Thanks for the advice all. I have posted part of my dump file below. I think in all my games I have had only one full win, back in .6, and I haven't played since then. I don't know if casting failures were changed to cause more catastrophic effects, or if the main difference is that I was running Sif in my full win game and the casting failures were thus less catastrophic. You don't appreciate that bonus unless you run a non-sif character.
One-Eyed Jack wrote:Raise your casting skills, wear wiz, channel less. Posting a chardump would help. You can put off hells for easier areas (the rest of them, usually) depending on what you've done; based on your skils it looks like you should have a few branches left.
Thanks. See below for chardump. I don't have any real branches left though - only pandemonium, the hells, and the abyss. I kind of want to avoid pandemonium until I am capable of killing the special pan lords. I might spend some time in the abyss, or just wear wizardry rings.
One-Eyed Jack wrote: Off topic: why did you switch away from sif if you were planning on being a lich 24/7? Free no-downside channeling is better than V's abilities (in my opinion) and would have dodged all of the problems you're having.
Hindsight is 20/20. Like I said, the importance of Sif's protection from miscasts was not apparent until I dumped her. Anyway I think her channeling is very slooow - 1-8 mana kinda sucks. I was prepared to dump her for Vehumet once I got all the books. Anyway, I like Vehumet's range bonuses and mana on kill bonus, but risk free mana is pretty attractive. I am not a terribly experienced crawl player, this is an experience I will learn from. Actually the mana on kill bonus is tremendously useful, especially with ice storm, but it does not surplant channeling mana.
Fungus wrote:rMut definitely does prevent mutation-related rot in lichform. I had some trouble with it before I got an amulet of resist mutation. Other things you can do besides raising spell skills is spend some time in Pan for a while (lots of heal/curing in there) and use a wand of heal wounds / scrolls of recharging. If you have a Zig you want to brave, you'll find helpful items there as well.
Thanks, I will give this a try. However it will require me to remove my amulet of clarity - which is really necessary for using crystal ball / wucad mu in lichform. I lost a high level naga in pan to a careless crystal ball paralysis
.
minmay wrote:Don't waste wand of heal wounds charges on something as minor as rot - at the very least, use your wands of random effects before anything else.
I have gotten almost all wands except heal wounds, I did use my random effects charges but to no avail.
Thanks for the advice all. For now I think I will try wearing at least 1 wizardry ring and spend some time in the abyss gaining levels and re-building my emergency supply of healing. Want to hold off on pan for now. I will carry around an rmut amulet to deal with red glow. Also feel free to offer any other advice you would care to offer regarding my character build.
- Code:
Dungeon Crawl Stone Soup version 0.10.0 character file.
Deep the Archmage (Deep Elf Wizard) Turns: 198001, Time: 21:56:26
HP 164/164 AC 21 Str 11 XL: 27
MP 50/50 EV 21 Int 35 God: Vehumet [******]
Gold 10942 SH 13 Dex 16 Spells: 17 memorised, 1 level left
Res.Fire : + + . See Invis. : + V - staff of channeling
Res.Cold : + + . Warding : . . z - +2 robe {rC+ rF+}
Life Prot.: + + + Conserve : + l - +2 buckler {rF+}
Res.Acid. : + . . Res.Corr. : + v - +2 helmet {SInv}
Res.Poison: + Clarity : + J - +2 cloak {rCorr, Cons}
Res.Elec. : . Spirit.Shd : . c - +1 pair of gloves "Byplo" {Int+3}
Sust.Abil.: . . Stasis : . W - +2 pair of boots of the Assassin {+Inv Dex
Res.Mut. : . Ctrl.Telep.: . P - amulet of clarity
Res.Rott. : + Levitation : . d - ring of wizardry
Saprovore : . . . Ctrl.Flight: . X - ring of wizardry
@: lich-form, studying Staves, extraordinarily resistant to hostile
enchantments, extraordinarily stealthy
A: Str -1
a: End Transformation, Renounce Religion, Evoke Invisibility
}: 5/15 runes: serpentine, barnacled, slimy, silver, golden
You are on level 2 of the Lair of Beasts.
You worship Vehumet.
Vehumet is exalted by your worship.
You are not hungry.
You are in lich-form.
You have visited 15 branches of the dungeon, and seen 88 of its levels.
You have visited the Abyss 1 time.
You have visited 1 Labyrinth.
You have visited 2 bazaars.
You have visited 3 portal chambers: volcano, spiders nest, ice cave.
You have collected 12660 gold pieces.
You have spent 1738 gold pieces at shops.
Inventory:
Hand weapons
a - the +22,+13 Staff of Wucad Mu
(You found it on level 3 of the Tomb of the Ancients)
m - the +7,+6 Sceptre of Torment
(You found it on level 3 of the Vaults)
K - the +5 blowgun "Opuwn" {speed, rElec rF+ SInv}
(You found it on level 4 of the Elven Halls)
Attacks with this weapon take half as long, but cause slightly less damage.
It protects you from fire.
It insulates you from electricity.
It enhances your eyesight.
Missiles
p - 3 curare-tipped needles
Armour
c - the +1 pair of gloves "Byplo" (worn) {Int+3}
(You found it on level 12 of the Dungeon)
It affects your intelligence (+3).
l - a +2 buckler of fire resistance (worn)
v - a +2 helmet of see invisible (worn)
z - a +2 robe of resistance (worn)
J - a +2 cloak of preservation (worn)
W - the +2 pair of boots of the Assassin (worn) {+Inv Dex+3 Stlth++}
(You acquired it on level 3 of the Vaults)
It affects your dexterity (+3).
It lets you turn invisible.
It makes you much more stealthy.
These boots were specially designed by the Assassin's Guild.
Magical devices
r - a wand of fire (4)
w - a wand of disintegration (5)
G - a wand of cold (7)
S - a wand of teleportation (5)
Z - a wand of draining (10)
Scrolls
y - a scroll of fear
B - 2 scrolls of blinking
C - 2 scrolls of teleportation
Jewellery
d - a ring of wizardry (right hand)
e - the ring of Thrawoh {SustAb Dex+4 Dam+6}
(You found it on level 8 of the Vaults)
[ring of sustain abilities]
It affects your dexterity (+4).
It affects your damage-dealing abilities (+6).
f - an uncursed ring of sustain abilities
g - the amulet "Ituew" {Gourm Str+3 Dex+2}
(You found it on level 20 of the Dungeon)
[amulet of the gourmand]
It affects your strength (+3).
It affects your dexterity (+2).
o - the ring "Twelatz" {rElec rF+ MR EV+2}
(You found it on level 6 of the Pits of Slime)
[ring of evasion]
It affects your evasion (+2).
It protects you from fire.
It insulates you from electricity.
It increases your resistance to enchantments.
q - the amulet "Mnis Orghoavo" {rMut Str+4 Dex-1}
(You found it on level 7 of Tartarus)
[amulet of resist mutation]
It affects your strength (+4).
It affects your dexterity (-1).
t - an uncursed amulet of conservation
I - an uncursed ring of teleport control
P - an amulet of clarity (around neck)
X - a ring of wizardry (left hand)
Books
E - a manual of Staves (studied)
You are currently studying this manual.
Magical staves
b - a staff of wizardry
i - a +9 rod of destruction [inacc,magma,cold] (12/12)
(You took it off a yaktaur captain on level 8 of the Vaults)
k - a +3 rod of warding (14/14)
(You found it on level 7 of Tartarus)
n - a +6 rod of smiting (14/14)
(You found it on level 7 of Tartarus)
x - a +1 rod of destruction [ice] (13/13)
(You found it on level 3 of the Tomb of the Ancients)
R - a +3 rod of destruction [fire] (10/10)
(You found it on level 8 of the Lair of Beasts)
V - a staff of channeling (weapon)
Skills:
* Level 15.4 Fighting
- Level 1.7 Short Blades
+ Level 1.6 Long Blades
+ Level 0.9 Axes
- Level 12.0 Maces & Flails
- Level 0.5 Polearms
+ Level 12.9 Staves
- Level 3.1 Throwing
+ Level 12.3 Dodging
- Level 14.1 Stealth
- Level 4.3 Shields
- Level 8.0 Traps & Doors
O Level 27 Spellcasting
+ Level 22.5 Conjurations
- Level 8.6 Charms
- Level 14.0 Summonings
- Level 15.3 Necromancy
* Level 4.1 Translocations
- Level 15.1 Transmutations
* Level 5.5 Fire Magic
- Level 17.0 Ice Magic
- Level 12.0 Air Magic
- Level 5.4 Earth Magic
- Level 1.5 Poison Magic
- Level 9.0 Invocations
- Level 20.0 Evocations
You have one spell level left.
You know the following spells:
Your Spells Type Power Failure Level Hunger
a - Magic Dart Conj ##### 0% 1 N/A
b - Iskenderun's Mystic Conj ######### 0% 4 N/A
c - Orb of Destruction Conj #########. 1% 7 N/A
d - Lehudib's Crystal Sp Erth/Conj ########.. 1% 8 N/A
e - Ice Storm Ice/Conj #########. 1% 9 N/A
f - Blink Tloc N/A 1% 2 N/A
g - Malign Gateway Tloc/Summ ########.. 1% 7 N/A
h - Summon Butterflies Summ ########. 0% 1 N/A
i - Haunt Summ/Necr #########. 1% 7 N/A
j - Lee's Rapid Deconstr Erth #######... 1% 5 N/A
k - Sublimation of Blood Necr #########. 0% 2 N/A
l - Sticky Flame Fire/Conj ########. 0% 4 N/A
v - Ozocubu's Armour Ice/Chrm ########.. 0% 3 N/A
w - Swiftness Air/Chrm ########.. 0% 2 N/A
x - Flight Air/Chrm ########.. 1% 3 N/A
y - Haste Chrm ########. 1% 6 N/A
z - Necromutation Trmt/Necr #########. 2% 8 N/A
Dungeon Overview and Level Annotations
Branches:
Dungeon (27/27) Temple (1/1) D:6 Orc (4/4) D:9
Elf (5/5) Orc:4 Lair (8/8) D:9 Shoals (5/5) Lair:6
Slime (6/6) Lair:6 Snake (5/5) Lair:3 Vault (8/8) D:18
Blade (1/1) Vault:4 Crypt (5/5) Vault:2 Tomb (3/3) Crypt:3
Hell (1/1) Coc (2/7) Hell Tar (7/7) Hell
Zot (0/5) D:27
Dis: Hell:1 Geh: Hell:1