Pandemonium Purger
Posts: 1298
Joined: Wednesday, 11th April 2012, 02:42
Location: Sydney, Australia
How to leave an annoying player ghost, a spoiler
1) Be a centaur or spriggan. Both centaurs and spriggans get the maximum player ghost speed of 13.
1.5)Other ideas: Draconian at xl7+ (player ghost draconians get draining breath!), hill orc, minotaur, ogre...
2) Worship Cheibriados, unless you need sif/veh/kiku to get books or maybe trog for weapon gifts. Chei will give boosts to str, dex and int that 1) boost your melee damage 2) boost your ev 3) let you get spells below 50% miscast sooner. He also won't nerf your player ghost's speed.
3) Dump your shield. Player ghosts don't get SH. Also ignore ranged weaponry except to keep yourself alive.
4) Find the beefiest brandiest weapon you can. Wield it. Your player ghost's base damage is now this weapon's base damage. Weapon skill, fighting and str will all boost it slowly to a maximum of 50 (The formula is: base damage, then *(weapon skill+25)/25, then *(30+fighting)/30, then + str/4). Brands work the same for ghosts as for you, except holy wrath is turned into brandless. Temp brand spells work! Try dying with distortion!
4.5) The base damage calculation for UC ghosts is: 4+(if clawed, xl)+uc, then *(30+fighting)/30, then + str/4.
5) Find some annoying spells to cast. Good background choices: Wz with slow and mephitic cloud, Cj with meph and bolt, FE with sticky flame and fireball, AE with swiftness and lightning bolt, VM with mephitic cloud and venom bolt and poison weapon before dying, En with mephitic cloud and ensorcerelled hibernation, IE with throw icicle (it's as strong as the bolts/balls but only spell level 4). (For more ideas, see Appendix A)
6) Skills: Get the spells you want memorized and stop (They don't need to be consistently castable, just <50% when you die - !brilliance works. Your ghost's spell success and power will be based off of HD which is based off of XL on death), then get as desired: weapon skill for melee damage, fighting for melee damage/hp, dodging/armour for defenses.
7) Immediately before you die, maximize the following: fire/cold/lightning resistance, see invis, AC, EV, str, dex, get all spells you want it to cast < 50% miscast rate, your weapon's beefiness. Cast: Temp weapon brands, ozo's, stoneskin, phase shift, insulation, see invis. Quaff: Might, brilliance, agility, resistance. Invoke: Heroism, zerk.
8) Make sure you aren't in D:1, D:2 or the temple.
8.5) Die.
Appendix A: Choosing spells for your player ghost, in slightly more detail:
Two conj slots:
High level ghosts should aim for:
IOOD, LCS, fire storm, ice storm, iron shot (all of these hurt a lot)
Low level ghosts should aim for:
iron shot, bolt of magma, throw icicle, bolt of fire, bolt of cold, fireball, sticky flame, agony, chain lightning
Not quite as damaging as the above are:
bolt of lightning, stone arrow, venom bolt (poisonous!), bolt of draining, IMB, airstrike
Ensorcerelled Hibernation will take up a conj slot if you have it but it has the lowest priority possible
One summon/self-ench slot, good ideas:
summon greater demon (nasty!), summon horrible things, summon dragon, haunt, silence (so your player ghost can be mennasing), haste, swiftness, invis
Two misc slots, good ideas:
agony, freezing cloud, dispel undead, paralyse, confuse, mephitic cloud/evaporate (turns into meph), slow, petrify, polymorph other (ultimate annoyance!)
A sixth slot, which is always blink if you have it
Some spells player ghosts WON'T keep:
Poison Arrow ( )
Poisonous Cloud
Abjuration/Mass Abjuration (however, learn a powerful summon and you implicitly get this)
Intoxication/Toxic Radiance/Refridgeration
Any transmutations
Borg's / Death's Door
Pretty much all self-buffs besides haste/swift/invis/silence
Confusing Touch
Conjure Ball Lightning
Shadow Creatures
Shatter/Tornado
Tukima's Dance