Going for 7th rune or orb?


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Dungeon Dilettante

Posts: 2

Joined: Wednesday, 12th January 2011, 15:42

Post Wednesday, 12th January 2011, 16:28

Going for 7th rune or orb?

Hi All,

I'm now diving a DSEE with Jiyva, and all has been well. Now I got Decaying, Serpentine, Slimy, Silver, Abyssal and Iron runes, and cleared pretty much where I can safely go to, except Hive.

Before this, I never had experience about challenging Tomb, Pan or Hells.

Strengths:
I have shadow stalker 3 and demonic guardian 3 mutations, and both are awesome. These mutations grants me great chance not to become overnumbered. Moreover, my IMB and Iron shot hits everything in LOS :P
I can reliably haste myself, and semi-controlled blink. Escaping is probably not a huge problem.
My gears boosts a lot with stats, including Int and EV.

Weaknesses:
My fighting style relies heavily on mana. Sublimation of blood is available for another $1050. Yes, I had a hard time just to enter Dis:7, because I must spend some mana on Hell effects.
My source of teleportation is rather limited. Teleport self is within reach, but I have only 6 levels of spells left.
My source of healing is also limited. I didn't find any wands of healing during the race with hungry jellies, and only several potions of heal wounds.
My resistance is poor. I can swap rings for a single threat, but things can get much worse if elemental attacks become mixed.

Cool experiences:
Reading a ?holy word inside a volcano and crash.
Had Int over 40 with help from Jiyva.
Entered an extremely nice abyss that gives me abyssal rune within 1k turns.
Blown up the wall of Dis:7, lured Dispater out of the castle and then stole the Iron rune.

For now, it is rather attractive to do another branch, including Tomb, Hell other than Dis, Pan, and a $3880 Ziggurat.

On the other hand, fetching the orb and escape sounds not bad, since any of the remaining branches is rather risky, and this can be my first win on CAO, also my second win ever.

Any ideas whether I'm able to do any bigger challenges?

This is the chardump.
  Code:
 Dungeon Crawl Stone Soup version 0.7.1-24-ga64cc90 character file.

Ebonnov the Metallomancer (DSEE)                  Turns: 170375, Time: 23:31:24

HP 171/171       AC 21     Str  9      Exp: 25/1090735 (3843), need: 110064
MP  45/45        EV 38     Int 35      God: Jiyva [******]
Gold 5113        SH 22     Dex 18      Spells: 15 memorised,  6 levels left

Res.Fire  : + . .   See Invis. : .   a - +7,+5 demon whip (elec)
Res.Cold  : + . .   Warding    : .   r - +2 robe of Zingopem {rElec rF+ EV+5 Acc+2}
Life Prot.: + . .   Conserve   : +   H - +3 dwarf shield
Res.Poison: .       Res.Corr.  : +   v - +2 wizard hat {Int+3}
Res.Elec. : +       Clarity    : .   V - +2 orc cloak {darkness}
Spirit.Shd: .       Stasis     : .   F - +2 pair of gloves
Sust.Abil.: . .     Rnd.Telep. : .   Q - +3 pair of boots "Keoz" {EV+5 Int+2}
Res.Mut.  : .       Ctrl.Telep.: .   f - amulet of Vaeraen {Gourm rN+ EV+5}
Res.Rott. : .       Levitation : .   s - ring of the Amoeba {Hunger- rC+ MR}
Gourmand  : +       Ctrl.Flight: .   S - +4 ring of intelligence

@: extremely resistant to hostile enchantments, extremely stealthy
A: claws 2, blink 1, breathe flames 3, demonic guardian 3, nightstalker 3,
electricity resistance, 60% torment resistance, acidic bite, +3 accuracy, AC
+4, EV +1, Int +2
a: Blink, Request Jelly, Slimify, Cure Bad Mutation, Renounce Religion, Breathe
Fire, Evoke Invisibility


You are on level 4 of the Realm of Zot.
You worship Jiyva.
Jiyva is exalted by your worship.
You are very full.

You have visited 13 branches of the dungeon, and seen 88 of its levels.
You have visited the Abyss 6 times.
You have visited 1 Labyrinth.
You have visited 1 bazaar.
You have visited 6 portal chambers: sewer, volcano, bailey, trove, ice cave, wizlab.

You have collected 8748 gold pieces.
You have spent 2050 gold pieces at shops.
You have used 1605 gold pieces for miscellaneous purposes.

Inventory:

Hand weapons
 a - a +7,+5 demon whip of electrocution (weapon)
 g - a +2,+3 morningstar of protection
 w - the spear of Vengeance (quivered) {freeze, rElec rF+ Str+2 Int+2}
   (You took it off a necrophage on level 4 of the Crypt)   
   It has been specially enchanted to freeze those struck by it, causing extra
   injury to most foes and up to double damage against particularly
   susceptible opponents. It can also slow down cold-blooded creatures.
   It affects your strength (+2).
   It affects your intelligence (+2).
   It protects you from fire.
   It insulates you from electricity.
 Y - the sling of Unpleasantness {velocity, rC+ MR AC+3 EV+3, was cursed}
   (You found it on level 5 of the Elven Halls)   
   Any stone fired from it inflicts extra damage.
   It affects your AC (+3).
   It affects your evasion (+3).
   It protects you from cold.
   It increases your resistance to enchantments.
Armour
 r - the +2 robe of Zingopem (worn) {rElec rF+ EV+5 Acc+2}
   (You found it on level 8 of the Vaults)   
   It affects your evasion (+5).
   It affects your accuracy (+2).
   It protects you from fire.
   It insulates you from electricity.
 v - a +2 wizard hat of intelligence (worn)
 F - a +2 pair of gloves (worn)
 H - a +3 dwarven shield (worn)
 Q - the +3 pair of boots "Keoz" (worn) {EV+5 Int+2}
   (You found it on level 8 of the Vaults)   
   It affects your evasion (+5).
   It affects your intelligence (+2).
 V - a +2 orcish cloak of darkness (worn)
Comestibles
 A - an apricot
 E - a meat ration
 G - a sausage
 M - an apple
 O - 10 honeycombs
 U - 5 bread rations
Scrolls
 c - 4 scrolls of teleportation
 m - 7 scrolls of identify
 q - 7 scrolls of remove curse
 z - a scroll of magic mapping
 D - a scroll of fear
 K - 4 scrolls of blinking
 R - 2 scrolls of recharging
Jewellery
 d - the amulet "Clorgh" {Cons EV+4 Int+5 Acc-2}
   (You acquired it on level 3 of the Elven Halls)   
   [amulet of conservation]
   It affects your evasion (+4).
   It affects your intelligence (+5).
   It affects your accuracy (-2).
 f - the amulet of Vaeraen (around neck) {Gourm rN+ EV+5}
   (You found it on level 8 of the Vaults)   
   [amulet of the gourmand]
   It affects your evasion (+5).
   It protects you from negative energy.
 h - an uncursed ring of poison resistance
 i - an uncursed ring of sustain abilities
 j - an uncursed ring of protection from fire
 l - an uncursed ring of life protection
 s - the ring of the Amoeba (right hand) {Hunger- rC+ MR}
   (You found it on level 6 of the Elven Halls)   
   [ring of sustenance]
   It protects you from cold.
   It increases your resistance to enchantments.
 u - the ring "Humoth Coba" {Str+2 Dex-4 Acc+2 SInv}
   (You found it in a treasure trove)   
   [ring of see invisible]
   It affects your strength (+2).
   It affects your dexterity (-4).
   It affects your accuracy (+2).
 x - the amulet of Sterymas {Gourm EV+2 Str+2}
   (You found it on level 7 of the Elven Halls)   
   [amulet of the gourmand]
   It affects your evasion (+2).
   It affects your strength (+2).
 C - an uncursed ring of wizardry
 I - an uncursed ring of teleport control
 J - an uncursed ring of protection from fire
 L - an uncursed ring of life protection
 N - an uncursed amulet of resist mutation
 P - an uncursed amulet of stasis
 S - a +4 ring of intelligence (left hand)
 X - an uncursed amulet of clarity
Potions
 e - 3 potions of healing
 k - a potion of resistance
 n - 6 potions of heal wounds
 o - a potion of restore abilities
 t - a potion of magic
Magical staves
 b - a staff of earth
Miscellaneous
 p - a silver rune of Zot
 y - a decaying rune of Zot
 W - an abyssal rune of Zot


 You have 3843 experience left.

   Skills:
 + Level 11 Fighting
 - Level 1 Short Blades
 - Level 12 Maces & Flails
 - Level 2 Throwing
 + Level 6 Armour
 + Level 15 Dodging
 - Level 5 Stealth
 - Level 5 Stabbing
 + Level 5 Shields
 - Level 2 Traps & Doors
 - Level 3 Unarmed Combat
 + Level 19 Spellcasting
 - Level 17 Conjurations
 - Level 11 Enchantments
 - Level 1 Necromancy
 + Level 2 Translocations
 - Level 8 Transmutations
 - Level 2 Fire Magic
 - Level 1 Air Magic
 - Level 23 Earth Magic
 + Level 6 Invocations
 - Level 2 Evocations


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

 Your Spells              Type           Power          Success   Level
a - Iskenderun's Mystic   Conj           #########      Excellent   4
b - Stoneskin             Erth/Trmt      ########..     Perfect     2
c - Petrify               Erth/Ench      #########      Excellent   4
d - Confuse               Ench           ########.      Excellent   3
e - Lee's Rapid Deconstr  Erth/Trmt      ########..     Excellent   5
f - Selective Amnesia     Ench           N/A            Excellent   4
g - Haste                 Ench           ########.      Great       6
h - Regeneration          Ench/Necr      #######...     Excellent   3
i - Flight                Air/Ench       #######...     Excellent   4
j - Dig                   Erth/Trmt      ########.      Excellent   4
k - Repel Missiles        Air/Ench       #######...     Excellent   2
q - Blink                 Tloc           N/A            Excellent   2
s - Iron Shot             Erth/Conj      #########.     Excellent   6
x - Sticky Flame          Fire/Conj      #######..      Excellent   4
z - Conjure Flame         Fire/Conj      #######..      Excellent   3


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (0/1) D:5             Orc (4/4) D:10
    Elf (7/7) Orc:3          Lair (8/8) D:8           Swamp (5/5) Lair:2
  Slime (6/6) Lair:7        Snake (5/5) Lair:4         Hive (0/2) D:12
  Vault (8/8) D:19          Blade (1/1) Vault:6       Crypt (5/5) Vault:4
   Tomb (0/3) Crypt:2         Dis (7/7) Hell            Zot (4/5) D:27
   Geh: Hell:1         Coc: Hell:1         Tar: Hell:1     

Altars:
Cheibriados
Fedhas
Kikubaaqudgha
Okawaru
Sif Muna
Trog
Vehumet
Zin
Jiyva

Shops:
D:10: ([  D:16: !++  D:18: ?  D:20: ?![  D:26: *[?  Orc:1: [  Orc:2: (
Elf:3: *  Elf:6: (  Elf:7: [  Snake:1: *  Snake:3: *  Vault:5: **+
Vault:6: *  Vault:7: (  Vault:8: ?

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:26* D:27
Abyss: D:21 D:23 D:24 D:25 D:26
Pan: D:22 D:24 D:26 D:27
Flagged portal: D:7
Ziggurat: D:22 (3880 gp)

Annotations
D:2 exclusions: door and ogre
D:7 exclusion: 8 flame clouds
D:10 josephine, stone giant zombie
D:12 exclusion: Erolcha
D:18 exclusion: door
D:26 exclusions: 17 flame clouds and 19 freezing vapour clouds
Elf:5 exclusion: Francis
Swamp:4 exclusion: 2 alligators
Swamp:5 exclusions: Agnes and 53 foul pestilence clouds
Vault:8 stash


                    Innate Abilities, Weirdness & Mutations

You have very sharp fingernails.
You are completely covered in thin metallic scales (AC +3, rElec).
You can breathe blasts of fire.
A powerful demonic guardian rushes to your aid.
You are completely attuned to the shadows.
You are rather able to resist unholy torments (3 in 5 success).
You can translocate small distances at will.
Your mind is acute (Int +2).
You are resistant to electric shocks.
You have acidic saliva.
Your body is partially covered in golden eyeballs (Acc +3).
Your pliable body absorbs attacks (AC +1, EV +1).


Message History

You feel clever.
S - a +4 ring of intelligence (left hand)
You drop a +3 ring of protection.
Done exploring.
You are alive. Your movement speed is average. Your attack speed is quite fast.
You are extremely resistant to hostile enchantments.
You feel extremely stealthy.

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Wednesday, 12th January 2011, 17:22

Re: Going for 7th rune or orb?

Clear out the useless spells in your memory. Sticky Flame is overpowered for the early game, for instance, but it's obsolete now. Several other spells are likewise marginal for you by this point, so put that Selective Amnesia to work. Then forget Selective Amnesia, because you're eventually going to get the Spellcasting to memorize it again anyway, if you end up deciding you need it.

Get Teleport Self, and then train for Controlled Blink. Apportation if you have it, but no training will be required for that. Once you've done that, there's nothing in Pandemonium that can touch you. Get the Sublimation of Blood too, of course, and victory dance necromancy up until Sublimation reliably fills your entire mana bar in one or two casts. 10 or so should do the job.

The Pan runes are pretty easy to get so long as you aren't fool enough to fight their guardians. Clear the rest of the level and either lure the relevant unique away or just Apport and run. If you run into a randomly generated Pan Lord with a scary spell set, just teleport to an exit portal and bail. There will always be more Demonic Runes, so there's no point in risking yourself for any particular one.

To clear Tomb, pick up Abjuration if you have access. Hopefully the jellies didn't get too many of your potions, because you can expect lots of rot. Your mutation set is actually pretty good for this, so just try to take them on one at a time. You'll want Stasis for the sphinxes.

Hell runes are probably the hardest for you, but they're all basically the same as the Iron Rune you already have. Layer up the obvious resistance for the area and kill stuff. Run away from the unique on the last level, and grab the rune while they're distracted.

Dungeon Dilettante

Posts: 2

Joined: Wednesday, 12th January 2011, 15:42

Post Wednesday, 12th January 2011, 18:06

Re: Going for 7th rune or orb?

Thanks a lot for your guide.

Probably I have overestimated Pan simply because the gate is one-way.

By the way, when I dive into Dis, I felt that the hell effects tend to summon more demons over time. Does hell effects grow in power or is it merely will of RNG?

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