Spider Stomper
Posts: 218
Joined: Tuesday, 21st February 2012, 21:32
CIP: Conjurer got some interesting artifacts
- Code:
Dungeon Crawl Stone Soup version 0.13-a0-70-g45b42a8 (webtiles) character file.
ddubois the Conjurer (Tengu Conjurer) Turns: 11978, Time: 01:59:48
HP 43/54 AC 5 Str 10 XL: 11 Next: 37%
MP 28/28 EV 19 Int 21 God: Vehumet [****..]
Gold 569 SH 0 Dex 13 Spells: 5 memorised, 14 levels left
Res.Fire : . . . See Invis. : . O - +4 glaive "Tengu's Peril" {venom, rPois MR
Res.Cold : . . . Warding : . o - +2 robe of the Lost Path {Stlth++}
Life Prot.: . . . Conserve : . (no shield)
Res.Poison: + Res.Corr. : . (helmet restricted)
Res.Elec. : . Clarity : . B - +0 cloak
Sust.Abil.: . . Spirit.Shd : . (no gloves)
Res.Mut. : . Stasis : . (boots unavailable)
Res.Rott. : . Ctrl.Telep.: . (no amulet)
Saprovore : . . . Flight : . i - +3 ring of intelligence
y - +5 ring of evasion
@: very resistant to hostile enchantments, quite stealthy
A: able to fly, beak, talons 3, Str +1
a: Fly, Renounce Religion
You are on level 11 of the Dungeon.
You worship Vehumet.
Vehumet is extremely pleased with you.
You are not hungry.
You have visited 1 branch of the dungeon, and seen 11 of its levels.
You have collected 573 gold pieces.
You have spent 24 gold pieces at shops.
Inventory:
Hand weapons
a - the +5,+0 dagger of the Pyrrhic Victory (quivered) {elec, +Rage Stlth++}
(You found it on level 5 of the Dungeon)
Occasionally, upon striking a foe, it will discharge some electrical energy
and cause terrible harm.
It lets you go berserk.
It makes you much more stealthy.
C - an uncursed sling
O - the +4,+4 glaive "Tengu's Peril" (weapon) {venom, rPois MR Dex-2}
(You found it on level 10 of the Dungeon)
It poisons the flesh of those it strikes.
It affects your dexterity (-2).
It protects you from poison.
It affects your resistance to hostile enchantments.
Missiles
j - 133 sling bullets
t - 9 sling bullets of frost
D - 11 poisoned sling bullets
Armour
f - a runed orcish robe
o - the +2 robe of the Lost Path (worn) {Stlth++}
(You found it on level 5 of the Dungeon)
It makes you much more stealthy.
z - the +3 leather armour of Hairiness {rC++ Dam-6 Stlth+}
(You found it on level 5 of the Dungeon)
It affects your damage-dealing abilities (-6).
It greatly protects you from cold.
It makes you more stealthy.
B - a +0 cloak (worn)
Magical devices
k - a wand of enslavement {zapped: 3}
l - a wand of teleportation {recharged}
s - a wand of slowing {zapped: 3}
u - a wand of flame {zapped: 1}
I - a wand of polymorph {zapped: 7}
N - a fluorescent wand
Comestibles
b - 4 bread rations
m - 2 meat rations
Scrolls
p - 2 scrolls of magic mapping
v - a scroll labeled PSAUBA LOTAE {tried}
E - a scroll labeled OBED UPLEM
F - a scroll labeled KLUICY PORE
J - a scroll of teleportation
Jewellery
d - an uncursed ring of teleport control
i - a +3 ring of intelligence (right hand)
y - a +5 ring of evasion (left hand)
H - an uncursed ring of fire
Potions
e - 2 yellow potions
g - a potion of speed
h - 2 potions of might
n - 2 potions of agility
q - 2 blue potions
w - a potion of brilliance
G - 2 potions of curing
K - a potion of flight
Books
c - a book of Conjurations
Spells Type Level
*Magic Dart Conjuration 1
*Force Lance Conjuration 2
Dazzling Spray Conjuration/Hexes 3
*Iskenderun's Mystic Blast Conjuration 4
*Iskenderun's Battlesphere Conjuration/Charms 4
Fulminant Prism Conjuration/Hexes 5
Miscellaneous
x - a plain deck of cards
Skills:
- Level 6.5 Short Blades
- Level 5.0 Dodging
- Level 6.4 Stealth
- Level 9.0 Spellcasting
+ Level 12.8 Conjurations
- Level 2.0 Charms
- Level 2.1 Fire Magic
You have 14 spell levels left.
You know the following spells:
Your Spells Type Power Failure Level Hunger
a - Magic Dart Conj ##### 1% 1 None
b - Force Lance Conj ####### 1% 2 None
c - Iskenderun's Mystic Conj #######.. 1% 4 ###....
d - Conjure Flame Conj/Fire ######... 1% 3 None
e - Iskenderun's Battles Conj/Chrm ######... 1% 4 ###....
Dungeon Overview and Level Annotations
Branches:
Dungeon (11/27) Temple (0/1) D:7 Orc (0/4) D:9
Lair: D:8-13
I got some great early drops including multiple useful artifacts and a =teleport control, so I'm pretty stoked., or will be when I get a book of minor magic or a Blink evocable. I almost died to Urug, with perhaps a bit of hubris thinking I should even be trying to kill him, so I wanted to pause and reflect on my strategy going forward.
This guy got two Stlth++ items, one of which was a nice dagger of electrocution, so I put some skill into Stealth & Stabbing (which apparently got nuked in the update). Before I could get too far into than plan, I found a really nice glaive, so now I don't know what to do. I love me some Confure Flame/polearm/Force Lance combos, and trying to play a stab guy (who nukes people if/when they wake up), using solely Stealth as my stab enabler was probably a mistake anyway, just because walking into melee range with a squishy guy is not a good plan. I don't know at what point a Conjurer is traditionally "supposed" to dip into melee and/or defense skills either.
Not sure about how I feel about the new Vehumet. He game me Conjure Flame, so I'm happy about that, but the rest of his offerings haven't been anything I particularly want to waste slots on; mostly Magic Dart equivalents from other schools.
Full dump:
http://dobrazupa.org/morgue/ddubois/ddubois.txt