Octopode Wizard: Shields or Dodging?


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Mines Malingerer

Posts: 50

Joined: Tuesday, 24th December 2013, 18:44

Post Wednesday, 29th January 2014, 21:29

Octopode Wizard: Shields or Dodging?

I'm not having any trouble killing stuff at this point so I figure I should put some points into defense. My dodging is 15 and shields is 5 so I can use my buckler with no spellcasting penalty. Would I be better off investing in shields or dodging? I've found one (unbranded) regular shield and the buckler I'm currently using.
Dungeon Crawl Stone Soup version 0.14-a0-2328-g18f63ac (webtiles) character file.


Challenger1337 the Spry (Octopode Wizard) Turns: 34532, Time: 02:37:19

HP 59/76 AC 10 Str 9 XL: 14 Next: 56%
MP 19/32 EV 20 Int 24 God: Vehumet [*****.]
Gold 1211 SH 10 Dex 12 Spells: 10 memorised, 6 levels left

rFire . . . SeeInvis + r - +4,+2 falchion (protect)
rCold . . . Clarity . O - +0 buckler
rNeg + . . Conserve . k - +1 hat {SInv}
rPois . rCorr . y - amulet of resist mutation
rElec + rRot . t - +3 ring of strength
SustAb . . Spirit . f - ring of sustenance
rMut + Warding . A - ring "Avvylegh" {+cTele +Rage rElec Acc-6 Dam+3}
Saprov . . . Stasis . h - ring of positive energy
MR ++... w - ring of protection from magic
o - ring of wizardry
v - ring of flight
D - +3 ring of protection

@: mildly poisoned, very resistant to hostile enchantments, quite stealthy
A: almost no armour, amphibious, 8 rings, constrict 8, camouflage 1, gelatinous
body 1
a: Renounce Religion, Evoke Berserk Rage, Evoke Flight, Evoke Teleport Control


You are on level 8 of the Lair of Beasts.
You worship Vehumet.
Vehumet is extremely pleased with you.
You are hungry.

You have visited 3 branches of the dungeon, and seen 20 of its levels.
You have also visited: Ice Cave.

You have collected 1361 gold pieces.
You have spent 150 gold pieces at shops.

Inventory:

Hand weapons
r - a +4,+2 falchion of protection (weapon)
Armour
k - a +1 hat of see invisible (worn)
O - a +0 buckler (worn)
Magical devices
m - a wand of disintegration {zapped: 1}
s - a wand of frost {zapped: 1}
x - a wand of invisibility {zapped: 2}
z - a wand of cold {zapped: 1}
B - a wand of fire {zapped: 7}
Comestibles
d - 7 bread rations
C - a beef jerky
F - a choko
Scrolls
e - 4 scrolls of teleportation
g - 2 scrolls of magic mapping
j - 7 scrolls of remove curse
n - 2 scrolls of fog
q - a scroll of blinking
J - a scroll of recharging
K - 3 scrolls of identify
Jewellery
f - a ring of sustenance (right tentacle)
h - a ring of positive energy (on tentacle)
i - an uncursed amulet of guardian spirit
o - a ring of wizardry (on tentacle)
t - a +3 ring of strength (left tentacle)
v - a ring of flight (on tentacle)
w - a ring of protection from magic (on tentacle)
y - an amulet of resist mutation (around mantle)
A - the ring "Avvylegh" (on tentacle) {+cTele +Rage rElec Acc-6 Dam+3}
(You found it on level 7 of the Dungeon)

[ring of teleport control]
It affects your accuracy with ranged weapons and melee attacks (-6).
It affects your damage with ranged weapons and melee attacks (+3).
It insulates you from electricity.
It lets you go berserk.
D - a +3 ring of protection (on tentacle)
I - an uncursed ring of sustenance
L - an uncursed ring of ice
Potions
a - 3 potions of restore abilities
b - a potion of heal wounds
l - 2 fizzy green potions
p - 4 potions of curing
u - 3 potions of brilliance
E - 3 fuming purple potions
G - 3 potions of speed
H - a viscous inky potion
Magical staves
c - an uncursed staff of air


Skills:
+ Level 15.3 Dodging
- Level 2.6 Stealth
- Level 5.0 Shields
- Level 0.2 Unarmed Combat
- Level 10.0 Spellcasting
- Level 11.4 Conjurations
Level 1.0 Summonings
- Level 0.4 Necromancy
- Level 1.0 Translocations
- Level 7.0 Fire Magic
- Level 7.3 Earth Magic
- Level 5.1 Poison Magic


You have 6 spell levels left.
You know the following spells:

Your Spells Type Power Failure Level Hunger
a - Magic Dart Conj #### 1% 1 None
b - Blink Tloc N/A 2% 2 None
c - Repel Missiles Chrm/Air ##........ 3% 2 None
d - Conjure Flame Conj/Fire ######.. 1% 3 None
e - Mephitic Cloud Conj/Pois/Air #####... 1% 3 None
f - Sting Conj/Pois #### 1% 1 None
g - Stone Arrow Conj/Erth ###### 1% 3 None
i - Fireball Conj/Fire ######.... 1% 5 ###....
j - Venom Bolt Conj/Pois ######.... 1% 5 ###....
y - Sublimation of Blood Necr ##........ 3% 2 None

Sar

User avatar

Ziggurat Zagger

Posts: 6418

Joined: Friday, 6th July 2012, 12:48

Post Wednesday, 29th January 2014, 21:57

Re: Octopode Wizard: Shields or Dodging?

1. Put dump in code tags, not quote tags.
2. Get Fighting.

Mines Malingerer

Posts: 50

Joined: Tuesday, 24th December 2013, 18:44

Post Wednesday, 29th January 2014, 22:21

Re: Octopode Wizard: Shields or Dodging?

Noted.

So you think the extra HP from fighting would be more beneficial than increasing defenses so it doesn't get lowered in the first place?

Mines Malingerer

Posts: 50

Joined: Tuesday, 24th December 2013, 18:44

Post Wednesday, 29th January 2014, 22:30

Re: Octopode Wizard: Shields or Dodging?

I guess that does make sense because more HP will always be useful whereas shields and dodging will only block damage a percentage of the time.

Sar

User avatar

Ziggurat Zagger

Posts: 6418

Joined: Friday, 6th July 2012, 12:48

Post Wednesday, 29th January 2014, 22:41

Re: Octopode Wizard: Shields or Dodging?

Skills in Crawl get more expensive to raise as you raise them. Going from 10 to 11 will be significantly more costly than going from 0 to 1, etc. You have 0 Fighting, which is not good, raising it now will be cheap and a good boost to your survivability. That's what would make the most sense to me in this situation, since your Dodging is already quite high, and getting a shield is a significant investment (that I would consider on an Octopode).
I would also consider getting a good melee weapon.

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