YAVP: DjBe (15 runes)


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Unarmed Combat 27.0

Posts: 670

Joined: Saturday, 12th January 2013, 22:48

Post Wednesday, 17th July 2013, 05:06

YAVP: DjBe (15 runes)

  Code:
 Dungeon Crawl Stone Soup version 0.13-a0-1673-gf59dc81 (tiles) character file.

Lorenzo the Invulnerable (Djinni Berserker)        Turns: 80591, Time: 05:41:24

HP 245/245 (211) AC 41     Str 21      XL: 26   Next: 98%
MP   0/0         EV 17     Int  9      God: Trog [******]
Gold 3301        SH  0     Dex 21      Spells:  0 memorised, 25 levels left

Res.Fire  : + + +   See Invis. : +   I - +5,+8 glaive of the Guard {elec, +Rage AC+
Res.Cold  : + + .   Warding    : .   m - +9 ice dragon armour
Life Prot.: + + +   Conserve   : +   (no shield)
Res.Poison: +       Res.Corr.  : +   H - +0 cap {SInv}
Res.Elec. : .       Clarity    : .   y - +1 cloak {rCorr, Cons}
Sust.Abil.: . .     Spirit.Shd : .   s - -3 pair of gloves of Wrong Decisions {rPoi
Res.Mut.  : +       Stasis     : .   (boots unavailable)
Res.Rott. : .       Flight     : .   T - amulet of resist mutation
Saprovore : . . .                    E - +5 ring of protection
                                     a - +2,+5 ring of slaying

@: quite resistant to hostile enchantments, unstealthy
A: no striking features
a: Burn Spellbooks, Berserk, Trog's Hand, Brothers in Arms, Renounce Religion,
Evoke Berserk Rage
}: 2/15 runes: serpentine, barnacled


You are on level 12 of the Dungeon.
You worship Trog.
Trog is exalted by your worship.
You are not hungry.

You have visited 8 branches of the dungeon, and seen 55 of its levels.
You have also visited: Labyrinth and Volcano.

You have collected 5533 gold pieces.
You have spent 2252 gold pieces at shops.

Inventory:

Hand weapons
 h - a bardiche
 I - the +5,+8 glaive of the Guard (weapon) {elec, +Rage AC+5 SInv}
   (Trog gifted it to you on level 8 of the Dungeon)   
   
   Occasionally, upon striking a foe, it will discharge some electrical energy
   and cause terrible harm.
   
   It affects your AC (+5).
   It enhances your eyesight.
   It lets you go berserk.
 W - the -1,+6 glaive of Eternal Harmony {venom, rElec rPois MR++ SInv Stlth++}
   (Trog gifted it to you on level 4 of the Shoals)   
   
   It poisons the flesh of those it strikes.
   
   It insulates you from electricity.
   It protects you from poison.
   It affects your resistance to hostile enchantments.
   It enhances your eyesight.
   It makes you much more stealthy.
Armour
 d - the +2 robe "Threfecs" {+Blink MR++ Dam-3}
   (You took it off a big kobold on level 18 of the Dungeon)   
   
   It affects your damage-dealing abilities (-3).
   It affects your resistance to hostile enchantments.
   It lets you blink.
 i - a +0 cloak of poison resistance
 m - a +9 ice dragon armour (worn)
 s - the -3 pair of gloves of Wrong Decisions (worn) {rPois rC+ Dex+1 Stlth++}
   (You bought it in a shop on level 14 of the Dungeon)   
   
   It affects your dexterity (+1).
   It protects you from cold.
   It protects you from poison.
   It makes you much more stealthy.
 v - a +0 cloak of magic resistance
 y - a +1 cloak of preservation (worn)
 H - a +0 cap of see invisible (worn)
 O - a +1 cloak of darkness
Magical devices
 r - a wand of invisibility (4)
 t - a wand of digging
 B - a wand of fire (10)
 G - a wand of hasting (6)
 J - a wand of digging
 Y - a wand of teleportation (2)
Scrolls
 c - 5 scrolls of immolation
 g - 4 scrolls of fog
 j - 5 scrolls of identify
 k - 3 scrolls of fear
 l - 6 scrolls of remove curse
 o - 4 scrolls of blinking
Jewellery
 a - a +2,+5 ring of slaying (left hand)
 x - an uncursed ring of magical power
 D - an uncursed ring of protection from magic
 E - a +5 ring of protection (right hand)
 F - an uncursed ring of protection from cold
 K - the amulet "Claob" {Ward Str+2 Dex+3}
   (You took it off a draconian monk on level 27 of the Dungeon)   
   
   [amulet of warding]
   It affects your strength (+2).
   It affects your dexterity (+3).
 M - an uncursed amulet of resist corrosion
 N - an uncursed ring of see invisible
 P - an uncursed amulet of clarity
 S - an uncursed ring of teleport control
 T - an amulet of resist mutation (around neck)
Potions
 b - 5 potions of might
 e - 12 potions of curing
 f - 12 potions of heal wounds
 p - 3 potions of resistance
 q - 9 potions of restore abilities
 u - 5 potions of speed
 w - 7 potions of agility
 z - 4 potions of magic


   Skills:
 * Level 24.4 Fighting
   Level 0.0 Short Blades
   Level 0.0 Long Blades
   Level 0.0 Axes
   Level 0.0 Maces & Flails
 - Level 20.3 Polearms
   Level 0.0 Staves
   Level 0.0 Slings
   Level 0.0 Bows
   Level 0.0 Crossbows
 O Level 27 Armour
 - Level 10.1 Dodging
   Level 0.0 Stabbing
   Level 0.0 Shields
 - Level 5.0 Traps
   Level 0.0 Conjurations
   Level 0.0 Hexes
   Level 0.0 Charms
   Level 0.0 Summonings
   Level 0.0 Necromancy
   Level 0.0 Translocations
   Level 0.0 Transmutations
   Level 0.0 Fire Magic
   Level 0.0 Ice Magic
   Level 0.0 Air Magic
   Level 0.0 Earth Magic
   Level 0.0 Poison Magic
   Level 0.0 Invocations
 - Level 10.0 Evocations


You have 25 spell levels left.
You don't know any spells.

Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:4             Orc (4/4) D:7
    Elf (0/3) Orc:4          Lair (8/8) D:12         Shoals (5/5) Lair:6
  Snake (5/5) Lair:6        Slime (0/6) Lair:7       Vaults (4/5) D:18
  Blade (0/1) Vaults:3        Zot (0/5) D:27         Forest (0/5) Vaults:3
   Dis: Hell:1         Geh: Hell:1         Coc: Hell:1         Tar: Hell:1

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

Shops:
D:6: [  D:13: !  D:14: [  D:16: (  D:21: %  D:26: *  Orc:4: (+[*
Shoals:1: +  Shoals:2: (  Shoals:5: !  Vaults:1: !  Vaults:3: !
Vaults:4: %

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:26 D:27
Abyss: D:22 D:25
Pandemonium: D:23 D:24 D:26
Trove: D:11 (give +3 gold dragon armour)

Message History

(F) Forest         
Where to? (Enter - D:12, ? - help)
There is a stone staircase leading up here.
There is a stone staircase leading up here.
You climb upwards.
There is a stone staircase leading down here.
There is a stone staircase leading up here.
You climb upwards.
There is a stone staircase leading down here.
There is an open door, spattered with blood here.
Things that are here:
an elven robe of cold resistance; a staff of cold
There is a stone staircase leading up here.
You climb upwards.
There is a stone staircase leading down here.
You heave yourself high above the water.
There is a staircase back to the Dungeon here.
You climb upwards. Welcome back to the Dungeon!
There is a staircase to the Lair, spattered with blood here.
Saving game... please wait.

..^...............
....>.............
########.#########
    ####..#####
#####.........####
..................
..................
#####.............
    #...........##
   ##...........#
####.....@......##
..................
..................
#####.........###.
    #.........# #.
    #(........# #.
    #.........# #.
    ####..##### #.
########.########.
..................


There are no monsters in sight!


Even though Djinni are pure magical essence, they do pretty well as a magicless berserker.

I already have a berserker 4 rune victory with a Kobold, so I want to pull off a 15 rune berserker run. With that in mind, I have a few questions regarding how to proceed.

1. Armour is already maxed and fighting is next. Since I have only a Glaive, I've left Polearms at 20, but with this kind of character, I'm not sure what to work on after fighting. My instinct says dodging, but does dodging really work when you're so heavily armoured? After Fighting is maxed, what should my next skills be?

2. What weapon should I be using? I'm thinking it's between these three:

  Code:
the -1,+6 glaive of Eternal Harmony {venom, rElec rPois MR++ SInv Stlth++}


  Code:
the +5,+8 glaive of the Guard (weapon) {elec, +Rage AC+5 SInv}


  Code:
a bardiche


Right now, it seems the second option is the obvious best. The enchant is pretty good and the AC bonus is awesome. The only reason I'm even considering the first one is because MR is so useful, especially since my character doesn't have naturally good MR. The bardiche is obviously not worth much right now, but if I found a scroll of vorpalise weapon and count get it super enchanted, would the bardiche be better than the Glaive of the Guard even with that AC bonus?

3. I've got lots of Acquirement. What should I wish for? :-o
Last edited by diviton on Saturday, 20th July 2013, 05:03, edited 1 time in total.

Ziggurat Zagger

Posts: 4055

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

Post Wednesday, 17th July 2013, 05:42

Re: CIP: DjBe

You absolutely should train dodging, you have good dex, it will get you good ev (in fact it is already giving you good ev!). In fact dodging probably gives you better returns on your xp right now than fighting since you have it at 10 already.

You should use glaive of the guard and an antimagic glaive/bardiche. I would honestly prefer a glaive for now on your character.

btw you probably want to use not-awful gloves instead of those awful gloves you are wearing

3. I've got lots of Acquirement. What should I wish for?

wand or armour, probably wand

Snake Sneak

Posts: 95

Joined: Wednesday, 17th July 2013, 06:20

Post Wednesday, 17th July 2013, 07:13

Re: CIP: DjBe

1. I'd train evocations after fighting. Djinni have a good aptitude for it, plus your main weakness as a melee character is that you have to close in on your target. This will cause problems in pan/hell as you'll be running into tormenting creatures frequently. With high evocations and some of the new evokables (phial of floods is the best followed by lamp of fire imo) you can kill or wound/distract via summons threats at a distance. However as a djinn you'll need to be aware of the slowdown due to hovering if you find/buy some phials of floods. Dodging is also good since you aren't in super heavy armor.

2. The second weapon definitely. Remember that you always have Trog's hand to boost MR if it's necessary. Odds are that eventually Trog will gift you an antimagic bardiche which will become your primary weapon once you max polearms out.

3. Plenty of options. Wand is always a solid choice, staff will give you a rod since you have evocations as your highest magic skill. The cold rod is super useful because of freezing cloud, rod of inacurracy is also suprisingly good. Jewellry or armour if you want to gamble.

Unarmed Combat 27.0

Posts: 670

Joined: Saturday, 12th January 2013, 22:48

Post Wednesday, 17th July 2013, 13:31

Re: CIP: DjBe

Okay evo and dodging

So I kinda decided against antimagic early on since wielding it lowers my HP. I don't know by how much but early on when I was first gifted one it was significant enough that it turned me off.

Ziggurat Zagger

Posts: 4055

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

Post Wednesday, 17th July 2013, 20:45

Re: CIP: DjBe

Antimagic will save you more hp than it costs against things where it is worth using.
You should absolutely carry an antimagic weapon.
You do not want to wield it all the time, hence why I said you want to use glaive of the guard and an antimagic weapon

Unarmed Combat 27.0

Posts: 670

Joined: Saturday, 12th January 2013, 22:48

Post Thursday, 18th July 2013, 01:00

Re: CIP: DjBe

Okay, my HP goes from 245 to 221. Not too bad but it pains me to do that. Still, I have an antimagic bardiche. Its +0+3 right now but I haven't enchanted it at all. What kind of scenarios would I prefer an antimagic bardiche vs my glaive of the guard? Any tips on effectively using both?

Unarmed Combat 27.0

Posts: 670

Joined: Saturday, 12th January 2013, 22:48

Post Thursday, 18th July 2013, 02:36

Re: CIP: DjBe

Ha! I used acquirement for a wand and got heal wounds. Immediately after I found another in the enchanted forest. I've got Elf and Slime next but I also have a trove asking for a +3 gold dragon armour. I have a hide which I don't want (I like IDA better on a Djinni).

So I also have exactly four enchant armour scrolls so I can get in the trove. My question is if its worth it. I wont be able to enchant my other gear but frankly most of it is fully enchanted. So trove or nah?

Ziggurat Zagger

Posts: 4055

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

Post Thursday, 18th July 2013, 03:43

Re: CIP: DjBe

you prefer antimagic against things that scare you because they have spells
you use glaive of the guard against other things

personally i would open the trove but it doesnt matter, you can lava the enchant armour scrolls if you want and do just fine

Unarmed Combat 27.0

Posts: 670

Joined: Saturday, 12th January 2013, 22:48

Post Friday, 19th July 2013, 06:40

Re: CIP: DjBe

  Code:
 Dungeon Crawl Stone Soup version 0.13-a0-1673-gf59dc81 (tiles) character file.

Lorenzo the Invulnerable (Djinni Berserker)       Turns: 138130, Time: 10:30:40

HP 226/226 (226) AC 37     Str 21      XL: 27
MP   0/0         EV 39     Int  9      God: Trog [*****.]
Gold 9945        SH  0     Dex 24      Spells:  0 memorised, 26 levels left

Res.Fire  : + + +   See Invis. : +   W - +9,+8 bardiche (antimagic) (curse)
Res.Cold  : . . .   Warding    : .   m - +9 ice dragon armour (curse)
Life Prot.: + + +   Conserve   : +   (no shield)
Res.Poison: +       Res.Corr.  : +   H - +0 cap {SInv} (curse)
Res.Elec. : .       Clarity    : .   i - +2 cloak {rCorr, Cons}
Sust.Abil.: . .     Spirit.Shd : .   Q - +2 pair of fencer's gloves {EV+3 Dex+3 Acc
Res.Mut.  : +       Stasis     : .   (boots unavailable)
Res.Rott. : .       Flight     : .   T - cursed amulet of resist mutation
Saprovore : . . .                    R - cursed ring "Rippebaf" {+Rage rPois rC- Ac
                                     a - +2,+5 ring of slaying

@: studying Traps, quite resistant to hostile enchantments, extremely unstealthy
A: no striking features
a: Burn Spellbooks, Berserk, Trog's Hand, Brothers in Arms, Renounce Religion,
Evoke Berserk Rage
}: 6/15 runes: serpentine, barnacled, slimy, silver, golden, abyssal


You are in the Vestibule of Hell.
You worship Trog.
Trog is exalted by your worship.
You are not hungry.

You have visited 14 branches of the dungeon, and seen 79 of its levels.
You have visited the Abyss 3 times.
You have also visited: Labyrinth, Trove and Volcano.

You have collected 12177 gold pieces.
You have spent 2252 gold pieces at shops.

Inventory:

Hand weapons
 I - the cursed +5,+8 glaive of the Guard {elec, +Rage AC+5 SInv}
   (Trog gifted it to you on level 8 of the Dungeon)   
   
   Occasionally, upon striking a foe, it will discharge some electrical energy
   and cause terrible harm.
   
   It affects your AC (+5).
   It enhances your eyesight.
   It lets you go berserk.
   It has a curse placed upon it.
 W - a cursed +9,+8 anti-magic bardiche (weapon)
Armour
 i - a +2 cloak of preservation (worn)
 m - a cursed +9 ice dragon armour (worn)
 H - a cursed +0 cap of see invisible (worn)
 O - the cursed +2 cloak of Makhleb's Esteem {Str+2 SInv}
   (You found it on level 6 of the Pits of Slime)   
   
   It affects your strength (+2).
   It enhances your eyesight.
   It has a curse placed upon it.
 Q - the +2 pair of fencer's gloves (worn) {EV+3 Dex+3 Acc+8}
   (You acquired it on level 1 of the Elven Halls)   
   
   It affects your evasion (+3).
   It affects your dexterity (+3).
   It affects your accuracy (+8).
Magical devices
 h - a wand of heal wounds (6)
 n - a wand of teleportation (7)
 r - a wand of invisibility (4)
 G - a wand of hasting (7)
 J - a wand of digging (7)
Scrolls
 d - 5 scrolls of identify
 g - 5 scrolls of fog
 k - a scroll of fear
 l - 6 scrolls of remove curse
 o - 6 scrolls of blinking
 s - a scroll of teleportation
 Y - 3 scrolls of immolation
Jewellery
 a - a +2,+5 ring of slaying (left hand)
 j - a cursed ring of ice
 t - the cursed ring "Ghent" {Regen rF+ Str-1 Dex+2}
   (You found it on level 5 of the Vaults)   
   
   [ring of regeneration]
   It affects your strength (-1).
   It affects your dexterity (+2).
   It protects you from fire.
   It has a curse placed upon it.
 y - the amulet of Okawaru's Whim {Gourm +Inv +Fly}
   (You found it on level 3 of the Tomb of the Ancients)   
   
   [amulet of the gourmand]
   It lets you turn invisible.
   It lets you fly.
 A - the cursed ring "Fuenkurph" {Fire +Blink Int-3 Acc+6}
   (You found it on level 6 of the Pits of Slime)   
   
   [ring of fire]
   It affects your intelligence (-3).
   It affects your accuracy (+6).
   It lets you blink.
   It has a curse placed upon it.
 C - the cursed ring "Bluixol" {Hunger rF- rC+ MR++ SInv}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of hunger]
   It makes you vulnerable to fire.
   It protects you from cold.
   It affects your resistance to hostile enchantments.
   It enhances your eyesight.
   It has a curse placed upon it.
 D - a cursed ring of protection from magic
 E - a cursed +5 ring of protection
 F - a cursed ring of protection from cold
 K - the cursed amulet "Claob" {Ward Str+2 Dex+3}
   (You took it off a draconian monk on level 27 of the Dungeon)   
   
   [amulet of warding]
   It affects your strength (+2).
   It affects your dexterity (+3).
   It has a curse placed upon it.
 L - the cursed ring of Jehape {+Rage rElec MR++ Dex-3}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of dexterity]
   It affects your dexterity (-3).
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
   It lets you go berserk.
   It has a curse placed upon it.
 P - a cursed amulet of clarity
 R - the cursed ring "Rippebaf" (right hand) {+Rage rPois rC- Acc+5 Dam+5}
   (You found it on level 2 of the Realm of Zot)   
   
   [ring of slaying]
   It affects your accuracy (+5).
   It affects your damage-dealing abilities (+5).
   It makes you vulnerable to cold.
   It protects you from poison.
   It lets you go berserk.
   It has a curse placed upon it.
 S - a cursed ring of teleport control
 T - a cursed amulet of resist mutation (around neck)
 U - a cursed amulet of stasis
 V - the cursed ring "Ciutsamm" {+Blink rElec Dex+2 Int+4}
   (You found it on level 3 of the Tomb of the Ancients)   
   
   [ring of dexterity]
   It affects your dexterity (+2).
   It affects your intelligence (+4).
   It insulates you from electricity.
   It lets you blink.
   It has a curse placed upon it.
Potions
 b - 6 potions of might
 e - 16 potions of curing
 f - 7 potions of heal wounds
 p - 5 potions of resistance
 q - 4 potions of restore abilities
 w - 2 potions of agility
 z - 3 potions of magic
 X - a potion of speed
Books
 M - a manual of Traps


   Skills:
 O Level 27 Fighting
   Level 0.0 Short Blades
   Level 0.0 Long Blades
   Level 0.0 Axes
   Level 0.0 Maces & Flails
 O Level 27 Polearms
   Level 0.0 Staves
   Level 0.0 Slings
   Level 0.0 Bows
   Level 0.0 Crossbows
 O Level 27 Armour
 O Level 27 Dodging
   Level 0.0 Stabbing
   Level 0.0 Shields
 - Level 13.0 Traps
   Level 0.0 Conjurations
   Level 0.0 Hexes
   Level 0.0 Charms
   Level 0.0 Summonings
   Level 0.0 Necromancy
   Level 0.0 Translocations
   Level 0.0 Transmutations
   Level 0.0 Fire Magic
   Level 0.0 Ice Magic
   Level 0.0 Air Magic
   Level 0.0 Earth Magic
   Level 0.0 Poison Magic
   Level 0.0 Invocations
 * Level 24.3 Evocations


You have 26 spell levels left.
You don't know any spells.

Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:4             Orc (4/4) D:7
    Elf (3/3) Orc:4          Lair (8/8) D:12         Shoals (5/5) Lair:6
  Snake (5/5) Lair:6        Slime (6/6) Lair:7       Vaults (5/5) D:18
  Blade (1/1) Vaults:3       Tomb (3/3) Forest:3        Zot (5/5) D:27
 Forest (5/5) Vaults:3   
   Dis: Hell:1         Geh: Hell:1         Coc: Hell:1         Tar: Hell:1

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

Shops:
D:6: [  D:13: !  D:14: [  D:16: (  D:21: %  D:26: *  Orc:4: (+[*
Elf:1: (  Shoals:1: +  Shoals:2: (  Shoals:5: !  Vaults:1: !
Vaults:3: !  Vaults:4: %

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:26 D:27
Abyss: D:22 D:25
Pandemonium: D:23 D:24 D:26

Message History

You go down through the gate. Welcome to Hell! Please enjoy your stay.
There is a gateway back into the Dungeon, spattered with blood here.
Use which ability? (? or * to list)
Okay, then.
Items here: !!!! " )) ///////////// :: ======== ???? [[[[[[ }}}}}}}}}}
Drop what? (_ for help) (? for menu, Esc to quit)
You drop a potion of berserk rage.
You drop a manual of Staves.
You drop a ring of protection from fire.
You drop a fan of gales.
You drop a +4 ring of evasion.
You drop an uncursed ring of protection from fire.
You drop a stone of tremors.
Saving game... please wait.
Welcome back, Lorenzo the Djinni Berserker.
Trog says: Kill them all!
Press ? for a list of commands and other information.
You feel your strength returning. You feel your intelligence returning.
You feel your dexterity returning.
Saving game... please wait.

      ##.####...##
       ##..###.###
        ##.#.#.#.#
         ##..#'#(.
          ##.#.#.#
           ##.^.##
#          ##...##
##        ##.....#
.##      ##.......
˜.##    ##........
˜˜.##  ##@........
#˜˜˜####....).....
#.˜˜˜##...........
...˜˜§........n...
..§.§.........[...
..§˜˜˜............
#.˜˜§##...........
#˜˜§####..........
˜˜˜##  ##.........
˜.##    ##........


6 runes down. All that's left is Pan and Hell. Pan is next because I hate Hell. (Although for once, Gehenna won't be my least favorite branch)

Just cleared Tomb before saving. It wasn't too bad since I've done it four times before. It's so miserable the first couple of times, but the predictability of it makes it very manageable with caution. Still, this is Crawl and anything can happen and happen it did. On Tomb:3 as I was stair dancing the tormenting mummies, I took two quick torments before I finally killed the Greater Mummy, which dropped a death curse of a reaper. No big deal, right? Well, it was wielding a scythe of distortion which popped me next to a ton of dangerous enemies including an executioner, tentacled monstrosity, starcursed mass and other popcorn, before a lich and angel showed up. With all my gear cursed, it made preparing for this very annoying. I could have just tele'd but the exit was right there and I felt like I could make it...but I couldn't. The path was blocked and I was encased in baddies. I got paralyzed by the starcursed masses and after taking significant damage, I frightenedly put on my stasis amulet. Then I realized I needed to remove it to teleport away...then I realized it was cursed. I got down to 11HP at the worst moment but I managed to pull off the teleport and escape the Abyss. Tomb wasn't too tough after that.

My main skills are maxed, so not really sure what else to level. I could level stealth, I guess, but I think armour like this makes it kinda pointless. Maybe not though?

Ziggurat Zagger

Posts: 11111

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

Post Friday, 19th July 2013, 07:36

Re: CIP: DjBe

Don't you want to train some ranged weapon? It could be useful if have a holy longbow or crossbow of penetration somewhere.

Unarmed Combat 27.0

Posts: 670

Joined: Saturday, 12th January 2013, 22:48

Post Saturday, 20th July 2013, 03:30

Re: CIP: DjBe

  Code:
 Dungeon Crawl Stone Soup version 0.13-a0-1673-gf59dc81 (tiles) character file.

Lorenzo the Invulnerable (Djinni Berserker)       Turns: 166238, Time: 13:00:28

HP 230/233 (226) AC 46     Str 20      XL: 27
MP   0/0         EV 38     Int  9      God: Trog [******]
Gold 13125       SH  2     Dex 23      Spells:  0 memorised, 26 levels left

Res.Fire  : + + +   See Invis. : +   W - +9,+8 bardiche (antimagic)
Res.Cold  : + . .   Warding    : .   m - +9 ice dragon armour
Life Prot.: + + +   Conserve   : +   (no shield)
Res.Poison: .       Res.Corr.  : +   H - +2 cap {SInv}
Res.Elec. : +       Clarity    : .   i - +2 cloak {rCorr, Cons}
Sust.Abil.: . .     Spirit.Shd : .   Q - +2 pair of fencer's gloves {EV+3 Dex+3 Acc
Res.Mut.  : +       Stasis     : .   (boots unavailable)
Res.Rott. : .       Flight     : .   D - amulet of Beauty {rMut rN+ MR+ SInv}
Saprovore : . . .                    E - +5 ring of protection
                                     a - +2,+5 ring of slaying

@: very resistant to hostile enchantments, very stealthy
A: electricity resistance, AC +2, SH +2, Str -1, Dex -1
a: Burn Spellbooks, Berserk, Trog's Hand, Brothers in Arms, Renounce Religion
}: 11/15 runes: serpentine, barnacled, slimy, silver, golden, abyssal, demonic,
glowing, magical, fiery, dark


You are in the Vestibule of Hell.
You worship Trog.
Trog is exalted by your worship.
You are not hungry.

You have visited 14 branches of the dungeon, and seen 79 of its levels.
You have visited Pandemonium 4 times, and seen 25 of its levels.
You have visited the Abyss 4 times.
You have also visited: Labyrinth, Trove and Volcano.

You have collected 15357 gold pieces.
You have spent 2252 gold pieces at shops.

Inventory:

Hand weapons
 c - the +5,+4 crossbow of the Evil Eye {velocity, rF+}
   (You found it on level 1 of the Enchanted Forest)   
   
   Any bolt fired from it inflicts extra damage.
   
   It protects you from fire.
 d - the +6,+6 Sword of Cerebov {flame}
   (You took it off Cerebov in Pandemonium)   
   
   It emits flame when wielded, causing extra injury to most foes and up to
   double damage against particularly susceptible opponents. Big, fiery blades
   are also staple armaments of hydra-hunters.
 B - the +5,+8 glaive "Jellybane" {drain, +Inv rC++ SInv}
   (Trog gifted it to you in Pandemonium)   
   
   A truly terrible weapon, it drains the life of those it strikes.
   
   It greatly protects you from cold.
   It enhances your eyesight.
   It lets you turn invisible.
 W - a +9,+8 anti-magic bardiche (weapon)
Missiles
 y - 67 bolts
Armour
 i - a +2 cloak of preservation (worn)
 m - a +9 ice dragon armour (worn)
 H - a +2 cap of see invisible (worn)
 Q - the +2 pair of fencer's gloves (worn) {EV+3 Dex+3 Acc+8}
   (You acquired it on level 1 of the Elven Halls)   
   
   It affects your evasion (+3).
   It affects your dexterity (+3).
   It affects your accuracy (+8).
Magical devices
 h - a wand of heal wounds (6)
 n - a wand of teleportation (7)
 r - a wand of invisibility (4)
 G - a wand of hasting (6)
 J - a wand of digging (19)
Scrolls
 g - 3 scrolls of fog
 k - 4 scrolls of magic mapping
 l - 8 scrolls of remove curse
 o - 6 scrolls of blinking
 u - 7 scrolls of identify
 N - a scroll of silence
 O - 3 scrolls of teleportation
 Y - 4 scrolls of immolation
Jewellery
 a - a +2,+5 ring of slaying (left hand)
 t - the ring "Ghent" {Regen rF+ Str-1 Dex+2}
   (You found it on level 5 of the Vaults)   
   
   [ring of regeneration]
   It affects your strength (-1).
   It affects your dexterity (+2).
   It protects you from fire.
 C - the ring "Bluixol" {Hunger rF- rC+ MR++ SInv}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of hunger]
   It makes you vulnerable to fire.
   It protects you from cold.
   It affects your resistance to hostile enchantments.
   It enhances your eyesight.
 D - the amulet of Beauty (around neck) {rMut rN+ MR+ SInv}
   (You found it in Pandemonium)   
   
   [amulet of resist mutation]
   It protects you from negative energy.
   It affects your resistance to hostile enchantments.
   It enhances your eyesight.
 E - a +5 ring of protection (right hand)
 F - an uncursed ring of protection from cold
 K - the amulet "Thythry" {Faith rPois}
   (You found it in Pandemonium)   
   
   [amulet of faith]
   It protects you from poison.
 M - an uncursed ring of sustain abilities
 P - an uncursed amulet of clarity
 R - the ring "Rippebaf" {+Rage rPois rC- Acc+5 Dam+5}
   (You found it on level 2 of the Realm of Zot)   
   
   [ring of slaying]
   It affects your accuracy (+5).
   It affects your damage-dealing abilities (+5).
   It makes you vulnerable to cold.
   It protects you from poison.
   It lets you go berserk.
 S - an uncursed ring of teleport control
 U - an uncursed amulet of stasis
 V - the ring "Ciutsamm" {+Blink rElec Dex+2 Int+4}
   (You found it on level 3 of the Tomb of the Ancients)   
   
   [ring of dexterity]
   It affects your dexterity (+2).
   It affects your intelligence (+4).
   It insulates you from electricity.
   It lets you blink.
Potions
 b - 3 potions of might
 e - 11 potions of curing
 f - 13 potions of heal wounds
 p - 7 potions of resistance
 q - 9 potions of restore abilities
 w - 4 potions of agility
 L - 2 potions of cure mutation
Miscellaneous
 A - a phial of floods
 Z - a fan of gales


   Skills:
 O Level 27 Fighting
   Level 0.0 Short Blades
 + Level 0.0 Long Blades
   Level 0.0 Axes
   Level 0.0 Maces & Flails
 O Level 27 Polearms
   Level 0.0 Staves
   Level 0.0 Slings
   Level 0.0 Bows
 O Level 27 Crossbows
 O Level 27 Armour
 O Level 27 Dodging
 * Level 20.4 Stealth
   Level 0.0 Stabbing
   Level 0.0 Shields
 - Level 13.0 Traps
   Level 0.0 Conjurations
   Level 0.0 Hexes
   Level 0.0 Charms
   Level 0.0 Summonings
   Level 0.0 Necromancy
   Level 0.0 Translocations
   Level 0.0 Transmutations
   Level 0.0 Fire Magic
   Level 0.0 Ice Magic
   Level 0.0 Air Magic
   Level 0.0 Earth Magic
   Level 0.0 Poison Magic
   Level 0.0 Invocations
 O Level 27 Evocations


You have 26 spell levels left.
You don't know any spells.

Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:4             Orc (4/4) D:7
    Elf (3/3) Orc:4          Lair (8/8) D:12         Shoals (5/5) Lair:6
  Snake (5/5) Lair:6        Slime (6/6) Lair:7       Vaults (5/5) D:18
  Blade (1/1) Vaults:3       Tomb (3/3) Forest:3        Zot (5/5) D:27
 Forest (5/5) Vaults:3   
   Dis: Hell:1         Geh: Hell:1         Coc: Hell:1         Tar: Hell:1

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

Shops:
D:6: [  D:13: !  D:14: [  D:16: (  D:21: %  D:26: *  Orc:4: (+[*
Elf:1: (  Shoals:1: +  Shoals:2: (  Shoals:5: !  Vaults:1: !
Vaults:3: !  Vaults:4: %

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:26 D:27
Abyss: D:22 D:25
Pandemonium: D:23 D:24 D:26


Innate Abilities, Weirdness & Mutations

You are immune to all types of fire, even holy and hellish.
You are vulnerable to cold.
You need no food.
You have no legs.
You are partially covered in large bone plates (AC +2, SH +2).
You are clumsy (Dex -1).
You are resistant to electric shocks.
You are weak (Str -1).


11 runes down. Just the Hell branches to go. Accomplished two things in Pan that I have never done. First, I cleared the Holy Pan floor for the first time, which has always proven too difficult for me. Lastly, I voluntarily walked right into Hellion Island and took my time killing each one. Djinni are so nice. ^_^

Unarmed Combat 27.0

Posts: 670

Joined: Saturday, 12th January 2013, 22:48

Post Saturday, 20th July 2013, 05:03

Re: CIP: DjBe

  Code:
 Dungeon Crawl Stone Soup version 0.13-a0-1673-gf59dc81 (tiles) character file.

9546951 Lorenzo the Invulnerable (level 27, 241/241 HPs)
             Began as a Djinni Berserker on July 12, 2013.
             Was the Champion of Trog.
             Escaped with the Orb
             ... and 15 runes on July 20, 2013!
             
             The game lasted 14:21:26 (181295 turns).

Lorenzo the Invulnerable (Djinni Berserker)       Turns: 181295, Time: 14:21:26

HP 241/241       AC 46     Str 20      XL: 27
MP   0/0         EV 38     Int  9      God: Trog [******]
Gold 15771       SH  2     Dex 23      Spells:  0 memorised, 26 levels left

Res.Fire  : + + +   See Invis. : +   W - +9,+8 bardiche (antimagic)
Res.Cold  : + . .   Warding    : .   m - +9 ice dragon armour
Life Prot.: + + +   Conserve   : +   (no shield)
Res.Poison: .       Res.Corr.  : +   H - +2 cap {SInv}
Res.Elec. : +       Clarity    : .   i - +2 cloak {rCorr, Cons}
Sust.Abil.: . .     Spirit.Shd : .   Q - +2 pair of fencer's gloves {EV+3 Dex+3 Acc
Res.Mut.  : +       Stasis     : .   (boots unavailable)
Res.Rott. : .       Flight     : .   D - amulet of Beauty {rMut rN+ MR+ SInv}
Saprovore : . . .                    E - +5 ring of protection
                                     a - +2,+5 ring of slaying

@: very resistant to hostile enchantments, fairly stealthy
A: electricity resistance, AC +2, SH +2, Str -1, Dex -1
a: Burn Spellbooks, Berserk, Trog's Hand, Brothers in Arms, Renounce Religion
}: 15/15 runes: serpentine, barnacled, slimy, silver, golden, iron, obsidian,
icy, bone, abyssal, demonic, glowing, magical, fiery, dark


You escaped.
You worshipped Trog.
Trog was exalted by your worship.
You were not hungry.

You visited 18 branches of the dungeon, and saw 107 of its levels.
You visited Pandemonium 4 times, and saw 25 of its levels.
You visited the Abyss 4 times.
You also visited: Labyrinth, Trove and Volcano.

You collected 18003 gold pieces.
You spent 2252 gold pieces at shops.

Inventory:

Hand weapons
 c - the +5,+4 crossbow of the Evil Eye {velocity, rF+}
   (You found it on level 1 of the Enchanted Forest)   
   
   Any bolt fired from it inflicts extra damage.
   
   It protects you from fire.
 W - a +9,+8 anti-magic bardiche (weapon)
Missiles
 y - 67 bolts
Armour
 i - a +2 cloak of preservation (worn)
 m - a +9 ice dragon armour (worn)
 H - a +2 cap of see invisible (worn)
 Q - the +2 pair of fencer's gloves (worn) {EV+3 Dex+3 Acc+8}
   (You acquired it on level 1 of the Elven Halls)   
   
   It affects your evasion (+3).
   It affects your dexterity (+3).
   It affects your accuracy (+8).
Magical devices
 h - a wand of heal wounds (8)
 n - a wand of teleportation (7)
 r - a wand of invisibility (4)
 G - a wand of hasting (7)
 J - a wand of digging (18)
Scrolls
 g - 2 scrolls of fog
 l - 7 scrolls of remove curse
 o - 3 scrolls of blinking
 u - 2 scrolls of identify
 v - a scroll of enchant weapon I
 x - a scroll of recharging
 z - 7 scrolls of summoning
 I - 6 scrolls of vulnerability
 K - a scroll of fear
 O - 3 scrolls of teleportation
Jewellery
 a - a +2,+5 ring of slaying (left hand)
 t - the ring "Ghent" {Regen rF+ Str-1 Dex+2}
   (You found it on level 5 of the Vaults)   
   
   [ring of regeneration]
   It affects your strength (-1).
   It affects your dexterity (+2).
   It protects you from fire.
 B - an uncursed ring of sustain abilities
 C - the ring "Bluixol" {Hunger rF- rC+ MR++ SInv}
   (You found it on level 3 of the Elven Halls)   
   
   [ring of hunger]
   It makes you vulnerable to fire.
   It protects you from cold.
   It affects your resistance to hostile enchantments.
   It enhances your eyesight.
 D - the amulet of Beauty (around neck) {rMut rN+ MR+ SInv}
   (You found it in Pandemonium)   
   
   [amulet of resist mutation]
   It protects you from negative energy.
   It affects your resistance to hostile enchantments.
   It enhances your eyesight.
 E - a +5 ring of protection (right hand)
 F - an uncursed ring of protection from cold
 M - an uncursed ring of sustain abilities
 P - an uncursed amulet of clarity
 R - the ring "Rippebaf" {+Rage rPois rC- Acc+5 Dam+5}
   (You found it on level 2 of the Realm of Zot)   
   
   [ring of slaying]
   It affects your accuracy (+5).
   It affects your damage-dealing abilities (+5).
   It makes you vulnerable to cold.
   It protects you from poison.
   It lets you go berserk.
 S - an uncursed ring of teleport control
 U - an uncursed amulet of stasis
 V - the ring "Ciutsamm" {+Blink rElec Dex+2 Int+4}
   (You found it on level 3 of the Tomb of the Ancients)   
   
   [ring of dexterity]
   It affects your dexterity (+2).
   It affects your intelligence (+4).
   It insulates you from electricity.
   It lets you blink.
Potions
 b - 6 potions of might
 d - 4 potions of speed
 e - 17 potions of curing
 f - 9 potions of heal wounds
 p - 5 potions of resistance
 q - 6 potions of restore abilities
 s - a potion of flight
 w - 7 potions of agility
 L - 3 potions of cure mutation
Orbs of Power
 N - the Orb of Zot
Miscellaneous
 j - a fan of gales
 k - a stone of tremors
 A - a phial of floods


   Skills:
 O Level 27 Fighting
   Level 0.0 Short Blades
   Level 0.0 Long Blades
   Level 0.0 Axes
   Level 0.0 Maces & Flails
 O Level 27 Polearms
   Level 0.0 Staves
   Level 0.0 Slings
   Level 0.0 Bows
 O Level 27 Crossbows
 O Level 27 Armour
 O Level 27 Dodging
 O Level 27 Stealth
   Level 0.0 Stabbing
   Level 0.0 Shields
 * Level 24.5 Traps
   Level 0.0 Conjurations
   Level 0.0 Hexes
   Level 0.0 Charms
   Level 0.0 Summonings
   Level 0.0 Necromancy
   Level 0.0 Translocations
   Level 0.0 Transmutations
   Level 0.0 Fire Magic
   Level 0.0 Ice Magic
   Level 0.0 Air Magic
   Level 0.0 Earth Magic
   Level 0.0 Poison Magic
   Level 0.0 Invocations
 O Level 27 Evocations


You had 26 spell levels left.
You didn't know any spells.

Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:4             Orc (4/4) D:7
    Elf (3/3) Orc:4          Lair (8/8) D:12         Shoals (5/5) Lair:6
  Snake (5/5) Lair:6        Slime (6/6) Lair:7       Vaults (5/5) D:18
  Blade (1/1) Vaults:3       Tomb (3/3) Forest:3        Dis (7/7) Hell
    Geh (7/7) Hell            Coc (7/7) Hell            Tar (7/7) Hell
    Zot (5/5) D:27         Forest (5/5) Vaults:3   

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

Shops:
D:6: [  D:13: !  D:14: [  D:16: (  D:21: %  D:26: *  Orc:4: (+[*
Elf:1: (  Shoals:1: +  Shoals:2: (  Shoals:5: !  Vaults:1: !
Vaults:3: !  Vaults:4: %

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:26 D:27
Abyss: D:22 D:25
Pandemonium: D:23 D:24 D:26


Innate Abilities, Weirdness & Mutations

You are immune to all types of fire, even holy and hellish.
You are vulnerable to cold.
You need no food.
You have no legs.
You are partially covered in large bone plates (AC +2, SH +2).
You are clumsy (Dex -1).
You are resistant to electric shocks.
You are weak (Str -1).


My 9th win overall and 5th with all runes. Djinni are stupidly powerful. Fire and hellfire immunity + 15% torment reduction made the extended game so much easier. None of the Pan or Hell lords really threatened me. Even though I initially wasn't keen on using Antimagic because it reduced my HP, I quickly noticed how effectively it was at negating enemy magic. Very good call, crate. I don't think any of the countless Fiends I encountered were ever able to torment me after I landed my first blow on them.

Trog ended up being surprisingly useful for extended. Brother in Arms helped me pile on damage against the Lords and Trog's Hand was a godsend in Hell. When I was losing HP and couldn't afford to just sit around and wait for it to return, TH got me back to shape in no time. I zerked a few times too, but more often than not, I felt it too risky. Still a fun run, despite the fact that I almost feel like Djinni are cheating.

Oh and I mastered crossbows, though I never fired a single bolt.
User avatar

Vestibule Violator

Posts: 1509

Joined: Wednesday, 21st September 2011, 01:10

Location: St. John's, NL, Canada

Post Saturday, 20th July 2013, 17:47

Re: YAVP: DjBe (15 runes)

congrats.

Hmm, seems like 15-rune berserkers are losing more and more skills to train (stabbing, traps). we might have to start using a ranged weapon _and_ throwing :)
Won all race/bg, unwon (online): Nem* Hep Uka
Favourites: 15-rune Trog, OgNe/OgIE/OgSu (usually Ash), Ds, Ru, SpEn, Ce of Chei, Qaz

Unarmed Combat 27.0

Posts: 670

Joined: Saturday, 12th January 2013, 22:48

Post Saturday, 20th July 2013, 19:17

Re: YAVP: DjBe (15 runes)

Ranged weapons just don't fit the theme of being a berserker. Just gotta beat things over the head.

Return to YASD! YAVP! and characters in progress too

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