YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oct.K.


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Spider Stomper

Posts: 191

Joined: Wednesday, 17th June 2015, 00:14

Location: Germany

Post Tuesday, 21st July 2015, 15:47

YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oct.K.

The following stats are *without* Vitalization (which is always on in a zig)

  Code:
 Dungeon Crawl Stone Soup version 0.16.1-30-g34a7ffa (webtiles) character file.

5172895 Nebukadnezar the Bringer of Law (level 27, 258/258 HPs)
             Began as a Gargoyle Fighter on May 24, 2015.
             Was the Champion of Zin.
             Escaped with the Orb
             ... and 15 runes on June 23, 2015!
             
             The game lasted 5days 14:05:50 (467363 turns).

Nebukadnezar the Bringer of Law (GrFi)         Turns: 467363, Time: 5, 14:05:51

Health: 258/258    AC: 56    Str: 35    XL:     27
Magic:  65/65      EV: 38    Int: 37    God:    Zin [******]
Gold:   666        SH: 36    Dex: 21    Spells: 13 memorised, 11 levels left

rFire  + + +     SeeInvis +     E - +8 eveningstar "Clompuip" {freeze, MP+9 Int+3 Dex+4 Stlth-}
rCold  + + +     Clarity  +     h - +7 ring mail of the Four Ships {rC+ MR+ rCorr Int+4 Dex-2}
rNeg   + + +     SustAb   .     X - +7 large shield of the Eleven Places {rF+ Regen+}
rPois  ∞         Gourm    .     (helmet unavailable)
rElec  +         Spirit   .     n - +0 cloak of the Fiend {MP+9 Str+3 Dex+3}
rCorr  +         Warding  +     k - +2 pair of fencer's gloves {EV+3 Dex+6 Slay+2}
rMut   .         Stasis   .     (boots unavailable)
MR     +++++                    U - macabre finger necklace {Ward rN+}
Stlth  +++.......               T - ring of Vehumet's Vengeance {Wiz rN+ Str+4 Dex-4 Slay+3 SInv}
                                I - ring "Jeezxi" {Wiz Int+6}
                                y - ring of the Mage {Wiz MR++ Int+3}

@: flying, deflect missiles, almost entirely resistant to hostile enchantments,
fairly stealthy
A: able to fly continuously, big wings, claws 2, fangs 1, hooves 3, horns 3,
iridescent scales 2, thin metallic scales 1, camouflage 1, see invisible, agile
2, blink 1, clarity, clever 2, cold resistance 1, fire resistance 3, high mp 3,
magic resistance 3, negative energy resistance 1, sense surroundings 1,
regeneration 3, robust 3, shaggy fur 3, electricity resistance, spit poison 3,
strong 2, wild magic 3, unbreathing, evolution 2, petrification resistance, rot
immunity, AC +20
a: Spit Poison, Stop Flying, Blink, Recite, Vitalisation, Imprison, Sanctuary,
Cure All Mutations, Renounce Religion
0: Orb of Zot
}: 15/15 runes: serpentine, barnacled, slimy, silver, golden, iron, obsidian,
icy, bone, abyssal, demonic, glowing, magical, fiery, dark


You escaped.
You worshipped Zin.
Zin was exalted by your worship.
You were not hungry.

You visited 18 branches of the dungeon, and saw 97 of its levels.
You visited Pandemonium 28 times, and saw 234 of its levels.
You visited the Abyss 23 times.
You completed 18 ziggurats, and saw 486 of their levels.
You also visited: Trove and Wizlab.

You collected 74003 gold pieces.
You spent 16231 gold pieces at shops.
You donated 2883 gold pieces to Zin.
You paid 54223 gold pieces to Gozag.

Inventory:

Hand weapons
 b - the +8 trident of the Octopus King {venom, rElec rPois MR+}
   (You found it on level 25 of a ziggurat)   
   
   It poisons the flesh of those it strikes.
   
   It insulates you from electricity.
   It protects you from poison.
   It affects your resistance to hostile enchantments.
 d - the +10 sword of Jihad {holy, *Rage rN+ EV+3 Stlth-}
   (You found it on level 22 of a ziggurat)   
   
   It has been blessed by the Shining One to cause great damage to the undead
   and demons.
   
   It affects your evasion (+3).
   It protects you from negative energy.
   It may make you go berserk in combat.
   It makes you less stealthy.
 E - the +8 eveningstar "Clompuip" (weapon) {freeze, MP+9 Int+3 Dex+4 Stlth-}
   (You found it on level 20 of a ziggurat)   
   
   It has been specially enchanted to freeze those struck by it, causing extra
   injury to most foes and up to half again as much damage against particularly
   susceptible opponents. It can also slow down cold-blooded creatures.
   
   It affects your intelligence (+3).
   It affects your dexterity (+4).
   It affects your magic capacity (+9).
   It makes you less stealthy.
 H - the +9 Staff of Wucad Mu {channel}
   (You found it on level 26 of a ziggurat)
Missiles
 G - 198 javelins of penetration (quivered)
Armour
 h - the +7 ring mail of the Four Ships (worn) {rC+ MR+ rCorr Int+4 Dex-2}
   (You found it in Pandemonium)   
   
   It affects your intelligence (+4).
   It affects your dexterity (-2).
   It protects you from cold.
   It affects your resistance to hostile enchantments.
   It protects you from acid and corrosion.
 k - the +2 pair of fencer's gloves (worn) {EV+3 Dex+6 Slay+2}
   (You acquired it in the Vestibule of Hell)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+2).
 n - the +0 cloak of the Fiend (worn) {MP+9 Str+3 Dex+3}
   (You found it on level 20 of a ziggurat)   
   
   It affects your strength (+3).
   It affects your dexterity (+3).
   It affects your magic capacity (+9).
 X - the +7 large shield of the Eleven Places (worn) {rF+ Regen+}
   (You took it off a daeva on level 24 of a ziggurat)   
   
   It protects you from fire.
   It increases your rate of regeneration.
Jewellery
 e - a ring of the Octopus King {AC+1 EV+1 Str+1 Int+1 Dex+1 SInv}
   (You found it on level 20 of a ziggurat)   
   
   [ring of see invisible]
   
   It affects your AC (+1).
   It affects your evasion (+1).
   It affects your strength (+1).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
   It enhances your eyesight.
 p - a ring of the Octopus King {AC+1 EV+1 Str+1 Int+1 Dex+1 Stlth+}
   (You found it on level 15 of a ziggurat)   
   
   [ring of stealth]
   
   It affects your AC (+1).
   It affects your evasion (+1).
   It affects your strength (+1).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
   It makes you more stealthy.
 u - a ring of the Octopus King {MP+9 AC+1 EV+1 Str+1 Int+1 Dex+1}
   (You found it on level 25 of a ziggurat)   
   
   [ring of magical power]
   
   It affects your AC (+1).
   It affects your evasion (+1).
   It affects your strength (+1).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
   It affects your magic capacity (+9).
 v - a ring of the Octopus King {SustAb AC+1 EV+1 Str+1 Int+1 Dex+1}
   (You found it on level 24 of a ziggurat)   
   
   [ring of sustain abilities]
   
   It sustains your strength, intelligence and dexterity.
   It affects your AC (+1).
   It affects your evasion (+1).
   It affects your strength (+1).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
 y - the ring of the Mage (on amulet) {Wiz MR++ Int+3}
   (You found it on level 18 of a ziggurat)   
   
   [ring of wizardry]
   
   It improves your spell success rate.
   It affects your intelligence (+3).
   It affects your resistance to hostile enchantments.
 A - a ring of the Octopus King {rC+ AC+1 EV+1 Str+1 Int+1 Dex+1}
   (You found it on level 14 of a ziggurat)   
   
   [ring of protection from cold]
   
   It affects your AC (+1).
   It affects your evasion (+1).
   It affects your strength (+1).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
   It protects you from cold.
 I - the ring "Jeezxi" (left hand) {Wiz Int+6}
   (You found it on level 25 of a ziggurat)   
   
   [ring of wizardry]
   
   It improves your spell success rate.
   It affects your intelligence (+6).
 K - a ring of the Octopus King {rF+ AC+1 EV+1 Str+1 Int+1 Dex+1}
   (You found it on level 15 of a ziggurat)   
   
   [ring of protection from fire]
   
   It affects your AC (+1).
   It affects your evasion (+1).
   It affects your strength (+1).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
   It protects you from fire.
 O - a ring of the Octopus King {Wiz AC+1 EV+1 Str+1 Int+1 Dex+1}
   (You found it on level 9 of a ziggurat)   
   
   [ring of wizardry]
   
   It improves your spell success rate.
   It affects your AC (+1).
   It affects your evasion (+1).
   It affects your strength (+1).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
 Q - a ring of the Octopus King {rN+ AC+1 EV+1 Str+1 Int+1 Dex+1}
   (You found it on level 14 of a ziggurat)   
   
   [ring of positive energy]
   
   It affects your AC (+1).
   It affects your evasion (+1).
   It affects your strength (+1).
   It affects your intelligence (+1).
   It affects your dexterity (+1).
   It protects you from negative energy.
 T - the ring of Vehumet's Vengeance (right hand) {Wiz rN+ Str+4 Dex-4 Slay+3 SInv}
   (You found it on level 26 of a ziggurat)   
   
   [ring of wizardry]
   
   It improves your spell success rate.
   It affects your strength (+4).
   It affects your dexterity (-4).
   It affects your accuracy and damage with ranged weapons and melee attacks
   (+3).
   It protects you from negative energy.
   It enhances your eyesight.
 U - the macabre finger necklace (around neck) {Ward rN+}
   (You found it on level 14 of a ziggurat)   
   
   [amulet of warding]
   
   It may prevent the melee attacks of summoned creatures.
   It protects you from negative energy.
Magical devices
 c - a wand of disintegration (19)
 l - a wand of heal wounds (9)
 m - a wand of teleportation (9)
 q - a wand of heal wounds (9)
 C - a wand of heal wounds (9)
 N - a wand of heal wounds (9)
 S - a wand of heal wounds (4)
 Y - a wand of heal wounds (7)
Scrolls
 g - 131 scrolls of holy word
 r - 125 scrolls of remove curse
 s - 22 scrolls of identify
 x - 144 scrolls of magic mapping
 B - 61 scrolls of fog
 R - 96 scrolls of recharging
Potions
 a - 36 potions of haste
 i - 34 potions of agility
 o - 3 potions of cancellation
 t - 15 potions of invisibility
 w - 33 potions of magic
 J - 54 potions of curing
 L - 61 potions of restore abilities
 M - 22 potions of might
 Z - 22 potions of brilliance
Miscellaneous
 j - a crystal ball of energy
 z - a fan of gales
 D - a lamp of fire
 F - a phial of floods
 V - a disc of storms
Comestibles
 f - 53 meat rations


   Skills:
 O Level 27 Fighting
 O Level 27 Short Blades
 O Level 27 Long Blades
 O Level 27 Axes
 O Level 27 Maces & Flails
 O Level 27 Polearms
 O Level 27 Staves
 O Level 27 Slings
 O Level 27 Bows
 O Level 27 Crossbows
 O Level 27 Throwing
 O Level 27 Armour
 O Level 27 Dodging
 O Level 27 Stealth
 O Level 27 Shields
 O Level 27 Unarmed Combat
 O Level 27 Spellcasting
 O Level 27 Conjurations
 O Level 27 Hexes
 O Level 27 Charms
 O Level 27 Summonings
 O Level 27 Necromancy
 O Level 27 Translocations
 O Level 27 Transmutations
 O Level 27 Fire Magic
 O Level 27 Ice Magic
 O Level 27 Air Magic
 O Level 27 Earth Magic
 O Level 27 Poison Magic
 O Level 27 Invocations
 O Level 27 Evocations


You had 11 spell levels left.
You knew the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Swiftness             Chrm/Air       ########     1%          2    None
b - Deflect Missiles      Chrm/Air       #########.   1%          6    None
d - Fire Storm            Conj/Fire      #########.   4%          9    #......
e - Haste                 Chrm           ########     1%          6    None
f - Silence               Hex/Air        #########.   1%          5    None
g - Summon Butterflies    Summ           ########     1%          1    None
h - Airstrike             Air            #########.   1%          4    None
i - Tornado               Air            #########.   4%          9    #......
j - Blink                 Tloc           N/A          1%          2    None
k - Aura of Abjuration    Summ           #########.   1%          6    None
m - Apportation           Tloc           #########.   1%          1    None
n - Glaciate              Conj/Ice       #########.   4%          9    #......
o - Singularity           Tloc           #########.   4%          9    #......


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:6            Lair (8/8) D:11
 Shoals (5/5) Lair:6        Snake (5/5) Lair:4        Slime (6/6) Lair:7
    Orc (4/4) D:10            Elf (3/3) Orc:4        Vaults (5/5) D:13
  Crypt (3/3) Vaults:2       Tomb (3/3) Crypt:3      Depths (5/5) D:15
   Hell (1/1)                 Dis (7/7) Hell            Geh (7/7) Hell
    Coc (7/7) Hell            Tar (7/7) Hell            Zot (5/5) Depths:5

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

Shops:
D:9 *(*?=[(=![=?=*=   D:11 ((:*   Orc:2 %}   Orc:4 =*%!   Shoals:3 (
Snake:1 (   Vaults:3 =   Depths:1 :   Depths:3 ?:(**   Depths:5 (

Portals:
Hell: Depths:1 Depths:2 Depths:3 Depths:4 Depths:5
Abyss: Depths:4
Pandemonium: Depths:3
Ziggurat: Depths:2


Innate Abilities, Weirdness & Mutations

You are resistant to torment.
You are immune to poison.
You can fly continuously.
Your stone body is very resilient (AC +20).
Your wings are large and strong.
You resist negative energy.
You are resistant to electric shocks.
You can survive without breathing.
You are immune to petrification.
You are immune to rotting.
You have very sharp fingernails.
You have very sharp teeth.
You have hooves in place of feet.
You have a pair of large horns on your head.
You are mostly covered in iridescent scales (AC +6).
You are partially covered in thin metallic scales (AC +2).
Your skin changes colour to match your surroundings (Stealth).
You have supernaturally acute eyesight.
You are very agile. (Dex +4)
You can translocate small distances at will.
You possess an exceptional clarity of mind.
Your mind is very acute. (Int +4)
Your flesh is cold resistant.
Your flesh is almost immune to the effects of heat.
You have a greatly increased reservoir of magic (+30% MP).
You are extremely resistant to the effects of hostile enchantments.
You passively map a small area around you.
You regenerate.
You are extremely robust (+30% HP).
Your thick and shaggy fur keeps you warm (AC +3, rC+).
You can spit strong poison.
Your muscles are very strong. (Str +4)
Your spells are much harder to cast, but much more powerful.
You rapidly evolve.

Action                   |  1- 3 |  4- 6 |  7- 9 | 10-12 | 13-15 | 16-18 | 19-21 | 22-24 | 25-27 || total
-------------------------+-------+-------+-------+-------+-------+-------+-------+-------+-------++-------
Melee: Flail             |   244 |   482 |   906 |  1150 |  2327 |   339 |       |       |       ||  5448
       Whip              |       |       |   308 |       |       |       |       |       |       ||   308
       Morningstar       |       |       |       |       |   185 |       |       |       |       ||   185
       Eveningstar       |       |       |       |       |       |  1913 |  1988 |  2197 | 56144 || 62242
       Eudemon blade     |       |       |       |       |       |       |       |       |  5628 ||  5628
       Staff             |       |       |       |       |       |       |       |       |   147 ||   147
 Fire: Blowgun           |       |       |       |       |    15 |       |       |       |       ||    15
       Hand crossbow     |       |       |       |       |       |       |       |       |    18 ||    18
Throw: Stone             |    25 |    92 |    92 |     2 |       |       |       |       |       ||   211
       Tomahawk          |       |    11 |     5 |    56 |    23 |     6 |       |       |       ||   101
       Throwing net      |       |       |     2 |       |       |       |       |     2 |     2 ||     6
       Javelin           |       |       |     5 |       |     3 |       |     6 |    12 |  1749 ||  1775
 Cast: Regeneration      |       |       |       |       |       |       |    39 |    91 |   261 ||   391
       Shroud of Golubri |       |       |       |       |       |       |     9 |     7 |    17 ||    33
       Abjuration        |       |       |       |       |       |       |       |     9 |    29 ||    38
       Deflect Missiles  |       |       |       |       |       |       |       |    15 |   115 ||   130
       Haste             |       |       |       |       |       |       |       |       |   894 ||   894
       Silence           |       |       |       |       |       |       |       |       |    27 ||    27
       Singularity       |       |       |       |       |       |       |       |       |  1582 ||  1582
       Tornado           |       |       |       |       |       |       |       |       |  1139 ||  1139
       Aura of Abjuratio |       |       |       |       |       |       |       |       |  1031 ||  1031
       Fire Storm        |       |       |       |       |       |       |       |       |   754 ||   754
       Phase Shift       |       |       |       |       |       |       |       |       |   339 ||   339
       Glaciate          |       |       |       |       |       |       |       |       |    51 ||    51
       Blink             |       |       |       |       |       |       |       |       |     9 ||     9
       Airstrike         |       |       |       |       |       |       |       |       |     9 ||     9
       Swiftness         |       |       |       |       |       |       |       |       |     5 ||     5
       Apportation       |       |       |       |       |       |       |       |       |     3 ||     3
Invok: Heroism           |       |       |     4 |    20 |    18 |    13 |    18 |     8 |    36 ||   117
       Finesse           |       |       |       |       |     1 |       |     4 |     2 |       ||     7
       Vitalisation      |       |       |       |       |       |       |       |       |  1138 ||  1138
       Recite            |       |       |       |       |       |       |       |       |   488 ||   488
       Sanctuary         |       |       |       |       |       |       |       |       |   138 ||   138
       Call Merchant     |       |       |       |       |       |       |       |       |    15 ||    15
 Abil: Fly               |       |       |       |       |     1 |       |       |     1 |    26 ||    28
       Stop Flying       |       |       |       |       |       |       |       |     1 |    25 ||    26
       Evoke Flight      |       |       |       |       |       |       |       |       |     1 ||     1
Evoke: Wand              |       |       |       |       |       |       |       |     3 |   434 ||   437
       Crystal ball of e |       |       |       |       |       |       |       |       |  1325 ||  1325
       Staff of Wucad Mu |       |       |       |       |       |       |       |       |   224 ||   224
       Disc of storms    |       |       |       |       |       |       |       |       |    80 ||    80
       Deck              |       |       |       |       |       |       |       |       |    31 ||    31
       Fan of gales      |       |       |       |       |       |       |       |       |     1 ||     1
  Use: Scroll            |     7 |     5 |     7 |     2 |     4 |    17 |    10 |    15 |  1311 ||  1378
       Potion            |       |     2 |     5 |     3 |       |     2 |     5 |     3 |   429 ||   449
 Stab: Held in net/web   |       |       |     1 |       |       |       |       |       |       ||     1
       Invisible         |       |       |     1 |       |       |       |     5 |       |    76 ||    82
       Distracted        |       |       |       |       |       |       |     1 |     2 |  1019 ||  1022
       Sleeping          |       |       |       |       |       |       |       |       |   144 ||   144
       Confused          |       |       |       |       |       |       |       |       |   196 ||   196
       Paralysed         |       |       |       |       |       |       |       |       |    55 ||    55
       Fleeing           |       |       |       |       |       |       |       |       |    11 ||    11
       Petrified         |       |       |       |       |       |       |       |       |     8 ||     8
       Petrifying        |       |       |       |       |       |       |       |       |     4 ||     4
  Eat: Chunk             |     2 |     9 |    16 |    21 |    52 |    44 |    38 |    48 |   100 ||   330
       Bread ration      |       |       |     1 |       |       |       |       |     1 |   158 ||   160
       Beef jerky        |       |       |       |       |       |     2 |     1 |     1 |    84 ||    88
       Fruit             |       |       |       |       |       |       |     2 |     2 |   135 ||   139
       Royal jelly       |       |       |       |       |       |       |       |     2 |   121 ||   123
       Pizza             |       |       |       |       |       |       |       |       |    52 ||    52
       Meat ration       |       |       |       |       |       |       |       |       |    78 ||    78




Full morgue: http://crawl.akrasiac.org/rawdata/Nebuk ... 132259.txt

Discussion about zig-strategy incl. the discussion which lead to the excluding of Singularity from the list of player-spells:
viewtopic.php?f=5&t=15849

I want to add something about ZIN for zigs:
1. at max piety ZIN provides 100% prot. from mutation (except for muts from glow/evolve). This means I have a free amulet slot.
2. with 100% prot. from mut. I can lock-in the set of beneficial mutations that I like :)
Here I was happy with wm 3 (among other things) which explains the ring mail.
3. Vitalization gives (among other things) 100% safety from stat drain which means that potions of restore abilities are not needed for ZIN-followers but could be used for the recite-ability without having to wait until the breath-stat goes away (even from within a sanctuary).

Singularity wasn't used until Zig #3 (iirc)

Already covered in the discussion but I want to repeat it:
Whatever could happen in a zig will happen somewhen if someone goes for infinite zigs which includes:
- getting sapped.
- getting paralyzed (from chaotic attacks even if they do 0 damage). This means EV+SH are pointless in this case, only AC+resists+regen+HP are left - or stasis as a permanent strategy.
- repeated miscastings even at 1% failure (happened to me). A strategy which *needs* a hasted double-casting at the entry of a level will be fine - until it doesn't.

Doing mega-zigs imo is not about doing as much damage as possible (even if this char could do a lot) but about having a strategy for when things go wrong because it will happen given enough zigs-levels.

Sanctuary from ZIN provides an excellent Panic-button for most cases and can even be used at the start of a zig-level.

For this message the author Nebukadnezar has received thanks: 5
arcanist, Berder, Blobbo, darksab0r, radinms

Tomb Titivator

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Joined: Friday, 31st October 2014, 10:03

Post Tuesday, 21st July 2015, 15:51

Re: YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oc

Grats, that was surely an insane run. How much do you think that the Singularity nerf would affect a similar character?
Spellcasting penalties, Armour skill, and strength
15 runes: 2x HuSk, Op(Mo,Tm,Wn,Fi,Wr,EE,AM,Wz,Ne), VSTm, DsTm, Dg(Sk,Tm), MuGl, GhMo, Fe(En,EE,Ar,Wn,IE)
3 runes: FoFi, OgSk, KoHu, SpCj, 2x DgGl, MiBe, Fe(Fi,Tm,Mo,Su)

Spider Stomper

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Post Tuesday, 21st July 2015, 16:34

Re: YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oc

This is not easy to answer.
In Mega Zigs you'll see every tile filled with a monster long before the max. diff. at zig#13.
What increases is the number of dangerous monster.

Those who have seen me playing have noticed that after clearing roughly 1/3 up to 1/2 of a dangerous level (Pan, chaotic, demon, mummy) my Gargoyle had sing. in the center but to the left/right there was nothing and I just kept throwing javelins of penetr. at anything threatening but otherwise I remained stealthy in my corner not using spells anymore and after my first haste wear off I didn't even recast it (to prevent glow).
Sing. at that point was convenient but not needed.
This can be done even after the removal of sing.
( In the discussion-thread I've already described why I wanted some monsters remain close to me)

The question (for me) would be: how would I clear 1/3 of a level to repeat that over and over again ?
A solution *could* be:
In these mentioned levels:
1. start with Sanctuary. This can be done because there is enough piety in these levels. Depending on the size it can even be done twice in row.
2. use recite+scrolls of holy word from within the Sanctuary. Potions of rest. abilities + scrolls of holy word are not infinite but numerous since you won't use it for anything but these levels.

I haven't tested it, of course (but I might try it if 0.17 becomes an offic. version)
(1+2 are ZIN-specific)

If this won't be working I would have to come up with another idea for reliably clearing the critical first 1/3.
Last edited by Nebukadnezar on Tuesday, 21st July 2015, 19:58, edited 1 time in total.

Tartarus Sorceror

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Post Tuesday, 21st July 2015, 17:42

Re: YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oc

It's pretty amazing that you were able to go that far without Makhleb or necromutation. Where did all those mutations come from? Potions of beneficial mutation?
streaks: 5 fifteen rune octopodes. 15 diverse chars. 13 random chars. 24 NaWn^gozag.
251 total wins Berder hyperborean + misc
83/108 recent wins (76%)
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Ziggurat Zagger

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Post Tuesday, 21st July 2015, 18:50

Re: YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oc

He's got evolve 2, so I'd assume a fair amount came from evolution. Still, it's a pretty nice set, having robust 3 on a gargoyle certainly goes a long way towards removing that issue. I assume once you have Zin piety maxed evolve no longer shuffles your mutations?

Spider Stomper

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Post Tuesday, 21st July 2015, 19:37

Re: YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oc

Mutations:
Before switching to ZIN I started with a potion of mut. and the few potions of benemut I had at that time.
Then whenever I had enough pot. of benemut. I switched from ZIN->TSO to drink them.
(Piety for switching back to ZIN was regained without donating money because I wanted to check Gozag somewhen)
I stopped drinking pot. of benemuts when I had robust 3, regen 3, SINV, Clar and wm 3 and still all of my equipment slots (iirc).
Evolve is stopped at an est. 50% by ZIN and didn't do much besides losing 2 equipment slots.
(I consider 'evolve' to be a *very* bad mut.)
I had evolve before and there it ended soon without doing any harm.
In my stash there were a lot of pot. of benemut. to restart the whole process within a second if another eq.slot would have been lost.

You can check in the full morgue when I got each of the mutations if you're interested.
I didn't have robust 3 the whole time.


Megazigs/Gargoyle/ZIN:
Offline (well, anyone could tell about being able to do something offline but I think I've proven a point here :) ) I have a copy of this Gargoyle (same version of dcss) with 35 completed Megazigs (The equipment/stats are much better (again: before Vit): AC 92, EV 44, SH 48, STR 50, INT 63, DEX 40 with wm 2 and CPA+14), so I have a lot of experience how positioning and using monster as a shield can avoid/reduce Hellfire/Torment up to a certain point.
I value stealth a lot in a Zig. after clearing the critical first 1/3 (Vitalization=on adds to the stealth of this char) and I wouldn't go anywhere (using the strategy I described in the thread linked) without a large shield.
This char can be surrounded by 7 Hell sentinels/Hellions and hardly taking any damage..as long as the remaining 8th place adjacent to this char is a monster suspectable to Hellfire. A Cacaodemon f.e. is a good candidate for this :)
(Yes: I've tested that offline before)
In a situation like this I wouldn't use Tornado because it would kill the Cacaodemon before the Hell Sentinels and then Hell(fire) would broke loose :D
The shield makes this Char immune to any ranged attack which f.e. Hell Sentinels (Iron Shot) like to use.
By 'immune' I mean that I've never *noticed* any damage (offline/online) from OOD, Iron Shot, Crystal Spear.

Ziggurat Zagger

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Post Tuesday, 21st July 2015, 20:03

Re: YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oc

While immune is a bit of a stretch, I'd say with your defenses the chances of an OOD/Iron shot/etc doing decent damage to is < 10%, and possibly < 5%.

Spider Stomper

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Post Tuesday, 21st July 2015, 20:47

Re: YAVP: GrFi of ZIN: 18 Megazigs compl., 8 rings of the Oc

tasonir wrote:While immune is a bit of a stretch, I'd say with your defenses the chances of an OOD/Iron shot/etc doing decent damage to is < 10%, and possibly < 5%.


Usually my Gargoyle is under the effect of 1-3 torments (in the type of levels described) after some turns and not at full health.
Hell Sentinels/Hellions/Ancient liches in a position I described I've never seen as a threat because I've never *noticed* taking any damage from them.
It is possible that they do minor damage from time to time without me noticing it but any damage>15 HP would have been noticed by me as a major threat and it never happened as long as I was able to control the positioning. When I'm in a position like that there are other sources of damage I take, f.e. smiting/airstrikes from Greater Mummies/Titans/Balrogs (sp ?). This damage I certainly notice and see it as a threat (besides torment). Damage taken from the kind of monster I allow adjacent to me ? Not that I know of.
They don't fire all at once - adjacent to me they'll melee, too. I've checked the 'block'-messages in the log for a long time and haven't *ever* seen any of their spells making any dent at all. Not even once.
It is certainly possible that they might have hit me for minor damage somewhen when I wasn't looking.......but anything >15 HP would have forced me to stop the whole thing. I play very slowly because a Gargoyle cannot afford to make many mistakes in a Megazig when there are so many sources of potential damage after I take my turn.

Anything to be even close to what you mentioned I have neither experienced nor read in the log.
And *never* taking 'decent' damage at all from these sources (if you mean by this >15 HP) in a position like I described.

(Keeping certain monsters adjacent to me also prevents Pan Lords from taking out the big Guns)

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