Vestibule Violator
Posts: 1601
Joined: Sunday, 14th July 2013, 16:36
YASD: MuCj of Sif, are you pondering what I'm pondering?
- Code:
Dungeon Crawl Stone Soup version 0.13.0 (tiles) character file.
Kelly the Conjurer (Mummy Conjurer) Turns: 34547, Time: 02:13:37
HP 74/74 AC 10 Str 11 XL: 12 Next: 8%
MP 36/36 EV 9 Int 23 God: Sif Muna [*****.]
Gold 534 SH 25 Dex 12 Spells: 6 memorised, 6 levels left
Res.Fire : . . . See Invis. : . a - +3 rod of inaccuracy (curse) (9/9)
Res.Cold : + . . Warding : . D - +2 leather armour {rN+}
Life Prot.: + + + Conserve : . v - +3 dwarf shield
Res.Poison: + Res.Corr. : . u - +3 hat of Pondering {ponderous, MR+ MP+10 Int+5}
Res.Elec. : . Clarity : . f - +0 cloak
Sust.Abil.: . . Spirit.Shd : . (no gloves)
Res.Mut. : . Stasis : . m - +0 pair of boots (curse)
Res.Rott. : + Flight : . b - cursed amulet of rage
Saprovore : . . . n - cursed ring of invisibility
l - ring of protection from fire
@: studying Shields, slow, very resistant to hostile enchantments, unstealthy
A: no food or potions, fire vulnerability, restore body, cold resistance 1, life
protection 3, poison resistance, torment resistance, unbreathing
a: Channel Energy, Forget Spell, Renounce Religion, Evoke Berserk Rage, Evoke
Invisibility
You are in the Ecumenical Temple.
You worship Sif Muna.
Sif Muna is extremely pleased with you.
You are not hungry.
You have visited 2 branches of the dungeon, and seen 12 of its levels.
You have also visited: Ossuary and Bailey.
You have collected 514 gold pieces.
Inventory:
Armour
f - a +0 cloak (worn)
m - a cursed +0 pair of boots (worn)
u - the +3 hat of Pondering (worn) {ponderous, MR+ MP+10 Int+5}
(You found it on level 6 of the Dungeon)
It affects your intelligence (+5).
It affects your resistance to hostile enchantments.
It affects your magic capacity (+10).
v - a +3 dwarven shield (worn)
D - a +2 leather armour of positive energy (worn)
Magical devices
e - a wand of random effects {zapped: 1}
s - a wand of teleportation {zapped: 2}
z - a long wooden wand
C - a wand of magic darts {zapped: 1}
Scrolls
i - 3 scrolls of teleportation
Jewellery
b - a cursed amulet of rage (around neck)
k - a cursed ring of protection from cold
l - a ring of protection from fire (left hand)
n - a cursed ring of invisibility (right hand)
p - an uncursed ring of teleportation
y - a runed sapphire amulet
E - an uncursed ring of flight
O - a ring of protection from fire
Books
c - a book of Conjurations
Spells Type Level
*Magic Dart Conjuration 1
*Searing Ray Conjuration 2
*Dazzling Spray Conjuration/Hexes 3
*Iskenderun's Mystic Blast Conjuration 4
*Iskenderun's Battlesphere Conjuration/Charms 4
Fulminant Prism Conjuration/Hexes 5
g - a book of Changes
Spells Type Level
Beastly Appendage Transmutation 1
Sticks to Snakes Transmutation 2
Spider Form Transmutation/Poison 3
Ice Form Ice/Transmutation 4
Blade Hands Transmutation 5
o - a manual of Shields
q - a book of Wizardry
Spells Type Level
Summon Elemental Summoning 4
Agony Necromancy 5
*Force Lance Conjuration 5
Fireball Conjuration/Fire 5
Haste Charms 6
Invisibility Hexes 6
r - a manual of Shields
x - a book of Annihilations
Spells Type Level
Poison Arrow Conjuration/Poison 6
Orb of Destruction Conjuration 7
Chain Lightning Conjuration/Air 8
Lehudib's Crystal Spear Conjuration/Earth 8
Ice Storm Conjuration/Ice 9
Fire Storm Conjuration/Fire 9
Rods
a - a cursed +3 rod of inaccuracy (9/9) (weapon)
(You found it on level 8 of the Dungeon)
Skills:
- Level 1.5 Dodging
- Level 1.5 Stealth
* Level 9.5 Shields
+ Level 7.1 Spellcasting
* Level 11.9 Conjurations
- Level 3.0 Charms
* Level 4.9 Invocations
- Level 4.0 Evocations
You have 6 spell levels left.
You know the following spells:
Your Spells Type Power Failure Level Hunger
a - Searing Ray Conj ###### 1% 2 N/A
b - Iskenderun's Battles Conj/Chrm #####... 10% 4 N/A
f - Magic Dart Conj #### 1% 1 N/A
g - Iskenderun's Mystic Conj ######.. 1% 4 N/A
h - Dazzling Spray Conj/Hex #####... 4% 3 N/A
n - Force Lance Conj ######.. 3% 5 N/A
Dungeon Overview and Level Annotations
Branches:
Dungeon (11/27) Temple (1/1) D:4 Orc (0/4) D:11
Lair: D:8-13
Innate Abilities, Weirdness & Mutations
You do not eat or drink.
Your flesh is vulnerable to fire.
Your flesh is cold resistant.
You are immune to negative energy.
Your system is resistant to poisons.
You are immune to unholy pain and torment.
You can survive without breathing.
Action | 1- 3 | 4- 6 | 7- 9 | 10-12 || total
-------------------------+-------+-------+-------+-------++-------
Melee: Dagger | | 1 | | || 1
Unarmed | | | 1 | || 1
Rod | | | | 1 || 1
Throw: Dagger | 1 | | | || 1
Cast: Magic Dart | 106 | 133 | 128 | 175 || 542
Searing Ray | 9 | 41 | 44 | 10 || 104
Iskenderun's Myst | | | 100 | 138 || 238
Iskenderun's Batt | | | 2 | 91 || 93
Dazzling Spray | | | 2 | 2 || 4
Force Lance | | | | 27 || 27
Invok: Channel Energy | | | 228 | 434 || 662
Forget Spell | | | | 2 || 2
Abil: Evoke Flight | | | | 4 || 4
Evoke Invisibilit | | | | 4 || 4
Turn Visible | | | | 3 || 3
Stop Flying | | | | 1 || 1
Evoke Teleportati | | | | 1 || 1
Evoke: Wand | | 1 | 2 | 1 || 4
Rod | | | 6 | 35 || 41
Use: Scroll | | 6 | 10 | 3 || 19
I decided to take a break from SpEn, and roll with a mummy! I've normally tried wizards, but I figured this time I'd go conjurer, to have access to better nukes, and to see what I think about Searing Ray.
Getting started was a little tricky -- my first enemy was a Gnoll with a spear. Thankfully, Xom came to my rescue, with an altar surrounded by a nice collection of teleport traps I could use to get it off my tail.
I honestly did not mean to spend 10,000 turns on D:1. While I did play a patient game -- e,g, rather than peek around corners, I would often shout, back up, then hit '5' to see if anything came -- I expected only a few thousand turns. I'm not even sure how I managed to waste so much time!
Anyways, the start stabilized, and I found a ring of invisibility on D:4. I have a nagging feeling in the back of my head that it's optimal play to always put Invisibility up before going into any new area, then retreat to a safe area to wait off contamination. I haven't had the patience to even try at that, though.
The game has thrown a few other items at me to make the early game feel weird too:
- a +3 rod of Inaccuracy (9/9) on D:8
- the +3 hat of Pondering {ponderous, MR+ MP+10 Int+5}
- a +0 bucker, a +3 dwarven shield, and a +1 shield of protection (481 gold)
- 2 manuals of shields
This is the first time I've really used the rod of inaccuracy. It seems pretty nice; hopefully it will be a good solution to hydras when I get to lair. I've trained evocations up to 4 to speed up the recharge: I think from wiki I'm getting one point every 4 turns? Maybe I should train some more so I can get 4 shots in a longer combat.
The hat of Pondering is an annoying dilemma. While the big bonus to MP is nice (and the int too), I have no escape spells. I have three sources of teleport, though (ring, scrolls, wand), but it would be nice if I had something safer and more immediate....
The shields were odd too. Normally I wouldn't have trained shields for some time, or maybe just up to 5 to get the buckler going. But with the manuals, Shields is the only skill I have positive aptitude for! And the shield of protection looks like a nice find. I have a short sword of protection to use too: together they'd give me another +8 to my AC. Alas, my rod is cursed and I have no remove curse scrolls. (I have a staff of poison I could use too)
There's also the +4 steam dragon armour "Nyanyg Edy" {rC+ SInv} in a shop. I'm going to have a surprising amount of defense once I get a big enough pile of gold.
I worry that I've strayed too far from my core competence of blowing stuff up, though. While battlesphere is really nice, I'm a tad worried about spiny frogs and black mambas. And maybe hydras. I hope I have enough killing power.... I haven't figured out what my next spell target should be: the obvious options are, I think,
- Fulminant Prism -- I lack AoE
- Orb of Destruction -- big kill power, and I can stick to conjurations. But I'll need a lot of conjurations.
- Poison Arrow -- because it's really strong. And I think training poison will help convince Sif to give me Mephitic Cloud and Poison Cloud
- Agony -- I've not really used necromancy much. But this might be pretty nice to use on a blaster, and I think I'll get a bonus to casting it once I reach XL 13?
- Haste -- since I have no food concerns, I could use this very liberally. In particular, this would (?) more than make up for Ponderous, making "run away" and "retreat to better terrain" much more plausible options
I have two enchant armour scrolls. I suppose I really ought to use them ASAP, even though I have plain armours at the moment. Especially since the steam dragon armour suggests I probably won't need to use a bunch on body armour.