Abyss Ambulator
Posts: 1205
Joined: Friday, 8th November 2013, 17:02
CIP - OgWz - Advice wanted
Here's my current Ogre wizard:
- Code:
Dungeon Crawl Stone Soup version 0.15-a0-136-g43baa79 (tiles) character file.
Cloughby the Ogre Mage (Ogre Wizard) Turns: 23637, Time: 02:10:12
HP 126/139 AC 12 Str 15 XL: 13 Next: 70%
MP 29/33 EV 13 Int 21 God: Vehumet [*****.]
Gold 866 SH 0 Dex 8 Spells: 11 memorised, 5 levels left
rFire . . . SeeInvis . R - +7,+4 whip (elec)
rCold + . . Clarity . C - +1 robe {rC+}
rNeg . . . Conserve . (shield restricted)
rPois . rCorr . b - +1 hat
rElec . rRot . c - +2 cloak
SustAb . . Spirit . (gloves unavailable)
rMut . Warding . (boots unavailable)
Saprov + . . Stasis . (no amulet)
MR +.... Y - +4 ring of protection
p - +0,+9 ring of slaying
@: repel missiles, somewhat resistant to hostile enchantments, unstealthy
A: unfitting armour, horns 2, fast metabolism 1, saprovore 1, tough skin 1
a: Renounce Religion
You are on level 10 of the Dungeon.
You worship Vehumet.
Vehumet is extremely pleased with you.
You are hungry.
You have visited 3 branches of the dungeon, and seen 18 of its levels.
You have also visited: Bailey.
You have collected 866 gold pieces.
Inventory:
Hand weapons
a - a +0,+0 morningstar
m - a +0,+1 flail
x - an uncursed blowgun
D - the +2,+7 hammer of Impermanence {crush, Dex+2}
(You found it on level 4 of the Dungeon)
It inflicts extra damage upon your enemies.
It affects your dexterity (+2).
I - a +0,+0 giant spiked club
R - a +7,+4 whip of electrocution (weapon)
Missiles
f - 29 poisoned needles
g - 16 stones (quivered)
N - 2 darts
Armour
b - a +1 hat (worn)
c - a +2 cloak (worn)
k - a +2 pearl dragon armour
C - a +1 robe of cold resistance (worn)
Magical devices
r - a wand of cold {zapped: 2}
G - a wand of fire (7)
L - a wand of cold {zapped: 5}
O - a wand of draining {recharged}
W - a wand of lightning {zapped: 1}
Comestibles
d - 5 meat rations
l - 14 bread rations
v - 3 rotting chunks of centaur flesh
F - a choko
P - a honeycomb
V - 2 apples
Scrolls
h - 9 scrolls of remove curse
i - 4 scrolls of teleportation
o - 2 scrolls of blinking
s - a scroll of fear
t - 3 scrolls of fog
y - 9 scrolls of identify
M - 2 scrolls of magic mapping
Z - 2 scrolls of amnesia
Jewellery
p - a +0,+9 ring of slaying (left hand)
u - an uncursed ring of protection from cold
B - an uncursed amulet of stasis
T - an uncursed amulet of rage
U - an uncursed ring of regeneration
Y - a +4 ring of protection (right hand)
Potions
e - 3 potions of heal wounds
j - 3 potions of restore abilities
n - 2 potions of haste
q - 2 potions of might
w - a potion of resistance
z - 7 potions of curing
A - 6 potions of agility
J - a potion of flight
Books
H - a book of Conjurations
Spells Type Level
*Magic Dart Conjuration 1
Searing Ray Conjuration 2
*Dazzling Spray Conjuration/Hexes 3
Fulminant Prism Conjuration/Hexes 4
*Iskenderun's Mystic Blast Conjuration 4
Iskenderun's Battlesphere Conjuration/Charms 5
X - a book of Enchantments
Spells Type Level
Cause Fear Hexes 4
Silence Hexes/Air 5
Tukima's Dance Hexes 5
Deflect Missiles Charms/Air 6
Haste Charms 6
Discord Hexes 8
Skills:
+ Level 11.9 Fighting
- Level 11.3 Maces & Flails
- Level 10.5 Dodging
- Level 1.5 Stealth
+ Level 12.5 Spellcasting
+ Level 8.7 Conjurations
- Level 0.6 Summonings
- Level 0.6 Translocations
You have 5 spell levels left.
You know the following spells:
Your Spells Type Power Failure Level Hunger
a - Magic Dart Conj #### 1% 1 None
b - Blink Tloc N/A 8% 2 None
c - Repel Missiles Chrm/Air ##.... 10% 2 None
d - Conjure Flame Conj/Fire ####.... 1% 3 None
e - Call Imp Summ ###..... 8% 2 None
f - Mephitic Cloud Conj/Pois/Air ####.... 1% 3 None
g - Iskenderun's Mystic Conj #####... 1% 4 None
h - Dazzling Spray Conj/Hex ####.... 1% 3 None
i - Stone Arrow Conj/Erth ####.. 1% 3 None
j - Sticky Flame Conj/Fire ####.... 2% 4 None
k - Venom Bolt Conj/Pois ####...... 7% 5 ###....
Dungeon Overview and Level Annotations
Branches:
Dungeon (10/15) Temple (1/1) D:6 Lair (7/8) D:8
Shoals (0/5) Lair:6 Spider (0/5) Lair:3 Slime (0/6) Lair:6
Orc: D:9-12
Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
The Shining One
Annotations:
D:1 Ijyb
Lair:5 Rupert
Innate Abilities, Weirdness & Mutations
You are too large for most types of armour.
You have a fast metabolism.
You can tolerate rotten meat.
You have tough skin (AC +1).
You have a pair of horns on your head.
Normally I would train up a lot of M&F for the GSC, since I'm an ogre and everything, but the RNG has made it a tougher choice than usual, because of these items:
p - a +0,+9 ring of slaying (left hand)
R - +7,+4 whip (elec)
D - the +2,+7 hammer of Impermanence {crush, Dex+2}
I - a +0,+0 giant spiked club
also, this mutation seems relevant
You have a pair of horns on your head.
Now, I only show the hammer due to the slaying on it, but it was a tougher choice back when the whip was +2+0. I'm pretty sure the whip beats the hammer in every way now. With the horns and +9 slaying ring, a fast attack rate seems desirable. If I had a shield to wear, I would wear it, but no luck on that front so far.
I know the typical wisdom would be to get the GSC usable, but the RNG seems to want me to use the faster whip, and spend that XP on something else.
I haven't played an ogre wizard before, and with Veh's help, this character is much more effective with spells than I expected. Defenses are a big problem, I dumped quite a bit of XP into dodging, with very small returns, so I'm not sure whether I should keep pouring XP into it, or spend that XP elsewhere for better returns.
I've also got a +2 pearl dragon armor from an acquirement scroll, which hurts my spell success a fair amount, but not too horribly. I'm not sure when I should switch over to that. I'm thinking that once I can cast blink in that armour, I'll switch, but that'll probably slow down my development into the higher level conjurations.
This character has raised some interesting questions about training spellcasting vs specific schools. When I was trying to get mephitic cloud online, it made perfect sense to me to train spellcasting, since spellcasting is worth 1/4 of a spell school, and mephitic takes 3 schools, each one at -3 apt, the math seems to suggest that training spellcasting is more effective than training conjurations, poison, or air, with the added bonus of making all my other spell schools slightly better, and more MP and spell levels. However, obviously it doesn't make sense to just train spellcasting for making my conjurations more powerful, even with the -3 apt taken into account. but either way I would think it makes good sense to pump more spellcasting than usual on an ogre wizard, but maybe I'm missing something.
On the long term, I've got a book with haste in it, but I don't know when I should start training charms, whether to stick with the robes to get haste somewhat faster, or to just ignore haste for a while and get my defenses up. I really want a shield if I'm not going to go with the GSC, which seems like a good decision based on what I've got with the character so far.