CIP - Super Lucky VpEn


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Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Thursday, 23rd June 2016, 21:53

CIP - Super Lucky VpEn

As a rule, I try to at least get through the lair before posting a character here, but this one got so lucky I'd rather get help early - long term character planning isn't my strong suit.

At first I thought crawl was going to troll this character - I found the FE starting book with its glorious sticky flame almost immediately after I started to worship Dithmenos who forbids its use. Then my luck radically changed for the better; I found both the Vampire's Tooth and Fencer's Gloves as well as three shops full of spellbooks. This gives me alot of options, and I need to decide which ones to pursue.

I have some simple options staring at me. I already trained Ice Magic some for my hexes, and although vampires have crappy conjurations, it seems feasible that I could have bolt of cold or even freezing cloud online before clearing the lair. Training air magic for cloud will even help me get silence and deflect missiles on for later.

I could train a ranged weapon to attack from a distance. There is a greatsling and hand x-bow lying around for me, and I'm not against losing the buckler and picking up a bow. Training a -1 skill for my ranged attacks might be less miserable than training a -3, and less MP spent on blasting leaves me more MP for hexing.

I could also continue to train hexes; Discord is for sale, so I could probably have that nasty spell ready to go real early if I focused on it.

I can afford a book of Necromancy now, and a necrominon is for sale, so that is an option. Simulacrum is always fun. None of the other decent mid-level necromancy spells are available to me however.

Training charms is likely the best option in the long run, (Haste and Deflect Missiles are both for sale), but it poses an interesting question for me should I decide to do so now. Right now I can only afford to buy regeneration from the aformentioned book of necromancy, or Battlesphere from the book of Conjurations (which I doubt is of much use to this character). Pretty much every charm I could ask for, however, is for sale in some expensive randart spellbook or another, and one of the stores is even selling a manual for the charms skill. If I want to risk doing the mines before the lair, I could get some powerful charms online very soon.

In other concerns, how long should I hold out for a quickblade before dumping all my enchant weapon scrolls on the electrical dagger I have? My current dagger will get me through at least the lair rune branches, right? Also, when should I worry about getting basic skills like fighting, spellcasting, and dodging higher?

  Code:
 Dungeon Crawl Stone Soup version 0.19-a0-743-ge0d55e4 (webtiles) character file.

weirdsound the Jinx (Vampire Enchanter)            Turns: 13931, Time: 01:29:54

Health: 77/77      AC:  7    Str:  7    XL:     11   Next: 55%
Magic:  18/18      EV: 25    Int: 19    God:    Dithmenos [***...]
Gold:   521        SH:  5    Dex: 25    Spells: 6 memorised, 3 levels left

rFire  . . .      SeeInvis +    C - +4 Vampire's Tooth {vamp}
rCold  . . .      Gourm    .    b - +2 robe
rNeg   + . .      Faith    .    H - +0 buckler
rPois  .          Spirit   .    (no helmet)
rElec  .          Dismiss  .    (no cloak)
rCorr  .          Reflect  .    J - +2 pair of fencer's gloves {LBl+4 SBl+4 EV+3 Dex+6}
SustAt .          Harm     .    (no boots)
MR     +....                    (no amulet)
Stlth  +++++++...               l - ring of wizardry
                                n - +2 ring of dexterity

@: wreathed by umbra, somewhat resistant to hostile enchantments, extremely
stealthy
A: fangs 3, see invisible, unbreathing
a: Bat Form, Shadow Step, Renounce Religion


You are on level 11 of the Dungeon.
You worship Dithmenos.
Dithmenos is most pleased with you.
You are not thirsty.

You have visited 2 branches of the dungeon, and seen 12 of its levels.
You have also visited: Ossuary.

You have collected 521 gold pieces.

Inventory:

Hand Weapons
 h - a dagger of venom
 r - a +1 dagger of electrocution
 C - the +4 Vampire's Tooth (weapon) {vamp}
   (You found it on level 5 of the Dungeon)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
Armour
 b - a +2 robe (worn)
 F - a +1 pair of gloves
 H - a +0 buckler (worn)
 J - the +2 pair of fencer's gloves (worn) {LBl+4 SBl+4 EV+3 Dex+6}
   (You found it on level 8 of the Dungeon)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
Magical Staves
 z - an uncursed staff of conjuration
Jewellery
 i - an uncursed ring of poison resistance
 l - a ring of wizardry (right hand)
 n - a +2 ring of dexterity (left hand)
 E - an uncursed ring of stealth
 I - an uncursed amulet of harm
Wands
 p - a wand of confusion
Scrolls
 a - a scroll labeled KOULABA ITHREHUY
 j - 4 scrolls of enchant armour
 k - 3 scrolls of remove curse
 s - 5 scrolls of amnesia
 w - 2 scrolls of enchant weapon
 A - 3 scrolls of fog
 G - 4 scrolls of teleportation
 K - 2 scrolls of identify
 M - a scroll labeled TIRICW QA ILO
Potions
 d - 16 potions of blood
 e - 3 potions of flight
 f - 3 potions of ambrosia
 g - 2 potions of brilliance
 m - 3 potions of curing
 o - a potion of heal wounds
 q - 2 fizzy red potions
 u - 2 potions of might
 v - 2 potions of invisibility
 x - 2 potions of cure mutation
 B - a sapphire potion
 D - a purple potion
 N - a coppery potion
Books
 c - a book of Maledictions   
   
    Spells                             Type                      Level
    a - Corona                       Hexes                         1
    b - Ensorcelled Hibernation      Hexes/Ice                     2
    c - Confuse                      Hexes                         3
    d - Tukima's Dance               Hexes                         3
    e - Dazzling Spray               Conjuration/Hexes             3
 t - a book of Ice   
   
    Spells                             Type                      Level
    a - Ice Form                     Ice/Transmutation             4
    b - Metabolic Englaciation       Hexes/Ice                     5
    c - Ozocubu's Refrigeration      Ice                           6
    d - Bolt of Cold                 Conjuration/Ice               6
    e - Freezing Cloud               Conjuration/Ice/Air           6
    f - Simulacrum                   Ice/Necromancy                6
 y - a book of Debilitation   
   
    Spells                             Type                      Level
    a - Corona                       Hexes                         1
    b - Slow                         Hexes                         2
    c - Gell's Gravitas              Hexes/Translocation           3
    d - Inner Flame                  Hexes/Fire                    3
    e - Cause Fear                   Hexes                         4
    f - Leda's Liquefaction          Hexes/Earth                   4
 L - a book of Envenomations   
   
    Spells                             Type                      Level
    a - Spider Form                  Transmutation/Poison          3
    b - Olgreb's Toxic Radiance      Poison                        4
    c - Alistair's Intoxication      Transmutation/Poison          5
    d - Poisonous Cloud              Conjuration/Poison/Air        6


   Skills:
 - Level 4.0 Fighting
 - Level 8.2(12.2) Short Blades
 + Level 0.1 Throwing
 + Level 0.2 Armour
 - Level 10.0 Dodging
 - Level 8.7 Stealth
 - Level 5.1 Spellcasting
 - Level 13.3 Hexes
 - Level 7.0 Ice Magic
 + Level 0.3 Evocations


You have 3 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            ######.      1%          1    None
b - Ensorcelled Hibernat  Hex/Ice        #####.       1%          2    #......
c - Tukima's Dance        Hex            ######..     1%          3    ##.....
d - Confuse               Hex            ######..     1%          3    ##.....
e - Metabolic Englaciati  Hex/Ice        #####.....   4%          5    ######.
f - Dazzling Spray        Conj/Hex       ####..       2%          3    ##.....


Dungeon Overview and Level Annotations

Branches:
Dungeon (11/15)            Temple (1/1) D:5            Lair (0/6) D:9
   Orc: D:9-12     

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Pakellas
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Xom
Yredelemnul
Zin
The Shining One

Shops:
D:5 (   D:8 :   D:9 :   D:10 :   D:11 :

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Thursday, 23rd June 2016, 22:08

Re: CIP - Super Lucky VpEn

I wouldn't enchant the dagger, your Dex is amazing so you don't need accuracy boost and main damage for that dagger comes from electro brand.

I would train Fighting at the moment, don't train Armour unless you switch to MDA or SteamDA.

My long term plan would be Discord, I am currently playing VpEn too and have Discord at 8% with just 20 Hexes and no wizardry source, though my Int is much higher (27). Basically I would put remaining stat points into Int if you are going for high level spells.
Your current int is a bit low for conjurer, you have low Spellcasting/MP and Dith does not give a way to restore mana. Similarly using a ranged weapon is redundant with your stealth and hexes.

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Saturday, 25th June 2016, 08:02

Re: CIP - Super Lucky VpEn

Alright, made it through lair, and working on Orc 2 now. Training Charms and Hexes, and should be a level or two in each school from getting both Discord and Haste to less than 10% failure. After those are ready, I'm guessing I can just focus on training fighting, stealth, and dodging. Is there anything else this character might need? I'll throw in some air magic as well for deflect missiles and silence at some point. Will likely need some spell casting for more spell levels and MP I guess. Found yet another book shop, but still no invisibility.

I just picked up a new artifact buckler at one of the Orc 2 shops. Is the +4 int worth the -Tele on a caster/stabber? If I do use it, does the +4 int and staff of conjurations I found make picking up a bit of blasting worth it?

  Code:
Dungeon Crawl Stone Soup version 0.19-a0-749-g66ae36b (webtiles) character file.

weirdsound the Bewitcher (Vampire Enchanter)       Turns: 31133, Time: 03:55:45

Health: 120/120    AC:  8    Str:  7    XL:     15   Next: 30%
Magic:  25/31      EV: 23    Int: 25    God:    Dithmenos [******]
Gold:   2024       SH:  5    Dex: 24    Spells: 7 memorised, 5 levels left

rFire  . . .      SeeInvis +    C - +4 Vampire's Tooth {vamp}
rCold  + + .      Gourm    .    T - +2 leather armour {MR+}
rNeg   + + .      Faith    .    w - +0 buckler "Feof" {-Tele rC+ rCorr Int+4} (curse)
rPois  +          Spirit   .    (no helmet)
rElec  .          Dismiss  .    (no cloak)
rCorr  +          Reflect  .    J - +2 pair of fencer's gloves {LBl+4 SBl+4 EV+3 Dex+6}
SustAt .          Harm     .    (no boots)
MR     ++...      NoTele   +    (no amulet)
Stlth  +++++++++.               l - ring of wizardry
                                h - ring of magical power

@: regenerating slowly, wreathed by umbra, very resistant to hostile
enchantments, incredibly stealthy
A: fangs 3, see invisible, unbreathing
a: Bat Form, Shadow Step, Shadow Form, Renounce Religion


You are on level 1 of the Orcish Mines.
You worship Dithmenos.
Dithmenos is exalted by your worship.
You are very thirsty.

You have visited 4 branches of the dungeon, and seen 23 of its levels.
You have also visited: Ossuary.

You have collected 2252 gold pieces.
You have spent 228 gold pieces at shops.

Inventory:

Hand Weapons
 r - a +1 dagger of electrocution
 C - the +4 Vampire's Tooth (weapon) {vamp}
   (You found it on level 5 of the Dungeon)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
 Q - a +0 rapier of venom
 U - a +2 antimagic short sword
Armour
 w - the cursed +0 buckler "Feof" (worn) {-Tele rC+ rCorr Int+4}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   It affects your intelligence (+4).
   It protects you from cold.
   It prevents most forms of teleportation.
   It protects you from acid and corrosion.
   It has a curse placed upon it.
 H - a +0 buckler
 J - the +2 pair of fencer's gloves (worn) {LBl+4 SBl+4 EV+3 Dex+6}
   (You found it on level 8 of the Dungeon)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
 T - a +2 leather armour of magic resistance (worn)
Magical Staves
 z - an uncursed staff of conjuration
Jewellery
 h - a ring of magical power (left hand)
 i - an uncursed ring of poison resistance
 l - a ring of wizardry (right hand)
 n - a +2 ring of dexterity
 p - an encrusted opal ring
 E - an uncursed ring of stealth
 F - a ring of dexterity
Wands
 c - a wand of disintegration
 M - a wand of teleportation
 P - a wand of lightning
 S - a wand of lightning
 W - a wand of teleportation (9/9)
 Y - a wand of teleportation
Scrolls
 a - a scroll of immolation
 b - 3 scrolls of identify
 j - a scroll labeled OSAIMIZIRO
 k - 8 scrolls of remove curse
 s - 6 scrolls of amnesia
 A - 4 scrolls of fog
 G - 2 scrolls of teleportation
 O - a scroll of magic mapping
 V - 2 scrolls of recharging
Potions
 d - 45 potions of blood
 e - 5 potions of flight
 f - 4 potions of ambrosia
 g - 4 potions of brilliance
 m - 3 potions of curing
 o - 3 potions of heal wounds
 q - 3 potions of resistance
 u - 2 potions of might
 v - a potion of invisibility
 x - a potion of cure mutation
 B - 2 potions of magic
 D - a potion of agility
 N - 2 potions of lignification
 X - 2 potions of mutation
 Z - a silvery potion
Books
 t - a book of Ice   
   
    Spells                             Type                      Level
    a - Ice Form                     Ice/Transmutation             4
    b - Metabolic Englaciation       Hexes/Ice                     5
    c - Ozocubu's Refrigeration      Ice                           6
    d - Bolt of Cold                 Conjuration/Ice               6
    e - Freezing Cloud               Conjuration/Ice/Air           6
    f - Simulacrum                   Ice/Necromancy                6
 y - a book of Debilitation   
   
    Spells                             Type                      Level
    a - Corona                       Hexes                         1
    b - Slow                         Hexes                         2
    c - Gell's Gravitas              Hexes/Translocation           3
    d - Inner Flame                  Hexes/Fire                    3
    e - Cause Fear                   Hexes                         4
    f - Leda's Liquefaction          Hexes/Earth                   4
 R - a book of Minor Magic   
   
    Spells                             Type                      Level
    a - Magic Dart                   Conjuration                   1
    b - Blink                        Translocation                 2
    c - Call Imp                     Summoning                     2
    d - Repel Missiles               Charms/Air                    2
    e - Slow                         Hexes                         2
    f - Conjure Flame                Conjuration/Fire              3
    g - Mephitic Cloud               Conjuration/Poison/Air        3


   Skills:
 - Level 12.1 Fighting
 - Level 8.2(12.2) Short Blades
 - Level 0.2 Staves
 - Level 0.7 Throwing
 - Level 0.4 Armour
 - Level 10.0 Dodging
 - Level 8.7 Stealth
 - Level 0.2 Unarmed Combat
 - Level 5.1 Spellcasting
 - Level 1.0 Conjurations
 * Level 20.2 Hexes
 - Level 12.0 Charms
 - Level 7.0 Ice Magic
 - Level 0.5 Invocations
 - Level 0.6 Evocations


You have 5 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            #######      0%          1    None
b - Ensorcelled Hibernat  Hex/Ice        ######       1%          2    None
c - Tukima's Dance        Hex            #######.     0%          3    ##.....
d - Confuse               Hex            #######.     0%          3    ##.....
e - Metabolic Englaciati  Hex/Ice        ######....   1%          5    #####..
f - Dazzling Spray        Conj/Hex       ######       1%          3    ##.....
g - Repel Missiles        Chrm/Air       #####.       1%          2    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (14/15)            Temple (1/1) D:5            Lair (6/6) D:9
  Swamp (0/4) Lair:4       Spider (0/4) Lair:4        Slime (0/5) Lair:6
    Orc (2/2) D:12            Elf (0/3) Orc:2       
Vaults: D:13-14     

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Pakellas
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Xom
Yredelemnul
Zin
The Shining One

Shops:
D:5 (   D:8 :   D:9 :   D:10 :   D:11 :   Orc:2 [:

Annotations:
D:12 Nergalle


Innate Abilities, Weirdness & Mutations

You heal slowly.
You have razor-sharp teeth.
You have supernaturally acute eyesight. (SInv)
You can survive without breathing.


Message History

There is a stone staircase leading up here.
The orc high priest gestures wildly.
You climb upwards. You feel sick.
There is a stone staircase leading down here.
Wear which item? (? for menu, Esc to quit)
You start putting on your armour.
You continue putting on your brightly glowing buckler. x3
You feel sick.
You are no longer poisoned.
You continue putting on your brightly glowing buckler.
You finish putting on the cursed +0 buckler "Feof" {-Tele rC+ rCorr Int+4}.
Oops, that feels deathly cold.
You start resting.
HP restored.
You start resting.
You are feeling very thirsty.
Search for what [Enter for "discord", or ? for help]? discord
Char dumped successfully.
Search for what [Enter for "discord", or ? for help]? haste
Char dumped successfully.

##..............####...
#...........#.....##...
#......................
##.........(...........
 ##.......(.....#....##
  ###.......#.........#
 ###).(.........#.....#
##..[[.[...........#.##
#.....@............###
#.....[)...........#
#...............#..##
#....#....#.......).#
#.........##.......##
##.......##.......##
 ###..#...##......#
  #....#..#......##
  ##..##...############


There are no monsters in sight!
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Saturday, 25th June 2016, 09:25

Re: CIP - Super Lucky VpEn

Muhahaha wrote:I just picked up a new artifact buckler at one of the Orc 2 shops. Is the +4 int worth the -Tele on a caster/stabber?

I wouldn't use it.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

For this message the author Sprucery has received thanks:
Sandman25

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Sunday, 26th June 2016, 06:14

Re: CIP - Super Lucky VpEn

Got the rune out of the swamp, but it was scary. Swamp 3 had some huge vault that took up much of the floor, full of plant monsters and their tiny vegetarian Overlords. Had to burn a lot of consumables to clear it out - multiple riders was a bit much for my char until I thought to learn Meph cloud. I met Lerny and friends on Swamp 4 and cast Discord around a bunch of them - A normal 7 headed hydra almost took care of Lerny for me, but could not quite get the job done, while all the other swamp things killed each other. At this point I had a few turns before Lerny reached me, so I decided to roll the dice and cast confusion a couple times before activating bat form and scramming. As it so happens, I beat his resistance on the first try, at which point I almost splatted the character while learning the hard way that even a confused Lernaean Hydra will still get enough attacks off to almost one shot an EV character. Luckily confusion meant he couldn't follow me, so I went bat form, grabbed the rune, and tele'd out of there.

I got a clarity mutation, hardly any entropy weavers spawned, so Spider is actually much easier for this character than the swamp; Large packs of monster are dealt with by discord, while Hibernation stops individual spiders who approach. Some minor issues with ghost moths have occoured, but otherwise Spider has been smooth sailing - Until Mara decided to show up on the bottom floor. I think this character is better equipped than most to deal with Mara; If spiders are around, Discord will hopefully wreck his day. Failing that, I have the cheeky idea of waiting for him to summon my ghost, and then cast discord to turn it against its creator. It would be so poetic if it works.

I think I might do either vaults or depths before finishing Spider though.

I found some mottled dragon hide. Would the upgrade in AC be worth losing the MR granted by my current armor? If so, how high should I train my armor skill to use it?

  Code:
 Dungeon Crawl Stone Soup version 0.19-a0-770-g33a097e (webtiles) character file.

weirdsound the Maledictor (Vampire Enchanter)      Turns: 46813, Time: 06:31:32

Health: 138/138    AC: 11    Str:  7    XL:     17   Next: 82%
Magic:  35/39      EV: 29    Int: 21    God:    Dithmenos [******]
Gold:   1999       SH:  7    Dex: 24    Spells: 9 memorised, 4 levels left

rFire  . . .      SeeInvis +    C - +4 Vampire's Tooth {vamp}
rCold  + . .      Gourm    .    T - +2 leather armour {MR+}
rNeg   + + .      Faith    .    j - +2 buckler {AC+3}
rPois  +          Spirit   .    (no helmet)
rElec  .          Dismiss  .    (no cloak)
rCorr  .          Reflect  .    J - +2 pair of fencer's gloves {LBl+4 SBl+4 EV+3 Dex+6}
SustAt .          Harm     .    (no boots)
MR     ++...      Clarity  +    (no amulet)
Stlth  +++++++++.               l - ring of wizardry
                                h - ring of magical power

@: regenerating slowly, wreathed by umbra, repel missiles, very resistant to
hostile enchantments, incredibly stealthy
A: fangs 3, see invisible, clarity, unbreathing
a: Bat Form, Shadow Step, Shadow Form, Renounce Religion
}: 1/15 runes: decaying


You are on level 3 of the Spider Nest.
You worship Dithmenos.
Dithmenos is exalted by your worship.
You are very thirsty.

You have visited 6 branches of the dungeon, and seen 32 of its levels.
You have also visited: Ossuary.

You have collected 3180 gold pieces.
You have spent 1181 gold pieces at shops.

Inventory:

Hand Weapons
 r - a +1 dagger of electrocution
 C - the +4 Vampire's Tooth (weapon) {vamp}
   (You found it on level 5 of the Dungeon)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
 I - the +2 rapier of Conformity {pierce, rF+ Dex+2}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your dexterity (+2).
   It protects you from fire.
 Q - a +0 rapier of venom
 U - a +2 antimagic short sword
Armour
 j - a +2 buckler of protection (worn)
 o - a +2 robe of magic resistance
 J - the +2 pair of fencer's gloves (worn) {LBl+4 SBl+4 EV+3 Dex+6}
   (You found it on level 8 of the Dungeon)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
 T - a +2 leather armour of magic resistance (worn)
Magical Staves
 z - an uncursed staff of conjuration
Jewellery
 h - a ring of magical power (left hand)
 i - an uncursed ring of poison resistance
 l - a ring of wizardry (right hand)
 n - a +2 ring of dexterity
 p - an uncursed ring of protection from fire
 t - a dented copper amulet
 H - a twisted agate ring
Wands
 w - a wand of disintegration
 D - a wand of iceblast
 E - a wand of teleportation
 G - a wand of paralysis
 P - a wand of lightning
 S - a wand of lightning
 W - a wand of teleportation (5/9)
 Y - a wand of teleportation
 Z - a wand of acid {zapped: 5}
Scrolls
 a - 2 scrolls of immolation
 b - 6 scrolls of identify
 d - a scroll of fear
 k - 11 scrolls of remove curse
 s - 11 scrolls of amnesia
 y - a scroll of summoning
 A - 7 scrolls of fog
 F - a scroll of teleportation
 L - 2 scrolls of enchant weapon
 V - 4 scrolls of recharging
Potions
 e - 6 potions of flight
 f - 3 potions of ambrosia
 g - 3 potions of brilliance
 m - 5 potions of curing
 q - 3 potions of resistance
 u - a potion of might
 v - a potion of invisibility
 x - 3 potions of cure mutation
 B - a potion of magic
 N - 3 potions of lignification
 X - 2 potions of mutation
Books
 K - a book of Enchantments   
   
    Spells                             Type                      Level
    a - Cause Fear                   Hexes                         4
    b - Yara's Violent Unravelling   Hexes/Transmutation           5
    c - Silence                      Hexes/Air                     5
    d - Deflect Missiles             Charms/Air                    6
    e - Haste                        Charms                        6
    f - Discord                      Hexes                         8


   Skills:
 * Level 13.8 Fighting
 - Level 8.2(12.2) Short Blades
 - Level 0.2 Staves
 - Level 0.7 Throwing
 - Level 0.4 Armour
 * Level 15.8 Dodging
 - Level 8.7 Stealth
 - Level 0.2 Unarmed Combat
 - Level 9.0 Spellcasting
 - Level 1.0 Conjurations
 - Level 22.0 Hexes
 - Level 12.0 Charms
 - Level 7.0 Ice Magic
 - Level 5.0 Air Magic
 - Level 0.6 Poison Magic
 - Level 0.5 Invocations
 - Level 0.6 Evocations


You have 4 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            #######      0%          1    None
b - Ensorcelled Hibernat  Hex/Ice        ######       1%          2    None
c - Tukima's Dance        Hex            #######.     0%          3    None
d - Confuse               Hex            #######.     0%          3    None
e - Metabolic Englaciati  Hex/Ice        ######....   1%          5    #####..
f - Dazzling Spray        Conj/Hex       ######       1%          3    None
g - Repel Missiles        Chrm/Air       #####.       1%          2    None
h - Discord               Hex            #######...   7%          8    #######
i - Mephitic Cloud        Conj/Pois/Air  ###.....     12%         3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:5            Lair (6/6) D:9
  Swamp (4/4) Lair:4       Spider (4/4) Lair:4        Slime (0/5) Lair:6
    Orc (2/2) D:12            Elf (0/3) Orc:2        Vaults (0/5) D:14
 Depths (0/5) D:15       

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Pakellas
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Xom
Yredelemnul
Zin
The Shining One

Shops:
D:5 (   D:8 :   D:9 :   D:10 :   D:11 :   Orc:2 ([*:

Annotations:
D:12 Nergalle
Swamp:3 exclusion: oklob plant
Swamp:4 Lernaean hydra
Spider:4 Mara


Innate Abilities, Weirdness & Mutations

You heal slowly.
You have razor-sharp teeth.
You have supernaturally acute eyesight. (SInv)
You can survive without breathing.
You possess an exceptional clarity of mind.


Message History

The helpless wolf spider fails to defend itself.
You spit the wolf spider like a pig!!!! You feel better.
You kill the wolf spider!
Dithmenos accepts your kill.
You start resting.
Mara, Lord of Illusions comes into view. He is wielding a demon trident of flaming.
Casting: Ensorcelled Hibernation
Confirm with . or Enter, or press ? or * to list all spells.
Aiming: Confuse
Press: ? - help, Shift-Dir - straight line, f - Mara
Aim: Mara, wielding a demon trident of flaming and wearing a robe (hasn't noticed you, umbra, chance to defeat MR: 2%)
Okay, then.
Things that are here:
a wolf spider corpse; a tarantella corpse
There is a stone staircase leading up here.
Mara blinks!
You climb upwards.
There is a stone staircase leading down here.
Char dumped successfully.
Char dumped successfully.

..#.......^#.##..##    ##.#....##
.....#.....^..#..##     ###.^.##.
.....#.....(......#       ###"...
≈..^##.......#.#..#         ##..#
≈≈######.#..####..#  ###     ##..
≈##    ####.#  ##^# ##.########..
≈≈        ###########..#.#.#.#...
≈##         #..........#.........
≈#         ###..@.............#..
##         #....#..##........^###
          ##....####..#...###..##
        ###..#..#  ####...# ####
        #...#####     #.###
        ##...#        ###
         #..##
        ##...#
      ###..###


There are no monsters in sight!


Edit: Just noticed I picked up some more identify while proofreading this post. The unIDed Amulet is Faith (which means I can now start IDing amulets by useing them without fear of putting one of those things on), and the ring is fire (worth holding on to for the resistance I guess.)
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Sunday, 26th June 2016, 09:40

Re: CIP - Super Lucky VpEn

Muhahaha wrote:I found some mottled dragon hide. Would the upgrade in AC be worth losing the MR granted by my current armor?
I would stick with the MR leather.

The unIDed Amulet is Faith (which means I can now start IDing amulets by useing them without fear of putting one of those things on), and the ring is fire (worth holding on to for the resistance I guess.)
Faith is probably good with Dith, though. Also you already have an rF+ ring so you may well ditch the ring of fire if you need space for something else.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Sunday, 26th June 2016, 17:30

Re: CIP - Super Lucky VpEn

You should be wearing faith. It is the best amulet in the game for this character.

For this message the author duvessa has received thanks:
Arrhythmia

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Sunday, 26th June 2016, 17:45

Re: CIP - Super Lucky VpEn

Why is Faith that good? The character has 6 stars of piety and does not use Invocations much.
  Code:
Invok: Shadow Step       |       |       |       |     1 |     6 |    10 ||    17


I would prefer amulet of dismissal or magic regen.

Edit. By the way is there a reason why you are not trying to learn Haste?

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Monday, 27th June 2016, 08:57

Re: CIP - Super Lucky VpEn

I should use invocations more. Right now I'm only using Shadow Step to try and get the stab on something nasty that might be surrounded by other monsters.

I think I'm ready to learn Haste, just need to figure out what to forget to learn it. Honestly, I'm feeling like I'm going to need both haste and silence to deal with Liches, Magic imunity makes them hard to beat, and their spell list makes them too nasty to leave alive unless I want to skip the whole foor they are on. The one in my face at the moment has a bad habit of showing up on screen and summoning a Tzitzimitl whenever I'm trying to lure or flee from other nasty monsters. Bat form still works when silenced, right?

Also looking at Spectral Weapon and trying to figure out if it is worth it for this character at this point in the game.

  Code:
 Dungeon Crawl Stone Soup version 0.19-a0-805-g0a78ef0 (webtiles) character file.

weirdsound the Maledictor (Vampire Enchanter)      Turns: 51561, Time: 07:18:02

Health: 146/146    AC: 11    Str:  7    XL:     18   Next: 65%
Magic:  26/40      EV: 29    Int: 22    God:    Dithmenos [******]
Gold:   2036       SH:  7    Dex: 24    Spells: 9 memorised, 5 levels left

rFire  . . .      SeeInvis +    C - +4 Vampire's Tooth {vamp}
rCold  + + .      Gourm    .    T - +2 leather armour {MR+}
rNeg   + + +      Faith    .    j - +2 buckler {AC+3}
rPois  +          Spirit   .    (no helmet)
rElec  .          Dismiss  .    (no cloak)
rCorr  .          Reflect  .    J - +2 pair of fencer's gloves {LBl+4 SBl+4 EV+3 Dex+6}
SustAt .          Harm     .    (no boots)
MR     ++...      Clarity  +    (no amulet)
Stlth  +++++++++.               l - ring of wizardry
                                h - ring of magical power

@: regenerating slowly, wreathed by umbra, repel missiles, very resistant to
hostile enchantments, incredibly stealthy
A: fangs 3, see invisible, clarity, unbreathing
a: Bat Form, Shadow Step, Shadow Form, Renounce Religion
}: 1/15 runes: decaying


You are on level 2 of the Vaults.
You worship Dithmenos.
Dithmenos is exalted by your worship.
You are near bloodless.

You have visited 7 branches of the dungeon, and seen 34 of its levels.
You have also visited: Ossuary.

You have collected 4817 gold pieces.
You have spent 2781 gold pieces at shops.

Inventory:

Hand Weapons
 r - a +1 dagger of electrocution
 C - the +4 Vampire's Tooth (weapon) {vamp}
   (You found it on level 5 of the Dungeon)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
 I - the +2 rapier of Conformity {pierce, rF+ Dex+2}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your dexterity (+2).
   It protects you from fire.
 U - a +2 antimagic short sword
Armour
 j - a +2 buckler of protection (worn)
 J - the +2 pair of fencer's gloves (worn) {LBl+4 SBl+4 EV+3 Dex+6}
   (You found it on level 8 of the Dungeon)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
 T - a +2 leather armour of magic resistance (worn)
Magical Staves
 z - an uncursed staff of conjuration
Jewellery
 h - a ring of magical power (left hand)
 l - a ring of wizardry (right hand)
 n - a +2 ring of dexterity
 p - an uncursed ring of protection from fire
 R - the ring of Xom's Recklessness {rF+ EV+2}
   (You found it on level 1 of the Vaults)   
   
   [ring of evasion]
   
   It affects your evasion (+2).
   It protects you from fire.
Wands
 D - a wand of iceblast
 E - a wand of teleportation
 S - a wand of lightning
 W - a wand of teleportation (2/9)
 Y - a wand of teleportation
Scrolls
 a - 2 scrolls of immolation
 b - 3 scrolls of identify
 d - 2 scrolls of fear
 k - 12 scrolls of remove curse
 s - 11 scrolls of amnesia
 t - a scroll of blinking
 y - a scroll of summoning
 A - 7 scrolls of fog
 B - a scroll of silence
 H - a scroll labeled WAUSAI ESINT
 L - 2 scrolls of enchant weapon
 V - 4 scrolls of recharging
Potions
 c - 32 potions of blood
 e - 6 potions of flight
 f - 2 potions of ambrosia
 g - 3 potions of brilliance
 m - 5 potions of curing
 q - 3 potions of resistance
 u - a potion of might
 v - a potion of invisibility
 x - 4 potions of cure mutation
 M - a potion of heal wounds
 N - 3 potions of lignification
 X - 2 potions of mutation
Books
 K - a book of Enchantments   
   
    Spells                             Type                      Level
    a - Cause Fear                   Hexes                         4
    b - Yara's Violent Unravelling   Hexes/Transmutation           5
    c - Silence                      Hexes/Air                     5
    d - Deflect Missiles             Charms/Air                    6
    e - Haste                        Charms                        6
    f - Discord                      Hexes                         8


   Skills:
 - Level 14.0 Fighting
 - Level 8.2(12.2) Short Blades
 - Level 0.2 Staves
 - Level 0.7 Throwing
 - Level 0.4 Armour
 - Level 16.0 Dodging
 - Level 8.7 Stealth
 - Level 0.2 Unarmed Combat
 - Level 9.0 Spellcasting
 - Level 1.0 Conjurations
 - Level 22.0 Hexes
 * Level 15.9 Charms
 - Level 7.0 Ice Magic
 - Level 5.0 Air Magic
 - Level 0.6 Poison Magic
 - Level 0.5 Invocations
 - Level 0.6 Evocations


You have 5 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            #######      0%          1    None
b - Ensorcelled Hibernat  Hex/Ice        ######       1%          2    None
c - Tukima's Dance        Hex            #######.     0%          3    None
d - Confuse               Hex            #######.     0%          3    None
e - Metabolic Englaciati  Hex/Ice        ######....   1%          5    #####..
f - Dazzling Spray        Conj/Hex       ######       1%          3    None
g - Repel Missiles        Chrm/Air       ######       1%          2    None
h - Discord               Hex            #######...   6%          8    #######
i - Mephitic Cloud        Conj/Pois/Air  ###.....     10%         3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:5            Lair (6/6) D:9
  Swamp (4/4) Lair:4       Spider (4/4) Lair:4        Slime (0/5) Lair:6
    Orc (2/2) D:12            Elf (0/3) Orc:2        Vaults (2/5) D:14
  Crypt (0/3) Vaults:2     Depths (0/5) D:15       

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Pakellas
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Xom
Yredelemnul
Zin
The Shining One

Shops:
D:5 (   D:8 :   D:9 :   D:10 :   D:11 :   Orc:2 ([*:   Vaults:2 (((!

Annotations:
D:12 Nergalle
Swamp:3 exclusion: oklob plant
Swamp:4 Lernaean hydra
Spider:4 Mara


Innate Abilities, Weirdness & Mutations

You heal slowly.
You have razor-sharp teeth.
You have supernaturally acute eyesight. (SInv)
You can survive without breathing.
You possess an exceptional clarity of mind.


Message History

You open the door.
The lich casts a spell at you.
The bolt of fire misses you.
Casting: Discord
Confirm with . or Enter, or press ? or * to list all spells.
You can't see any susceptible monsters within range! (Use Z to cast anyway.)
Casting: Discord
Confirm with . or Enter, or press ? or * to list all spells.
Okay, then.
Press: ? - help, v - describe, . - travel
Here: a lich (lightly damaged, umbra)
The floor.
You close the door. A lich opens the door.
Welcome back, weirdsound the Vampire Enchanter.
Dithmenos says: Spread the eternal night.
Press ? for a list of commands and other information.
Press: ? - help, v - describe, . - travel
Here: a lich (lightly damaged, umbra)
The floor.
Char dumped successfully.

..'†)............................
###.†..[................s........
.......([[))..........†s.........
........[)(......[...............
.........B............L..........
.)...............................
.......(...).....L...............
#'##############'################
...........#  #.@.............#
.###'#####.#  #.8...#'''#...8.#
(#.......#.#  #....##...##....#
.#.#####.#.#  #....#8...8#....#
.#.'...#.#.#  #....##'''##....#
.#.#...#.#.#  #..(8##...##8...#
.#.#...#.#.#  #...##.....##...#
.#.#####.#.#  #...#.......#/..#
.#......)#.#  #..∩#..._...#∩..#


You can see a lich.

Blades Runner

Posts: 536

Joined: Friday, 1st April 2016, 18:15

Post Tuesday, 28th June 2016, 15:55

Re: CIP - Super Lucky VpEn

Spectral Weapon is great. It's like a weaker clone of yourself that only does melee, but it can do some serious damage if you have a decent weapon. Ironically, vamp may be a bad brand for a spectral weapon - it won't heal you, but it will help the sp.weapon last long enough to be hurt much more, and this will hurt you (pain bond or something).
twelwe wrote:It's like Blink, but you end up drowning.

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Wednesday, 29th June 2016, 05:52

Re: CIP - Super Lucky VpEn

  Code:
 Dungeon Crawl Stone Soup version 0.19-a0-812-g33f3bc8 (webtiles) character file.

weirdsound the Maledictor (Vampire Enchanter)      Turns: 73558, Time: 11:01:30

Health: 190/190    AC: 13    Str:  7    XL:     22   Next: 2%
Magic:  35/35      EV: 35    Int: 22    God:    Dithmenos [******]
Gold:   263        SH: 15    Dex: 29    Spells: 8 memorised, 3 levels left

rFire  . . .      SeeInvis +    C - +4 Vampire's Tooth {vamp}
rCold  + . .      Gourm    .    T - +2 leather armour {MR+}
rNeg   + + .      Faith    .    j - +3 buckler {AC+3}
rPois  +          Spirit   .    G - +2 hat
rElec  +          Dismiss  .    (no cloak)
rCorr  .          Reflect  +    J - +2 pair of fencer's gloves {LBl+4 SBl+4 EV+3 Dex+6}
SustAt +          Harm     .    (no boots)
MR     +++..      Clarity  +    a - +5 amulet of reflection
Stlth  +++++++++.               l - ring of wizardry
                                n - ring of Eptof {SustAt rElec rPois Int-2 Dex+5}

@: regenerating slowly, wreathed by umbra, repel missiles, extremely resistant
to hostile enchantments, incredibly stealthy
A: fangs 3, see invisible, clarity, unbreathing, no device heal 1
a: Bat Form, Shadow Step, Shadow Form, Renounce Religion
}: 2/15 runes: decaying, gossamer


You are on level 2 of the Depths.
You worship Dithmenos.
Dithmenos is exalted by your worship.
You are very thirsty.

You have visited 9 branches of the dungeon, and seen 42 of its levels.
You have visited the Abyss 1 time.
You have also visited: Trove and Ossuary.

You have collected 5759 gold pieces.
You have spent 5496 gold pieces at shops.

Inventory:

Hand Weapons
 r - a +1 dagger of electrocution
 C - the +4 Vampire's Tooth (weapon) {vamp}
   (You found it on level 5 of the Dungeon)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
 I - the +2 rapier of Conformity {pierce, rF+ Dex+2}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your dexterity (+2).
   It protects you from fire.
 U - a +2 antimagic short sword
Armour
 j - a +3 buckler of protection (worn)
 w - a +0 helmet
 G - a +2 hat (worn)
 J - the +2 pair of fencer's gloves (worn) {LBl+4 SBl+4 EV+3 Dex+6}
   (You found it on level 8 of the Dungeon)   
   
   It affects your evasion (+3).
   It affects your dexterity (+6).
 T - a +2 leather armour of magic resistance (worn)
Magical Staves
 z - an uncursed staff of conjuration
Jewellery
 a - a +5 amulet of reflection (around neck)
 h - an uncursed ring of magical power
 l - a ring of wizardry (right hand)
 n - the ring of Eptof (left hand) {SustAt rElec rPois Int-2 Dex+5}
   (You found it in a treasure trove)   
   
   [ring of sustain attributes]
   
   It sustains your strength, intelligence and dexterity.
   It affects your intelligence (-2).
   It affects your dexterity (+5).
   It insulates you from electricity.
   It protects you from poison.
 p - an uncursed ring of protection from fire
 M - a +2 ring of intelligence
 N - the ring of Loguiruij {MR+ Str+5}
   (You found it in a treasure trove)   
   
   [ring of protection from magic]
   
   It affects your strength (+5).
   It affects your resistance to hostile enchantments.
 Q - the amulet of Kelo {Dismiss rN+ Str+5}
   (You found it in a treasure trove)   
   
   [amulet of dismissal]
   
   It may teleport away creatures that harm you.
   It affects your strength (+5).
   It protects you from negative energy.
 R - the ring of Xom's Recklessness {rF+ EV+2}
   (You found it on level 1 of the Vaults)   
   
   [ring of evasion]
   
   It affects your evasion (+2).
   It protects you from fire.
 Z - a ring of magical power
Wands
 D - a wand of iceblast
 E - a wand of teleportation (0/9)
 F - a wand of acid
 W - a wand of teleportation (2/9)
 Y - a wand of teleportation (2/9)
Scrolls
 b - 2 scrolls of identify
 d - 4 scrolls of fear
 k - 16 scrolls of remove curse
 s - 7 scrolls of amnesia
 t - 2 scrolls of blinking
 v - a scroll of magic mapping
 y - a scroll of summoning
 A - 7 scrolls of fog
 B - 2 scrolls of enchant armour
 H - a scroll of brand weapon
 L - 6 scrolls of enchant weapon
 V - 3 scrolls of recharging
Potions
 c - 4 potions of blood
 e - 6 potions of flight
 f - 4 potions of ambrosia
 g - 3 potions of brilliance
 m - 4 potions of curing
 o - a potion of heal wounds
 q - 4 potions of resistance
 u - a potion of haste
 x - 5 potions of cure mutation
 X - 3 potions of mutation
Books
 i - a book of Beasts   
   
    Spells                             Type                      Level
    a - Summon Butterflies           Summoning                     1
    b - Call Canine Familiar         Summoning                     3
    c - Summon Ice Beast             Ice/Summoning                 4
    d - Summon Mana Viper            Hexes/Summoning               5
    e - Summon Hydra                 Summoning                     7
 K - a book of Enchantments   
   
    Spells                             Type                      Level
    a - Cause Fear                   Hexes                         4
    b - Yara's Violent Unravelling   Hexes/Transmutation           5
    c - Silence                      Hexes/Air                     5
    d - Deflect Missiles             Charms/Air                    6
    e - Haste                        Charms                        6
    f - Discord                      Hexes                         8
 O - a book of Burglary   
   
    Spells                             Type                      Level
    a - Swiftness                    Charms/Air                    2
    b - Passwall                     Transmutation/Earth           2
    c - Passage of Golubria          Translocation                 4
    d - Lee's Rapid Deconstruction   Earth                         5
    e - Darkness                     Hexes                         6
    f - Invisibility                 Hexes                         6
 P - the Almanac of Poisonous Enhancements
   (You found it on level 4 of the Spider Nest)   
   
    Spells                             Type                      Level
    a - Song of Slaying              Charms                        2
    b - Cure Poison                  Poison                        2
    c - Spectral Weapon              Hexes/Charms                  3
    d - Excruciating Wounds          Charms/Necromancy             5
    e - Ring of Flames               Charms/Fire                   7
 S - a book of Enchantments   
   
    Spells                             Type                      Level
    a - Cause Fear                   Hexes                         4
    b - Yara's Violent Unravelling   Hexes/Transmutation           5
    c - Silence                      Hexes/Air                     5
    d - Deflect Missiles             Charms/Air                    6
    e - Haste                        Charms                        6
    f - Discord                      Hexes                         8


   Skills:
 - Level 20.1 Fighting
 - Level 10.1(14.1) Short Blades
 - Level 0.2 Staves
 - Level 0.7 Throwing
 - Level 0.4 Armour
 - Level 19.4 Dodging
 - Level 8.7 Stealth
 - Level 5.0 Shields
 - Level 0.2 Unarmed Combat
 * Level 9.3 Spellcasting
   Level 1.0 Conjurations
 - Level 22.0 Hexes
 - Level 15.9 Charms
 - Level 7.0 Ice Magic
 - Level 5.0 Air Magic
   Level 0.6 Poison Magic
 - Level 0.5 Invocations
 - Level 0.6 Evocations


You have 3 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
b - Ensorcelled Hibernat  Hex/Ice        ######       1%          2    None
c - Tukima's Dance        Hex            #######.     0%          3    None
d - Confuse               Hex            #######.     0%          3    None
e - Invisibility          Hex            #######.     1%          6    ######.
f - Darkness              Hex            #######...   1%          6    ######.
g - Repel Missiles        Chrm/Air       ######       1%          2    None
h - Discord               Hex            #######...   4%          8    #######
i - Haste                 Chrm           ######..     1%          6    ######.


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:5            Lair (6/6) D:9
  Swamp (4/4) Lair:4       Spider (4/4) Lair:4        Slime (0/5) Lair:6
    Orc (2/2) D:12            Elf (1/3) Orc:2        Vaults (5/5) D:14
  Crypt (0/3) Vaults:2     Depths (4/5) D:15       

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Pakellas
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Xom
Yredelemnul
Zin
The Shining One

Shops:
D:5 (   D:8 :   D:9 :   D:10 :   D:11 :   Orc:2 ([*:   Vaults:2 (((!
Vaults:3 **(%   Vaults:4 (   Depths:1 ?   Depths:2 [   Depths:3 [

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

Annotations:
Swamp:3 exclusion: oklob plant
Swamp:4 Lernaean hydra


Innate Abilities, Weirdness & Mutations

You heal slowly.
You have razor-sharp teeth.
You have supernaturally acute eyesight. (SInv)
You can survive without breathing.
You possess an exceptional clarity of mind.
Potions and wands are less effective at restoring your health.


Message History

Wield which item (- for none, * to show all)? (? for menu, Esc to quit)
You feel a bloodthirsty glee!
C - the +4 Vampire's Tooth (weapon) {vamp}
The helpless wizard fails to defend itself.
You bite the wizard, and draw its blood!
You feel better. You feel slightly less thirsty.
You perforate the wizard like a sieve!!!!!
You feel better.
You kill the wizard!
Dithmenos accepts your kill.
Things that are here:
a dagger; a robe; a human corpse
You bottle the corpse's blood.
c - 4 potions of blood (gained 1)
Things that are here:
a dagger; a robe
There is a stone staircase leading up here.
You climb upwards.
There is a stone staircase leading down, spattered with blood here.
Char dumped successfully.

≈P..#.#      ########
≈≈.#..#      #......#
≈≈.#.##      #...[..#
)≈.#.#     ###......#
(≈.#.#     #........#
≈≈.#.#     #.....(..#
.(.#.#     #....#####
.((#.#######..%.##
(..........'....@#####
.....)(#####.........######
######(#####.....###......#
#    #.[##≈###'#.# #.###..#
#    ##.#≈≈≈##.#.# #.###..#
      #..≈≈......# #.#....#
     ##≈.≈≈.≈#..## #.#.##.##
     #≈≈........####.......#
     #≈≈.............#.##.##



Alright. Took the rune from spider. I couldn't kill Mara, but luckily I found an tomb-themed branch end with Death Scarabs and other undead bugs, which was enclosed enough to keep Mara away while I was clearing it.

I would have actually cleared Vault 5 first, but an Ancient Lich showed up by the stairs, and I want no part of that until I have silence. I think my next play is to do the crypt and pump spellcasting so I can learn it without having to forget anything important.

Found a trove full of good jewelry, including two that grant +5 STR each. I'm wondering if it is worth training up longblades, and using a one handed one against magic immune things and in other situations where stabbing is a poor idea. With haste I can 1v1 nasty things like gold dragons using the Vorpral Rapier in my inventory, but even then I'm not dominate enough in melee that I'd feel comfortable dealing with several tough monsters in quick sucession, especially if I decide to do the extend endgame and am running around bloodless most of the time.

On a related note, do you think this character can handle Dim's wrath? I found that unrand sticky flame sword, which if I do pick up long blades would be nice if my god didn't forbid it. It isn't anything I'd consider soon, but just something to think about.

What, in general, would you guys say a stabbing enchanter type needs if it wants to go more than three runes?
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Wednesday, 29th June 2016, 10:10

Re: CIP - Super Lucky VpEn

How are you going to kill the ancient lich with silence? Note that if you can't kill it fast enough, there will be several turns where you are silenced but not the AL. This is not something you want.

I would never abandon Dith for a weapon...
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi
User avatar

Tomb Titivator

Posts: 778

Joined: Thursday, 13th March 2014, 20:15

Post Wednesday, 29th June 2016, 13:52

Re: CIP - Super Lucky VpEn

Sandman25 wrote:Why is Faith that good? The character has 6 stars of piety and does not use Invocations much.
because he should use abilities much more
I did wear Faith on my Dith characters until I find something better
~online scoring~

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Pig is nude
Unashamed

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Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Wednesday, 29th June 2016, 14:16

Re: CIP - Super Lucky VpEn

Eyesburn wrote:because he should use abilities much more

Why? I use Shadow Step vs dangerous monsters, no need to use it vs monsters with low MR or weak attack.

I did wear Faith on my Dith characters until I find something better

I do the same and then take it off without a doubt. Fortunately the character found +5 amulet of reflection which together with +3 buckler {AC+3} is better than faith
User avatar

Dis Charger

Posts: 1949

Joined: Monday, 18th February 2013, 07:59

Location: France

Post Wednesday, 29th June 2016, 14:21

Re: CIP - Super Lucky VpEn

Eyesburn wrote:I did wear Faith on my Dith characters until I find something better
[joke]So that means the entire game, right ? ;)[/joke]

More seriously, you can play with Dith only relying on the passive (mimic actions + stlth buff) : you want to keep the highest possible piety for mimic. That's the way I play En^Dith for most of the game. You need no Invoc at all and no Faith (though some levels for Shadow step as an escape tool are cheap and useful). When I'm set off, I focus on Invoc and get Shadow Form reliable for end-game and extended. It's especially good in Tomb...

But honestly, the only real reason to train Invocations with Dith, as often, is TITLES ! :roll:
Online stats
Fastest Hell runes (enter Hell branch -> get the rune)
Icy : 56 / Iron : 126 / Obsidian : 215 / Bone : 125

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Tomb Titivator

Posts: 778

Joined: Thursday, 13th March 2014, 20:15

Post Wednesday, 29th June 2016, 15:35

Re: CIP - Super Lucky VpEn

guess I used Shadow Step more often and offensively to break boredom and for more dynamic play style (jump, stab, jump, stab, jump die :()
~online scoring~

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Pig is nude
Unashamed

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Wednesday, 29th June 2016, 15:40

Re: CIP - Super Lucky VpEn

Well, stabbers are the least boring combos for me, it's so exciting to walk to monsters hoping they won't wake up. Maybe it is us who should use Shadow Step more often ;)
Last edited by Sandman25 on Wednesday, 29th June 2016, 17:02, edited 1 time in total.

Shoals Surfer

Posts: 325

Joined: Tuesday, 13th October 2015, 06:02

Post Wednesday, 29th June 2016, 17:02

Re: CIP - Super Lucky VpEn

I would use summons to deal with things that can't be Hexed.

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Thursday, 30th June 2016, 04:05

Re: CIP - Super Lucky VpEn

Eyesburn wrote:guess I used Shadow Step more often and offensively to break boredom and for more dynamic play style (jump, stab, jump, stab, jump die :()


More like (Jump, stab, jump, stab, jump, ohshit-Batform). Took out Xtahua this way though, whom I don't think this character could have handled otherwise. Summons are an interesting idea, and I can haste them to boot. I'll push that in the Crypt I guess.

Edit: Damn trunk just changed my fixdart gloves to have some sort of counter effect instead of boosting sword skills. Now I've got to dump more exp in short blades if I want to use my Rapier to its full potential.

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Thursday, 30th June 2016, 21:58

Re: CIP - Super Lucky VpEn

Got the silver rune!

So I learned that a hasted mana viper or two will turn many things that I used to have to run away from into easy fights. Liches and Titans are pretty trivial if I can get them alone now, and even non casting brutes like Iron Dragons don't like playing against the numbers game. The new Riposite stuff is pretty cool, and my gloves let me take advantage of it while using any weapon; I'm tempted to pick up longblades just so I can get a counter on 100% of attacks thanks to the unrand gloves. I could also keep dumping more into summoning, to get bigger and meaner friends (although frankly I'm not sure if I need such things). Do you think this character could handle a normal sized shield with seven str (or 12, or even 17, factoring in some of my artifact jewlery). Found lots of enchanted shields down on Vault 5.

I'm guessing I'm going to have to drink cure mutation at some point. As great as clarity is, Device healing could be important if I want to run around bloodless in extended.

I still have the ending vault on crypt 3 (seems to be full of spectral monsters), Depths 5, most of elf, and all of zot to work with for EXP before deciding if I want to win or go extended. Should I just focus fighting and dodging the rest of the way? Or is it worth it to further diversify my skillset?

  Code:
 Dungeon Crawl Stone Soup version 0.19-a0-835-gf140595 (webtiles) character file.

weirdsound the Acrobat (Vampire Enchanter)         Turns: 88797, Time: 13:20:08

Health: 196/196    AC: 11    Str:  7    XL:     23   Next: 73%
Magic:  36/36      EV: 35    Int: 22    God:    Dithmenos [******]
Gold:   1435       SH: 15    Dex: 31    Spells: 9 memorised, 5 levels left

rFire  + . .      SeeInvis +    I - +2 rapier of Conformity {pierce, rF+ Dex+2}
rCold  + . .      Gourm    .    T - +2 leather armour {MR+}
rNeg   + + .      Faith    .    j - +3 buckler {AC+3}
rPois  +          Spirit   .    G - +2 hat
rElec  +          Dismiss  .    (no cloak)
rCorr  .          Reflect  +    J - +0 pair of fencer's gloves {+Riposte Dex+6}
SustAt +          Harm     .    (no boots)
MR     +++..      Clarity  +    a - +5 amulet of reflection
Stlth  +++++++++.               l - ring of wizardry
                                n - ring of Eptof {SustAt rElec rPois Int-2 Dex+5}

@: regenerating slowly, wreathed by umbra, repel missiles, extremely resistant
to hostile enchantments, incredibly stealthy
A: fangs 3, see invisible, clarity, unbreathing, no device heal 1
a: Bat Form, Shadow Step, Shadow Form, Renounce Religion
}: 3/15 runes: decaying, silver, gossamer


You are on level 3 of the Depths.
You worship Dithmenos.
Dithmenos is exalted by your worship.
You are very thirsty.

You have visited 10 branches of the dungeon, and seen 45 of its levels.
You have visited the Abyss 2 times.
You have also visited: Trove and Ossuary.

You have collected 6931 gold pieces.
You have spent 5496 gold pieces at shops.

Inventory:

Hand Weapons
 r - a +1 dagger of electrocution
 C - the +4 Vampire's Tooth {vamp}
   (You found it on level 5 of the Dungeon)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
 I - the +2 rapier of Conformity (weapon) {pierce, rF+ Dex+2}
   (You bought it in a shop on level 2 of the Orcish Mines)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your dexterity (+2).
   It protects you from fire.
 U - a +2 antimagic short sword
Armour
 j - a +3 buckler of protection (worn)
 w - a +0 helmet
 G - a +2 hat (worn)
 J - the +0 pair of fencer's gloves (worn) {+Riposte Dex+6}
   (You found it on level 8 of the Dungeon)   
   
   It affects your dexterity (+6).
 T - a +2 leather armour of magic resistance (worn)
Magical Staves
 z - an uncursed staff of conjuration
Jewellery
 a - a +5 amulet of reflection (around neck)
 l - a ring of wizardry (right hand)
 n - the ring of Eptof (left hand) {SustAt rElec rPois Int-2 Dex+5}
   (You found it in a treasure trove)   
   
   [ring of sustain attributes]
   
   It sustains your strength, intelligence and dexterity.
   It affects your intelligence (-2).
   It affects your dexterity (+5).
   It insulates you from electricity.
   It protects you from poison.
 N - the ring of Loguiruij {MR+ Str+5}
   (You found it in a treasure trove)   
   
   [ring of protection from magic]
   
   It affects your strength (+5).
   It affects your resistance to hostile enchantments.
 P - a bound pewter ring
 Q - the amulet of Kelo {Dismiss rN+ Str+5}
   (You found it in a treasure trove)   
   
   [amulet of dismissal]
   
   It may teleport away creatures that harm you.
   It affects your strength (+5).
   It protects you from negative energy.
 R - the ring of Xom's Recklessness {rF+ EV+2}
   (You found it on level 1 of the Vaults)   
   
   [ring of evasion]
   
   It affects your evasion (+2).
   It protects you from fire.
 Z - a ring of magical power
Wands
 D - a wand of iceblast
 E - a wand of teleportation (0/9)
 F - a wand of acid
 W - a wand of teleportation (0/9)
 Y - a wand of teleportation (3/9)
Scrolls
 b - 4 scrolls of identify
 d - 4 scrolls of fear
 k - 17 scrolls of remove curse
 p - 2 scrolls of teleportation
 s - 7 scrolls of amnesia
 t - 4 scrolls of blinking
 v - 2 scrolls of magic mapping
 y - a scroll of summoning
 A - 8 scrolls of fog
 B - 3 scrolls of enchant armour
 H - 3 scrolls of brand weapon
 L - 7 scrolls of enchant weapon
 V - 2 scrolls of recharging
Potions
 c - 31 potions of blood
 f - 5 potions of ambrosia
 g - 4 potions of brilliance
 m - 6 potions of curing
 q - 5 potions of resistance
 u - a potion of haste
 x - 5 potions of cure mutation
 X - 5 potions of mutation
Books
 i - a book of Beasts   
   
    Spells                             Type                      Level
    a - Summon Butterflies           Summoning                     1
    b - Call Canine Familiar         Summoning                     3
    c - Summon Ice Beast             Ice/Summoning                 4
    d - Summon Mana Viper            Hexes/Summoning               5
    e - Summon Hydra                 Summoning                     7
 K - a book of Enchantments   
   
    Spells                             Type                      Level
    a - Cause Fear                   Hexes                         4
    b - Yara's Violent Unravelling   Hexes/Transmutation           5
    c - Silence                      Hexes/Air                     5
    d - Deflect Missiles             Charms/Air                    6
    e - Haste                        Charms                        6
    f - Discord                      Hexes                         8
 M - the Incunabulum of Mysticism
   (You found it on level 5 of the Vaults)   
   
    Spells                             Type                      Level
    a - Magic Dart                   Conjuration                   1
    b - Throw Flame                  Conjuration/Fire              2
    c - Summon Lightning Spire       Summoning/Air                 4
    d - Iron Shot                    Conjuration/Earth             6
    e - Spellforged Servitor         Conjuration/Summoning         7
 O - a book of Burglary   
   
    Spells                             Type                      Level
    a - Swiftness                    Charms/Air                    2
    b - Passwall                     Transmutation/Earth           2
    c - Passage of Golubria          Translocation                 4
    d - Lee's Rapid Deconstruction   Earth                         5
    e - Darkness                     Hexes                         6
    f - Invisibility                 Hexes                         6
Miscellaneous
 h - a phantom mirror


   Skills:
 - Level 20.1 Fighting
 - Level 14.0 Short Blades
 - Level 0.2 Staves
 - Level 0.7 Throwing
 - Level 0.4 Armour
 + Level 22.6 Dodging
 - Level 8.7 Stealth
 - Level 5.0 Shields
 - Level 0.2 Unarmed Combat
 - Level 9.5 Spellcasting
   Level 1.0 Conjurations
 - Level 22.0 Hexes
 - Level 15.9 Charms
 - Level 7.0 Summonings
 - Level 7.0 Ice Magic
 - Level 5.0 Air Magic
   Level 0.6 Poison Magic
 - Level 0.5 Invocations
 - Level 0.6 Evocations


You have 5 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Summon Butterflies    Summ           #####...     1%          1    None
b - Ensorcelled Hibernat  Hex/Ice        ######       1%          2    None
c - Tukima's Dance        Hex            #######.     0%          3    None
d - Confuse               Hex            #######.     0%          3    None
e - Summon Mana Viper     Hex/Summ       ######..     1%          5    ####...
f - Darkness              Hex            #######...   1%          6    ######.
g - Repel Missiles        Chrm/Air       ######       1%          2    None
h - Discord               Hex            #######...   4%          8    #######
i - Haste                 Chrm           ######..     1%          6    ######.


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:5            Lair (6/6) D:9
  Swamp (4/4) Lair:4       Spider (4/4) Lair:4        Slime (0/5) Lair:6
    Orc (2/2) D:12            Elf (1/3) Orc:2        Vaults (5/5) D:14
  Crypt (3/3) Vaults:2       Tomb (0/3) Crypt:3      Depths (4/5) D:15

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Pakellas
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Xom
Yredelemnul
Zin
The Shining One

Shops:
D:5 (   D:8 :   D:9 :   D:10 :   D:11 :   Orc:2 ([*:   Vaults:2 (((!
Vaults:3 **(%   Vaults:4 (   Vaults:5 }   Depths:1 ?   Depths:2 [
Depths:3 [

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

Annotations:
Swamp:3 exclusion: oklob plant
Swamp:4 Lernaean hydra


Innate Abilities, Weirdness & Mutations

You heal slowly.
You have razor-sharp teeth.
You have supernaturally acute eyesight. (SInv)
You can survive without breathing.
You possess an exceptional clarity of mind.
Potions and wands are less effective at restoring your health.


Message History

Your transformation has ended.
The +2 rapier of Conformity {pierce, rF+ Dex+2} unmelds from your body.
Your +2 hat unmelds from your body.
The +0 pair of fencer's gloves {+Riposte Dex+6} unmelds from your body.
Your +3 buckler of protection unmelds from your body.
Your +2 leather armour of magic resistance unmelds from your body.
The ring of Eptof {SustAt rElec rPois Int-2 Dex+5} unmelds from your body.
Your ring of wizardry unmelds from your body.
En garde! You feel protected.
You feel resistant to hostile enchantments.
You start resting.
Your extra speed is starting to run out.
You start resting.
You feel yourself slow down.
You start resting.
Magic restored.
You start resting.
Your magical contamination has completely faded away.
You start resting.
HP restored.

    ##....###|[)[}[.#....##
    #....##.(########.....##
    #...##.##..(...(.......##
   ##...#.##......).........##
   #...##.#............###...#
   #.[.#.#.[..#####(...#%#...#
   #...#.#...##[..##...#∩#...#
   #...#.#...#.<.>.#...#)#...#
   #...#.#...#..@..#...#.#...#
   #...#.#...#.>.<.#...#.#...#
   #...#.#...##...##...#.#...#
## #...#.#....#####....#.#...#
.# #...##.#...........#.##...#
.# #....#.##.........##.#...##
.# #....##.##.......##.##...#
.# #.....##..#######..##....#
.###......###.......###....##


There are no monsters in sight!

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Thursday, 30th June 2016, 22:01

Re: CIP - Super Lucky VpEn

Using shields does not require strength, just Shields skill, you can use Large Shield with Str 1. Value of SH will be higher with greater Str/Dex of course.

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Thursday, 30th June 2016, 22:27

Re: CIP - Super Lucky VpEn

I thought shields detracted more from your ability to cast if you were not strong enough though. Or am I just confused?

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Thursday, 30th June 2016, 22:30

Re: CIP - Super Lucky VpEn

Muhahaha wrote:I thought shields detracted more from your ability to cast if you were not strong enough though. Or am I just confused?


Well, the penalty depends on Str indeed but it is 0 for regular shield with 15 levels in Shields no matter what Str you have. You can see it in shield description by the way.

Tomb Titivator

Posts: 850

Joined: Wednesday, 25th April 2012, 03:07

Post Thursday, 30th June 2016, 22:33

Re: CIP - Super Lucky VpEn

Have you tried the vipers against OoF? do they stop casting enough or just get tore up too quick?

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Friday, 1st July 2016, 00:22

Re: CIP - Super Lucky VpEn

They are useful if they attack OoF along with you, they usually cannot take OoF on their own.

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Saturday, 2nd July 2016, 06:41

Re: CIP - Super Lucky VpEn

Well, I decided to test how 100% Riposite chance works with both the unrand gloves and a longblade. Between a manual and shortblades cross-training, I was able to get a double sword to min delay with just the EXP available on Zot 2-5, minus the clusterfuck orb area which I have not started on yet. The Doublesword I acquired got the vamperic brand on my first brand weapon attempt, and the results are impressive; Pretty much any living creature is now my bitch in melee, and most of the non-living things don't fare much better, especially if I haste and/or call in the mana vipers to back me up. To top it all off, I found the boots of the Assassin, meaning I don't even really need my shortblades to Stab anymore.

Just cleared the tomb using a combination of Silence, Darkness, and Stairdancing. Had a scary moment when I mistook Jory for a random vampire summoned by a mummy and let him get me to about 1/3rd hp, but other than that the gold rune was a cakewalk. Acording to my full character dump which can be seen here, I took out Khufu without even noticing, so I'm starting to think some of the unique undead need better tiles

I'm guessing between haste, shadow form, and bat form, this character should have no issues robbing the pan and hell lords blind without fighting them. Does Shadow Form protect me from dispel undead? if it dose not, Sputterflies should do the trick. I'm really only worried about Slime with this character - not sure exactly what I can do to The Royal Jelly if I cannot stab it; My best guess is that I should hit it a few times, blink away, and use discord to turn the jellies she spawns against her. I'm thinking I should be able to get my first 15 rune win here.

I really only needed silence for the Tomb, and intent to forget the spell soon. Any suggestions for what I should learn in its place? I also have two manuals of Ice Magic and plenty of +Int items, so I might use some of that sweet extended EXP to get some nasty ice spells online.

Right now my instincts are telling me to do Dis next. Lots of large living creatures down there for me to feed and heal off of, but I don't think I'm going to have time to play again until Sunday Night, so I have time to think it over and take feedback.
Where should I go next, and what should I be dumping my EXP into guys?

  Code:
 Dungeon Crawl Stone Soup version 0.19-a0-854-gc78d25d (webtiles) character file.

weirdsound the Acrobat (Vampire Enchanter)        Turns: 116381, Time: 17:11:00

Health: 233/233    AC: 14    Str: 18    XL:     27
Magic:  36/36      EV: 36    Int: 25    God:    Dithmenos [******]
Gold:   6101       SH: 19    Dex: 25    Spells: 10 memorised, 4 levels left

rFire  . . .      SeeInvis +    w - +9 double sword (vamp)
rCold  + . .      Gourm    .    T - +2 leather armour {MR+}
rNeg   + + +      Faith    .    J - +5 shield {reflect}
rPois  +          Spirit   .    e - +2 helmet {Int+3}
rElec  +          Dismiss  +    r - +2 cloak
rCorr  .          Reflect  +    (no gloves)
SustAt +          Harm     .    i - +2 pair of boots of the Assassin {DetectMon Stab+ Stlth++}
MR     ++++.                    Q - amulet of Kelo {Dismiss rN+ Str+5}
Stlth  ++++++++++               N - ring of Loguiruij {MR+ Str+5}
                                n - ring of Eptof {SustAt rElec rPois Int-2 Dex+5}

@: regenerating slowly, wreathed by umbra, repel missiles, incredibly resistant
to hostile enchantments, uncannily stealthy
A: fangs 3, see invisible, unbreathing
a: Bat Form, Shadow Step, Shadow Form, Renounce Religion
}: 4/15 runes: decaying, silver, golden, gossamer


You are on level 3 of the Tomb of the Ancients.
You worship Dithmenos.
Dithmenos is exalted by your worship.
You are thirsty.

You have visited 12 branches of the dungeon, and seen 56 of its levels.
You have visited the Abyss 2 times.
You have also visited: Trove and Ossuary.

You have collected 13664 gold pieces.
You have spent 7563 gold pieces at shops.

Inventory:

Hand Weapons
 w - a +9 vampiric double sword (weapon)
 C - the +4 Vampire's Tooth {vamp}
   (You found it on level 5 of the Dungeon)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
 K - the +10 short sword of Watchfulness {freeze, Str+4 Dex+6}
   (You found it on level 3 of the Tomb of the Ancients)   
   
   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 strength (+4).
   It affects your dexterity (+6).
Armour
 e - a +2 helmet of intelligence (worn)
 i - the +2 pair of boots of the Assassin (worn) {DetectMon Stab+ Stlth++}
   (You found it on level 3 of the Crypt)   
   
   It makes you much more stealthy.
 j - a +3 buckler of protection
 r - a +2 cloak (worn)
 J - a +5 shield of reflection (worn)
 T - a +2 leather armour of magic resistance (worn)
Jewellery
 a - a +5 amulet of reflection
 l - an uncursed ring of wizardry
 n - the ring of Eptof (left hand) {SustAt rElec rPois Int-2 Dex+5}
   (You found it in a treasure trove)   
   
   [ring of sustain attributes]
   
   It sustains your strength, intelligence and dexterity.
   It affects your intelligence (-2).
   It affects your dexterity (+5).
   It insulates you from electricity.
   It protects you from poison.
 u - a ring of ice
 D - the ring "Xofar" {+Inv rN+ Str+8}
   (You found it on level 3 of the Crypt)   
   
   [ring of positive energy]
   
   It affects your strength (+8).
   It protects you from negative energy.
   It lets you turn invisible.
 L - the ring of Risodim {rN+ Str+6 Int-4}
   (You found it on level 3 of the Crypt)   
   
   [ring of positive energy]
   
   It affects your strength (+6).
   It affects your intelligence (-4).
   It protects you from negative energy.
 N - the ring of Loguiruij (right hand) {MR+ Str+5}
   (You found it in a treasure trove)   
   
   [ring of protection from magic]
   
   It affects your strength (+5).
   It affects your resistance to hostile enchantments.
 O - an uncursed amulet of magic regeneration
 P - the ring of Greed {+Fly MR++ Int+4}
   (You took it off a deep elf elementalist on level 3 of the Depths)   
   
   [ring of flight]
   
   It affects your intelligence (+4).
   It affects your resistance to hostile enchantments.
   It lets you fly.
 Q - the amulet of Kelo (around neck) {Dismiss rN+ Str+5}
   (You found it in a treasure trove)   
   
   [amulet of dismissal]
   
   It may teleport away creatures that harm you.
   It affects your strength (+5).
   It protects you from negative energy.
 R - the ring of Xom's Recklessness {rF+ EV+2}
   (You found it on level 1 of the Vaults)   
   
   [ring of evasion]
   
   It affects your evasion (+2).
   It protects you from fire.
Wands
 B - a wand of lightning
 E - a wand of teleportation (0/9)
 F - a wand of acid (6/15)
 S - a wand of iceblast (4/15)
 W - a wand of teleportation (0/9)
 Y - a wand of teleportation (3/9)
Scrolls
 b - 2 scrolls of identify
 d - 4 scrolls of fear
 p - 6 scrolls of teleportation
 s - 10 scrolls of amnesia
 t - 4 scrolls of blinking
 v - a scroll of magic mapping
 y - 2 scrolls of summoning
 z - 4 scrolls of remove curse
 A - 8 scrolls of fog
 H - 2 scrolls of brand weapon
 V - 5 scrolls of recharging
Potions
 f - 5 potions of ambrosia
 g - 4 potions of brilliance
 k - a potion of might
 m - 7 potions of curing
 o - a potion of magic
 q - 5 potions of resistance
 x - 5 potions of cure mutation
 G - 4 potions of cancellation
 U - a potion of flight
 X - 5 potions of mutation
Books
 M - the Incunabulum of Mysticism
   (You found it on level 5 of the Vaults)   
   
    Spells                             Type                      Level
    a - Magic Dart                   Conjuration                   1
    b - Throw Flame                  Conjuration/Fire              2
    c - Summon Lightning Spire       Summoning/Air                 4
    d - Iron Shot                    Conjuration/Earth             6
    e - Spellforged Servitor         Conjuration/Summoning         7
Miscellaneous
 h - 2 phantom mirrors


   Skills:
 * Level 22.9 Fighting
 - Level 14.0(16.6) Short Blades
 - Level 14.3(16.1) Long Blades
   Level 0.2 Staves
 - Level 0.7 Throwing
 - Level 0.4 Armour
 - Level 25.0 Dodging
 - Level 8.7 Stealth
 - Level 14.0 Shields
 - Level 0.2 Unarmed Combat
 - Level 9.5 Spellcasting
   Level 1.0 Conjurations
 - Level 22.0 Hexes
 - Level 15.9 Charms
 - Level 7.0 Summonings
 - Level 7.0 Ice Magic
 - Level 5.0 Air Magic
   Level 0.6 Poison Magic
 - Level 11.0 Invocations
 - Level 0.6 Evocations


You have 4 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Summon Butterflies    Summ           #####...     1%          1    None
b - Ensorcelled Hibernat  Hex/Ice        ######       1%          2    None
c - Tukima's Dance        Hex            #######.     0%          3    None
d - Confuse               Hex            #######.     0%          3    None
e - Summon Mana Viper     Hex/Summ       ######..     1%          5    ####...
f - Darkness              Hex            #######...   1%          6    ######.
g - Repel Missiles        Chrm/Air       ######       1%          2    None
h - Discord               Hex            #######...   8%          8    #######
i - Haste                 Chrm           ######..     1%          6    ######.
j - Silence               Hex/Air        ######....   1%          5    ####...


Dungeon Overview and Level Annotations

Branches:
Dungeon (15/15)            Temple (1/1) D:5            Lair (6/6) D:9
  Swamp (4/4) Lair:4       Spider (4/4) Lair:4        Slime (0/5) Lair:6
    Orc (2/2) D:12            Elf (3/3) Orc:2        Vaults (5/5) D:14
  Crypt (3/3) Vaults:2       Tomb (3/3) Crypt:3      Depths (5/5) D:15
    Zot (5/5) Depths:5   

Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Pakellas
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Xom
Yredelemnul
Zin
The Shining One

Shops:
D:5 (   D:8 :   D:9 :   D:10 :   D:11 :   Orc:2 ([*:   Elf:2 =   Vaults:2 (((!
Vaults:3 **(%   Vaults:4 (   Vaults:5 }   Depths:1 ?   Depths:2 [
Depths:3 [

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

Annotations:
Swamp:3 exclusion: oklob plant
Swamp:4 Lernaean hydra
Elf:2 1 runed door


Innate Abilities, Weirdness & Mutations

You heal slowly.
You have razor-sharp teeth.
You have supernaturally acute eyesight. (SInv)
You can survive without breathing.


Message History

The ice dragon zombie tramples you.
You hit the ice dragon zombie. You bite the ice dragon zombie.
You destroy the ice dragon zombie!
Dithmenos accepts your kill.
You impale the mummy!! You freeze the mummy.
You destroy the mummy!
Dithmenos accepts your kill.
Wield which item (- for none, * to show all)? (? for menu, Esc to quit)
Okay, then.
Yummy - fresh blood!
You are feeling very thirsty.
Yummy - fresh blood!
You start resting.
You are feeling thirsty.
You start resting.
HP restored.
Wield which item (- for none, * to show all)? (? for menu, Esc to quit)
The +10 short sword of Watchfulness {freeze, Str+4 Dex+6} stops glowing.
You feel a bloodthirsty glee!
w - a +9 vampiric double sword (weapon)

...........##........##........=.
............##......##.....(.....
..\..^.......#......#............
.......^.....#......#............
)|...........#......#............
[)[}.........#......#............
))[)=........#......#.......|....
#||}..^......#......#...........#
##))[....^...#..@...#..........##
 ##.||......##..<...##........##
  ##)}......##...<..##.......##
   ##|....####..<...####[...##
    #######  ########  ######


There are no monsters in sight!

Tomb Titivator

Posts: 850

Joined: Wednesday, 25th April 2012, 03:07

Post Saturday, 2nd July 2016, 10:37

Re: CIP - Super Lucky VpEn

discord and immolate maybe? sometimes it's nice turning those jellies into little bombs

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Saturday, 2nd July 2016, 12:38

Re: CIP - Super Lucky VpEn

Regular shield needs 15 levels for Vp. 3.2 levels in armour will give you a point in AC (assuming you put gloves on). No ideas what to train after that, maybe Invo for reliable Shadow Form or Air for DMsl

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Wednesday, 6th July 2016, 06:33

Re: CIP - Super Lucky VpEn

Character Sheet

Just an update to let you all know that this character is still alive.

Got to Dis 7, and was taking my time clearing out the area around the demon lord's castle to aid in a clean escape, but fate stepped in an put several iron giants right by the entrance to the branch, more or less cutting me off from Dis for now.

Wound up getting the Abyssal Rune, and starting on Pan for now. It never occoured to me that the NPC demonspawns count as living creatures that vampires can feed from, so the whole deal is not quite as difficult as I had expected it to be. Is there any resource that just shows the layout of all the rune floor layouts? I don't have any magic mapping left, and would like to have a good idea of where I am going if my plan is to just ninja some runes.

Right now I'm training summonings, in hopes that I can use hasted Hydras to tear apart big threats.
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Dis Charger

Posts: 1949

Joined: Monday, 18th February 2013, 07:59

Location: France

Post Wednesday, 6th July 2016, 13:25

Re: CIP - Super Lucky VpEn

Where did you put your gloves ?

@ajon : ?immo isn't a good idea with Dith, even if it kills jellies nicely. But the number of explosions can lead to excommunication, not only penance... Sure you don't want to lose all piety...
Online stats
Fastest Hell runes (enter Hell branch -> get the rune)
Icy : 56 / Iron : 126 / Obsidian : 215 / Bone : 125

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Thursday, 7th July 2016, 02:30

Re: CIP - Super Lucky VpEn

Character Sheet

mopl wrote:Where did you put your gloves ?


It would seem I left them in my stash! Likely dropped them by mistake when cleaning my inventory. Good catch, I was wondering why my melee game was feeling a bit weaker.

Anyway, learned summon hydra to help me power through non-casting brutes. I imagine with enough heads, Haste can make the lairs finest worthy of the endgame. At least soften up some of those iron giants. I don't think it helps with my immediate situation...

I made the rookie mistake of not bringing anything above rF+ to Pan, and the game punishes me by giving me Cerebov first. Unless his castle is full of yummy demonspawn (which I seriously doubt), I have no easy means of healing, so I'm thinking the plan is to pop both haste and shadow form, perhaps a potion of resistance, and charge in. Here is the map of the floor so far, any advice on the layout, and what I might find other than Cerebov, would be apreciated. Without magic mapping, I'm kinda going in blind.

Since shadow form gives me immunity to torment anyway, would it be worth it to drink all my blood and going in as close to alive as possible for the faster regen?

Halls Hopper

Posts: 66

Joined: Thursday, 24th May 2012, 14:36

Post Thursday, 7th July 2016, 04:09

Re: CIP - Super Lucky VpEn

No bar get-away fully blooded.

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Thursday, 7th July 2016, 04:40

Re: CIP - Super Lucky VpEn

I have absolutely zero fire resist in bat form. It wont be that useful against things that can hurl never-miss fireballs methinks.

I took a peek in through the bottom entrance, and the castle seems to hollow all the way through between the two entrances. Sun Demons, Balrogs, and Crimson Imps inside: I suppose I will just lure things out one at a time until they stop coming or I start seeing 1s.

Edit: I got a few, but I think I have to abort that. Down to my last blood pot, and I think it will rot soon. I'll wait to see if any advice on the layout comes in, and then try to ninja the rune tomorrow.

Cocytus Succeeder

Posts: 2229

Joined: Sunday, 18th December 2011, 13:31

Post Thursday, 7th July 2016, 07:38

Re: CIP - Super Lucky VpEn

I can't check the files right now, so I'm rely only on memory: this layout could have cerebov with some fiends and balrogs in the center and two halliways with various rooms guarded by sun demons, 2s and some other fiend in the left and right. In that case the rune is in one of the farthest away room but I don't know if it is always placed in the same or can change - I think I always found it into a room in the right but could be just a case.

If you have lot of tele you could try to random teleport until you got lucky and jump into one of those, ideally skipping Cerebov and fiends' entourage. But I'm not good in ninja stealing, perhaps hasting + shadow form and running is better.

Don't you have a spare ?magic mapping? This is one case when is very good to map the level before moving.
screw it I hate this character I'm gonna go melee Gastronok

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Thursday, 7th July 2016, 08:03

Re: CIP - Super Lucky VpEn

RNG has been terrible about setting me up with magic mapping - I think I ran into two or three of the damn scrolls all game. I've peaked through both entrances, and Cerebov dose not seem to be in the center. He could be hiding just out of view of my peaking though. I *do* have alot of tele, but not alot of healing.

Slightly Updated Map

I have yet to actually use Shadow Form yet, but going off of what I read about it, if I combine it with haste and potion of resistance, I should be able to slip past the fiends and pan lord at the cost of some heavy drain, which a quick trip to the abyss should fix. In theory.
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Dis Charger

Posts: 1949

Joined: Monday, 18th February 2013, 07:59

Location: France

Post Thursday, 7th July 2016, 11:55

Re: CIP - Super Lucky VpEn

I'd carefully explore each side of the vault. Cerebov is in one of them, with the rune. I'd not try to kill him, but use Shadow Form (extra stlth, torment immune) to grab the rune and tele.
Online stats
Fastest Hell runes (enter Hell branch -> get the rune)
Icy : 56 / Iron : 126 / Obsidian : 215 / Bone : 125

Halls Hopper

Posts: 88

Joined: Wednesday, 16th February 2011, 06:33

Post Friday, 8th July 2016, 03:01

Re: CIP - Super Lucky VpEn

Map Update

I tried the left side; Path split into an upper and lower segment, and I tried upper. Used tele to escape. No rune, and shadow form expired before I could search any further. Anybody know the vault well enough to tell me if what I've seen in the upper half rules out a rune in the lower half?

I'm down to 175 hp, with no means of healing unless I want to start quaffing my by stack of potions of curing. I'm not positive I'll have enough health to search the rest of the vault, but I should have at least one try left.

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