill level 1 in Evocations
 33142 | D:11     | Reached XP level 14. HP: 79/79 MP: 27/30
 33145 | D:11     | Learned a level 1 spell: Fulsome Distillation
 33148 | D:11     | Learned a level 2 spell: Evaporate



I've also got a crystal ball of energy and a rod of venom in my stash, hence my getting started on Evoc training.

Thanks again for the help.

Cocytus Succeeder

Posts: 2297

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

Post Wednesday, 20th March 2013, 07:58

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

It is too early for CBoE and a hexer really doesn't need it anyway (unless spamming Tukima). The rod of venom is worth some Evo though.

Vaults Vanquisher

Posts: 494

Joined: Friday, 11th February 2011, 17:13

Post Wednesday, 20th March 2013, 13:09

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

You got lucky on that mutation. Glow is no joke, and can ruin a character if it gets out of hand. Try to rest up between invis stab sessions until you don't have any contamination.
User avatar

Abyss Ambulator

Posts: 1111

Joined: Monday, 18th March 2013, 23:23

Post Wednesday, 20th March 2013, 20:38

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

YASD for that guy. Killed by my curiosity. For some reason I just *had* to check out some randart chainmail (-1 chainmail of the untouchables {+3 Dex}) that I was never even going to consider wearing, and got cornered in my stash by a spiny frog before I could take it off. Needless to say, I couldn't cast worth a damn in it and I couldn't out run the frog in bat form. So, lesson learned. On the plus side, his score was more than 3 times higher than my previous high score. :)

Ziggurat Zagger

Posts: 3163

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

Post Wednesday, 20th March 2013, 20:43

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

No scrolls of blinking or teleportation?

Cocytus Succeeder

Posts: 2297

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

Post Wednesday, 20th March 2013, 20:49

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

Scroll of Fear, Wand of Confuse/Enslave/Paralysis/Polymorph would also have been options.
User avatar

Abyss Ambulator

Posts: 1111

Joined: Monday, 18th March 2013, 23:23

Post Thursday, 21st March 2013, 00:25

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

Didn't have any scrolls of blinking. I foolishly brought them into a Volcano and lost them all. I had several appropriate wands in my stash, but I turned into a bat and flew for the stairs. I was actually able to get to the stairs with space between me and him, but I couldn't use them because my bat form was overloaded.....thanks to the randart chainmail! Anyway, I realized I was in a real bind and had left all of my best solutions to the problem sitting back in the stash, so I was basically just praying an EH would work. The worst part is that it was so utterly avoidable. There was no good reason for me to be putting on chainmail of any sort. Live and learn.

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Thursday, 21st March 2013, 07:33

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

prozacelf wrote:I was actually able to get to the stairs with space between me and him


It does not always help to have space between character and opponent. One of my swiftnessed TeAE (0.8 aut per move) died to a Hydra(1.0 aut per move) while using upstairs despite there was space between them when TeAE went upstairs.
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Abyss Ambulator

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Joined: Monday, 18th March 2013, 23:23

Post Thursday, 21st March 2013, 07:39

Re: CiP -- VpEn (pre-Temple) -- more general advice welcome

It was irrelevant since I had to waste time changing out of bat form to climb the stairs anyway. At that point it was just "throw the kitchen sink at it and hope it works."

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