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Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 03:25
by comebackshane
Fellow crawlmonstahs
Thanks for helping me out with my fighter problems (thanks a lot!), but I'm afraid I have to summon the power of the tavern once again.
Do you know that feeling where you would love to love something, but you just can't because its flaws are just too glaring or you lack the mastery to make it a reality? Well that's me when it comes to tm. I love the idea of an uc based combatant that turns into different form, so on I went and played transmuter. And died. Again. and again, tried different races and gods, but I always feel like I'm only trying to patch up my characters problems rather then becoming more powerful.
It seems like I'm always lacking something. At the start, I put points in UC till 5 or so, learn snakes at level 2, spiderform at 3, I try to get spider online ASAP. So now I have spider, but despite 20 EV things are still a little hot. Okay, put points into dodging. Now my hp is still way too low. Okay, put points into fighting. My offense starts to fall of, put points into UC. Okay, I'm drawing way too much attention to my 2 AC character, okay put a few points ino stealth. Okay I'm reaching a point in the game where snakes and spider form doesn't cut it anymore, I need Blade Hands. Okay, put A LOT of points into spellcasting/transmutations. Okay, now I can cast it, but I still take way too much return damage, back to training fighting and dodging...
I need a way to deal with hydras, okay learn ice form and put points into ice..
This goes on ad infinitum, I feel like I'm just patching up one weak spot after another without ever reaching the point where I can comfortably fight even weaker enemeies, let alone real toughies like death yak packs, it's a struggle from start to finish, wheras with other characters I reach a point where player strenght starts picking up, I start pulling every last straw with tm... srsly it's like a sinking ship and you desperetaly try to fix the leaks, put after you filled one, another leak shows up...
What would be the easiest course of action to get me a tm that survives long enough to use some of the later level forms? Which race should I play? I found that only merfolk lend themselves particularly well, everything else seems to be an iffy choice and terribly dependant on luck to get throught he first floors...
Your help is appreciated.
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 05:01
by crate
What would be the easiest course of action to get me a tm that survives long enough to use some of the later level forms?
Worship Fedhas.
I try to get spider online ASAP
Personally I cast spider form at about 30% fail for quite a long time. If you are lowering the fail rate more, you are spending a pretty noticeable amount of xp (early on) in places that aren't UC/fighting/dodging.
Don't train stealth.
Ice form > blade hands until roughly after lair for most characters (and it's significantly better in lair, because conveniently the most dangerous things are all cold-blooded).
This goes on ad infinitum, I feel like I'm just patching up one weak spot after another without ever reaching the point where I can comfortably fight even weaker enemeies
Tm has HE syndrome pretty badly, yes. (You think it might be good and it even looks like it might be good and then you play it and it's horrible.)
Which race should I play?
Dr is probably the easiest (well, ok, Ce and Tr are the easiest, but I'm going to assume you don't really want those). Mf, Na, Dg, Hu are decent. VS is probably good but I haven't played it.
My most recent Tm
http://crawl.akrasiac.org/rawdata/crate ... 075849.txt
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 05:03
by tasonir
Transmuters are one of the trickier backgrounds, because they require a fair amount of experience up front to get going. I wouldn't say they have very high experience requirements in the late game, they settle back down to average non-trog character, but in the start it's spread pretty thin.
Here's a post of mine the last time I was talking TM's, which has a ton of links to my characters:
My favorite style of Chei statueformers seems to be uncommon, although I can't fathom why. It's clearly superior to all other options. Don't know if you've done it much but if not, go for it.
Works on
nearly any
race. No
really,
anything.
Occasionally you end up not needing the statue form, but take everything else:
http://dobrazupa.org/morgue/tasonir/mor ... 214218.txt (demonspawn with high +AC mutations and torment resistance already baked in, used pearl dragon armor)
http://dobrazupa.org/morgue/tasonir/mor ... 090018.txt (gargoyles don't need statue form, plus I managed to find the orange crystal plate armor)
http://dobrazupa.org/morgue/tasonir/mor ... 071821.txt (vine stalkers are just that good? Dunno, I stuck with blade hands anyways. Blade hands is good too)
Lately I've taken to occasionally starting them off as hunters with slings for an easy early game. Slingers are very easy to get to lair, and once you're in lair, you can go from there. It's always a bit of a gamble as to when you actually find statue form, after all. It's reasonably common as it's in more than one book, but there's always the chance you end up really unlucky.
So yeah, you don't have to do statue form, you can toss in blade hands, hydra form, dragon form as you like, of course.
Early build: I'd do unarmed a bit longer, until 8 or 10, although if you want to dip into transmutations for spider form you can. It should only take 1-2 levels (over what you start with) to get spider form going anyways - you don't need spider form at 1%, 20% is fine. Then some dodging, transmutations if you still want spider, and some fighting.
I tend to do the lazy transmuter build, where I just rush blade hands, which goes about 9 UC, 9 dodging, probably some invocations depending on your god, about 3-4 more fighting/UC, and then just rush 9-10 transmutations until you can cast blade hands. This is probably less than ideal but I'm lazy and it works.
You don't have to start as a TM if you don't want to, while it's nice to be sure you'll get blade hands, you could always try starting as a monk for a physically stronger character and then pick up transmutations when you find it.
Edit: One of these days I'll do a ice form build. Some day
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 05:31
by radinms
Merfolk is the best specie for transmuter.
They have great aptitudes in tmut and dodge, so you have a easy time in early game.
My recent all-runes transmuter:
http://lazy-life.ddo.jp:8080/morgue/rad ... 084543.txt
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 15:42
by Pereza0
This is good advice. Not Fedhas specifically, but something that can get you going early on. Ashenzari and Yred could be good alternatives.
Yred is pretty powerful early on and Ashenzari's skill boost feels more helpful the more your skills are spread out - which will generally be the case for a Transmuter
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 15:54
by comebackshane
Pereza0 wrote:This is good advice. Not Fedhas specifically, but something that can get you going early on. Ashenzari and Yred could be good alternatives.
Yred is pretty powerful early on and Ashenzari's skill boost feels more helpful the more your skills are spread out - which will generally be the case for a Transmuter
Fedhas because the shrooms can carry you for a long time, right?
Huh? Ash? But you don't have a weapon to curse?
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 16:20
by Pereza0
comebackshane wrote:Fedhas because the shrooms can carry you for a long time, right?
Huh? Ash? But you don't have a weapon to curse?
You can wield any cursed weapon (an enhancer staff for example) and merge it into your body when you transform.
Ash is generally good for hybrids but yeah, this might not be the best example
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 16:26
by nago
Ash is extremely bad with a tm, especially for a player struggling in the early game: she doesn't nothing for a long time, the same time which is most difficult for every char and especially tm.
Probably isn't so bad if you start worshipping her with two decent ring or amulet, full auxiliary armour to get piety extremely quickly... But whatever that won't ever happen.
Generally speaking, stick to crate's advice: a god with strong *.... power will help greatly to your quest and fedhas has the strongest (by far) one
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 16:28
by graffen69
comebackshane wrote:What would be the easiest course of action to get me a tm that survives long enough to use some of the later level forms? Which race should I play?
.
NaTm in v.0.10
Re: Need help with transmuters in general
Posted:
Wednesday, 18th February 2015, 17:35
by and into
I'd second DrTm. Fedhas is best shot to get past early game hump, and is a strong god all around. If an altar to Oka or Makhleb spawns early, though, I would advise you to take either of those rather than waiting for the opportunity to worship Fedhas. Cursing a weapon under Ash and relying on forms for *all* melee is a bad idea, especially since arrows-->snakes is good. Basically just never worship Ash as a Tm.
I recommend training UC until you hit level 3, memorizing s2s and spider form as you can (you should have just enough spell levels to memorize these spells as you level up without training spellcasting). Then I focus tmut and a bit of poison until spider form is around 30% or less failure and at least yellow, but don't push it too low. This should usually happen before you hit level 5. Then I go back to UC for a while. Raise dexterity every three levels. Once UC gets to around 9 or 10 I would train dodging, only, for a bit, pick up some cheap EV points. Then I'd learn ice form and get that online (again, ~30% and yellow spell failure is fine), and a few levels of fighting. That should be around the time you hit D8 or D9.
In the very early game, use beastly appendage on basically everything that is stronger than a lone rat or bat. Sticks to snakes and spider form are strong enough at least until Lair. You should have enough experience available to make that work. If Lair shows up on D8 you might want to stay in dungeon for a little bit longer, if ice form is still very unreliable. (Of course if D8/D9 is riddled with uniques or tough spawns, duck into an early Lair, instead.)
If you hit * under fedhas, stop and get a few levels of invocations after spider form. I like to get one and a half levels of invoc under Oka, too, for very low failure chance for heroism. As usual, if a number of decent wands show up early, it might be worth it to get a few cheap levels of evocations, after spider form and some extra UC. I agree with crate and others that you probably won't have the spare experience to train stealth.
Re: Need help with transmuters in general
Posted:
Friday, 20th February 2015, 05:43
by comebackshane
Oh well at least the last one got 3 runes before he finally gave up the ghost... thanks for paralysis, apocalypse crab!
So anyway... PROGRESS! I am still sadness. Will miss you, John. SAY NO MORE (
https://www.youtube.com/watch?v=Px2AlrPiiJY)
- Code:
Dungeon Crawl Stone Soup version 0.16-a0-4024-g0ecf4ac (tiles) character file.
458886 John the Black Belt (level 24, -25/237 HPs)
Began as a Naga Transmuter on Feb 20, 2015.
Was the Champion of Jiyva.
Annihilated by a tentacled starspawn (30 damage)
... on level 4 of the Abyss.
The game lasted 04:16:56 (60314 turns).
John the Black Belt (Naga Transmuter) Turns: 60314, Time: 04:16:56
Health: -25/237 AC: 26 Str: 9 (10) XL: 24 Next: 12%
Magic: 0/41 EV: 27 Int: 25 God: Jiyva [******]
Gold: 697 SH: 0 Dex: 19 Spells: 9 memorised, 5 levels left
rFire . . . SeeInvis + - Unarmed
rCold + + . Clarity + O - +4 moon troll leather armour {Spirit, Regen++ MP+5}
rNeg . . . SustAb . (no shield)
rPois + Gourm . v - +2 hat {rC+}
rElec . Spirit + E - +2 cloak {MR+}
rCorr + Warding . c - +0 pair of gloves
rMut + Stasis . (no barding)
MR ++++. r - amulet of resist mutation
Stlth ++++++++.. k - +6 ring of dexterity
u - +6 ring of evasion
@: about to teleport, regenerating, constricted, very slow, incredibly resistant
to hostile enchantments, extraordinarily stealthy
A: spit poison, constrict 1, thin metallic scales 1, yellow scales 1, see
invisible, clarity, cold resistance 1, deformed body, dopey 1, poison
resistance, shaggy fur 1, slowness 2, acidic bite, gelatinous body 2, pseudopods
1, jelly absorbing missiles, AC +8
a: Spit Poison, Request Jelly, Jelly Paralyse, Slimify, Cure Bad Mutation,
Renounce Religion
}: 3/15 runes: decaying, slimy, gossamer
You were on level 4 of the Abyss.
You worshipped Jiyva.
Jiyva was exalted by your worship.
You were not hungry.
You visited 10 branches of the dungeon, and saw 54 of its levels.
You visited the Abyss 1 time.
You visited 1 bazaar.
You also visited: Bailey and Ice Cave.
You collected 3715 gold pieces.
You spent 3018 gold pieces at shops.
Inventory:
Armour
c - a +0 pair of gloves (worn)
v - a +2 hat of cold resistance (worn)
E - a +2 cloak of magic resistance (worn)
O - the +4 moon troll leather armour (worn) {Spirit, Regen++ MP+5}
(You found it on level 5 of the Spider Nest)
It affects your magic capacity (+5).
It increases your rate of regeneration.
Rods
N - a +3 rod of shadows (9/9)
(You found it on level 6 of the Pits of Slime)
Jewellery
k - a +6 ring of dexterity (right hand)
r - an amulet of resist mutation (around neck)
u - a +6 ring of evasion (left hand)
w - the ring of Brilliance {rElec rN++ MR- MP+9 Slay+3, unknown}
(You found it on level 4 of the Abyss)
[ring of magical power]
It affects your accuracy and damage with ranged weapons and melee attacks
(+3).
It insulates you from electricity.
It greatly protects you from negative energy.
It affects your resistance to hostile enchantments.
It affects your magic capacity (+9).
z - an uncursed amulet of regeneration
U - the ring "Qodub" {SustAb MR+ Str+5 Dex-3 SInv}
(You took it off a deep elf sorcerer on level 3 of the Elven Halls)
[ring of sustain abilities]
It sustains your strength, intelligence and dexterity.
It affects your strength (+5).
It affects your dexterity (-3).
It affects your resistance to hostile enchantments.
It enhances your eyesight.
Magical devices
e - a wand of digging (4)
j - a wand of fireball (5)
A - a wand of teleportation (3)
J - a wand of disintegration (11)
T - a wand of confusion (30)
W - a wand of invisibility (7)
Scrolls
h - 3 scrolls of enchant armour
s - 2 scrolls of immolation
y - 6 scrolls of identify
H - 8 scrolls of remove curse
M - a scroll of holy word
P - 6 scrolls of fog
R - a scroll of fear
X - 2 scrolls of magic mapping
Potions
l - 4 potions of magic
m - 4 potions of flight
o - 5 potions of restore abilities
q - 12 potions of curing
t - 8 potions of brilliance
x - 2 potions of cure mutation
C - 3 potions of haste
F - 2 potions of resistance
Q - a potion of berserk rage {unknown}
S - a potion of invisibility
Books
f - a book of the Warp
Spells Type Level
a - Recall Summoning/Translocation 3
b - Control Teleport Charms/Translocation 4
c - Force Lance Conjuration/Translocation 4
d - Phase Shift Translocation 5
e - Warp Weapon Charms/Translocation 5
f - Gell's Gravitas Hexes/Translocation 5
g - Summon Forest Summoning/Translocation 5
i - a book of the Earth
Spells Type Level
a - Leda's Liquefaction Hexes/Earth 4
b - Bolt of Magma Conjuration/Fire/Earth 5
c - Statue Form Transmutation/Earth 6
d - Iron Shot Conjuration/Earth 6
e - Shatter Earth 9
I - a book of Annihilations {highlevel}
This book is beyond your current level of understanding.
Spells Type Level
a - Poison Arrow Conjuration/Poison 6
b - Chain Lightning Conjuration/Air 8
c - Lehudib's Crystal Spear Conjuration/Earth 8
d - Glaciate Conjuration/Ice 9
e - Fire Storm Conjuration/Fire 9
Miscellaneous
D - a box of beasts {used: 1}
G - a sack of spiders {used: 1}
K - a box of beasts
V - a phial of floods
Comestibles
a - 17 bread rations
g - 5 beef jerkies
p - 11 meat rations
B - 32 fruits
L - 2 slices of pizza
Skills:
- Level 18.2 Fighting
- Level 14.3 Dodging
- Level 18.6 Stealth
- Level 20.6 Unarmed Combat
- Level 8.5 Spellcasting
+ Level 6.8 Charms
- Level 3.6 Summonings
+ Level 7.1 Necromancy
- Level 7.4 Translocations
- Level 14.2 Transmutations
- Level 3.0 Ice Magic
- Level 11.2 Earth Magic
- Level 3.6 Poison Magic
- Level 2.1 Invocations
- Level 3.0 Evocations
You had 5 spell levels left.
You knew the following spells:
Your Spells Type Power Failure Level Hunger
a - Spider Form Trmt/Pois ######.... 1% 3 None
b - Ice Form Ice/Trmt ######.. 2% 4 ##.....
c - Blade Hands Trmt ######.... 1% 5 ####...
d - Hydra Form Trmt ######.... 4% 6 ######.
e - Statue Form Trmt/Erth ######... 10% 6 ######.
f - Summon Butterflies Summ ####.... 1% 1 None
g - Regeneration Chrm/Necr #####..... 1% 3 None
h - Blink Tloc N/A 1% 2 None
i - Phase Shift Tloc #####..... 12% 5 ####...
Dungeon Overview and Level Annotations
Branches:
Dungeon (15/15) Temple (1/1) D:5 Lair (8/8) D:11
Swamp (5/5) Lair:4 Spider (5/5) Lair:4 Slime (6/6) Lair:6
Orc (4/4) D:12 Elf (3/3) Orc:3 Vaults (4/5) D:14
Crypt (0/3) Vaults:2 Depths (3/5) D:15
Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Qazlal
Ru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
The Shining One
Beogh
Jiyva
Shops:
D:4 % D:13 (:(* Orc:1 [(: Orc:4 *[=(( Elf:1 * Elf:2 (? Vaults:1 * Vaults:3 }*!([
Portals:
Hell: Depths:1 Depths:2
Abyss: Depths:2
Pandemonium: Depths:1
Ziggurat: Depths:1
Annotations:
D:11 exclusion: 4 oklob plants
Lair:7 exclusion: 6 oklob plants
Slime:6 Royal Jelly
Depths:3 the Enchantress
Innate Abilities, Weirdness & Mutations
You cannot wear boots.
You can spit poison.
You can use your snake-like lower body to constrict enemies.
Your serpentine skin is tough (AC +8).
You have supernaturally acute eyesight.
Armour fits poorly on your strangely shaped body.
Your system is resistant to poisons.
You cover ground very slowly.
You are partially covered in thin metallic scales (AC +2).
You are partially covered in yellow scales (AC +2).
You possess an exceptional clarity of mind.
Your flesh is cold resistant.
You are dopey. (Int -2)
You are covered in fur (AC +1).
You have acidic saliva.
Your pliable body absorbs attacks (AC +1, EV +1).
Armour fits poorly on your pseudopods.
You have a small jelly attached to you that may absorb incoming projectiles.
Message History
The tentacled starspawn bites you!
* * * LOW HITPOINT WARNING * * *
The tentacled starspawn engulfs you but does no damage.
The starspawn tentacle constricts you.
You can move again.
You feel much better.
The apocalypse crab bites you but does no damage.
The apocalypse crab closely misses you. The tentacled starspawn bites you!!
* * * LOW HITPOINT WARNING * * *
The tentacled starspawn misses you. x2
The tentacled starspawn engulfs you but does no damage.
A deafening chorus of shrieks assaults your mind!
* * * LOW HITPOINT WARNING * * *
The starspawn tentacle constricts you.
A powerful magic prevents control of your teleportation.
Your attempt to break free from the starspawn tentacle fails, but you feel that another attempt might succeed.
A deafening chorus of shrieks assaults your mind!
* * * LOW HITPOINT WARNING * * *
The apocalypse crab closely misses you. The apocalypse crab barely misses you. A starcursed mass splits. The tentacled starspawn bites you!!
You die...
#
.#
.... #
.... #.#. ?
###.#. # .#...#
#.....### .... .J
###X.w#### # *XXw
##...*w@tX# *#.. *
#.#.#..xXXwX# ˜˜˜ . .
.. #.....wXX#.˜˜. .
........XXX ...˜ ˜˜#
#..........X...#˜˜˜˜˜˜
.. ..........##.˜ .˜˜
.........###. .˜
# . ......... .##
.......#. .
.. .) #.
... ...§#.
### # .
# . R
You could see 8 starcursed masses, 2 tentacled starspawn, an apocalypse crab, a
thrashing horror, a small abomination and 4 starspawn tentacles.
Vanquished Creatures
Mennas (Vaults:3)
A golden dragon (Depths:1)
A profane servitor (Abyss:4)
4 bone dragons
A lich (Vaults:2)
An Ice Fiend (IceCv)
A Hell Sentinel (Abyss:3)
Asterion (Vaults:1)
3 deep elf blademasters
2 deep elf master archers (Elf:3)
10 tentacled starspawn
2 tengu reavers
Rupert (Swamp:2)
3 thorn hunters
Kirke (Elf:2)
An Executioner (Abyss:3)
Roxanne (D:14)
A revenant (Vaults:2)
2 draconian monks
4 frost giants
A daeva (Depths:1)
Donald (Vaults:4)
Wiglaf (Spider:4)
6 fire giants
An orc warlord (Orc:4)
11 emperor scorpions
Aizul (Depths:3)
9 vault wardens
6 deep elf sorcerers
4 ghost moths
10 stone giants
A cacodemon (Abyss:4)
A war gargoyle (Vaults:4)
14 ironheart preservers
6 very ugly things
6 deep elf demonologists
7 deep elf annihilators (Elf:3)
An ophan (Abyss:4)
A vampire knight (Vaults:2)
3 dire elephants
3 lorocyprocas
An unborn (Abyss:2)
Snorg (Lair:7)
2 ettins
2 deep elf death magi
An eidolon (Abyss:4)
A mummy priest (Elf:2)
10 vault guards
4 fire dragons
Josephine (D:10)
2 minotaurs (Depths:3)
3 deep elf high priests
A quicksilver dragon skeleton (Abyss:4)
11 yaktaur captains
An ice dragon (Depths:2)
9 ogre magi
24 hydras
2 rakshasas (Abyss:4)
2 ghost crabs (Swamp:4)
2 naga warriors (Abyss:4)
6 centaur warriors
7 alligators
Erica (Orc:2)
27 death yaks
An anaconda (shapeshifter) (Depths:1)
14 dancing weapons (Elf:2)
5 deep troll earth magi (Depths:2)
3 tengu warriors
5 orc high priests
2 satyrs (shapeshifter)
17 thrashing horrors
4 deep troll shamans
2 vampire magi (Elf:2)
2 soul eaters
27 deep elf knights
A storm dragon zombie (Vaults:4)
A fire crab (shapeshifter) (D:14)
5 catoblepae (Lair:8)
5 wretched stars
25 deep trolls
3 ice devils (IceCv)
A fire crab (Lair:7)
A golden dragon zombie (Abyss:4)
2 spatial maelstroms
A spriggan druid (Swamp:4)
3 hell knights (Depths:2)
10 swamp dragons
3 unseen horrors
A death drake (shapeshifter) (Vaults:1)
A wizard (Depths:2)
4 flayed ghosts
2 shambling mangroves
2 ice statues (IceCv)
7 hill giants
14 deep elf summoners
A swamp dragon (shapeshifter) (Vaults:4)
An orb spider (shapeshifter) (Abyss:3)
5 necromancers
2 harpies (Vaults:4)
18 ironbrand convokers
7 orc sorcerers
A wolf spider zombie (Abyss:3)
A mana viper (shapeshifter) (Vaults:3)
2 ugly thing zombies (Vaults:3)
9 oklob plants
11 orb spiders
25 deep elf conjurers
3 worldbinders
51 ugly things
2 manticores
A tengu skeleton (Vaults:3)
16 orc knights
40 wolf spiders
2 salamanders
7 cyclopes
A griffon (Lair:6)
15 hornets
A manticore (shapeshifter) (Vaults:1)
2 stone giant skeletons
An orc zombie (Orc:4)
8 elephants
Maurice (D:9)
14 vault sentinels
2 sixfirhies
Joseph (D:11)
A centaur zombie (D:12)
A moth of wrath (shapeshifter) (Elf:2)
A black mamba (shapeshifter) (Depths:1)
A moth of wrath (Spider:2)
5 black mambas
A centaur skeleton (D:15)
A guardian serpent (Abyss:4)
A storm dragon simulacrum (Vaults:3)
A torpor snail (Depths:1)
19 spiny frogs
4 tengu conjurers
4 molten gargoyles (D:13)
3 orange demons
9 smoke demons
3 fire drakes
5 kobold demonologists
49 yaktaurs
23 demonic crawlers
10 komodo dragons
3 efreet
11 blue devils
13 ancient zymes
A harpy zombie (D:15)
A hellwing (Abyss:4)
25 deep elf priests
A polar bear (Lair:7)
14 trolls
26 jumping spiders
10 freezing wraiths
Prince Ribbit (D:7)
6 giant leeches
3 bog bodies
16 two-headed ogres
6 baby alligators (Swamp:4)
7 ravens
An ettin zombie (Vaults:1)
16 blink frogs
An ice dragon zombie (Abyss:2)
A boulder beetle (shapeshifter) (Vaults:3)
7 boulder beetles
15 raiju
A spriggan (Depths:3)
4 vampires
A basilisk (Lair:4)
An elf simulacrum (Elf:2)
20 trapdoor spiders
4 flying skulls
A wyvern (shapeshifter) (Abyss:2)
A fire bat (Abyss:3)
An ettin skeleton (Abyss:4)
29 redbacks
A fire elemental (Abyss:4)
4 humans (D:10)
39 tarantellas
38 deep elf magi
3 water elementals
7 wraiths
10 hippogriffs
35 yaks
3 ynoxinuls
29 vampire mosquitoes
2 wyverns (Lair:7)
4 shadows
15 small abominations
2 hungry ghosts (D:12)
28 wolves
38 deep elf fighters
7 chaos spawn
2 nagas (Abyss:4)
10 neqoxecs
A spatial vortex (Spider:2)
9 insubstantial wisps (Swamp:1)
5 wargs
2 deep troll zombies (Vaults:3)
A mottled dragon (Vaults:2)
13 porcupines
29 water moccasins
10 swamp drakes
10 wandering mushrooms
38 swamp worms
7 sky beasts
2 black bears (D:7)
56 spiders
63 orc warriors
A dwarf (shapeshifter) (Vaults:4)
8 wasps
9 phantoms
An ice beast (shapeshifter) (Abyss:2)
37 ogres
6 ice beasts
24 large abominations
32 starcursed masses
A necrophage (D:7)
6 boggarts
2 boring beetles
15 crocodiles
17 centaurs
Sigmund (D:2)
An elf zombie (D:7)
16 giant frogs
A brain worm (Abyss:4)
Blork the orc (D:7)
A giant frog (shapeshifter) (Vaults:3)
A big kobold (D:9)
A deep troll simulacrum (Vaults:3)
8 scorpions
An orc simulacrum (Vaults:1)
A water moccasin skeleton (D:9)
14 wights
A wyvern skeleton (D:11)
10 killer bees
2 oklob saplings (D:10)
4 quasits
2 electric eels
8 crimson imps
A giant frog zombie (D:8)
10 hounds
A gnoll shaman (D:6)
4 jellies
5 human zombies
Crazy Yiuf (D:3)
10 iguanas
26 orc priests
2 giant frog skeletons
2 iron imps (Abyss:4)
A human skeleton (D:7)
10 hell rats
12 worker ants
22 sheep
36 orc wizards
A killer bee zombie (D:6)
Ijyb (D:7)
A hound zombie (D:5)
2 hound skeletons
2 mummies (D:7)
10 gnolls
A gnoll (shapeshifter) (D:14)
23 adders
47 river rats
6 shadow imps
7 white imps
5 worms (Spider:4)
11 ufetubi
2 adder skeletons
An adder zombie (D:5)
10 giant geckos
2 oozes
185 orcs
2 ball pythons
3 bat zombies
8 giant cockroaches
22 goblins
22 hobgoblins
10 jackals
13 quokkas
13 bats
4 giant newts
A jackal skeleton (D:5)
A jackal zombie (D:1)
19 kobolds
A lurking horror (Abyss:3)
2 quokka skeletons (D:5)
A quokka zombie (D:7)
17 rats
7 ballistomycetes
2 briar patches (Swamp:4)
14 butterflies (Elf:1)
A crawling corpse (Elf:3)
A plant (Spider:4)
9 starspawn tentacles
2461 creatures vanquished.
Vanquished Creatures (collateral kills)
A hydra (D:11)
A death yak (Lair:4)
A hill giant (D:10)
An orb spider (Spider:3)
A black mamba (Lair:2)
2 elephants (Lair:6)
A spiny frog (Lair:3)
A centaur skeleton (D:11)
A jumping spider (Spider:3)
A human (D:10)
A blink frog (Lair:3)
A deep elf mage (D:11)
7 yaks
3 wraiths (D:10)
2 hungry ghosts
3 wolves
2 water moccasins
An ice beast (D:9)
A phantom (D:10)
A giant frog (D:9)
A wyvern skeleton (D:11)
An iguana (Lair:3)
A giant frog skeleton (D:9)
2 adders
A river rat (Lair:3)
An orc (D:8)
2 quokkas
42 creatures vanquished.
Vanquished Creatures (others)
6 acid blobs
A tentacled starspawn (Abyss:4)
An azure jelly (D:15)
2 stone giants
5 great orbs of eyes
A fire dragon (Vaults:1)
An ogre mage (Vaults:3)
3 centaur warriors
A death yak (Lair:8)
A thrashing horror (Abyss:4)
4 oklob plants
A ball lightning (Vaults:4)
A deep elf summoner (Elf:3)
A necromancer (Depths:2)
2 orb spiders
A hill giant (D:10)
A wizard (Vaults:2)
A shining eye (Slime:4)
A centaur zombie (D:14)
2 eyes of devastation (Abyss:4)
2 yaktaurs
A spiny frog (Lair:8)
A freezing wraith (Vaults:3)
2 trolls (D:12)
83 slime creatures
2 fire vortices (Abyss:4)
A boulder beetle (D:15)
2 raiju (Abyss:4)
A spriggan (shapeshifter) (Vaults:1)
A mottled dragon (D:15)
An ugly thing zombie (Vaults:3)
A yak (Lair:8)
2 deep elf magi
4 redbacks
2 shadows
3 humans (Elf:2)
7 deep elf fighters
8 golden eyes
8 vampire mosquitoes
A deep troll zombie (Vaults:3)
3 water moccasins
A swamp worm (Swamp:4)
A porcupine (Lair:7)
A swamp drake (shapeshifter) (Elf:3)
2 spiders (Spider:4)
7 orc warriors
A swamp drake (Swamp:2)
11 centaurs
3 eyes of draining
A human zombie (Vaults:3)
A lost soul (Vaults:2)
A big kobold (D:13)
A human skeleton (Vaults:4)
6 orc priests
2 giant frogs
A snapping turtle simulacrum (Abyss:3)
2 scorpions
A killer bee (D:11)
A wight (D:9)
A crimson imp (D:12)
605 jellies
An iguana (D:12)
A hell rat (Elf:1)
A human simulacrum (Vaults:3)
12 orc wizards
5 worker ants
2 river rats (Lair:8)
5 adders
2 shadow imps
5 ufetubi
2 white imps (IceCv)
A giant gecko (D:11)
65 orcs
A quokka (Lair:1)
4 giant spores
2 goblins (Orc:1)
A lurking horror (Abyss:4)
26 wandering mushrooms
4 briar patches
5 butterflies (Elf:3)
2 crawling corpses (Elf:3)
10 fungi
5 plants
23 starspawn tentacles
371 starspawn tentacle segments
238 toadstools
1617 creatures vanquished.
Grand Total: 4120 creatures vanquished
Notes
Turn | Place | Note
--------------------------------------------------------------
0 | D:1 | John, the Naga Transmuter, began the quest for the Orb.
0 | D:1 | Reached XP level 1. HP: 18/18 MP: 3/3
399 | D:1 | Reached XP level 2. HP: 25/25 MP: 2/4
1524 | D:2 | Reached skill level 4 in Unarmed Combat
1731 | D:2 | Reached XP level 3. HP: 18/31 MP: 6/6
2468 | D:2 | Noticed Sigmund
2483 | D:2 | Killed Sigmund
2483 | D:2 | Reached XP level 4. HP: 16/43 MP: 7/7
2483 | D:2 | Reached XP level 5. HP: 18/49 MP: 9/9
2769 | D:2 | Found a deep blue altar of Sif Muna.
3329 | D:3 | Noticed Crazy Yiuf
3343 | D:3 | Learned a level 2 spell: Sticks to Snakes
3347 | D:3 | Learned a level 3 spell: Spider Form
3369 | D:3 | Killed Crazy Yiuf
3654 | D:3 | Reached skill level 1 in Poison Magic
3676 | D:3 | Noticed a phantom
3924 | D:2 | Killed a phantom
3924 | D:2 | Reached XP level 6. HP: 31/58 MP: 3/10
4321 | D:4 | Found a basalt altar of Yredelemnul.
4326 | D:4 | Found a glowing golden altar of the Shining One.
4675 | D:4 | Found a shimmering altar of Xom.
4759 | D:4 | Found Shum's Food Shop.
4779 | D:4 | Found a sparkling altar of Nemelex Xobeh.
4921 | D:4 | Reached XP level 7. HP: 50/66 MP: 10/12
5239 | D:5 | Entered Level 5 of the Dungeon
5239 | D:5 | Found a staircase to the Ecumenical Temple.
5317 | Temple | Entered the Ecumenical Temple
5530 | Temple | Became a worshipper of Fedhas Madash
5652 | D:5 | Reached skill level 5 in Transmutations
5900 | D:5 | Learned a level 4 spell: Ice Form
6074 | D:5 | Reached skill level 1 in Ice Magic
6801 | D:6 | Reached XP level 8. HP: 69/73 MP: 9/13
6927 | D:6 | Reached skill level 5 in Unarmed Combat
7100 | D:6 | Reached skill level 6 in Unarmed Combat
7447 | D:6 | Reached skill level 7 in Unarmed Combat
7720 | D:6 | Found a sacrificial altar of Ru.
7863 | D:7 | Reached skill level 8 in Unarmed Combat
7899 | D:7 | Reached XP level 9. HP: 31/79 MP: 8/14
8066 | D:7 | Noticed Prince Ribbit
8089 | D:7 | Killed Prince Ribbit
8244 | D:7 | Reached skill level 5 in Dodging
8325 | D:7 | Noticed Blork the orc
8331 | D:7 | Killed Blork the orc
8340 | D:7 | Got a wizard robe
8982 | D:7 | Noticed Ijyb
8990 | D:7 | Killed Ijyb
9006 | D:7 | Identified the +2 robe "Witza" {Int+3} (You found it on level 7 of the Dungeon)
9151 | D:7 | Reached XP level 10. HP: 87/87 MP: 13/16
9160 | D:7 | Found an ancient bone altar of Kikubaaqudgha.
9311 | D:7 | Acquired Fedhas' first power
9482 | D:8 | Found an iron altar of Okawaru.
9495 | D:8 | Reached skill level 1 in Invocations
9901 | D:8 | Found a shadowy altar of Dithmenos.
10207 | D:9 | Found an ancient bone altar of Kikubaaqudgha.
10321 | D:9 | Noticed Maurice
10360 | D:9 | Found a shattered altar of Ashenzari.
10574 | D:9 | Reached skill level 9 in Dodging
10774 | D:9 | Killed Maurice
10917 | D:10 | Entered Level 10 of the Dungeon
10952 | D:10 | Reached skill level 10 in Dodging
11081 | D:10 | Reached XP level 11. HP: 88/93 MP: 14/17
11164 | D:10 | Reached skill level 5 in Fighting
11606 | D:10 | Noticed a hill giant
11621 | D:10 | Killed a hill giant
11801 | D:10 | Noticed Josephine
11815 | D:10 | Killed Josephine
12001 | D:10 | Learned a level 6 spell: Statue Form
12068 | D:10 | Killed a hill giant
12117 | D:10 | Found a blossoming altar of Fedhas.
12211 | D:10 | Noticed a hill giant
12223 | D:10 | Killed a hill giant
12223 | D:10 | Reached skill level 1 in Earth Magic
12345 | D:11 | Noticed a hill giant
12365 | D:11 | Killed a hill giant
12526 | D:11 | Noticed a hill giant
12535 | D:11 | Killed a hill giant
12581 | D:11 | Noticed a centaur warrior
12593 | D:11 | Killed a centaur warrior
12627 | D:11 | Found a staircase to the Lair.
12749 | D:11 | Noticed a five-headed hydra
12759 | D:11 | Killed a five-headed hydra
12911 | Lair:1 | Entered Level 1 of the Lair of Beasts
12938 | Lair:1 | Reached XP level 12. HP: 110/110 MP: 18/21
12959 | Lair:1 | Reached skill level 5 in Earth Magic
13694 | Lair:1 | Noticed an eight-headed hydra
13706 | Lair:1 | Killed an eight-headed hydra
14095 | Lair:1 | Learned a level 2 spell: Blink
14437 | Lair:2 | Reached skill level 5 in Spellcasting
14650 | Lair:2 | Learned a level 5 spell: Blade Hands
14765 | Lair:3 | Acquired Fedhas' second power
14935 | Lair:3 | Gained mutation: You are agile. (Dex +2) [potion of mutation]
14935 | Lair:3 | Gained mutation: You are partially covered in yellow scales (AC +2). [potion of mutation]
15083 | Lair:3 | Reached skill level 1 in Evocations
15377 | Lair:3 | Reached XP level 13. HP: 117/117 MP: 25/27
15651 | Lair:3 | Noticed an eight-headed hydra
15838 | Lair:3 | Killed an eight-headed hydra
15838 | Lair:3 | Reached skill level 10 in Unarmed Combat
16135 | Lair:3 | HP: 5/140 [komodo dragon (15)]
16555 | Lair:4 | Found a hole to the Spider Nest.
16928 | Lair:4 | Found a staircase to the Swamp.
17216 | Lair:4 | Reached skill level 10 in Fighting
18749 | Lair:6 | Got a glittering lead ring
18750 | Lair:6 | Identified the ring of Music {rF- MR+ Str+3 Dex+5} (You found it on level 6 of the Lair of Beasts)
19384 | Lair:6 | Reached XP level 14. HP: 132/132 MP: 22/27
19386 | Lair:6 | Found a viscous altar of Jiyva.
19386 | Lair:6 | Found a staircase to the Slime Pits.
19540 | Lair:7 | Noticed Snorg
19678 | Lair:7 | Acquired Fedhas' third power
19775 | Lair:6 | Fell from the grace of Fedhas
19775 | Lair:6 | Became a worshipper of Jiyva Jaceo the Shapeless
19932 | Lair:2 | Reached skill level 10 in Earth Magic
20030 | Lair:1 | Acquired Jiyva's first power
20128 | Lair:1 | Acquired Jiyva's second power
20228 | D:11 | Noticed a hill giant
20235 | D:11 | Killed a hill giant
20241 | D:11 | Got a pitted brass ring
20265 | D:11 | Identified the ring "Mailih" {MR- Str+3 Dex+4 SInv} (You found it on level 11 of the Dungeon)
20478 | D:10 | Gained mutation: You have a somewhat thin skeletal structure (Dex +2, Stealth). [Jiyva's grace]
20555 | D:9 | Gained mutation: You expend magic power (3 MP) to slightly strengthen your wands. [mutagenic meat]
20556 | D:9 | Gained mutation: Your flesh is heat resistant. [mutagenic meat]
20740 | D:7 | Gained mutation: Your magical capacity is low (-10% MP). [Jiyva's grace]
20896 | D:7 | Acquired Jiyva's third power
21012 | D:6 | Gained mutation: You have a small jelly attached to you that may absorb incoming projectiles. [Jiyva's grace]
21149 | D:5 | Gained mutation: You are robust (+10% HP). [Jiyva's grace]
21160 | D:5 | Acquired Jiyva's fourth power
21749 | D:8 | Lost mutation: You expend magic power (3 MP) to slightly strengthen your wands. [Jiyva's grace]
21840 | D:11 | Noticed an unseen horror
21850 | D:11 | Killed an unseen horror
21926 | D:11 | Noticed Joseph
21934 | D:11 | Killed Joseph
22029 | D:12 | Gained mutation: You possess an exceptional clarity of mind. [Jiyva's grace]
22102 | D:12 | You fall through a shaft!
22355 | D:12 | Found a flagged portal.
22374 | D:12 | Learned a level 5 spell: Phase Shift
22376 | Bailey | Entered a bailey
22515 | Bailey | Lost mutation: You are agile. (Dex +2) [Jiyva's grace]
22585 | Bailey | Lost mutation: You are robust (+10% HP). [Jiyva's grace]
22609 | Bailey | Gained mutation: You are agile. (Dex +2) [Jiyva's grace]
22622 | Bailey | Lost mutation: Your magical capacity is low (-10% MP). [Jiyva's power]
22682 | Bailey | Gained mutation: You passively map a small area around you. [Jiyva's grace]
22740 | Bailey | Reached skill level 1 in Translocations
22744 | Bailey | Gained mutation: You have a pair of small horns on your head. [Jiyva's grace]
22945 | D:12 | Found a staircase to the Orcish Mines.
22952 | D:12 | Found a roughly hewn altar of Beogh.
23163 | D:12 | Lost mutation: You are agile. (Dex +2) [Jiyva's grace]
23169 | D:12 | Found a shimmering altar of Xom.
23173 | D:12 | Gained mutation: Your skin is partially translucent (Stealth, -foe acc). [Jiyva's grace]
23459 | D:12 | Reached skill level 10 in Transmutations
23921 | D:11 | Reached skill level 1 in Stealth
24226 | D:11 | Lost mutation: Your flesh is heat resistant. [Jiyva's grace]
25087 | Lair:7 | Gained mutation: Your muscles are strong. (Str +2) [Jiyva's grace]
25142 | Lair:7 | Reached skill level 5 in Stealth
25151 | Lair:7 | Killed Snorg
25839 | Slime:1 | Entered Level 1 of the Pits of Slime
26040 | Slime:3 | Noticed an azure jelly
26131 | Slime:4 | Noticed an acid blob
26415 | Slime:5 | Noticed an acid blob
26556 | Slime:6 | Entered Level 6 of the Pits of Slime
26573 | Slime:6 | Noticed an acid blob
26578 | Slime:6 | Gained mutation: Your body is partially covered in golden eyeballs (Acc +3). [Jiyva's grace]
26583 | Slime:6 | Found a viscous altar of Jiyva.
26584 | Slime:6 | Noticed the royal jelly
26584 | Slime:6 | Noticed an acid blob
26588 | Slime:6 | Noticed an acid blob
26589 | Slime:6 | Gained mutation: You have sharp fingernails. [Jiyva's grace]
26593 | Slime:6 | Noticed an azure jelly
26594 | Slime:6 | Noticed an acid blob
26595 | Slime:6 | Gained mutation: You are robust (+10% HP). [Jiyva's grace]
26609 | Slime:6 | Gained mutation: You are very robust (+20% HP). [Jiyva's grace]
26611 | Slime:6 | Noticed an acid blob
26618 | Slime:6 | Got a faintly glowing longbow
26628 | Slime:6 | Got a slimy rune of Zot
26667 | Slime:6 | Identified the +6 longbow "Miqehah" {freeze, rF- rN+ MP+9 SInv Stlth+} (You found it on level 6 of the Pits of Slime)
26767 | Slime:6 | Killed an acid blob
26773 | Slime:6 | Killed an acid blob
26807 | Slime:6 | Killed an acid blob
26951 | Slime:5 | Noticed an azure jelly
27275 | Slime:1 | Noticed an acid blob
27275 | Slime:1 | Noticed an acid blob
27275 | Slime:1 | Noticed an acid blob
27275 | Slime:1 | Noticed an acid blob
27289 | Slime:1 | Killed an acid blob
27375 | Slime:1 | Killed an acid blob
27436 | Slime:1 | Killed an acid blob
27540 | Slime:2 | Noticed an acid blob
27710 | Lair:6 | Lost mutation: You are partially covered in yellow scales (AC +2). [Jiyva's grace]
28256 | Lair:8 | Entered Level 8 of the Lair of Beasts
28335 | Lair:8 | Reached skill level 11 in Fighting
28453 | Lair:8 | Reached XP level 15. HP: 71/170 MP: 26/29
28528 | Lair:8 | Gained mutation: Your skin is mostly translucent (Stealth, -foe acc). [Jiyva's grace]
28550 | Lair:8 | Reached skill level 5 in Translocations
28908 | Lair:8 | Lost mutation: Your skin is mostly translucent (Stealth, -foe acc). [Jiyva's grace]
29186 | Lair:8 | Was forgiven by Fedhas
29189 | Lair:8 | Lost mutation: You are very robust (+20% HP). [Jiyva's grace]
29375 | Lair:8 | Identified a +3 rod of shadows (9/9) (You found it on level 6 of the Pits of Slime)
29554 | Spider:1 | Entered Level 1 of the Spider Nest
29761 | Spider:1 | Gained mutation: You evolve. [Jiyva's grace]
30247 | Spider:2 | Reached skill level 12 in Unarmed Combat
30828 | Spider:3 | Reached XP level 16. HP: 76/166 MP: 0/30
31098 | Spider:2 | Lost mutation: You passively map a small area around you. [Jiyva's grace]
31106 | Spider:2 | Reached skill level 13 in Unarmed Combat
31269 | Spider:3 | Found a frozen archway.
31296 | IceCv | Entered an ice cave
31795 | IceCv | Noticed an Ice Fiend
31807 | IceCv | Killed an Ice Fiend
31944 | IceCv | Gained mutation: Your tail ends in a poisonous barb. [evolution]
32004 | Spider:3 | Gained mutation: You rapidly evolve. [Jiyva's grace]
32290 | D:3 | Gained mutation: Thin tendrils of slime have grown from your body. [Jiyva's grace]
32862 | Spider:4 | Gained mutation: Your skin is mostly translucent (Stealth, -foe acc). [Jiyva's grace]
32868 | Spider:4 | Noticed Wiglaf
32994 | Spider:4 | Killed Wiglaf
33116 | Spider:4 | Lost mutation: Your skin is mostly translucent (Stealth, -foe acc). [Jiyva's grace]
33187 | Spider:3 | HP: 10/223 [wolf spider (10)]
33414 | Spider:4 | Reached skill level 10 in Stealth
33823 | Spider:4 | Lost mutation: You possess an exceptional clarity of mind. [evolution]
33927 | Spider:4 | Gained mutation: Armour fits poorly on your pseudopods. [Jiyva's grace]
33935 | Spider:5 | Entered Level 5 of the Spider Nest
34101 | Spider:5 | Lost mutation: You are robust (+10% HP). [Jiyva's grace]
34265 | Spider:5 | Learned a level 3 spell: Regeneration
34430 | Spider:5 | Lost mutation: Your muscles are strong. (Str +2) [Jiyva's grace]
34593 | Spider:5 | Reached XP level 17. HP: 164/164 MP: 31/31
34923 | Spider:5 | Gained mutation: Your body is mostly covered in golden eyeballs (Acc +5). [Jiyva's grace]
34972 | Spider:5 | HP: 2/214 [disintegration (49)]
35368 | Spider:5 | Reached skill level 14 in Unarmed Combat
35447 | Spider:5 | Got a gossamer rune of Zot
35454 | Spider:5 | Lost mutation: Thin tendrils of slime have grown from your body. [mutagenic meat]
35456 | Spider:5 | Lost mutation: Armour fits poorly on your pseudopods. [mutagenic meat]
35730 | Lair:2 | Gained mutation: Your muscles are strong. (Str +2) [Jiyva's grace]
35853 | Orc:1 | Entered Level 1 of the Orcish Mines
35917 | Orc:1 | Found Psiosuch's Book Emporium.
35920 | Orc:1 | Lost mutation: Your tail ends in a poisonous barb. [Jiyva's grace]
35924 | Orc:1 | Gained mutation: Armour fits poorly on your pseudopods. [Jiyva's grace]
35926 | Orc:1 | Gained mutation: You have a small jelly attached to you that senses nearby items. [Jiyva's grace]
35959 | Orc:1 | Gained mutation: Your muscles are very strong. (Str +4) [Jiyva's grace]
36104 | Orc:2 | Found a burning altar of Makhleb.
36163 | Orc:2 | Noticed Erica
36171 | Orc:2 | Killed Erica
36307 | Orc:2 | Gained mutation: You are partially covered in molten scales (AC +1). [Jiyva's grace]
36633 | Orc:1 | Found Yfaar's Antique Armour Shop.
36694 | Orc:1 | Found Tuadoim's Antique Weapon Shop.
36792 | Orc:1 | Lost mutation: You have a pair of small horns on your head. [Jiyva's grace]
36872 | Orc:3 | Found a staircase to the Elven Halls.
37220 | Orc:4 | Entered Level 4 of the Orcish Mines
37318 | Orc:4 | Reached skill level 1 in Necromancy
37389 | Orc:4 | Found Luin's Weapon Shoppe.
37454 | Orc:4 | Found a roughly hewn altar of Beogh.
37670 | Orc:4 | Found Caydwuib's Antique Armour Emporium.
37686 | Orc:4 | Bought an embroidered cloak for 130 gold pieces
37711 | Orc:4 | Found Maedetzo's General Store.
37722 | Orc:4 | Bought a potion of curing for 48 gold pieces
37739 | Orc:4 | Lost mutation: Your muscles are very strong. (Str +4) [Jiyva's grace]
37743 | Orc:4 | Bought a scroll of recharging for 152 gold pieces
37744 | Orc:4 | Gained mutation: Thin tendrils of slime have grown from your body. [Jiyva's grace]
37752 | Orc:4 | Found Satty's Jewellery Emporium.
37754 | Orc:4 | Lost mutation: Your muscles are strong. (Str +2) [Jiyva's grace]
37760 | Orc:4 | Lost mutation: You have a small jelly attached to you that may absorb incoming projectiles. [Jiyva's grace]
37772 | Orc:4 | Found Shria's Antique Weapon Emporium.
37800 | Orc:4 | Lost mutation: You rapidly evolve. [Jiyva's grace]
37876 | Orc:4 | Gained mutation: You possess an exceptional clarity of mind. [Jiyva's grace]
38046 | Orc:4 | Gained mutation: Your mind is acute. (Int +2) [Jiyva's grace]
38088 | Orc:4 | Reached skill level 1 in Charms
38100 | Orc:4 | Lost mutation: Your mind is acute. (Int +2) [Jiyva's grace]
38343 | Orc:2 | Lost mutation: Thin tendrils of slime have grown from your body. [Jiyva's grace]
38388 | Orc:1 | Bought a Fen Folio for 1125 gold pieces
38402 | Orc:1 | Gained mutation: Your tail ends in a poisonous barb. [Jiyva's grace]
38600 | Swamp:1 | Entered Level 1 of the Swamp
39002 | Swamp:1 | Lost mutation: You have a somewhat thin skeletal structure (Dex +2, Stealth). [Jiyva's grace]
39475 | Swamp:2 | Noticed Rupert
39494 | Swamp:2 | Killed Rupert
39522 | Swamp:2 | Lost mutation: Your tail ends in a poisonous barb. [Jiyva's grace]
39853 | Swamp:2 | Gained mutation: You tend to lose your temper in combat. [Jiyva's grace]
40066 | Swamp:3 | Reached XP level 18. HP: 169/175 MP: 33/33
40107 | Swamp:3 | Learned a level 6 spell: Hydra Form
41378 | Swamp:5 | Entered Level 5 of the Swamp
41489 | Swamp:5 | Lost mutation: You tend to lose your temper in combat. [Jiyva's grace]
41786 | Swamp:5 | Got a decaying rune of Zot
41792 | Swamp:5 | Gained mutation: Thin tendrils of slime have grown from your body. [Jiyva's grace]
42181 | Swamp:2 | Lost mutation: You possess an exceptional clarity of mind. [Jiyva's grace]
42215 | Swamp:1 | Gained mutation: You are clumsy. (Dex -2) [evolution]
42604 | D:13 | Gained mutation: Your tail ends in a poisonous barb. [Jiyva's grace]
42639 | D:13 | Found Mativakh's Antique Weapon Shop.
42679 | D:13 | Found Thuafeim's Book Emporium.
42805 | D:13 | Found Seoshrice's Antique Weapon Boutique.
42840 | D:13 | Found Chaqav's General Store.
42848 | D:13 | Bought a scroll of teleportation for 42 gold pieces
42848 | D:13 | Bought a potion of heal wounds for 70 gold pieces
42967 | D:14 | Gained mutation: You have a small jelly attached to you that may absorb incoming projectiles. [Jiyva's grace]
43063 | D:14 | Lost mutation: You have a small jelly attached to you that senses nearby items. [mutagenic meat]
43064 | D:14 | Gained mutation: You have a pair of small horns on your head. [mutagenic meat]
43069 | D:14 | Lost mutation: You have a pair of small horns on your head. [mutagenic meat]
43070 | D:14 | Lost mutation: Thin tendrils of slime have grown from your body. [mutagenic meat]
43071 | D:14 | Lost mutation: You are clumsy. (Dex -2) [Jiyva's power]
43105 | D:14 | Found a gate to the Vaults.
43162 | D:14 | Noticed Roxanne
43183 | D:14 | Killed Roxanne
43203 | D:14 | Found a shattered altar of Ashenzari.
43458 | D:14 | Lost mutation: Your tail ends in a poisonous barb. [Jiyva's grace]
43573 | D:15 | Entered Level 15 of the Dungeon
43601 | D:15 | Found a runed door.
43742 | D:15 | Gained mutation: You are robust (+10% HP). [Jiyva's grace]
43783 | D:15 | Found a staircase to the Depths.
43860 | D:15 | Gained mutation: You are partially covered in slimy green scales (AC +2). [Jiyva's grace]
43943 | D:15 | Found an opulent altar of Gozag.
44324 | D:15 | Gained mutation: You can translocate small distances at will. [Jiyva's grace]
44511 | Orc:2 | Lost mutation: You are robust (+10% HP). [Jiyva's grace]
44532 | Elf:1 | Entered Level 1 of the Elven Halls
44693 | Elf:1 | Found Fankoori's General Store.
44708 | Elf:1 | Bought a potion of curing for 39 gold pieces
44708 | Elf:1 | Bought a scroll of teleportation for 39 gold pieces
44708 | Elf:1 | Bought a potion of brilliance for 52 gold pieces
44773 | Elf:1 | Gained mutation: Your rubbery body absorbs attacks (AC +1). [Jiyva's grace]
44776 | Elf:1 | Found a huge runed gate.
44776 | Elf:1 | Found a huge runed gate.
44777 | Elf:1 | Found a huge runed gate.
44784 | Elf:1 | Found a huge runed gate.
44784 | Elf:1 | Found a huge runed gate.
44784 | Elf:1 | Found a huge runed gate.
44785 | Elf:1 | Found a huge runed gate.
44801 | Elf:1 | Found a huge runed gate.
44801 | Elf:1 | Found a huge runed gate.
44802 | Elf:1 | Found a huge runed gate.
44925 | Elf:1 | Found a huge runed gate.
44925 | Elf:1 | Found a huge runed gate.
44925 | Elf:1 | Found a huge runed gate.
44925 | Elf:1 | Found a huge runed gate.
44925 | Elf:1 | Found a huge runed gate.
44925 | Elf:1 | Found a huge runed gate.
44925 | Elf:1 | Found a huge runed gate.
44926 | Elf:1 | Found a huge runed gate.
44989 | Elf:1 | Reached XP level 19. HP: 182/182 MP: 28/33
45064 | Elf:1 | Lost mutation: Armour fits poorly on your pseudopods. [Jiyva's grace]
45343 | Elf:1 | Identified the Compendium of Creative Battle Magic (You found it on level 1 of the Elven Halls)
45346 | Elf:1 | Learned a level 1 spell: Summon Butterflies
45441 | Elf:1 | Gained mutation: Thin tendrils of slime have grown from your body. [Jiyva's grace]
45481 | Elf:1 | Found a huge runed gate.
45570 | Elf:2 | Reached skill level 1 in Summonings
45838 | Elf:2 | Found Vuliad's Weapon Shoppe.
45838 | Elf:2 | Found a runed gate.
45855 | Elf:2 | Found Stalib's Magic Scroll Emporium.
45875 | Elf:2 | Bought a scroll of enchant armour for 120 gold pieces
45875 | Elf:2 | Bought a scroll of enchant armour for 120 gold pieces
45875 | Elf:2 | Bought a scroll of enchant armour for 120 gold pieces
45875 | Elf:2 | Bought a scroll of blinking for 120 gold pieces
45942 | Elf:2 | Found a runed gate.
45942 | Elf:2 | Found a runed gate.
46055 | Elf:2 | Found a deep blue altar of Sif Muna.
46114 | Elf:2 | Lost mutation: You evolve. [Jiyva's grace]
46146 | Elf:2 | Gained mutation: You have a small jelly attached to you that senses nearby items. [Jiyva's grace]
46156 | Elf:2 | Lost mutation: You are partially covered in slimy green scales (AC +2). [Jiyva's grace]
46166 | Elf:2 | Lost mutation: You have a small jelly attached to you that may absorb incoming projectiles. [Jiyva's grace]
46195 | Elf:2 | Lost mutation: You have sharp fingernails. [Jiyva's grace]
46229 | Elf:2 | Noticed Kirke
46237 | Elf:2 | Killed Kirke
46267 | Elf:2 | Gained mutation: Your mind is acute. (Int +2) [Jiyva's grace]
46360 | Elf:2 | Lost mutation: Your mind is acute. (Int +2) [Jiyva's grace]
46524 | Elf:2 | Gained mutation: You possess an exceptional clarity of mind. [Jiyva's grace]
46739 | Elf:3 | Entered Level 3 of the Elven Halls
46809 | Elf:3 | Lost mutation: Your skin is partially translucent (Stealth, -foe acc). [Jiyva's grace]
46809 | Elf:3 | Gained mutation: Your skin changes colour to match your surroundings (Stealth). [Jiyva's grace]
46999 | Elf:3 | Lost mutation: You possess an exceptional clarity of mind. [Jiyva's grace]
47013 | Elf:3 | Lost mutation: Your skin changes colour to match your surroundings (Stealth). [Jiyva's grace]
47013 | Elf:3 | Gained mutation: Your skin is partially translucent (Stealth, -foe acc). [Jiyva's grace]
47022 | Elf:3 | Gained mutation: You are partially covered in icy blue scales (AC +1). [Jiyva's grace]
47086 | Elf:3 | Reached skill level 15 in Stealth
47146 | Elf:3 | Lost mutation: You can translocate small distances at will. [Jiyva's grace]
47252 | Elf:3 | Lost mutation: You are partially covered in icy blue scales (AC +1). [Jiyva's grace]
47267 | Elf:3 | Got a warped copper ring
47324 | Elf:3 | Reached skill level 16 in Stealth
47370 | Elf:3 | Gained mutation: Your flesh is cold resistant. [Jiyva's grace]
47382 | Elf:3 | Lost mutation: Your flesh is cold resistant. [Jiyva's grace]
47532 | Elf:3 | Reached skill level 17 in Stealth
47532 | Elf:3 | Reached XP level 20. HP: 114/190 MP: 17/34
47627 | Elf:3 | Identified the ring "Qodub" {SustAb MR+ Str+5 Dex-3 SInv} (You took it off a deep elf sorcerer on level 3 of the Elven Halls)
47702 | Elf:3 | Identified the Tome of Calling
47702 | Elf:3 | Gained mutation: You have acidic saliva. [Jiyva's grace]
48032 | Elf:3 | Reached skill level 18 in Stealth
48250 | Elf:1 | Gained mutation: Your tail ends in a poisonous barb. [Jiyva's grace]
48418 | Vaults:1 | Entered Level 1 of the Vaults
48435 | Vaults:1 | Found Rissaigio's General Store.
48517 | Vaults:1 | Bought a potion of magic for 112 gold pieces
48596 | Vaults:1 | Gained mutation: Your tail ends in a sharp poisonous barb. [Jiyva's grace]
48668 | Vaults:1 | Gained mutation: You have difficulty communicating with the divine. [Jiyva's grace]
48750 | Vaults:1 | Lost mutation: You have acidic saliva. [Jiyva's grace]
48807 | Vaults:1 | Reached skill level 15 in Unarmed Combat
49088 | Vaults:1 | Noticed Asterion
49100 | Vaults:1 | Killed Asterion
49160 | Vaults:1 | Lost mutation: Your tail ends in a sharp poisonous barb. [Jiyva's grace]
49742 | Vaults:2 | Lost mutation: Your tail ends in a poisonous barb. [Jiyva's grace]
49874 | Vaults:2 | Lost mutation: You are partially covered in molten scales (AC +1). [Jiyva's grace]
50075 | Vaults:2 | Lost mutation: You have difficulty communicating with the divine. [Jiyva's grace]
50114 | Vaults:2 | Reached XP level 21. HP: 186/200 MP: 35/35
50119 | Vaults:2 | Lost mutation: Your rubbery body absorbs attacks (AC +1). [Jiyva's grace]
50126 | Vaults:2 | Reached skill level 15 in Fighting
50259 | Vaults:2 | Gained mutation: You are partially covered in thin metallic scales (AC +2). [Jiyva's grace]
50376 | Vaults:2 | Lost mutation: You have a small jelly attached to you that senses nearby items. [Jiyva's grace]
50404 | Vaults:2 | Gained mutation: Your spells are a little easier to cast, but a little less powerful. [Jiyva's grace]
50432 | Vaults:2 | Found a staircase to the Crypt.
50982 | Vaults:3 | Gained mutation: You have a pair of small horns on your head. [mutagenic meat]
50987 | Vaults:3 | Lost mutation: Your spells are a little easier to cast, but a little less powerful. [Jiyva's power]
51040 | Vaults:3 | Gained mutation: You can exhale a cloud of poison. [Jiyva's grace]
51131 | Vaults:3 | Lost mutation: Your body is mostly covered in golden eyeballs (Acc +5). [Jiyva's grace]
51140 | Vaults:3 | Found an iron altar of Okawaru.
51150 | Vaults:3 | Found Bloxuoc's Distillery.
51162 | Vaults:3 | Bought a potion of mutation for 45 gold pieces
51162 | Vaults:3 | Bought 2 potions of magic for 288 gold pieces
51162 | Vaults:3 | Bought a potion of resistance for 180 gold pieces
51162 | Vaults:3 | Bought a potion of mutation for 45 gold pieces
51162 | Vaults:3 | Bought a potion of mutation for 45 gold pieces
51162 | Vaults:3 | Bought a potion of agility for 72 gold pieces
51162 | Vaults:3 | Bought a potion of curing for 54 gold pieces
51204 | Vaults:3 | Found Strianiha's Gadget Emporium.
51214 | Vaults:3 | Gained mutation: You expend magic power (3 MP) to slightly strengthen your wands. [potion of mutation]
51215 | Vaults:3 | Lost mutation: Thin tendrils of slime have grown from your body. [potion of mutation]
51215 | Vaults:3 | Gained mutation: Your flesh is cold resistant. [potion of mutation]
51216 | Vaults:3 | Gained mutation: You are dopey. (Int -2) [potion of mutation]
51216 | Vaults:3 | Lost mutation: Your body is partially covered in golden eyeballs (Acc +3). [potion of mutation]
51217 | Vaults:3 | Lost mutation: You are dopey. (Int -2) [Jiyva's power]
51218 | Vaults:3 | Lost mutation: You expend magic power (3 MP) to slightly strengthen your wands. [Jiyva's power]
51329 | Vaults:3 | Lost mutation: Your flesh is cold resistant. [Jiyva's grace]
51448 | Vaults:3 | Found Ceaq's Armour Shop.
51655 | Vaults:3 | Found Extaot's General Store.
51675 | Vaults:3 | Gained mutation: You occasionally shout uncontrollably at your foes. [Jiyva's grace]
51712 | Vaults:3 | Found Esotzikh's Antique Weapon Shoppe.
51745 | Vaults:3 | Gained mutation: Your muscles are strong. (Str +2) [Jiyva's grace]
51848 | Vaults:3 | Identified Lehudib's Disquisition on Burning Attacks
51910 | Vaults:3 | Gained mutation: Your rubbery body absorbs attacks (AC +1). [Jiyva's grace]
51950 | Vaults:3 | Lost mutation: You occasionally shout uncontrollably at your foes. [Jiyva's power]
51959 | Vaults:3 | Gained mutation: You have a small jelly attached to you that may absorb incoming projectiles. [Jiyva's grace]
52243 | Vaults:3 | Noticed Mennas
53396 | Vaults:3 | Killed Mennas
53535 | Vaults:3 | Lost mutation: Your skin is partially translucent (Stealth, -foe acc). [Jiyva's grace]
53838 | Vaults:4 | Gained mutation: Armour fits poorly on your pseudopods. [Jiyva's grace]
53854 | Vaults:4 | Found a flickering gateway to a bazaar.
53880 | Bazaar | Entered a bazaar
53880 | Bazaar | Found Marae's Weapon Emporium.
53880 | Bazaar | Found Tralel's Food Shoppe.
53880 | Bazaar | Found Henu's Book Emporium.
53881 | Bazaar | Found Afozoulyargh's Food Emporium.
53882 | Bazaar | Found Klecw's Jewellery Shoppe.
53957 | Vaults:4 | Lost mutation: You can exhale a cloud of poison. [Jiyva's grace]
54038 | Vaults:4 | Gained mutation: You are robust (+10% HP). [Jiyva's grace]
54117 | Vaults:4 | Gained mutation: You are partially covered in yellow scales (AC +2). [Jiyva's grace]
54214 | Vaults:4 | Found a white marble altar of Elyvilon.
54285 | Vaults:4 | Reached XP level 22. HP: 221/231 MP: 35/35
54366 | Vaults:4 | Lost mutation: You have a pair of small horns on your head. [Jiyva's grace]
54449 | Vaults:4 | Noticed Donald
54462 | Vaults:4 | Killed Donald
54487 | Vaults:4 | Gained mutation: You have a pair of small horns on your head. [Jiyva's grace]
54589 | Vaults:4 | Gained mutation: Your spells are a little harder to cast, but a little more powerful. [Jiyva's grace]
54992 | Vaults:4 | Lost mutation: You have a pair of small horns on your head. [Jiyva's grace]
55154 | Vaults:4 | Gained mutation: You have acidic saliva. [Jiyva's grace]
55491 | Depths:1 | Entered Level 1 of the Depths
55707 | Depths:1 | Found a gateway to Hell.
55794 | Depths:1 | Gained mutation: You possess an exceptional clarity of mind. [Jiyva's grace]
55811 | Depths:1 | Found a gateway to a ziggurat.
55935 | Depths:1 | Lost mutation: You have a small jelly attached to you that may absorb incoming projectiles. [Jiyva's grace]
56063 | Depths:1 | Reached skill level 19 in Unarmed Combat
56154 | Depths:1 | Found a one-way gate leading to the halls of Pandemonium.
56448 | Depths:2 | Gained mutation: You have a small jelly attached to you that may absorb incoming projectiles. [Jiyva's grace]
56543 | Depths:2 | Lost mutation: Your spells are a little harder to cast, but a little more powerful. [Jiyva's grace]
56673 | Depths:2 | Gained mutation: Your flesh is cold resistant. [Jiyva's grace]
56828 | Depths:2 | Gained mutation: You are covered in fur (AC +1). [Jiyva's grace]
56837 | Depths:2 | Gained mutation: You are dopey. (Int -2) [Jiyva's grace]
57012 | Depths:2 | Reached skill level 20 in Unarmed Combat
57105 | Depths:2 | Found a one-way gate to the infinite horrors of the Abyss.
57443 | Depths:2 | Lost mutation: Your flesh is cold resistant. [Jiyva's grace]
57603 | Depths:3 | Noticed Aizul
57620 | Depths:3 | Killed Aizul
57699 | Depths:3 | Lost mutation: Your muscles are strong. (Str +2) [Jiyva's grace]
57765 | Depths:3 | Noticed the Enchantress
57772 | Depths:3 | Cast into the Abyss (the Enchantress)
57935 | Abyss:2 | Reached XP level 23. HP: 236/238 MP: 36/36
58072 | Abyss:2 | Reached skill level 5 in Charms
58072 | Abyss:2 | Reached skill level 5 in Necromancy
58532 | Abyss:2 | Gained mutation: Your pliable body absorbs attacks (AC +1, EV +1). [Jiyva's grace]
58673 | Abyss:2 | Found a corrupted altar of Lugonu.
59375 | Abyss:3 | Paralysed by accursed screaming for 1 turns
59463 | Abyss:4 | Got a translucent glass ring
59874 | Abyss:4 | Gained mutation: Your flesh is cold resistant. [Jiyva's grace]
60119 | Abyss:4 | Lost mutation: You are robust (+10% HP). [a neqoxec]
60137 | Abyss:4 | Found a corrupted altar of Lugonu.
60197 | Abyss:4 | Reached XP level 24. HP: 89/237 MP: 29/36
60296 | Abyss:4 | Paralysed by an apocalypse crab for 7 turns
60311 | Abyss:4 | Paralysed by accursed screaming for 1 turns
60314 | Abyss:4 | HP: 5/237 [starcursed mass/accursed screaming (12)]
60314 | Abyss:4 | Annihilated by a tentacled starspawn
Action | 1- 3 | 4- 6 | 7- 9 | 10-12 | 13-15 | 16-18 | 19-21 | 22-24 || total
-------------------------+-------+-------+-------+-------+-------+-------+-------+-------++-------
Melee: Unarmed | 122 | 207 | 492 | 1117 | 1318 | 1901 | 1858 | 1486 || 8501
Throw: Tomahawk | | 3 | 3 | | | | | || 6
Cast: Beastly Appendage | 11 | 11 | 3 | 1 | | | | || 26
Spider Form | | 8 | 22 | 38 | 3 | 1 | | || 72
Ice Form | | | 5 | 20 | 11 | 1 | | || 37
Blade Hands | | | | | 24 | 9 | 2 | 3 || 38
Statue Form | | | | | 38 | 54 | 26 | 22 || 140
Blink | | | | | 11 | 15 | 6 | 1 || 33
Phase Shift | | | | | 9 | 29 | 43 | 24 || 105
Regeneration | | | | | | 21 | 38 | 44 || 103
Hydra Form | | | | | | 9 | 29 | 14 || 52
Summon Butterflie | | | | | | | 5 | || 5
Invok: Evolution | | | | 13 | 11 | | | || 24
Sunlight | | | | | 1 | | | || 1
Request Jelly | | | | | 23 | 7 | 24 | 8 || 62
Jelly Paralyse | | | | | 6 | | 1 | || 7
Cure Bad Mutation | | | | | 3 | 1 | 5 | 1 || 10
Slimify | | | | | 4 | 2 | 1 | || 7
Abil: Spit Poison | 7 | 5 | 4 | 3 | 2 | 2 | | 1 || 24
End Transformatio | | | 1 | | 4 | 1 | | 2 || 8
Breathe Poison Ga | | | | | | | 2 | || 2
Evoke: Wand | | | 3 | 1 | 22 | 4 | 4 | 2 || 36
Rod | | | | | 1 | | | || 1
Box of beasts | | | | | | | 1 | || 1
Sack of spiders | | | | | | | 1 | || 1
Phantom mirror | | | | | | | 1 | || 1
Use: Scroll | | 2 | 8 | 10 | 14 | 17 | 8 | 3 || 62
Potion | | | 4 | 7 | 9 | 2 | 12 | 3 || 37
Stab: Sleeping | | 1 | 3 | 5 | 9 | 28 | 19 | 6 || 71
Confused | | | | 8 | 8 | 59 | 47 | || 122
Distracted | | | | 2 | 3 | 10 | 13 | 14 || 42
Invisible | | | | | 4 | | | || 4
Petrified | | | | | 3 | | | || 3
Held in net/web | | | | | | 1 | | || 1
Eat: Chunk | 5 | 11 | 18 | 39 | 29 | 19 | 4 | || 125
Bread ration | | | 1 | | 1 | | | || 2
Fruit | | | | 2 | | 5 | | || 7
Pizza | | | | | 2 | | | || 2
Meat ration | | | | | | 1 | | || 1
Royal jelly | | | | | | | 1 | || 1
Re: Need help with transmuters in general
Posted:
Friday, 20th February 2015, 06:04
by mikee
I'm just going to comment on tm in general and the tendencies I see that cause players to struggle. You need more uc and probably dodging than what you're training. The most common mistake players tend to make about building transmuters is going overboard about getting their spells ~online~. tm spells obviously don't benefit as much from spellpower as some other things and are things you cast before a fight and not during, so you only really need to be able to cast them without blowing up. Your core skills are unarmed, dodging, and fighting, in that order. And yes, you probably do not want stealth on a character that already uses tons of xp.
Re: Need help with transmuters in general
Posted:
Friday, 20th February 2015, 08:06
by Sprucery
I guess it was the starcursed masses paralyzing you, though. When there are 5 or more their shrieks can paralyze.
Personally I never go deeper than A:3. You will find the rune faster in A:4 but in my opinion it is not worth it due to the increased danger.
Re: Need help with transmuters in general
Posted:
Friday, 20th February 2015, 08:15
by Magipi
comebackshane wrote:- Code:
Annihilated by a tentacled starspawn (30 damage)
... on level 4 of the Abyss.
Why were you in the Abyss (and particularly in Abyss:4) instead of just winning?
Re: Need help with transmuters in general
Posted:
Friday, 20th February 2015, 13:41
by dirtywick
Wands and evocables also solve some of the tm problems, namely the danger of fighting a hydra with blade hands. I also like to choose a god that allows you to summon some allies early to take some heat off of you until your defenses are established; a UC character fighting in a robe has a pretty tough time early IMO.
Re: Need help with transmuters in general
Posted:
Friday, 20th February 2015, 13:45
by nago
Fortunately, you have a book which let you to fight in spider form until lair, and in ice form in lair. Then whatever, by that time you should have gather enough experience to fight with bh in ring mail or what armour you like or use hydra form etc.
Re: Need help with transmuters in general
Posted:
Saturday, 28th February 2015, 09:31
by Orgrimm
Excuse me for the intrusion but I am in the same need of starting a decent transmuter (I can complete Lair and Orc at best, then I die whatever branch I choose)
Starting as a merfolk I train UC only until it's at least 8, then I train fighting and dodging until 5 or so, then I see to get ice form online. I mostly pick Makhleb as god, except if I find an early Yre altar and with some invocation this works great until Lair, then I am too weak to go down in depths or vaults, and I lack the skill points to effectively cast anything which isn't in my starting spellbook. Should I just keep on training UC, fighting and dodging ignoring all the saucy spellbooks I find?
Re: Need help with transmuters in general
Posted:
Saturday, 28th February 2015, 11:26
by bel
Orgrimm wrote:Excuse me for the intrusion but I am in the same need of starting a decent transmuter (I can complete Lair and Orc at best, then I die whatever branch I choose)
Starting as a merfolk I train UC only until it's at least 8, then I train fighting and dodging until 5 or so, then I see to get ice form online. I mostly pick Makhleb as god, except if I find an early Yre altar and with some invocation this works great until Lair, then I am too weak to go down in depths or vaults, and I lack the skill points to effectively cast anything which isn't in my starting spellbook. Should I just keep on training UC, fighting and dodging ignoring all the saucy spellbooks I find?
It is not clear from your post what your problem is. Are you having trouble getting to Lair, or are you having trouble doing the Lair rune branches (Shoals, Spider, Snake, Swamp), or are you having trouble with vaults, or are you having trouble with Depths.
In general, your UC, fighting and dodging should be at very high levels. Unarmed combat needs to be at quite high levels to be effective. Once you are comfortable with killing stuff and with your defences, you can learn other spells.
Re: Need help with transmuters in general
Posted:
Saturday, 28th February 2015, 11:29
by Magipi
Orgrimm wrote:Should I just keep on training UC, fighting and dodging ignoring all the saucy spellbooks I find?
I think providing a dump would be much more fruitful.
In general: Tm needs a lot of xp, so you cannot spend on a lot of xp on luxuries. If the saucy spells are small utility spells like animate skeleton or repel missiles or blink then sure, learn them. Big conjurations: no.
In the midgame you should use Blade hands, with some decent (but not too heavy) armour. That is brutally strong.
Re: Need help with transmuters in general
Posted:
Saturday, 28th February 2015, 14:01
by Orgrimm
Maybe that's the problem, I am usually lucky with spellbooks and so I start putting a lot of points into earth or ice or something to get high level spells online asap, I should stick to fighting skills a bit longer.
Btw, how much Armour skill do I need to wear a ring mail without penalties?
Re: Need help with transmuters in general
Posted:
Saturday, 28th February 2015, 18:14
by duvessa
To wear ring mail without penalties you need 45 armour skill. The same is true of every other body armour in the game that has an encumbrance rating. Notice that getting 45 armour skill is actually impossible.
Re: Need help with transmuters in general
Posted:
Saturday, 28th February 2015, 20:52
by Magipi
And what rounding is used? Because it is not hard to get a value under 1.
Re: Need help with transmuters in general
Posted:
Sunday, 1st March 2015, 16:16
by barretdolph
Sorry but have more questions than answers. Why does Blade Hands show up in red on my spell list but my failure rate is 19%. And why is the weapon slot red after I cast the spell?
From reading this section I guess my stats are not in good order. Fighting is 4, UC5, Trans 5, and Inv 4. I am a demonspawn with Che as a god. I presume from reading advice here that I should get dodging up to past fighting level. I want the Inv higher because first it is easy for DS and second I want to take care of fast swarms like killer bees and problems with centaurs.
The only real problem I have to level nine is trolls and killer bees. The first is because I don't have a good way to soften trolls up but this time i have a number of wands that should help. Killer bees are are problem I will try to dig a tunnel so they don't swarm me and then blink out to a staircase if it gets dicy. I do have blink as an ability from a mutation. (potion.)
Thanks
Re: Need help with transmuters in general
Posted:
Sunday, 1st March 2015, 16:48
by Sandman25
Do you have claws mutations as Ds? UC 5 is extremely low at this stage.
Re: Need help with transmuters in general
Posted:
Sunday, 1st March 2015, 19:16
by dolphin
barretdolph wrote:Sorry but have more questions than answers. Why does Blade Hands show up in red on my spell list but my failure rate is 19%. And why is the weapon slot red after I cast the spell?
From reading this section I guess my stats are not in good order. Fighting is 4, UC5, Trans 5, and Inv 4. I am a demonspawn with Che as a god. I presume from reading advice here that I should get dodging up to past fighting level. I want the Inv higher because first it is easy for DS and second I want to take care of fast swarms like killer bees and problems with centaurs.
The only real problem I have to level nine is trolls and killer bees. The first is because I don't have a good way to soften trolls up but this time i have a number of wands that should help. Killer bees are are problem I will try to dig a tunnel so they don't swarm me and then blink out to a staircase if it gets dicy. I do have blink as an ability from a mutation. (potion.)
Thanks
Bladehands is red at 19% fail because things that are actually bad happen when you miscast higher level spells, like malmutations and lots of glow. Little spells fail nicely so they don't hurt you, so having them at 20% fail is OK.
When you have blades for hands, you can't hold things (think Edward Scissorhands). Also Bladehands lowers your ability to cast spells.
I am not a good player so I will refrain from advisory with regards to Dodging, Inv, Trans, and UC (but I really want to give the damn advices). Temporal Distortion is very, *very* useful, and in a variety of situations. Are you on the stairs, but the troll is next to you and gonna follow? Temporal Distortion. Is the Centaur shooting you from far, far away? Temporal Distortion. It is a great ability.
Also, Spider Form is good for *carefully* taking out swarms of bees. One hit with Poison and that Bee is usually dead. Also, I've found I like Spider Form > Ice Form (at least until I have more HP) for Trolls as well, mostly for the same reasons. Again, I'm not a great player; take what I say with a grain of salt.
Re: Need help with transmuters in general
Posted:
Sunday, 1st March 2015, 21:12
by Pereza0
DsTm of Chei sounds like a pretty hard combo (Ds, Tm and Chei are all kinda weak early on, they take a while to get going). Don't forget to rely on your wands and evocables and just about anything useful you can find, now is when you need them the most. If you find a wand of draining, for example, don't be afraid to use a couple or recharging scrolls on it if it is useful to you.
And about bees, keep in mind Ice Form gives you poison resistance and a nice branded attack
Re: Need help with transmuters in general
Posted:
Monday, 2nd March 2015, 02:02
by tasonir
barretdolph wrote:From reading this section I guess my stats are not in good order. Fighting is 4, UC5, Trans 5, and Inv 4. I am a demonspawn with Che as a god.
UC should be around 8 or so before you train other things, and you want to then move into fighting/dodging, with possible invocations depending on god. Chei usually benefits a lot from 9 invocations, so you can slouch reliably. This should all be done before you go for blade hands. The good news is that with +15 int, blade hands will get online fairly quickly, but it'll still probably take 8 or so skill, and you don't want to invest that much skill into transmutations while you have only 5 UC and very little fighting/dodging as well.
Re: Need help with transmuters in general
Posted:
Monday, 2nd March 2015, 02:25
by Eyesburn
On my recent draconian transmuters^chei, I just skipped spider/ice form, and rushed for blade hands.
Didn't even use ice form vs hydrae in the Lair, had some wands and evocations ~5 for that + chei abilities.
Re: Need help with transmuters in general
Posted:
Monday, 2nd March 2015, 02:51
by mikee
barretdolph wrote:Sorry but have more questions than answers. Why does Blade Hands show up in red on my spell list but my failure rate is 19%.
That color indicates the severity of miscast you can get from failing to cast the spell. As you seem to have guessed, it's a bad color, which means that you generally don't want to be casting it at that failure chance. I'm not sure how it's down to 19% with the skills that you mentioned though - you might want to post a dump in between code tags so that people can understand your character better.
And why is the weapon slot red after I cast the spell?
Uh, well it's red and says 'Blades' so presumably it's to make it slightly easier to notice that you have blade hands active. No one really knows, though, since linley henzell implemented the color decades ago.
From reading this section I guess my stats are not in good order. Fighting is 4, UC5, Trans 5, and Inv 4. I am a demonspawn with Che as a god. I presume from reading advice here that I should get dodging up to past fighting level. I want the Inv higher because first it is easy for DS and second I want to take care of fast swarms like killer bees and problems with centaurs.
I'm going to repeat another comment because I find it to be the most meaningful part of your questions: the combination you've chosen to play is one that will make your game substantially more difficult. You're combining one of the hardest early game backgrounds with a weak early game race and the weakest early game god. Personally, I would find dstm of chei difficult. Almost always if you're having consistent problems with a certain monster it's a tactical problem and not a build problem. Here is an old post I wrote that if you're able to apply it would solve your problems with bees and centaurs:
https://crawl.develz.org/tavern/viewtopic.php?f=5&t=5357&p=72097&hilit=+bees#p72097
Re: Need help with transmuters in general
Posted:
Monday, 2nd March 2015, 06:00
by barretdolph
Thanks for all the advice. I should have mentioned that I have the wild magic mutation so had to bump trans higher. I left it on a little too long because I got swarmed twice at stairs and was to busy focusing on killing than on managing skills.
But I really like this build so want to be careful. At level nine I already have these mutations.
Level I
Horns
Brown Scale
Power Pain (level 2)
Demonic Guard
From potions
Blink ability
cold resist
hostile resist
wild magic
Bad mutations
Beserk
-2 dex
So I want to keep it going. I will be focusing on getting UC up to 10 and inv up to at least 9.
Thanks again for all the help.
Re: Need help with transmuters in general
Posted:
Monday, 2nd March 2015, 06:57
by Sprucery
One more hint: if you want to maximize your chances of winning, don't quaff potions of mutation or eat mutagenic meat. You are much more likely to ruin your game than significantly improve it by doing that.
Re: Need help with transmuters in general
Posted:
Monday, 2nd March 2015, 07:43
by barretdolph
Thanks. I realize that so far I have been lucky with mutations and should not push my luck. But what about good mutation potions. Are they worth trying?
Re: Need help with transmuters in general
Posted:
Monday, 2nd March 2015, 09:52
by Sprucery
Potions of beneficial mutation are also a bit of a gamble, but with better odds. For example, you might get horns which prohibit the use of helmets. I've had it happen twice. It's not fun when your +2 helmet {rF++} is pushed away. Also wild magic is probably more bad than good for a transmuter.
That said, I always quaff benemut potions, because that's a gamble I like to take.
Re: Need help with transmuters in general
Posted:
Thursday, 5th March 2015, 15:26
by sikhgains
Yes, if you can get dragon form online, DrTm are pretty beastly. But more often then not, they get splatted earlier.
The most success I've had with Tm (and honestly, with any char) is Felids with Ash, strangely enough. They have a lot of abilities which mesh very well. The basic overview is you get 5 UC, get spider form online, summon snakes against early poisonous snakes, from D3 on you should then work on getting 5 uc 5 dodge. Ash now fully binds you with three slots so you will get a lot of spell support by mid lair. Go for blade hands pretty early as well, ~ level 7 or so.
The game is p. dangerous until you get statue form + stoneskin online, which you usually do after Orc 4. That said, that's why you get spare lives. After that, you pretty much become OP. 30 AC, 30 EV (due to being a midget). After driving up your dodge, and casting, it goes up to around 40 AC 55 EV. Raising stealth is also worthwhile, since felid claws now function as daggers for dmg potential and you have a good bonus to it.
Ash works great, allows you to get controlled blink usually in one of the lair dungeons (ash and 4+ ability in it for felids, natch). You can even do extended, but its a pain without hell protection and once you go ash you are kind of stuck with him.
Re: Need help with transmuters in general
Posted:
Thursday, 5th March 2015, 15:31
by nago
I mean no offence, but this post is so full of bad advices it would be a proper wiki guide
Re: Need help with transmuters in general
Posted:
Thursday, 5th March 2015, 15:41
by Sandman25
I would thank previous post if it didn't mention wiki.
Re: Need help with transmuters in general
Posted:
Thursday, 5th March 2015, 17:13
by sikhgains
nago wrote:I mean no offence, but this post is so full of bad advices it would be a proper wiki guide
do an effort post for my education lil breh
Re: Need help with transmuters in general
Posted:
Thursday, 5th March 2015, 21:34
by tasonir
sikhgains wrote:Yes, if you can get dragon form online, DrTm are pretty beastly. But more often then not, they get splatted earlier.
The most success I've had with Tm (and honestly, with any char) is Felids with Ash, strangely enough. They have a lot of abilities which mesh very well. The basic overview is you get 5 UC, get spider form online, summon snakes against early poisonous snakes, from D3 on you should then work on getting 5 uc 5 dodge. Ash now fully binds you with three slots so you will get a lot of spell support by mid lair. Go for blade hands pretty early as well, ~ level 7 or so.
The game is p. dangerous until you get statue form + stoneskin online, which you usually do after Orc 4. That said, that's why you get spare lives. After that, you pretty much become OP. 30 AC, 30 EV (due to being a midget). After driving up your dodge, and casting, it goes up to around 40 AC 55 EV. Raising stealth is also worthwhile, since felid claws now function as daggers for dmg potential and you have a good bonus to it.
Ash works great, allows you to get controlled blink usually in one of the lair dungeons (ash and 4+ ability in it for felids, natch). You can even do extended, but its a pain without hell protection and once you go ash you are kind of stuck with him.
Probably the biggest problem with "wiki guides" and posts like yours, no offense, is that you've done this once. And it worked. And that's great. But can you repeat this 10 times? Or even just one more time? Dungeon crawl is a randomly generated dungeon - not everything is going to be around the way it was when you ran it. Probably the most dangerous assumption here is that you'll have statue form and stoneskin by orc:4. That would be absolutely wonderful, and I love statue form on felids, but there's a very good chance that you won't have found both spells by the time you finish lair and orc. I don't know the exact odds, but off my experience I'd say that having both spells by this point is roughly a 30-40% chance. It's basically a crapshoot. Your early skill training order seems fairly decent, although you first mention getting 5 UC, then spider form (So I assume you mean training transmutations and possibly poison), and then working on 5 UC and dodge. But you already said 5 UC, that's done. This is a bit confusing. For what it's worth, I'd recommend raising UC a bit higher, I usually say around 8, before you branch out into other things. But felids do have claws and could probably get away with a bit less.
The next question is when to train blade hands. I usually use Chei, who gives +15 int, and you're using Ash, who gives + skills, so I'm going to assume we both get about the same support here. I'm not sure exactly how they compare, but it should be in the same ballpark. I'd probably not start training for blade hands until you have ~10 UC, ~10 dodging, a few levels of fighting, and depending on your god, some invocations. For chei this means 9 invocations usually, although you could stop at 6 or so if you don't mind some slouch failures. So let's say your fighting is 6, UC/dodging 10, invocations is done - now you dive into transmutations for blade hands. I don't know what character level this will be, but it's probably more around 8-9 or so.
Your advice about eventually using statue form is accurate, it's just a matter of getting there is all. The same for controlled blink - an amazing spell and felids are very good with translocations...But it's rare to find. There's a good chance that you won't find it at all in a 3 rune game.
Take heart: Your guide is miles ahead of this one:
http://crawl.chaosforge.org/Berder%27s_ ... Chei_Guide Berder recommends getting controlled blink to 50% fail *Before worshipping Chei at all*. So I guess that roughly 2 out of 3 nagas following this guide, who never find the spell, will just ascend godless?
I too, have attempted the folly of writing a wiki guide:
http://crawl.chaosforge.org/Tasonir%27s ... Naga_Guide Compare mine and Berder's, and see how I try to leave out specific "get this spell castable by here" and instead list things that will be useful to you, if you can find them. I love regeneration and pick it up basically the instant I find the spell...but there have been games that I've had to endure simply never having it. I think my wiki guide is considerably better than most of them primarily because I have actually run this combo (aka, escaped with the orb), with nagas alone, seven times. Similar builds on other races would put that somewhere around 15-20 times; this is my favorite playstyle and I tend to repeat it a lot.
Don't be discouraged from giving advice. Play your combo again, try following your guide strictly. What happens when you get to Orc:4 and can't find statue form? What should the player do in that case? The version of my guide I linked you to above is NOT the first version. It's been edited heavily.
In short, the one thing that is lacking from most wiki guides is repeatability. There is a fine line between being general enough to be adaptable to future games, and still detailed enough to help someone unfamiliar with the game/combination.
Re: Need help with transmuters in general
Posted:
Thursday, 5th March 2015, 21:49
by Sar
oh god that guide
and I don't mean your guide this time, tasonir!
Re: Need help with transmuters in general
Posted:
Friday, 6th March 2015, 00:39
by nago
sikhgains wrote:nago wrote:I mean no offence, but this post is so full of bad advices it would be a proper wiki guide
do an effort post for my education lil breh
Well, Tasonir pointed out the biggest problem of your advices - like most of wiki guides: the assumption your single experience will be the same in all the game. This is totally false, because of the random generation, and making a newbie think very specific and situational advices/things to do are the correct way to win the game is one of the worst deathtrap you can make. The only things guaranteed to be the same in all the games are the good tactics to use in combat- which are pretty much the same from D:1 to Zot:5 - and the starting background items (and ok the god altars by D:9), and anyone struggling with the game, especially early one, should improve the fist, understand how use optimally the tools provided at the beginning and learn how adapt and take advance of the different possible situations in the dungeon.
On the topic, I consider the worst idea not to have stonesking and s.form by Orc:4 - by that time a not terrible developed char is strong enough to do whatever he want - but the implicit assumption that there's One God and Only to follow (in this case Ash): god slot is one of the strongest thing (and most fixed, after choosing one) in crawl which can help greatly in any moment in the game but it is most game-changing (and saving) in the early one, when the game is most difficult (and death isn't totally avoidable even with optimal play). Getting a strong support earlier is much much much better than waiting the possibility to find the "optimal" for your combo, probably dying while trying to find the altar (btw every combo has at least half of the pantheon which is very good). For example early Makh/Oka/Nemelex/Ru/whynotcheionlyinthiscase is better than a later-who-knows-when Fedash, despite the latter being arguably the best God for tm.
Anyway, there are also specific advice you gave about tm/fetm I consider wrong, or not "optimal".
Roughly:
- you suggest Ash. I consider her one of the worst god for a tm, for the reasons I wrote beforehand. You said yourself "you will get a lot of spell support by mid lair" (whatever spell support means). By midlair a char can survive to anything, if playing well. I don't need support then, I need it badly on D:5 when I can get caught in a deadly situation despite optimal play.
- I would prioritize getting spider form (30ish % is enough) rather than fixing a specific training point of UC:5, as it let you kite and kill 95% of things in early game. Yeah cats can run away but it's better to poison and run than just run.
- There's no point to say: get 5 dodging, as what you want is the EV and that can vary depending on dex (and armour but that doens't matter for cats). Maybe one char would need 5.1 dodging to get 1 more point in EV and that means it would be very stupid to stop at 5. If you really need to set a breakpoint (which is still a bad thing) you should use EV.
- again, another breakpoint which probably was good for your specific char but has no meaning generally: why start again to train UC and dodging on D:3? Experience gained on each floor, especially early on, can vary greatly. A single ogre encountered in a game on D:2 (quite safely killable in spider form) can net more experience of all D:2 in another game. Better point out that after spider form is castable (30ish is good) you don't need to train transmutation until around lair.
- rushing to blade hands is a common mistake in training transmutation. There's no need to invest lot of experience to get it asap, leaving UC and dodging under - leveled and creating pretty much a melee-glass-cannon (which is a very bad thing). Ice form is extremely good because provided good defence (in form of hp and ac) when a tm probably still misses them. Moreover, the most dangerous monster (spiny frong, black manba, blink frog) in lair are cold blooded and ice form slow them.
In other words, ice form is ***extremely*** better than blade hands at least until end lair. Moverover, a Fe I probably would prefer the ac+hp bonus of ice form and use it until higher spell form are avaiable, using bh only when rf- hurts.
-My fetm used statue form, but at the time Dragon Form was still double school and bad. In current version I would strongly suggest hydra/dragon form + (eventually, if available) ozo armour, rather than statue form and use the latter only if none of the former are avaiable. There are various reasons, let's say the first two spells are single school and don't *slow* you.
Probably there are other things I'm missing now, but it's very late here and I'm sleepy so I quit here !