CIP: Merfolk Abyssal Knight


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Lair Larrikin

Posts: 16

Joined: Wednesday, 2nd May 2012, 05:42

Post Friday, 1st June 2012, 01:51

CIP: Merfolk Abyssal Knight

This build is even easier than berserker, I'd say. Play abyss right in the beginning, you'll go into d1 at level 5 or so, with some nifty loot. This allows you to get polearms up as high as you need them very early, and you can go on to develop dodging or spells. Loguno's banish makes all my problems go bye bye, her blink is always handy, and I read a scroll of acquirement early on for a demon trident. Aside from some pretty bad muts, this char is goin strong. Anyone else got something going on they think could be a winner?

Also, I've got polearms at ~15 and armor at ~7, and no spell skills to speak of. Should I get some utility spells, or just stick with poking everything to death?
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Tartarus Sorceror

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Joined: Wednesday, 19th October 2011, 21:25

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Post Friday, 1st June 2012, 02:18

Re: CIP: Merfolk Abyssal Knight

If you post a #dump it will make it much easier to know what advice to give.
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Lair Larrikin

Posts: 16

Joined: Wednesday, 2nd May 2012, 05:42

Post Friday, 1st June 2012, 03:18

Re: CIP: Merfolk Abyssal Knight

  Code:
Dungeon Crawl Stone Soup version 0.10.2-40-g36e0077 character file.

Bogman the Impaler (Merfolk Abyssal Knight)        Turns: 23127, Time: 01:51:32

HP  82/82        AC 12     Str 14      XL: 12   Next: 74%
MP  22/22        EV 21     Int 19      God: Lugonu [******]
Gold 351         SH  0     Dex 15      Spells:  2 memorised, 13 levels left

Res.Fire  : . . .   See Invis. : .    e - +2,+4 demon trident (venom)
Res.Cold  : . . .   Warding    : . .  G - +0 steam dragon armour
Life Prot.: . . .   Conserve   : +    (no shield)
Res.Acid. : . . .   Res.Corr.  : .    (no helmet)
Res.Poison: .       Clarity    : .    s - +0 orc cloak
Res.Elec. : .       Spirit.Shd : .    K - +0 pair of gloves
Sust.Abil.: . .     Stasis     : .    k - +1 pair of elf boots
Res.Mut.  : .       Ctrl.Telep.: .    h - amulet of conservation
Res.Rott. : .       Levitation : .    r - +5 ring of intelligence
Saprovore : . . .   Ctrl.Flight: .    l - ring of levitation

@: somewhat resistant to hostile enchantments, quite stealthy
A: change form in water, swift swim, blurry vision 1, breathe flames 1, -10% hp,
+10% mp, screaming 1, AC +1, Str +1, Int +1, Dex -1
a: Depart the Abyss, Bend Space, Banish, Corrupt, Enter the Abyss, Renounce
Religion, Breathe Fire, Evoke Levitation


You are on level 1 of the Lair of Beasts.
You worship Lugonu.
Lugonu is exalted by your worship.
You are not hungry.

You have visited 4 branches of the dungeon, and seen 21 of its levels.
You have visited the Abyss 1 time.
You have visited 1 portal chamber: sewer.

You have collected 1592 gold pieces.
You have spent 1261 gold pieces at shops.

Inventory:

Hand weapons
 e - a +2,+4 demon trident of venom (weapon)
Missiles
 m - 3 runed darts (quivered)
 t - 11 poisoned needles
 D - a throwing net
 F - 15 darts of flame
Armour
 k - a +1 pair of elven boots (worn)
 p - an embroidered orcish robe
 s - a +0 orcish cloak (worn)
 G - a +0 steam dragon armour (worn)
 K - a +0 pair of gloves (worn)
Magical devices
 b - a wand of confusion {empty}
 f - a wand of polymorph other {zapped: 1}
 v - a wand of disintegration (11)
 x - a wand of disintegration {empty}
 z - a wand of polymorph other
Comestibles
 a - 9 honeycombs
 q - a choko
 A - a rotting chunk of worm flesh
Scrolls
 d - 6 scrolls of remove curse
 j - 4 scrolls of blinking
 o - a scroll of silence
 w - a scroll of fog
 y - a scroll labeled ZUTRERAEVI
 B - 5 scrolls of teleportation
 C - a scroll of amnesia
 H - a scroll of magic mapping
 I - a scroll labeled TWIEDI XAREMPOI
 J - a scroll of identify
 L - 3 scrolls of detect curse
 O - a scroll of fear
Jewellery
 h - an amulet of conservation (around neck)
 l - a ring of levitation (left hand)
 r - a +5 ring of intelligence (right hand)
Potions
 g - 4 potions of curing
 i - a potion of restore abilities
 n - 2 potions of levitation
 u - a potion of heal wounds
Magical staves
 c - a staff of wizardry
Miscellaneous
 E - a disc of storms


   Skills:
 + Level 10,5 Fighting
 + Level 16,0 Polearms
 - Level 7,9 Armour
 + Level 13,1 Dodging
 + Level 4,8 Stealth
 + Level 3,0 Traps & Doors
 - Level 1,0 Unarmed Combat
 - Level 3,3 Spellcasting
 - Level 4,1 Charms
 - Level 1,6 Necromancy
 - Level 5,7 Invocations


You have 13 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Animate Skeleton      Necr           N/A          10%         1    None
b - Regeneration          Chrm/Necr      ###.......   14%         3    Choko


Dungeon Overview and Level Annotations

Branches:
Dungeon (14/27)            Temple (1/1) D:6             Orc (4/4) D:11
   Lair (2/8) D:13       
   Elf: Orc:3-4      Swamp: Lair:2-5     Vault: D:14-19     

Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
The Shining One
Trog
Vehumet
Xom
Yredelemnul
Zin

Shops:
D:7: /  D:8: *  D:11: [  D:12: (  Orc:1: ?

Annotations
Orc:4 shiweera's ghost, powerful SpEn
Abyss Sonja


                    Innate Abilities, Weirdness & Mutations

You revert to your normal form in water.
You are very nimble and swift while swimming.
You are partially covered in yellow scales (AC +1).
Your vision is a little blurry.
You can breathe flames.
Your mind is acute (Int +1).
You are frail (-10% HP).
You have an increased reservoir of magic (+10% MP).
You occasionally shout uncontrollably.
Your muscles are strong, but stiff (Str +1, Dex -1).


Message History

You hit the quokka.
The quokka is severely wounded.
You hit the quokka.
You kill the quokka!
Lugonu accepts your kill.
You see here a quokka corpse.
You see here a quokka corpse.
You start butchering the quokka corpse with your knife.
You continue butchering the corpse.
You finish chopping the quokka corpse into pieces.
M - a chunk of quokka flesh
Eat a chunk of quokka flesh? (ye/n/q/i?)
This raw flesh tastes terrible.
You continue eating.
You finish eating.
Char dumped successfully.
Save game and exit?
Welcome back, Bogman the Merfolk Abyssal Knight.
Lugonu says: Spread carnage and corruption!
Press ? for a list of commands and other information.

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


There are no monsters in sight!


Grand Total: 704 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | Abyss    | Bogman, the Merfolk Abyssal Knight, began the quest for the Orb.
     0 | Abyss    | Reached XP level 1. HP: 16/16 MP: 1/1
    65 | Abyss    | Reached skill level 6 in Polearms
    65 | Abyss    | Reached XP level 2. HP: 20/22 MP: 0/2
    65 | Abyss    | Reached XP level 3. HP: 25/28 MP: 0/4
    78 | Abyss    | Reached skill level 8 in Polearms
    78 | Abyss    | Reached XP level 4. HP: 31/34 MP: 1/5
   148 | Abyss    | Noticed a green draconian
   151 | D:1      | You pass through the gate.
   517 | D:2      | Acquired Lugonu's first power
   842 | D:2      | Found an iron altar of Okawaru.
   860 | D:1      | Reached skill level 1 in Armour
   912 | D:1      | Reached XP level 5. HP: 36/40 MP: 6/6
   964 | D:1      | Acquired Lugonu's second power
  1258 | D:2      | Noticed Terence
  1277 | D:2      | Killed Terence
  1910 | D:2      | Reached skill level 9 in Polearms
  1938 | D:2      | Acquired Lugonu's third power
  1958 | D:2      | Noticed Jessica
  1970 | D:2      | Killed Jessica
  2615 | D:3      | Reached XP level 6. HP: 43/46 MP: 8/8
  2645 | D:5      | Entered Level 5 of the Dungeon
  3045 | D:3      | Found a glowing golden altar of the Shining One.
  3213 | D:3      | Found a shattered altar of Ashenzari.
  3577 | D:4      | Acquired Lugonu's fourth power
  3807 | D:4      | Found a sparkling altar of Nemelex Xobeh.
  4040 | D:5      | Found a radiant altar of Vehumet.
  4258 | D:6      | Reached skill level 10 in Polearms
  4280 | D:5      | Reached XP level 7. HP: 35/51 MP: 9/9
  4599 | D:5      | Noticed Menkaure
  4614 | D:5      | Killed Menkaure
  4614 | D:5      | Acquired Lugonu's fifth power
  4692 | D:7      | Found a burning altar of Makhleb.
  4779 | D:5      | Found a glowing drain.
  4800 | sewer    | Entered the sewers
  4998 | sewer    | Reached skill level 11 in Polearms
  5083 | sewer    | Reached XP level 8. HP: 47/58 MP: 10/10
  5416 | D:5      | Identified a scroll of acquirement
  5946 | D:6      | Noticed Eustachio
  5949 | D:6      | Gained mutation: Your vision is a little blurry.
  5953 | D:6      | Gained mutation: You occasionally shout uncontrollably.
  5956 | D:6      | Killed Eustachio
  6019 | D:6      | Noticed Nightdew's ghost (experienced NaFi)
  6359 | D:7      | Reached skill level 12 in Polearms
  6455 | D:7      | Reached XP level 9. HP: 47/64 MP: 12/12
  6745 | D:7      | Paralysed by a giant eyeball for 4 turns
  6767 | D:7      | Gained mutation: Your mind is acute (Int +1).
  6853 | D:7      | Reached skill level 5 in Armour
  6902 | D:6      | Found a shimmering altar of Xom.
  6918 | D:6      | Found a staircase to the Ecumenical Temple.
  6942 | D:7      | Found Xuethr Sotung's Magical Wand Emporium.
  6962 | D:7      | Reached skill level 5 in Dodging
  6966 | D:7      | Bought a wand of confusion (5) for 62 gold pieces
  6966 | D:7      | Bought a wand of disintegration (11) for 180 gold pieces
  7069 | D:7      | Reached skill level 5 in Fighting
  7241 | Temple   | Entered the Ecumenical Temple
  7913 | D:8      | Found Udaa's Assorted Antiques.
  8289 | D:6      | Killed Nightdew's ghost
  8439 | D:8      | Paralysed by a giant eyeball for 2 turns
  8600 | D:8      | Found a burning altar of Makhleb.
  8772 | D:8      | Reached skill level 13 in Polearms
  8884 | D:8      | Noticed Joseph
  8906 | D:8      | Killed Joseph
  8906 | D:8      | Reached XP level 10. HP: 49/73 MP: 13/13
  9190 | D:9      | Noticed Psyche
  9195 | D:9      | Killed Psyche
  9268 | D:10     | Entered Level 10 of the Dungeon
  9495 | D:9      | Noticed Maurice
  9540 | D:9      | Killed Maurice
 10226 | D:9      | Gained mutation: You can breathe flames.
 10227 | D:9      | Gained mutation: You are frail (-10% HP).
 10770 | D:10     | Reached skill level 14 in Polearms
 10832 | D:10     | Gained mutation: You are partially covered in yellow scales (AC +1).
 11284 | D:8      | Reached XP level 11. HP: 66/73 MP: 14/14
 11841 | D:11     | Noticed Harold
 11860 | D:11     | HP: 2/73 [Harold/bolt of fire (40)]
 11863 | D:11     | Killed Harold
 12081 | D:11     | Noticed a queen bee
 12092 | D:11     | Killed a queen bee
 12280 | D:11     | Reached skill level 10 in Dodging
 12895 | D:11     | Reached skill level 15 in Polearms
 13395 | D:12     | Noticed a bumblebee
 13739 | D:11     | Reached skill level 1 in Traps & Doors
 13897 | D:11     | Found a staircase to the Orcish Mines.
 14376 | D:11     | Found Huv Apy's Antique Armour Shop.
 14381 | D:11     | Bought a pair of glowing elven boots for 70 gold pieces
 14753 | D:12     | Reached skill level 5 in Invocations
 14767 | D:12     | Found Ifuebbaz's Antique Weapon Shop.
 14783 | D:12     | Found a frozen archway.
 14957 | D:12     | Noticed ereinion's ghost (powerful DrWz)
 14959 | D:12     | Banished ereinion's ghost
 15693 | D:12     | Reached skill level 1 in Spellcasting
 15792 | D:12     | Learned a level 1 spell: Animate Skeleton
 15796 | D:12     | Learned a level 3 spell: Regeneration
 16251 | Orc:1    | Entered Level 1 of the Orcish Mines
 17259 | Orc:2    | Reached skill level 1 in Necromancy
 17434 | Orc:2    | Gained mutation: You have an increased reservoir of magic (+10% MP).
 17434 | Orc:2    | Gained mutation: Your muscles are strong, but stiff (Str +1, Dex -1).
 17462 | Orc:2    | Reached skill level 1 in Charms
 17462 | Orc:2    | Reached XP level 12. HP: 62/81 MP: 22/22
 18174 | Orc:2    | Found a dark tunnel.
 18760 | Orc:1    | Found Thrigocump's Magic Scroll Boutique.
 18977 | Orc:1    | Bought 3 scrolls of blinking for 231 gold pieces
 18977 | Orc:1    | Bought a scroll of identify for 28 gold pieces
 18977 | Orc:1    | Bought a scroll of enchant weapon II for 77 gold pieces
 18979 | Orc:1    | Bought a scroll of magic mapping for 49 gold pieces
 18979 | Orc:1    | Bought a scroll of immolation for 14 gold pieces
 19317 | D:8      | Bought a lumpy ivory amulet for 550 gold pieces
 20013 | Orc:4    | Entered Level 4 of the Orcish Mines
 20013 | Orc:4    | Noticed shiweera's ghost (powerful SpEn)
 21288 | D:13     | Noticed Sonja
 21291 | D:13     | Banished Sonja
 21400 | D:13     | Reached skill level 1 in Unarmed Combat
 21416 | D:13     | Noticed Grum
 21424 | D:13     | Reached skill level 1 in Stealth
 21437 | D:13     | Killed Grum
 21715 | D:14     | Entered Level 14 of the Dungeon
 21757 | D:14     | Found an iron altar of Okawaru.
 21826 | D:13     | Reached skill level 10 in Fighting
 21982 | D:13     | Found a staircase to the Lair.
 22215 | Lair:1   | Entered Level 1 of the Lair of Beasts
 22860 | Lair:1   | Reached skill level 16 in Polearms

Slime Squisher

Posts: 375

Joined: Sunday, 15th January 2012, 16:59

Post Friday, 1st June 2012, 04:32

Re: CIP: Merfolk Abyssal Knight

Merfolk are usually dodgy, so you probably aren't going to be wearing armour heavier than fire/ice dragon armour (or potentially even the steam dragon armour.) This makes haste and other supportive magic basically a no-brainer.

If you have haste in a book, you want to train charms until you have it at a reasonable success rate. It's usually a bad plan to train spell skills for spells you don't have, though. It should be easy to get low-level buffs castable (you already have one!)

If you haven't found haste or another good spell (swiftness, repel missiles, blink/apportation, etc) there are a few other skills you might want to train. If you've found a buckler, you might want to get shields to 5 and wear it (or just wear it.) You could also plan to switch to a bardiche if one is available to you, in which case you want 10 more levels of polearms. Otherwise, T&D should be raised eventually, and fighting/dodging/armour are always useful.

Whatever you choose, raise that skill exclusively until it's at the level you want it (or the level at which another skill becomes more important to raise.) Having multiple skills enabled at once is suboptimal (often highly so).

For this message the author One-Eyed Jack has received thanks:
Skruckets the Bogman
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Ziggurat Zagger

Posts: 5832

Joined: Thursday, 10th February 2011, 18:30

Post Friday, 1st June 2012, 05:17

Re: CIP: Merfolk Abyssal Knight

Merfolk trident with berserk is pretty much a full win character. Consider going TSO for the blessed trishula if you go extended game (save Crypt for then).
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Lair Larrikin

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Joined: Wednesday, 2nd May 2012, 05:42

Post Friday, 1st June 2012, 14:43

Re: CIP: Merfolk Abyssal Knight

As far as my mutations go, should I use a cure mut as soon as possible? Blurry vision isn't too much of a problem with bend space available. Frailty 1, while irksome, doesn't seem to be much of a problem so far. Shoutitis is annoying, but I usually charge at people anyway. My +int and +10% mp muts make me want to get more into spells.. As does my steam dragon armour, and the pot of gain int I recently found. If only I could find a book besides necromancy..

I also have the staff of wizardry, and just found the book of summoning and the book of warp in a labyrinth. And I have two rings of int now.
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Ziggurat Zagger

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Joined: Thursday, 10th February 2011, 18:30

Post Friday, 1st June 2012, 15:24

Re: CIP: Merfolk Abyssal Knight

Your int+ and +10% mp makes me think you need to wear an Amulet of Guardian Spirit if you have one. Toss on a ring of Magical Power.

Necromancy won't help you if you switch to TSO, otherwise the Pain brand is great for the early game if you can find it.
Then-again, you're lugonu so reaching distortion on that demon trident and use animate skeleton as the rich man's create chunks...
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
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Lair Larrikin

Posts: 16

Joined: Wednesday, 2nd May 2012, 05:42

Post Friday, 1st June 2012, 15:45

Re: CIP: Merfolk Abyssal Knight

I have an amulet of guardian spirit, but lately I've been using my staff of wizardry and calling twelve thousand imps on everybody. I'll try out the guardian spirit, though.

Also, I figure if I get my skills up, I can cast warp weapon if I want a distortion brand (especially if I switch to TSO and can't use animate skeleton). I've also got my eye on phase shift. +8 EV sounds wonderful.
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Lair Larrikin

Posts: 16

Joined: Wednesday, 2nd May 2012, 05:42

Post Friday, 1st June 2012, 17:50

Re: CIP: Merfolk Abyssal Knight

Now YASD, I polymorphed a cyclops into a giant fire crab.
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Ziggurat Zagger

Posts: 5832

Joined: Thursday, 10th February 2011, 18:30

Post Friday, 1st June 2012, 18:04

Re: CIP: Merfolk Abyssal Knight

Skruckets the Bogman wrote:Now YASD, I polymorphed a cyclops into a giant fire crab.


IMHO, Polymorphing is only good for jellies and electric eels.
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
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Ziggurat Zagger

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Joined: Friday, 6th January 2012, 18:45

Post Friday, 1st June 2012, 18:07

Re: CIP: Merfolk Abyssal Knight

Oklobs too. I think it will also force shapeshifters into a different form, though I've never applied that tactic.

Cyclopes are very slow. If you don't think you can handle one, you can usually just walk away.
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Ziggurat Zagger

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Joined: Thursday, 10th February 2011, 18:30

Post Friday, 1st June 2012, 19:14

Re: CIP: Merfolk Abyssal Knight

Did Oklob generation get changed? I'm finding those suckers springing up all over the place for no good reason.
"Be aware that a lot of people on this forum, such as mageykun and XuaXua, have a habit of making things up." - minmay a.k.a. duvessa
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