CIP: Conjurer got some interesting artifacts


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Spider Stomper

Posts: 218

Joined: Tuesday, 21st February 2012, 21:32

Post Monday, 1st April 2013, 21:51

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

Cocytus Succeeder

Posts: 2297

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

Post Tuesday, 2nd April 2013, 08:41

Re: CIP: Conjurer got some interesting artifacts

You haven't been with newVeh long enough. Incidentally, those Lv 1 conj spells are tickets to branch into other elemental skills.

A conj should get some defences around the time they're getting Lv 5/6 nukes online. Getting melee on top of that is a tricky decision, mine tend to get it after they can cast buff spells and even then they may wait until after they can throw Lv 8+ nukes around. Now, getting a ranged weapon is a completely different story: I sometimes pick up bows before Lv 4/5 nukes.

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