DsMo questions


Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.

Halls Hopper

Posts: 67

Joined: Tuesday, 8th January 2013, 17:24

Location: Inside the Lernaean Hydra's stomach (Thank god for this Amulet of rCorr)

Post Wednesday, 28th May 2014, 18:27

DsMo questions

Hello! i understand that most of you are tired of fielding silly questions, so i'll try and get to the point and get this over with as soon as possible.

  Code:
Dungeon Crawl Stone Soup version 0.14.0-2-gd2dacb9 (tiles) character file.

Discord the Transmogrifier (Demonspawn Monk)       Turns: 19586, Time: 02:00:34

HP  54/101       AC 17     Str 13      XL: 13   Next: 12%
MP  27/27        EV 15     Int 15      God: Makhleb [******]
Gold 1181        SH  0     Dex 16      Spells:  1 memorised, 20 levels left

rFire  . . .     SeeInvis +       - Unarmed
rCold  . . .     Clarity  .     N - +4 steam dragon armour of the Wilderness {MR+ Acc+4}
rNeg   . . .     Conserve .     (no shield)
rPois  .         rCorr    .     h - +1 helmet (curse)
rElec  .         rRot     .     s - +1 cloak {+Inv}
SustAb . .       Spirit   .     (gloves unavailable)
rMut   .         Warding  .     z - +0 pair of boots (curse)
Saprov . . .     Stasis   .     (no amulet)
MR     +....                    t - ring of see invisible
                                e - +2 ring of evasion

@: burdened, studying Ice Magic, slow, somewhat resistant to hostile
enchantments, unstealthy
A: claws 3, thin metallic scales 2, demonic guardian 2, spiny 1
a: Minor Destruction, Lesser Servant of Makhleb, Major Destruction, Greater
Servant of Makhleb, Renounce Religion, Evoke Invisibility


You are on level 14 of the Dungeon.
You worship Makhleb.
Makhleb is exalted by your worship.
You are encumbered.
You are not hungry.

You have visited 4 branches of the dungeon, and seen 19 of its levels.

You have collected 2113 gold pieces.
You have spent 932 gold pieces at shops.

Inventory:

Hand weapons
 L - the +10,+9 short sword of the Evening {antimagic, +Rage rF+ Str-3 Dex+1 Int+1}
   (You took it off a wizard on level 14 of the Dungeon)   
   
   It disrupts the flow of magical energy around spellcasters and certain
   magical creatures (including the wielder).
   
   It affects your strength (-3).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
   It protects you from fire.
   It lets you go berserk.
Armour
 h - a cursed +1 helmet (worn)
 s - a +1 cloak of darkness (worn)
 z - a cursed +0 pair of boots (worn)
 C - a +2 robe of fire resistance
 N - the +4 steam dragon armour of the Wilderness (worn) {MR+ Acc+4}
   (You found it on level 13 of the Dungeon)   
   
   It affects your accuracy with ranged weapons and melee attacks (+4).
   It affects your resistance to hostile enchantments.
Magical devices
 f - a wand of hasting (3)
 j - a wand of digging (9)
 k - a wand of polymorph {zapped: 5}
 D - a wand of paralysis {zapped: 6}
 F - a wand of paralysis
 K - a wand of paralysis {zapped: 1}
 M - a wand of magic darts {zapped: 11}
 O - a wand of cold {zapped: 2}
 T - a wand of invisibility {zapped: 1}
Comestibles
 b - 10 bread rations
 d - 2 pears
 l - 5 meat rations
 o - 2 apples
 A - 9 strawberries
 B - 5 chunks of centaur flesh
 E - 3 cheeses
 Q - 6 honeycombs
 R - 3 lemons
Scrolls
 g - a scroll of enchant armour
 i - 2 scrolls of remove curse
 p - a scroll of fear
 r - 3 scrolls of teleportation
 u - 2 scrolls of recharging
 v - 5 scrolls of identify
 y - 2 scrolls of fog
 J - a scroll of enchant weapon II
Jewellery
 e - a +2 ring of evasion (left claw)
 n - an uncursed ring of positive energy
 q - an uncursed ring of sustain abilities
 t - a ring of see invisible (right claw)
 H - a dented crystal amulet
Potions
 c - 9 potions of curing
 m - 3 potions of brilliance
 x - 2 potions of magic
 G - a potion of flight
 I - a potion of might
 S - a potion of restore abilities
Books
 a - a book of Transfigurations   
   
   Spells                             Type                      Level
   *Stoneskin                         Transmutation/Earth          2
   Ice Form                           Ice/Transmutation            4
   Statue Form                        Transmutation/Earth          6
   Dragon Form                        Transmutation                7
 P - a manual of Ice Magic
Miscellaneous
 w - a sack of spiders


   Skills:
 - Level 9.2 Fighting
 - Level 2.6 Dodging
 - Level 1.7 Stealth
 - Level 11.3 Unarmed Combat
 - Level 5.4 Spellcasting
 + Level 11.5 Transmutations
 - Level 10.5 Invocations
 - Level 6.4 Evocations


You have 20 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Stoneskin             Trmt/Erth      ###.......   1%          2    #......


Dungeon Overview and Level Annotations

Branches:
Dungeon (14/15)            Temple (1/1) D:6             Orc (3/4) D:9
   Lair (1/8) D:10         Vaults (0/5) D:14       
   Elf: Orc:3-4     

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Okawaru
Trog
Vehumet
Xom
Yredelemnul
Zin
The Shining One

Shops:
D:5 *   Orc:1 *   Orc:3 *


Innate Abilities, Weirdness & Mutations

You have claws for hands.
You are mostly covered in thin metallic scales (AC +3).
A demonic guardian rushes to your aid.
You are partially covered in sharp spines.


Message History

You continue butchering the corpse. x3
You finish butchering the centaur corpse.
You can't pick everything up without burdening yourself.
B - 5 chunks of centaur flesh
Things that are here:
a manticore corpse; an uncursed longbow; 10 arrows; a chunk of centaur flesh
You offer a prayer to Makhleb.
The manticore corpse disappears without a sign.
Makhleb is exalted by your worship.
Found a metal-bound book and a meat ration.
You can't pick everything up without burdening yourself.
H - a dented crystal amulet
You now have 1181 gold pieces (gained 230).
Things that are here:
a smoking short sword; a robe; a wand of invisibility {zapped: 1}
You are being weighed down by all of your possessions.
L - a smoking short sword; T - a wand of invisibility {zapped: 1}
Identify which item? (\ to view known items) (? for menu, Esc to quit)
As you read the scroll of identify, it crumbles to dust.
L - the +10,+9 short sword of the Evening {antimagic, +Rage rF+ Str-3 Dex+1 Int+1}

        ##..## ..
      +##....##'
      #.....!..#
     ##........##
  ####.........[###
   .......(}((.....
   .......}(.(.).(.
   ###.....(....###
     ##......(.####
      #@)..(...#...
#(....'##....##'...
#...... ##(.##.....
#......  #.(##.....
#......  #.(##.....
 .(.:..  #..##...(.
  .....  #..##.....
   .%..  #..##.....
      #  #..#######


There are no monsters in sight!

Vanquished Creatures
  A centaur warrior (D:14)
  A tengu warrior (D:14)
  A large abomination (D:13)
  A skeletal warrior (D:14)
  Pikel (D:4)
  A hill giant (D:14)
  A cyclops (D:12)
  An orc sorcerer (Orc:3)
  2 gargoyles
  Psyche (D:13)
  An efreet (D:13)
  A troll (D:10)
  A raiju (D:14)
  A two-headed ogre (D:14)
  2 basilisks (D:14)
  A tarantella (shapeshifter) (D:14)
  3 shadows
  2 deep elf magi
  An ugly thing (D:10)
  A wyvern (D:13)
  2 hungry ghosts
  Eustachio (D:10)
  3 yaks (D:11)
  2 hill giant skeletons
  3 hippogriffs
  3 vampire mosquitoes (D:14)
  3 wargs
  A centaur simulacrum (D:14)
  13 orc warriors
  2 porcupines
  2 mottled dragons
  A necrophage (D:10)
  A spider (D:13)
  A slave (D:4)
  2 small abominations (D:13)
  2 black bears (D:10)
  4 ice beasts
  2 sky beasts
  4 phantoms
  6 centaurs
  6 ogres
  2 crocodiles (D:10)
  2 boring beetles (D:13)
  3 big kobolds
  A komodo dragon zombie (D:14)
  2 brain worms (D:13)
  A gnoll sergeant (D:8)
  A wyvern zombie (D:8)
  A giant slug (D:10)
  6 giant frogs
  3 scorpions
  An eye of draining (D:7)
  4 wights (D:12)
  2 jellies (D:12)
  9 killer bees
  2 quasits
  3 crimson imps
  A giant frog zombie (D:9)
  A giant frog skeleton (D:11)
  A goliath beetle (D:9)
  Crazy Yiuf (D:4)
  22 orc priests
  3 hounds
  18 orc wizards
  A two-headed ogre skeleton (D:8)
  An iguana (D:6)
  10 worker ants
  9 sheep
  Ijyb (D:2)
  Jessica (D:2)
  A sky beast zombie (D:11)
  An ogre skeleton (D:4)
  A big kobold skeleton (D:10)
  A kobold simulacrum (D:14)
  2 mummies
  A worker ant zombie (D:11)
  7 gnolls
  2 green rats (D:10)
  17 adders
  5 giant mites
  A shadow imp (D:6)
  5 worms
  An inept feature mimic (D:10)
  An inept item mimic (D:3)
  An orc zombie (D:8)
  An iguana skeleton (D:7)
  10 giant geckos
  4 oozes
  157 orcs
  20 bats
  2 bat skeletons
  16 goblins
  22 hobgoblins
  24 kobolds
  5 quokkas
  2 ball pythons (D:3)
  A ball python skeleton (D:5)
  7 giant cockroaches
  4 giant newts
  A hobgoblin zombie (D:7)
  4 jackals (D:4)
  A jackal skeleton (D:8)
  20 rats
  A rat zombie (D:7)
551 creatures vanquished.

Vanquished Creatures (collateral kills)
  Maud (D:13)
  2 hydras (D:14)
  2 dancing weapons (D:14)
  Erica (Orc:3)
  3 centaur warriors (D:14)
  An unseen horror (D:11)
  2 skeletal warriors (D:14)
  4 large abominations (D:13)
  2 hill giants
  2 wizards
  A manticore (D:14)
  A cyclops (D:14)
  A mana viper (shapeshifter) (D:13)
  An orc knight (Orc:3)
  2 wyverns (D:11)
  9 yaks
  A hippogriff (D:14)
  8 ugly things
  2 vampire mosquitoes (D:14)
  A raven (D:14)
  A water moccasin (D:10)
  5 small abominations (D:13)
  2 ice beasts
  An orc warrior (Orc:3)
  A sky beast (D:9)
  2 ogres
  2 centaurs
  A gnoll sergeant (D:13)
  A wight (D:12)
  2 crimson imps
  An iguana (D:14)
  2 orc priests
  A quasit (D:10)
  2 orc wizards
  2 sheep (D:12)
  3 green rats (D:10)
  2 gnolls
  A worm (D:5)
  7 orcs
  A hobgoblin (D:11)
  A goblin (D:6)
88 creatures vanquished.

Vanquished Creatures (others)
  A cacodemon (D:13)
  2 soul eaters
  3 sun demons
  6 ice devils
  A wizard (D:4)
  An orange demon (D:13)
  7 smoke demons
  2 neqoxecs (D:12)
  7 crimson imps
  6 quasits
  3 iron imps
  6 white imps
  4 ufetubi
  A kobold (D:4)
50 creatures vanquished.

Grand Total: 689 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | Discord, the Demonspawn Monk, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 18/18 MP: 1/1
   132 | D:1      | Gained mutation: You have sharp fingernails. [demonic ancestry]
   132 | D:1      | Reached XP level 2. HP: 22/24 MP: 2/2
   152 | D:1      | Reached skill level 4 in Unarmed Combat
  1029 | D:2      | Reached XP level 3. HP: 29/29 MP: 3/3
  1418 | D:2      | Noticed Jessica
  1431 | D:2      | Killed Jessica
  1513 | D:2      | Reached XP level 4. HP: 30/35 MP: 4/4
  1702 | D:2      | Noticed Ijyb
  1718 | D:2      | Killed Ijyb
  1718 | D:2      | Reached skill level 5 in Unarmed Combat
  2299 | D:3      | Gained mutation: You are partially covered in thin metallic scales (AC +2). [demonic ancestry]
  2299 | D:3      | Reached XP level 5. HP: 39/42 MP: 5/5
  3000 | D:4      | Found a bloodstained altar of Trog.
  3000 | D:4      | Noticed a wizard
  3006 | D:4      | Killed a wizard
  3328 | D:4      | Noticed a slave
  3332 | D:4      | Noticed a slave
  3356 | D:4      | Noticed Pikel
  3358 | D:4      | Killed a slave
  3386 | D:4      | Noticed a slave
  3393 | D:4      | Noticed a slave
  3398 | D:4      | Killed Pikel
  3398 | D:4      | Reached skill level 5 in Fighting
  3398 | D:4      | Reached skill level 7 in Unarmed Combat
  3398 | D:4      | Gained mutation: You have very sharp fingernails. [demonic ancestry]
  3398 | D:4      | Reached XP level 6. HP: 30/51 MP: 6/6
  3398 | D:4      | Gained mutation: A weak demonic guardian rushes to your aid. [demonic ancestry]
  3398 | D:4      | Reached XP level 7. HP: 32/56 MP: 7/7
  3623 | D:4      | Reached skill level 1 in Evocations
  3992 | D:4      | Noticed Crazy Yiuf
  4000 | D:4      | Killed Crazy Yiuf
  4046 | D:5      | Entered Level 5 of the Dungeon
  4097 | D:5      | Found a blossoming altar of Fedhas.
  4436 | D:5      | Gained mutation: You are mostly covered in thin metallic scales (AC +3). [demonic ancestry]
  4436 | D:5      | Reached XP level 8. HP: 61/63 MP: 12/14
  4477 | D:5      | Found an iron altar of Okawaru.
  4490 | D:5      | Reached skill level 5 in Evocations
  4603 | D:5      | Found Luaserat's General Store.
  4606 | D:5      | Bought a scroll of identify for 26 gold pieces
  5005 | D:6      | Found a staircase to the Ecumenical Temple.
  5015 | Temple   | Entered the Ecumenical Temple
  5623 | Temple   | Became a worshipper of Makhleb the Destroyer
  5623 | Temple   | Acquired Makhleb's first power
  5623 | Temple   | Acquired Makhleb's second power
  6676 | D:7      | Reached skill level 8 in Unarmed Combat
  7393 | D:8      | Acquired Makhleb's third power
  7393 | D:8      | Reached XP level 9. HP: 65/71 MP: 17/17
  8110 | D:8      | Reached skill level 9 in Unarmed Combat
  8539 | D:9      | Acquired Makhleb's fourth power
  9152 | D:9      | Reached skill level 5 in Invocations
  9159 | D:9      | Acquired Makhleb's fifth power
  9431 | D:9      | Found a staircase to the Orcish Mines.
  9571 | D:9      | Gained mutation: A demonic guardian rushes to your aid. [demonic ancestry]
  9571 | D:9      | Reached XP level 10. HP: 80/80 MP: 18/20
  9663 | D:10     | Entered Level 10 of the Dungeon
 10230 | D:10     | Paralysed by a crimson imp for 3 turns
 10522 | D:10     | Noticed Eustachio
 10524 | D:10     | Found a staircase to the Lair.
 10579 | D:10     | Killed Eustachio
 10688 | D:10     | Reached skill level 10 in Invocations
 10959 | D:11     | Reached skill level 10 in Unarmed Combat
 10990 | D:11     | Noticed an unseen horror
 10992 | D:11     | Killed an unseen horror
 11742 | D:11     | Reached XP level 11. HP: 80/87 MP: 25/25
 12233 | D:12     | Reached skill level 11 in Unarmed Combat
 13049 | D:13     | Reached skill level 1 in Spellcasting
 13085 | D:13     | Noticed a wizard
 13100 | D:13     | Killed a wizard
 13123 | D:13     | Noticed a large abomination
 13123 | D:13     | Noticed a large abomination
 13123 | D:13     | Noticed a large abomination
 13123 | D:13     | Noticed a large abomination
 13133 | D:13     | Killed a large abomination
 13133 | D:13     | Killed a large abomination
 13134 | D:13     | Killed a large abomination
 13144 | D:13     | Noticed a large abomination
 13154 | D:13     | Killed a large abomination
 13164 | D:13     | Killed a large abomination
 13164 | D:13     | Reached skill level 5 in Spellcasting
 13168 | D:13     | Learned a level 2 spell: Stoneskin
 13191 | D:13     | Got a shimmering steam dragon armour
 13214 | D:13     | Identified the cursed +4 steam dragon armour of the Wilderness {MR+ Acc+4} (You found it on level 13 of the Dungeon)
 13284 | D:13     | Reached skill level 1 in Transmutations
 13654 | D:13     | Noticed Psyche
 13668 | D:13     | Killed Psyche
 14254 | D:14     | Noticed a hill giant
 14317 | D:14     | Noticed Maud
 14317 | D:14     | Noticed a hill giant
 14349 | D:13     | Killed Maud
 14349 | D:13     | Reached skill level 5 in Transmutations
 14349 | D:13     | Gained mutation: You have claws for hands. [demonic ancestry]
 14349 | D:13     | Reached XP level 12. HP: 32/95 MP: 26/26
 14626 | D:13     | Killed a hill giant
 14841 | D:14     | Killed a hill giant
 14894 | D:14     | Noticed a tengu warrior
 14903 | D:14     | Killed a tengu warrior
 14970 | D:14     | Noticed a wizard
 14979 | D:14     | Noticed a centaur warrior
 15067 | D:14     | Killed a centaur warrior
 15737 | Lair:1   | Entered Level 1 of the Lair of Beasts
 15856 | Lair:1   | Noticed an eight-headed hydra
 15957 | Orc:1    | Entered Level 1 of the Orcish Mines
 16180 | Orc:1    | Found Memeame's General Store.
 16184 | Orc:1    | Bought a potion of heal wounds for 36 gold pieces
 16184 | Orc:1    | Bought a scroll of identify for 24 gold pieces
 16184 | Orc:1    | Bought a wand of hasting (3) for 504 gold pieces
 16184 | Orc:1    | Bought a scroll of identify for 24 gold pieces
 16184 | Orc:1    | Bought a plain deck of changes for 168 gold pieces
 16184 | Orc:1    | Bought a potion of restore abilities for 36 gold pieces
 16184 | Orc:1    | Bought a potion of lignification for 24 gold pieces
 16207 | Orc:1    | Found a burning altar of Makhleb.
 17149 | Orc:3    | Found Qaimmaq's General Store.
 17176 | Orc:3    | Bought a scroll of blinking for 90 gold pieces
 17296 | Orc:3    | Noticed Erica
 17308 | Orc:3    | Killed Erica
 18490 | D:14     | Noticed a six-headed hydra
 18501 | D:14     | Killed a six-headed hydra
 18501 | D:14     | Reached skill level 10 in Transmutations
 18641 | D:14     | Noticed an eight-headed hydra
 18646 | D:14     | Killed an eight-headed hydra
 18661 | D:14     | Noticed a runed long sword
 18666 | D:14     | Killed a runed long sword
 18669 | D:14     | Found a gate to the Vaults.
 18670 | D:14     | Noticed a runed long sword
 18673 | D:14     | Killed a runed long sword
 18801 | D:14     | Found a burning altar of Makhleb.
 19186 | D:14     | Noticed a centaur warrior
 19196 | D:14     | Noticed a skeletal warrior
 19220 | D:14     | Killed a skeletal warrior
 19239 | D:14     | Killed a centaur warrior
 19239 | D:14     | Gained mutation: You are partially covered in sharp spines. [demonic ancestry]
 19239 | D:14     | Reached XP level 13. HP: 66/101 MP: 27/27
 19250 | D:14     | Noticed a centaur warrior
 19256 | D:14     | Killed a centaur warrior
 19502 | D:14     | Noticed a centaur warrior
 19511 | D:14     | Killed a centaur warrior
 19518 | D:14     | Paralysed by a wizard for 3 turns
 19518 | D:14     | Killed a wizard
 19584 | D:14     | Got a smoking short sword
 19585 | D:14     | Identified the +10,+9 short sword of the Evening {antimagic, +Rage rF+ Str-3 Dex+1 Int+1} (You took it off a wizard on level 14 of the Dungeon)


Action                   |  1- 3 |  4- 6 |  7- 9 | 10-12 | 13-15 || total
-------------------------+-------+-------+-------+-------+-------++-------
Melee: Unarmed           |   133 |   208 |   593 |   965 |    18 ||  1917
 Cast: Stoneskin         |       |       |       |     6 |       ||     6
Invok: Minor Destruction |       |       |    56 |    78 |     8 ||   142
       Major Destruction |       |       |       |     4 |       ||     4
       Lesser Servant of |       |       |       |     4 |       ||     4
       Greater Servant o |       |       |       |     3 |       ||     3
Evoke: Wand              |       |     5 |    15 |    43 |     1 ||    64
       Deck              |       |       |       |     4 |       ||     4
  Use: Potion            |       |     1 |    10 |     8 |       ||    19
       Scroll            |       |    12 |     8 |     9 |     1 ||    30
 Stab: Sleeping          |     5 |     1 |     4 |     2 |       ||    12
       Distracted        |       |     1 |     3 |     5 |       ||     9


Apologies if i'm supposed to use something other than spoiler to hide the text - i haven't dumped a character on here in a long time, possibly ever, and i likewise just started playing crawl again.

Anyways, two future reference questions and one "here and now" question:

1. What gods are ideal for a DsMo? I grabbed Makhleb because of the HP regen, summons and bolts-on-command. However, there were at least a few other gods that caught my eye: Fedhas (tons of summons), Kiku (necromancy to hopefully build into necromutation for the late-game; since i've only ever made it to the late game once, though, that might not be smart thinking) and Dithmenos (unarmed strikes require light armor anyway, stealthy UUC sneak attacks could be good but i'm not sure?)

2. Skill Training: how important is it to focus UUC? Traditionally, i've been training it and fighting simultaneously, focusing other skills as wanted (the transmutation investment in this game is because i have the chance to get statue form, which i've heard is ridiculously powerful).

3. I just found a +10/+9 randart short sword on the body of a wizard; among other things, it's antimagic. While i'm probably not going to start using it as my main weapon due to the low damage, should i start training short swords anyway, and using it on areas i'm expecting to find a lot of spellcasters in (e.g. the elven halls)?

Thanks.
Last edited by PostmodernBrony on Wednesday, 28th May 2014, 19:16, edited 1 time in total.
Cheers, luv! The CeFi's here!

Wins: MiFi of Qaz (6 runes)

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Wednesday, 28th May 2014, 19:02

Re: DsMo questions

0) Typically dumps are posted in code tags because it's a monospaced font that way.

1) Lots of gods, you have a pretty wide open selection, except for the good gods. Makhleb, okawaru, trog, fehdas, Chei, ash, etc. I don't have any dith experience but he's probably great too. You can really do just about anything here. if you're looking for a very simple god and trying to learn the combo/monsters, makhleb/okawaru are very straightforward.

2) Unarmed should be pretty high at all points in the game. Early on I'd focus it until around 10 or so, then start training out some defenses, transmutations if you have a good spell, and then get some more unarmed. Always keep unarmed high, it's the core of your build. More on transmutations later.

3) If you really want to hit a couple of orc wizards with it, go ahead because it's anti-magic, but in general you just want to ignore it. The damage is going to be terrible past lair or so. Your goal is basically to punch everything all game long unless you train some ranged option, or use mak's god abilities, etc. Don't train any weapon skills.

More about transmutations! Statue form is indeed incredibly powerful, but it's also an incredibly high investment. You probably don't want to be rushing for it. If you do insist on going for now, since you already have 11 transmutations, STOP training transmuations! you need earth magic as well, it's a double school spell. And the AC bonus is dependant on your earth skill, so ideally you want higher earth than transmutations. Right now your transmutations is probably too high, and your dodging/unarmed is too low. I'd raise dodging/unarmed about 5 levels each, and then try to get earth up to 8-10 or so and cast statue form. But if you were starting from scratch I'd recommend blade hands instead and keep raising unarmed/fighting/dodging, they'll help you more than having very low skills and statue form. Rushing statue form makes sense mostly for octopodes, and somewhat less for Chei followers (who with +15 int, can get there a lot faster - it's still a decent investment, though).

A note about armors - you aren't really stuck in light armor, it's fine for unarmed characters to use heavy armor. You just want to train your armor skill appropriately if you're in heavy armor. Going immediately to very heavy armor (plate or higher) while at 0 skill can be a bit of a downgrade, but wearing plate with 10 armor skill is pretty much a non-issue. Wearing fire dragon armor is fine at pretty much any point, and gets better with more armor skill.

For this message the author tasonir has received thanks:
PostmodernBrony

Dungeon Master

Posts: 3160

Joined: Sunday, 5th August 2012, 14:52

Post Wednesday, 28th May 2014, 19:54

Re: DsMo questions

1) There aren't really any especially good or especially bad gods for a UC specialist, though you might find that Ash is lackluster since you can't bind a hand. All the generally strong gods are good for you as well, particularly Fedhas, Yred, Makhleb, and Okawaru. Kiku is strong because of the early Necro spells like Vampiric Draining, Regeneration, Animate Dead, Dispel Undead, etc., not because of Necromutation, which is a bit meh. Dith would be fine but its shadow mimic doesn't sparkle with UC and stabbing with UC is okay but not particularly great.
2) viewtopic.php?f=5&t=11099&p=156776&hilit=relative+value+of+unarmed+combat#p153829 has a ballpark sense of how good various levels of UC are. In general, you'll want to keep UC quite high, but whenever you feel like you're doing good damage, you can branch out.
3) Using the short sword untrained is a pretty solid early-game option, but it sounds like you want to make unarmed/transmutations your main attack; if so, there's not much point in training up the short sword. That said, if you're willing to change plans it might be worth switching into short blades and perhaps try to pick up some source of slaying or hexes for stabbing or something, since that weapon alone would handle most of the 3-rune game.

Edit: reread the post and saw XL 13 and claws 3. Don't bother with the short sword. Do try to train Dodging until you have about 20 EV and get your UC to 16+ if you can, though -- that appears to be what would help most.
Last edited by Lasty on Wednesday, 28th May 2014, 20:31, edited 1 time in total.

For this message the author Lasty has received thanks:
and into
User avatar

Abyss Ambulator

Posts: 1194

Joined: Friday, 18th April 2014, 01:41

Post Wednesday, 28th May 2014, 19:57

Re: DsMo questions

1. Mo just means you start with higher piety, there aren't really ideal gods for this background. You should not change gods in general as god wrath is currently very dangerous, so just stick with Makhleb.
2. Keep UC high and keep it on all game, you do not need to focus it at all times.
3. Do not train short swords, stick with UC. Do not branch out into other weapon classes.
4. Do not listen to tasonir regarding statue form - don't invest in it. It is only something I'd recommend for speed runs with certain characters, which you obviously are not doing (or maybe a few special cases outside of this).
remove food

For this message the author tabstorm has received thanks:
duvessa

Swamp Slogger

Posts: 143

Joined: Friday, 15th March 2013, 23:33

Post Wednesday, 28th May 2014, 20:10

Re: DsMo questions

I don't know what you mean by "late-game" but necromutation is only worthwhile for the Pan/Hell/Tomb sort of "late-game" and excepting Tomb not even that great for the skill required. And having Kiku actually makes it less good, because you already have torment resist and curse protection. The reason to take Kiku for most characters is, like, every other necromancy spell you happen to get, and a guaranteed pain brand. If you are going unarmed you obviously miss out on this last bit. But a guaranteed Necronomicon for Borgnjors/Death's Door/Haunt (in other words, the spells that aren't necromutation) is still nice and torment resist (if you do mean to do the extended game) and receive corpses are good, too.

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Wednesday, 28th May 2014, 21:51

Re: DsMo questions

tabstorm wrote:4. Do not listen to tasonir regarding statue form - don't invest in it. It is only something I'd recommend for speed runs with certain characters, which you obviously are not doing (or maybe a few special cases outside of this).

Out of curiousity, did you A) read what I wrote, and B) look at the morgue file?

A) I basically recommended against statue form and suggested blade hands instead.

B) I said if he wanted to -finish- going statue form he could do that after he trained up his core skills a bit more because he already has 11.5 (his highest skill!) levels of transmutations that he's training for statue form. I'm not pushing him towards statue form - that train has already left the station.

For this message the author tasonir has received thanks:
rockygargoyle
User avatar

Abyss Ambulator

Posts: 1194

Joined: Friday, 18th April 2014, 01:41

Post Wednesday, 28th May 2014, 22:20

Re: DsMo questions

Yes I did, I think even saying that "statue form is extremely powerful" is misleading because I think it's only good for saving turns in extended or for felids/octopodes.

Edit: Sorry if I have come across poorly regarding recommendations to get statue form: I don't think you should except in very few cases, but it is accurate to say that if you insist on trying it, the training methodology outlined by tasonir is ok, it should be postponed until you have defense, blade hands etc. in order
Last edited by tabstorm on Thursday, 29th May 2014, 00:23, edited 1 time in total.
remove food

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Wednesday, 28th May 2014, 23:41

Re: DsMo questions

tasonir wrote:A) I basically recommended against statue form and suggested blade hands instead.

tasonir wrote:More about transmutations! Statue form is indeed incredibly powerful, but it's also an incredibly high investment. You probably don't want to be rushing for it. If you do insist on going for now, since you already have 11 transmutations, STOP training transmuations! you need earth magic as well, it's a double school spell. And the AC bonus is dependant on your earth skill, so ideally you want higher earth than transmutations. Right now your transmutations is probably too high, and your dodging/unarmed is too low. I'd raise dodging/unarmed about 5 levels each, and then try to get earth up to 8-10 or so and cast statue form. But if you were starting from scratch I'd recommend blade hands instead and keep raising unarmed/fighting/dodging, they'll help you more than having very low skills and statue form. Rushing statue form makes sense mostly for octopodes, and somewhat less for Chei followers (who with +15 int, can get there a lot faster - it's still a decent investment, though).

no tabstorm get off his back, tasonir didnt recommend getting statue form, he just said that he would get it. completely different

Ziggurat Zagger

Posts: 11111

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

Post Thursday, 29th May 2014, 00:36

Re: DsMo questions

duvessa wrote:
tasonir wrote:A) I basically recommended against statue form and suggested blade hands instead.

tasonir wrote:More about transmutations! Statue form is indeed incredibly powerful, but it's also an incredibly high investment. You probably don't want to be rushing for it. If you do insist on going for now, since you already have 11 transmutations, STOP training transmuations! you need earth magic as well, it's a double school spell. And the AC bonus is dependant on your earth skill, so ideally you want higher earth than transmutations. Right now your transmutations is probably too high, and your dodging/unarmed is too low. I'd raise dodging/unarmed about 5 levels each, and then try to get earth up to 8-10 or so and cast statue form. But if you were starting from scratch I'd recommend blade hands instead and keep raising unarmed/fighting/dodging, they'll help you more than having very low skills and statue form. Rushing statue form makes sense mostly for octopodes, and somewhat less for Chei followers (who with +15 int, can get there a lot faster - it's still a decent investment, though).

no tabstorm get off his back, tasonir didnt recommend getting statue form, he just said that he would get it. completely different

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Thursday, 29th May 2014, 01:03

Re: DsMo questions

tasonir wrote:
tabstorm wrote:4. Do not listen to tasonir regarding statue form - don't invest in it. It is only something I'd recommend for speed runs with certain characters, which you obviously are not doing (or maybe a few special cases outside of this).

Out of curiousity, did you A) read what I wrote, and B) look at the morgue file?

A) I basically recommended against statue form and suggested blade hands instead.

B) I said if he wanted to -finish- going statue form he could do that after he trained up his core skills a bit more because he already has 11.5 (his highest skill!) levels of transmutations that he's training for statue form. I'm not pushing him towards statue form - that train has already left the station.


red text is fun. It's like repeating the same arguments and expecting different results!

Barkeep

Posts: 3890

Joined: Wednesday, 14th August 2013, 23:25

Location: USA

Post Thursday, 29th May 2014, 03:47

Re: DsMo questions

No fun, colored text in this post, unfortunately.

1.) Makhleb is a very solid choice. Fedhas also would have been really good. Kiku would have been okay but there are probably better characters to try him out with (since pain branded weapon is a big thing and you are a monk so not using weapons), and Dithmenos is good and also would have been okay but, again, there are other builds that would get more mileage out of him.

2.) Unarmed Combat is very skill dependent. The good part of that is you know you have your endgame weapon right out of the gate, and don't have to worry about upgrading or finding better stuff, which is just yet another way that some characters are subject to the vagaries of the RNG. The bad part is that unarmed combat does want high skill investment and you won't benefit from a lucky weapon find/acquirement/gift, nor early scrolls of enchant weapon. Anyway: keep your UC at good levels. Lasty's link is helpful about guidelines for various points in the game. Your claws mutation is perfect for your character.

3.) Test it out if you want, but I wouldn't put much, if any, experience into short swords for this character. (On lots of other characters that weapon would be awesome, though: great enchantment, great brand, and +Rage on a weapon that benefits greatly from berserk. Just not this character.)

Other advice: Use that scroll of enchant armor on the cloak or helmet, use one scroll of recharging on the wand of hasting, and then don't carry around strategic consumables, drop them some place. Go ahead and wear that amulet, if it doesn't identify, use a scroll to ID it and if it is useful (probably is), wear it.

Most of that skill that you put into transmutations should have been put into dodging, or a bit into armour skill after you found that nice steam dragon artefact armour. But that's okay, use the manual and get ice form castable real fast and you will make good on it after the fact. As soon as ice form is at a good failure level (probably long before the manual runs out), I'd put enough skill into armour to get 2 AC (about 5 should do it) then push dodging for a while. Then get UC higher. Later on if you find some other ice spells worth further investment, you can use up the rest of that manual. Keep an eye out for the spell blade hands.

Otherwise character is looking good. Best of luck!

Return to Dungeon Crawling Advice

Who is online

Users browsing this forum: No registered users and 53 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.