YAVP - DECj - 4 Runes


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Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Tuesday, 12th November 2013, 05:38

YAVP - DECj - 4 Runes

I'm playing Webtiles, latest development build.

First off I just want to say that I'm a bit rusty, as I just started playing lately after a couple of years hiatus. This is the first time I've played online with a magic user, and I can't remember such a promising build, but it started off so bad!

I was in trouble early and had to quaff random potions to stay alive and got stuck with a blurry vision 2 mutation (from one potion of mutation), making reading blinking or teleport scrolls unusable in emergency situations. Fortunately I was able to learn the haste spell pretty early, partly because of finding a potion of experience.

Now I just cleared Elf 3 through liberal use of Staff of Cold + Freezing Cloud ( i tested with and without Staff of Cold and it really does significantly increase the power and duration without it only about 28 rounds of cloud , with it, about 50.. not a very scientific test because I'm sure there is some random roll involved.

Elf 3 surprised me with 3 powerful uniques, and luckily I was able to dispatch them quickly (Mara, Donald and Louise)

Amazingly, I found 3 very usable artifacts on E:3 .. including the incredible Elemental Staff Here is the full details

My online character dump: http://crawl.akrasiac.org/rawdata/Skyspire/Skyspire.txt

  Code:
Dungeon Crawl Stone Soup version 0.14-a0-807-gc4cf7a5 (webtiles) character file.

Skyspire the Eclecticist (Deep Elf Conjurer)       Turns: 46940, Time: 14:46:57

HP  76/76        AC 24     Str 12      XL: 16   Next: 99%
MP  42/42        EV 26     Int 28      God: Vehumet [*****.]
Gold 3218        SH  0     Dex 17      Spells: 12 memorised,  7 levels left

Res.Fire  : + + .   See Invis. : +   x - +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5}
Res.Cold  : + + .   Warding    : +   v - +5 steam dragon armour "Yviripufe" {Str+4 Int+2}
Life Prot.: + + .   Conserve   : .   (no shield)
Res.Poison: .       Res.Corr.  : .   j - +2 wizard hat
Res.Elec. : +       Clarity    : .   z - +0 dwarf cloak
Sust.Abil.: . .     Spirit.Shd : .   n - +0 pair of gauntlets
Res.Mut.  : .       Stasis     : .   q - +0 pair of boots
Res.Rott. : .       Flight     : .   Q - amulet of warding
Saprovore : . . .                    t - ring "Pedigabo" {+Rage +Fly MR++ Str+3}
                                     f - ring of Shadows {+Inv rN+ EV+4 Acc-4 SInv Stlth+}

@: delayed fireball, incredibly resistant to hostile enchantments, extremely
stealthy
A: deformed body, AC +7, Str -2, Dex +2
a: Renounce Religion, Release Delayed Fireball, Evoke Berserk Rage, Evoke
Invisibility, Evoke Flight


You are on level 1 of the Lair of Beasts.
You worship Vehumet.
Vehumet is extremely pleased with you.
You are not hungry.

You have visited 5 branches of the dungeon, and seen 30 of its levels.
You have also visited: Labyrinth, Sewer and Ossuary.

You have collected 3693 gold pieces.
You have spent 475 gold pieces at shops.

Inventory:

Hand weapons
 c - a blowgun
 x - the +3,+3 Elemental Staff (weapon) {rElec rF++ rC++ MR++ AC+5}
   (You found it on level 3 of the Elven Halls)   
   
   It affects your AC (+5).
   It greatly protects you from fire.
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
 y - the +1,+0 quarterstaff "Xewaukk" {pain, rElec rPois rC+ Int+1}
   (You found it on level 8 of the Dungeon)   
   
   In the hands of one skilled in necromantic magic, it inflicts extra damage
   on living creatures.
   
   It affects your intelligence (+1).
   It protects you from cold.
   It insulates you from electricity.
   It protects you from poison.
 E - a +5,+5 dwarven dagger of distortion
Missiles
 s - 11 curare-tipped needles
Armour
 j - a +2 wizard hat (worn)
 n - a +0 pair of gauntlets (worn)
 q - a +0 pair of boots (worn)
 v - the +5 steam dragon armour "Yviripufe" (worn) {Str+4 Int+2}
   (You took it off a deep elf demonologist on level 3 of the Elven Halls)   
   
   It affects your strength (+4).
   It affects your intelligence (+2).
 z - a +0 dwarven cloak (worn)
 S - a +3 elven leather armour of fire resistance
Magical devices
 r - a wand of lightning {zapped: 4}
 C - a wand of disintegration {zapped: 3}
 D - a wand of cold {zapped: 7}
 M - a wand of digging {zapped: 2}
 R - a wand of teleportation (8)
 U - a wand of invisibility {zapped: 1}
 Z - a wand of fireball
Comestibles
 b - 2 bread rations
 I - a meat ration
Scrolls
 d - a scroll of enchant weapon II
 h - 2 scrolls of identify
 B - 3 scrolls of fear
 F - 4 scrolls of fog
 L - 2 scrolls of magic mapping
 Y - a scroll of amnesia
Jewellery
 f - the ring of Shadows (left hand) {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
   (You took it off a deep elf conjurer on level 3 of the Elven Halls)   
   
   [ring of invisibility]
   It affects your evasion (+4).
   It affects your accuracy (-4).
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you much more stealthy.
 l - an uncursed ring of positive energy
 m - an uncursed ring of protection from fire
 o - an uncursed ring of protection from fire
 t - the ring "Pedigabo" (right hand) {+Rage +Fly MR++ Str+3}
   (You found it on level 8 of the Lair of Beasts)   
   
   [ring of flight]
   It affects your strength (+3).
   It affects your resistance to hostile enchantments.
   It lets you go berserk.
 J - an uncursed ring of teleportation
 Q - an amulet of warding (around neck)
 X - an uncursed ring of sustenance
Potions
 a - 4 potions of curing
 e - 2 potions of agility
 k - a potion of restore abilities
 u - a potion of heal wounds
 w - a potion of resistance
 P - 2 potions of might
Books
 i - a book of Debilitation   
   
   Spells                             Type                      Level
   Corona                             Hexes                        1
   Slow                               Hexes                        2
   Inner Flame                        Hexes/Fire                   3
   Enslavement                        Hexes                        4
   *Cause Fear                        Hexes                        4
   Leda's Liquefaction                Hexes/Earth                  4
 G - a tome of Destruction
 O - a book of Power   
   
   Spells                             Type                      Level
   Iskenderun's Mystic Blast          Conjuration                  4
   Venom Bolt                         Conjuration/Poison           5
   Bolt of Magma                      Conjuration/Fire/Earth       5
   Fulminant Prism                    Conjuration/Hexes            5
   Iron Shot                          Conjuration/Earth            6
   *Orb of Destruction                Conjuration                  7
 V - a book of Spatial Translocations   
   
   Spells                             Type                      Level
   Apportation                        Translocation                1
   Portal Projectile                  Translocation                2
   Blink                              Translocation                2
   Shroud of Golubria                 Charms/Translocation         2
   Teleport Other                     Translocation                3
   Passage of Golubria                Translocation                4
Magical staves
 g - an uncursed staff of cold
 N - an uncursed staff of power
Miscellaneous
 p - a stone of tremors
 A - a lamp of fire
 H - a lantern of shadows
 K - a stone of tremors
 T - a sack of spiders
Rods
 W - a +2 lightning rod (10/10)
   (You found it in a labyrinth)


   Skills:
 - Level 1.2 Short Blades
 - Level 0.9 Throwing
 - Level 13.5 Dodging
 + Level 8.2 Stealth
 - Level 20.8 Spellcasting
 - Level 15.7 Conjurations
 - Level 7.8 Hexes
 - Level 12.5 Charms
 * Level 12.9 Fire Magic
 - Level 5.5 Air Magic
 - Level 3.8 Poison Magic
 - Level 4.6 Evocations


You have 7 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freezing Cloud        Conj/Ice/Air   ######....   4%          6    None
b - Searing Ray           Conj           ######       0%          2    None
c - Dazzling Spray        Conj/Hex       #######.     1%          3    None
d - Deflect Missiles      Chrm/Air       ######....   6%          6    None
e - Iskenderun's Battles  Conj/Chrm      #######.     1%          4    None
f - Orb of Destruction    Conj           #######...   1%          7    ###....
g - Haste                 Chrm           #######.     1%          6    None
h - Cause Fear            Hex            ######....   1%          4    None
i - Mephitic Cloud        Conj/Pois/Air  ######..     1%          3    None
j - Fireball              Conj/Fire      #######...   1%          5    None
k - Summon Butterflies    Summ           ####....     1%          1    None
l - Delayed Fireball      Conj/Fire      N/A          1%          7    ###....


Dungeon Overview and Level Annotations

Branches:
Dungeon (14/27)            Temple (1/1) D:7             Orc (4/4) D:8
    Elf (3/3) Orc:3          Lair (8/8) D:10         Shoals (0/5) Lair:6
  Snake (0/5) Lair:5        Slime (0/6) Lair:8     

Altars:
Ashenzari
Cheibriados
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Trog
Vehumet
Yredelemnul
Jiyva

Shops:
D:11 (   Orc:4 (/+[

Annotations:
D:4 exclusions: ogre and orc priest, WeiSong's ghost, experienced FoWn
D:7 exclusion: zombie, IronHenkie's ghost, experienced GrCj


Innate Abilities, Weirdness & Mutations

You are partially covered in iridescent scales (AC +4).
You are partially covered in thin metallic scales (AC +2).
You are agile. (Dex +2)
Armour fits poorly on your strangely shaped body.
You are covered in fur (AC +1).
You are weak. (Str -2)



My main weakness right now is HP (i never trained fighting) .. However now there is a respectable 24 AC , thanks in part to a potion of Beneficial Mutation (Evolve) that cured my blurry vision problem (twice) and gave +7 AC. 26EV is looking sweet now too.. I've never had both incredibly resistant and extremely stealthy in one game before.


So now I'm at a crossroads on what to train. Vehumet is gifting me Fire Storm, so I guess training Fire is the way to go. Other than that, I'm at a loss. Blink is useful I guess ( just got the book in Elf 3) but I still have no control teleport spell or ring.

I'm having a lot of fun with this build and is sweet revenge for how many times I dreaded (and got killed by) Elf 3 as a melee-character.

So please any training/ build advice would be great. Fire Storm is next logical step? Any other good spells I should look for? Should I put any points into Fighting to raise HP? or is it too late for that to be useful? Should I put any more points into dodging? (my EV is pretty high now with my equip) Is this a build good enough for only a 3 rune win because of my low HP? I have an Orb of Energy - is it worth it to train up Evocations for this? Donald dropped a shield of reflection , is it worth it to train shields for this, in spite of the -2 training penalty?

A couple ideas are to train up stealth a bit to attain "extraordinarily stealthy" (should be easy because of Stlth+++ on my gear) and maybe switch gods to Ash at some point.

Thanks so much.
Last edited by skyspire on Saturday, 16th November 2013, 12:54, edited 7 times in total.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Tuesday, 12th November 2013, 05:58

Re: CiP - DECj -- need expert help

You should train fighting right now, maybe up to 10. 76 hp at this stage can put you in a serious trouble for mid-late dungeons and the vault.

Also don't think you should switch gods; vehumet is perfectly fine for a 15-rune win.

For this message the author nordetsa has received thanks:
skyspire

Ziggurat Zagger

Posts: 6229

Joined: Tuesday, 30th October 2012, 19:06

Post Tuesday, 12th November 2013, 06:16

Re: CiP - DECj -- need expert help

Absolutely train fighting, 7-10 points of fighting will be both cheap and decrease your odds of dying a LOT, proportionally it's going to give you the largest return for the XP at this point..

Beyond that, throwing a few points into staff, and a couple more into evocation (Staff of elements's bonus damage is evocation-based) will save you a lot of MP (I actually cleared Zot 5 with a staff of elements as my primary damage source) killing easy stuff with a melee weapon keeps your MP bar full for the harder stuff.

Once you get to the top tier of Vehumet's gifts, they stick around as long as you worship him, so there's no race to get fire storm online, although if you could get bolt of fire and get rid of some of the less useful attack spells you have memorized you'd be happier. Bolt of fire and OOD can take you through much of the game on their own merits.
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For this message the author Siegurt has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Tuesday, 12th November 2013, 06:38

Re: CiP - DECj -- need expert help

Thanks so much guys. Siegurt, by less useful attack spells, which ones do you mean? Should I do Shoals or Snake next? I'm taking your guys advice and putting 100% into fighting now to try and get it to level 10. After that, how high should my evocations be? I've not found Bolt of Fire yet. I'm guessing I should train Blink for Snake to avoid accidental constricting situations.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Tuesday, 12th November 2013, 07:48

Re: CiP - DECj -- need expert help

You don't have to remove spells right away, but eventually you could forget searing ray and dazzling spray. If you plan to do extended you could also forget cause fear, fireball, and mephtic clouds.

Without rPois doing Snakes can be hassle; as a caster you'll be able to kill things before they approach you, but nagas have spit poison and I think greater naga have venom bolt which they'll happily use it to attack from afar.

Since you have deflect missile and evocable flying, I suggest giving a shoal a try. You also have freezing clouds, which is great for taking out a group of mermaids inside the rune vault in Shoals:5. Just be careful because you can't refresh evocable flying while you're flying, and Illusiw with her cohorts can pose a serious threat for a level 18 caster.

For this message the author nordetsa has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Tuesday, 12th November 2013, 09:11

Re: CiP - DECj -- need expert help

Thanks nordetsa.. I do have rPoison on my alternate weapon, but yes I don't want use my alternate weapon if I don't have to. Shoals it is :-) Yes, I never would of attempted (or completed) Elf:3 without Deflect Missile. That , combined with Haste, are my two main survival tools.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Tuesday, 12th November 2013, 13:19

Re: CiP - DECj -- need expert help

ok I've got fighting to 20 now, and I'm finally over 100 in HP. Ilsuiw was out there, and I got her with Freezing Cloud.

Shoals was very easy for this guy, Elf:3 was sooo much harder. That's 1 rune down.

My latest char dump: http://crawl.akrasiac.org/rawdata/Skyspire/Skyspire.txt

  Code:
Dungeon Crawl Stone Soup version 0.14-a0-807-gc4cf7a5 (webtiles) character file.

Skyspire the Eclecticist (Deep Elf Conjurer)       Turns: 56435, Time: 18:09:48

HP 103/103       AC 24     Str 12      XL: 18   Next: 30%
MP  43/43        EV 27     Int 28      God: Vehumet [******]
Gold 3632        SH  0     Dex 18      Spells: 14 memorised,  1 level left

Res.Fire  : + + .   See Invis. : +   x - +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5}
Res.Cold  : + + .   Warding    : +   v - +5 steam dragon armour "Yviripufe" {Str+4 Int+2}
Life Prot.: + + .   Conserve   : .   (no shield)
Res.Poison: .       Res.Corr.  : .   j - +2 wizard hat
Res.Elec. : +       Clarity    : .   i - +0 cloak {darkness}
Sust.Abil.: . .     Spirit.Shd : .   S - +0 pair of gauntlets
Res.Mut.  : .       Stasis     : .   q - +0 pair of boots
Res.Rott. : .       Flight     : .   Q - amulet of warding
Saprovore : . . .                    t - ring "Pedigabo" {+Rage +Fly MR++ Str+3}
                                     f - ring of Shadows {+Inv rN+ EV+4 Acc-4 SInv Stlth+}

@: delayed fireball, incredibly resistant to hostile enchantments, very stealthy
A: deformed body, AC +7, Str -2, Dex +2
a: Renounce Religion, Release Delayed Fireball, Evoke Berserk Rage, Evoke
Invisibility, Evoke Flight
}: 1/15 runes: barnacled


You are on level 17 of the Dungeon.
You worship Vehumet.
Vehumet is exalted by your worship.
You are not hungry.

You have visited 6 branches of the dungeon, and seen 38 of its levels.
You have also visited: Labyrinth, Sewer and Ossuary.

You have collected 4119 gold pieces.
You have spent 487 gold pieces at shops.

Inventory:

Hand weapons
 c - a blowgun
 x - the +3,+3 Elemental Staff (weapon) {rElec rF++ rC++ MR++ AC+5}
   (You found it on level 3 of the Elven Halls)   
   
   It affects your AC (+5).
   It greatly protects you from fire.
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
 y - the +1,+0 quarterstaff "Xewaukk" {pain, rElec rPois rC+ Int+1}
   (You found it on level 8 of the Dungeon)   
   
   In the hands of one skilled in necromantic magic, it inflicts extra damage
   on living creatures.
   
   It affects your intelligence (+1).
   It protects you from cold.
   It insulates you from electricity.
   It protects you from poison.
Missiles
 s - 11 curare-tipped needles
Armour
 i - a +0 cloak of darkness (worn)
 j - a +2 wizard hat (worn)
 q - a +0 pair of boots (worn)
 v - the +5 steam dragon armour "Yviripufe" (worn) {Str+4 Int+2}
   (You took it off a deep elf demonologist on level 3 of the Elven Halls)   
   
   It affects your strength (+4).
   It affects your intelligence (+2).
 S - a +0 pair of gauntlets (worn)
Magical devices
 m - a wand of polymorph {zapped: 2}
 r - a wand of lightning {zapped: 4}
 D - a wand of cold {zapped: 8}
 E - a wand of disintegration
 G - a wand of disintegration {zapped: 1}
 N - a wand of digging
 R - a wand of teleportation (7)
 U - a wand of invisibility (3)
 Z - a wand of fireball
Comestibles
 b - 3 bread rations
 z - a meat ration
 I - 2 chunks of ogre flesh
 P - a lychee
 Y - a snozzcumber
Scrolls
 h - 2 scrolls of identify
 B - 3 scrolls of fear
 C - a scroll of enchant weapon II
 F - 4 scrolls of fog
 L - a scroll of magic mapping
 M - 2 scrolls of teleportation
 O - 2 scrolls of remove curse
 V - 2 scrolls of blinking
Jewellery
 f - the ring of Shadows (left hand) {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
   (You took it off a deep elf conjurer on level 3 of the Elven Halls)   
   
   [ring of invisibility]
   It affects your evasion (+4).
   It affects your accuracy (-4).
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you much more stealthy.
 l - an uncursed ring of positive energy
 o - an uncursed ring of protection from fire
 t - the ring "Pedigabo" (right hand) {+Rage +Fly MR++ Str+3}
   (You found it on level 8 of the Lair of Beasts)   
   
   [ring of flight]
   It affects your strength (+3).
   It affects your resistance to hostile enchantments.
   It lets you go berserk.
 Q - an amulet of warding (around neck)
 X - an uncursed ring of sustenance
Potions
 a - a potion of curing
 d - 2 potions of magic
 e - a potion of berserk rage
 u - 5 potions of heal wounds
 w - a potion of resistance
 J - 3 potions of speed
Magical staves
 g - an uncursed staff of cold
Miscellaneous
 k - a lamp of fire
 n - a fan of gales
 p - a stone of tremors
 A - a lamp of fire
 H - a lantern of shadows
 K - a stone of tremors
 T - a sack of spiders
Rods
 W - a +2 lightning rod (10/10)
   (You found it in a labyrinth)


   Skills:
 - Level 10.0 Fighting
   Level 1.2 Short Blades
 * Level 5.4 Staves
 - Level 0.9 Throwing
 - Level 13.5 Dodging
 - Level 8.2 Stealth
 - Level 20.8 Spellcasting
 - Level 15.7 Conjurations
 - Level 7.8 Hexes
 - Level 12.5 Charms
 - Level 12.9 Fire Magic
 - Level 5.5 Air Magic
 - Level 1.0 Earth Magic
 - Level 3.8 Poison Magic
 + Level 7.5 Evocations


You have one spell level left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freezing Cloud        Conj/Ice/Air   ######....   4%          6    None
b - Searing Ray           Conj           ######       0%          2    None
c - Dazzling Spray        Conj/Hex       #######.     1%          3    None
d - Deflect Missiles      Chrm/Air       ######....   6%          6    None
e - Iskenderun's Battles  Conj/Chrm      #######.     1%          4    None
f - Orb of Destruction    Conj           #######...   1%          7    ###....
g - Haste                 Chrm           #######.     1%          6    None
h - Cause Fear            Hex            ######....   1%          4    None
i - Mephitic Cloud        Conj/Pois/Air  ######..     1%          3    None
j - Fireball              Conj/Fire      #######...   1%          5    None
k - Summon Butterflies    Summ           ####....     1%          1    None
l - Delayed Fireball      Conj/Fire      N/A          1%          7    ###....
m - Blink                 Tloc           N/A          1%          2    None
n - Iron Shot             Conj/Erth      ######....   2%          6    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (17/27)            Temple (1/1) D:7             Orc (4/4) D:8
    Elf (3/3) Orc:3          Lair (8/8) D:10         Shoals (5/5) Lair:6
  Snake (0/5) Lair:5        Slime (0/6) Lair:8     
Vaults: D:15-20     

Altars:
Ashenzari
Cheibriados
Elyvilon
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Trog
Vehumet
Yredelemnul
Jiyva

Shops:
D:11 (   Orc:4 (/+[   Shoals:3 *   Shoals:4 !

Annotations:
D:4 exclusions: ogre and orc priest, WeiSong's ghost, experienced FoWn
D:7 exclusion: zombie, IronHenkie's ghost, experienced GrCj


Innate Abilities, Weirdness & Mutations

You are partially covered in iridescent scales (AC +4).
You are partially covered in thin metallic scales (AC +2).
You are agile. (Dex +2)
Armour fits poorly on your strangely shaped body.
You are covered in fur (AC +1).
You are weak. (Str -2)


I just put a point into Dex on level up.. Should I be putting it all into Intelligence? How high should I train Staves and Evocations? I just learned Iron Shot as a non-hunger inducing eliminator until I get OOD hungerless.

I still don't have rPois (except my alt-staff), and still no rCorr or Conservation. Found a Cloak of Darkness, but I already have invis.

Right now I'm diving deeper in the main dungeon to try and find rPois cloak or something before I do Snake. I'm sure I can probably clear it with my alt-staff but it's not ideal.

Also, I just noticed that my stealth rating went down from Extremely stealthy to very stealthy.. How did this happen? My gear is the same, except i have cloak of shadows instead of Dwarven Cloak.. and i put 1 point in dex. Am I missing something? You can see from the <code> paste from the first post you can compare. Is it because of the rune? The more runes you have the less stealthy you are? :lol:
Last edited by skyspire on Tuesday, 12th November 2013, 14:23, edited 2 times in total.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Tuesday, 12th November 2013, 13:53

Re: CiP - DECj -- need expert help

For me, I wouldn't invest on dex at all. As a DECj you'd mostly go pure caster build anyway, and you'd melee only popcorn stuff. Besides, having 18 dex is enough to have a decent EV. Str for more weight, and int for less spell hunger and better spell sucess rate.

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Ziggurat Zagger

Posts: 11111

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

Post Tuesday, 12th November 2013, 14:52

Re: CiP - DECj -- need expert help

I agree with nordetsa, I never put points into Dex as DE. I usually put some points into Str for FDA and everything else goes to Int. You have a really great body armour which allows you to put all your points into Int.

Edit. Regarding stealth status, I think it can be caused by different branches - Lair is much noisier than Dungeon. I don't have another explanation.

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dck

Vestibule Violator

Posts: 1650

Joined: Tuesday, 30th July 2013, 11:29

Post Tuesday, 12th November 2013, 15:42

Re: CiP - DECj -- need expert help

You did well to invest in dex since even without the +4 EV unrand ring you have decent EV, now you can really just train whatever you like since it doesn't make a big difference anymore, myself I'd keep getting dex since you'll get EV cheaply and your armor is good to keep and new elemental staff is probably cool enough to use in melee.

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Ziggurat Zagger

Posts: 6229

Joined: Tuesday, 30th October 2012, 19:06

Post Tuesday, 12th November 2013, 18:19

Re: CiP - DECj -- need expert help

In this case Int = more offense, Dex = more defense, so invest in whichever you think you need more of (hint: it's usually defense :)

OOD and iron shot are both high-damage single-target spells that aren't reduced or ignored by any elemental resistance, Iron shot is probably the more useful of the two, so you could probably ditch OOD if you need a large number of spell slots. Searing ray has also nearly outlived it's usefulness (At this point if you just want a 'make your battlesphere fire at some popcorn' spell, magic dart would be longer range, auto hit and take less MP). Dazzling spray is actually an excellent end-game weapon (It's one of the few hexes that hit high MR and magic-immune enemies, not that blindness is always useful, but I find it's better to have in my toolbox than not, personally) and also works well as a 'Make my battlesphere fire at some popcorn' spell.

Cause fear is going to decrease in usefulness steadily once you get to the deeper levels of the dungeon (Many many things will be immune or highly resistant to it) but keep it as long as it works. Same goes for Mephitic cloud.

You still don't have a bolt spell of any sort (well except for not-very-useful and short ranged searing ray), it's one of the best types of attack spells if you can get one, being able to hit multiple enemies in a line (e.x. down a corridor) is a VERY helpful tactic that's useful throughout most of the game, of course you want one that fits with your training.

I'd also try to pick up some defensive and utility spells, Phase Shift, Swiftness, Passage of Golubria, are all useful. Spectral weapon can double the damage you do with your staff (if you decide to spend more time whacking things with it) If you get good with your staff, you can pick up silence and use Spec Wep+Haste+Silence to take out nasty spellcasters quickly and easily.
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Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Wednesday, 13th November 2013, 13:16

Re: CiP - DECj -- need expert help

Update.. I uneventfully cleared both Shoals and Snake Pit .. fairly easily. anti-climatic really. Looking for a 3rd rune now. I don't have rMut or rCorr, so Slime Pits are not an option yet.

Still no interesting boots, cloak or hat. Still have no gear that gives -rPois except for my alt-randart staff. Even cleared 18 levels on the main branch. But I've not found the vault yet.

Dungeon Crawl Stone Soup version 0.14-a0-836-g5210f43 (webtiles) character file.

Skyspire the Eclecticist (Deep Elf Conjurer) Turns: 66102, Time: 21:03:13

HP 108/108 AC 23 Str 12 XL: 19 Next: 32%
MP 44/44 EV 27 Int 28 God: Vehumet [******]
Gold 4265 SH 0 Dex 18 Spells: 14 memorised, 3 levels left

Res.Fire : + + . See Invis. : + x - +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5}
Res.Cold : + + . Warding : . v - +5 steam dragon armour "Yviripufe" {Str+4 Int+2}
Life Prot.: + . . Conserve : + (no shield)
Res.Poison: . Res.Corr. : . j - +1 wizard hat
Res.Elec. : + Clarity : . i - +0 cloak {darkness}
Sust.Abil.: . . Spirit.Shd : . S - +0 pair of gauntlets
Res.Mut. : . Stasis : . q - +0 pair of boots
Res.Rott. : . Flight : . z - amulet of conservation
Saprovore : . . . t - ring "Pedigabo" {+Rage +Fly MR++ Str+3}
f - ring of Shadows {+Inv rN+ EV+4 Acc-4 SInv Stlth+}

@: delayed fireball, incredibly resistant to hostile enchantments, extremely
stealthy
A: deformed body, AC +7, Str -2, Dex +2
a: Renounce Religion, Release Delayed Fireball, Evoke Berserk Rage, Evoke
Invisibility, Evoke Flight
}: 2/15 runes: serpentine, barnacled


You are on level 5 of the Snake Pit.
You worship Vehumet.
Vehumet is exalted by your worship.
You are not hungry.

You have visited 7 branches of the dungeon, and seen 44 of its levels.
You have also visited: Labyrinth, Sewer and Ossuary.

You have collected 4752 gold pieces.
You have spent 487 gold pieces at shops.

Inventory:

Hand weapons
c - a blowgun
x - the +3,+3 Elemental Staff (weapon) {rElec rF++ rC++ MR++ AC+5}
(You found it on level 3 of the Elven Halls)

It affects your AC (+5).
It greatly protects you from fire.
It greatly protects you from cold.
It insulates you from electricity.
It affects your resistance to hostile enchantments.
y - the +1,+0 quarterstaff "Xewaukk" {pain, rElec rPois rC+ Int+1}
(You found it on level 8 of the Dungeon)

In the hands of one skilled in necromantic magic, it inflicts extra damage
on living creatures.

It affects your intelligence (+1).
It protects you from cold.
It insulates you from electricity.
It protects you from poison.
Missiles
s - 11 curare-tipped needles
Armour
i - a +0 cloak of darkness (worn)
j - a +1 wizard hat (worn)
q - a +0 pair of boots (worn)
v - the +5 steam dragon armour "Yviripufe" (worn) {Str+4 Int+2}
(You took it off a deep elf demonologist on level 3 of the Elven Halls)

It affects your strength (+4).
It affects your intelligence (+2).
S - a +0 pair of gauntlets (worn)
Magical devices
m - a wand of polymorph (0)
r - a wand of lightning (0)
N - a wand of digging (14)
R - a wand of teleportation (7)
U - a wand of invisibility (2)
Comestibles
b - 5 bread rations
G - 4 chunks of naga flesh
Scrolls
h - 5 scrolls of identify
w - a scroll of enchant weapon II
B - 5 scrolls of fear
F - 5 scrolls of fog
L - a scroll of magic mapping
M - 3 scrolls of teleportation
O - 4 scrolls of remove curse
V - 2 scrolls of blinking
Y - a scroll of summoning
Jewellery
e - a ring of positive energy
f - the ring of Shadows (left hand) {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
(You took it off a deep elf conjurer on level 3 of the Elven Halls)

[ring of invisibility]
It affects your evasion (+4).
It affects your accuracy (-4).
It protects you from negative energy.
It enhances your eyesight.
It makes you much more stealthy.
l - an uncursed ring of positive energy
o - an uncursed ring of protection from fire
t - the ring "Pedigabo" (right hand) {+Rage +Fly MR++ Str+3}
(You found it on level 8 of the Lair of Beasts)

[ring of flight]
It affects your strength (+3).
It affects your resistance to hostile enchantments.
It lets you go berserk.
z - an amulet of conservation (around neck)
E - a ring of evasion
Q - an uncursed amulet of warding
Z - an uncursed amulet of the gourmand
Potions
a - 3 potions of curing
d - 2 potions of magic
u - 2 potions of heal wounds
C - a potion of brilliance
D - a potion of invisibility
J - 4 potions of speed
Magical staves
g - an uncursed staff of cold
Miscellaneous
k - a lamp of fire
n - a fan of gales
p - a stone of tremors
A - a lamp of fire
H - a lantern of shadows
K - a stone of tremors
T - a sack of spiders
Rods
W - a +2 lightning rod (10/10)
(You found it in a labyrinth)


Skills:
- Level 10.0 Fighting
Level 1.2 Short Blades
* Level 8.6 Staves
- Level 0.9 Throwing
- Level 13.5 Dodging
- Level 8.4 Stealth
- Level 20.8 Spellcasting
- Level 15.7 Conjurations
- Level 7.8 Hexes
- Level 12.5 Charms
- Level 2.1 Transmutations
+ Level 15.1 Fire Magic
- Level 5.5 Air Magic
- Level 1.0 Earth Magic
Level 3.8 Poison Magic
- Level 10.8 Evocations


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

Your Spells Type Power Failure Level Hunger
a - Freezing Cloud Conj/Ice/Air ######.... 4% 6 None
b - Searing Ray Conj ###### 0% 2 None
c - Dazzling Spray Conj/Hex #######. 1% 3 None
d - Deflect Missiles Chrm/Air ######.... 6% 6 None
e - Iskenderun's Battles Conj/Chrm #######. 1% 4 None
f - Orb of Destruction Conj #######... 1% 7 ###....
g - Haste Chrm #######. 1% 6 None
h - Ignite Poison Fire/Trmt ######.... 1% 5 None
j - Fireball Conj/Fire #######... 1% 5 None
k - Summon Butterflies Summ ####.... 1% 1 None
l - Delayed Fireball Conj/Fire N/A 1% 7 ###....
m - Blink Tloc N/A 1% 2 None
n - Iron Shot Conj/Erth ######.... 2% 6 None
o - Apportation Tloc ####...... 1% 1 None


Dungeon Overview and Level Annotations

Branches:
Dungeon (18/27) Temple (1/1) D:7 Orc (4/4) D:8
Elf (3/3) Orc:3 Lair (8/8) D:10 Shoals (5/5) Lair:6
Snake (5/5) Lair:5 Slime (0/6) Lair:8
Vaults: D:2-5 Zot: D:6

Altars:
Ashenzari
Cheibriados
Elyvilon
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Trog
Vehumet
Yredelemnul
Zin
Jiyva

Shops:
D:11 ( Orc:4 (/+[ Shoals:3 * Shoals:4 !

Portals:
Ziggurat: D:18 (6440 gp)

Annotations:
D:4 exclusions: ogre and orc priest, WeiSong's ghost, experienced FoWn
D:7 exclusion: zombie, IronHenkie's ghost, experienced GrCj


Innate Abilities, Weirdness & Mutations

You are partially covered in iridescent scales (AC +4).
You are partially covered in thin metallic scales (AC +2).
You are agile. (Dex +2)
Armour fits poorly on your strangely shaped body.
You are covered in fur (AC +1).


I am going to go back and kill some ghosts that I skipped when I was a lowbie and find Vault.
My char dump says : Vaults: D:2-5 so i guess i need to use some magic mapping
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Wednesday, 13th November 2013, 14:15

Re: CiP - DECj -- need expert help

Slime is definitely not the place to go right now. When you learn firestorm later, you could go there to get the rune-killing TRJ isn't that hard since you just firestorm it 4~5 times and it's killed.

Also I noticed it just now; why so many mutations? Did you drink a potion of mutation?

And another thing: you should code your character progress to make it a reasonable size.

Spider Stomper

Posts: 208

Joined: Thursday, 12th September 2013, 15:02

Location: France

Post Wednesday, 13th November 2013, 14:18

Re: CiP - DECj -- need expert help

Vaults: D:2-5 Zot: D:6

I'm pretty sure there is something wrong here ...
Could you redump it and verify ?
I mean, Vault only be found in D15-20, and Zot in D:27, so ...

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Wednesday, 13th November 2013, 14:23

Re: CiP - DECj -- need expert help

nevermind I found Vaults on D20. I did another char dump. http://crawl.akrasiac.org/rawdata/Skyspire/Skyspire.txt

Now it says Vaults on D:20 , but still says Zot on D:5 .. some kind of minor glitch
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Ziggurat Zagger

Posts: 11111

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

Post Wednesday, 13th November 2013, 14:46

Re: CiP - DECj -- need expert help

skyspire wrote:nevermind I found Vaults on D20. I did another char dump. http://crawl.akrasiac.org/rawdata/Skyspire/Skyspire.txt

Now it says Vaults on D:20 , but still says Zot on D:5 .. some kind of minor glitch


I guess you have a ZoT entry mimic on D6.

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Thursday, 14th November 2013, 08:12

Re: CiP - DECj -- need expert help

OK I cleared the first level of Vault. I'm putting all points into Fire Magic and Conjuration right now. I just learned two new spells: Ring of Flame and Swiftness. I'm guessing Ring of Flame will be very helpful in clearing the bottom floor of the Vault

But the best news is I finally found rPois gear! +0 pair of gloves of the Yeti {rPois Dex+3}

Also I quaffed another potion of beneficial mutation which gave me more dex.. So my dex now is 23 giving a respectable EV of 30.

My melee is good enough now to take out cyclops,hill giants, hydras, solitary Centaur warriors (and the like) without magic.

Things have not been too much of a challenge since clearing Elf:3 .. by far Elf:3 felt more difficult than Shoals and Snake Pit branches. Also cleared a Wizlab with a unique in there that would annoyingly blink every time I sent an OOD.. so I took him out with Fireballs instead. ( I still don't have Fire Bolt- I suppose I could forget Iron Shot and learn it, but its nice having a semi-heavy spell against rFire crits, besides only Freezing Cloud. Definitely Freezing Cloud has been the goto spell against the firey sort, and mobs in long hallways, it clears amazingly well, especially when paired with staff of cold.

  Code:
Dungeon Crawl Stone Soup version 0.14-a0-844-g7e7dc6c (webtiles) character file.

Skyspire the Eclecticist (Deep Elf Conjurer)       Turns: 75630, Time: 23:09:39

HP 114/114       AC 23     Str 12      XL: 20   Next:  4%
MP  45/45        EV 30     Int 29      God: Vehumet [******]
Gold 4988        SH  0     Dex 23      Spells: 14 memorised,  4 levels left

Res.Fire  : + + .   See Invis. : +   x - +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5}
Res.Cold  : + + .   Warding    : .   v - +5 steam dragon armour "Yviripufe" {Str+4 Int+2}
Life Prot.: + . .   Conserve   : +   (no shield)
Res.Poison: +       Res.Corr.  : .   r - +1 wizard hat
Res.Elec. : +       Clarity    : .   i - +0 cloak {darkness}
Sust.Abil.: . .     Spirit.Shd : .   A - +0 pair of gloves of the Yeti {rPois Dex+3}
Res.Mut.  : .       Stasis     : .   e - +0 pair of boots
Res.Rott. : .       Flight     : .   z - amulet of conservation
Saprovore : . . .                    t - ring "Pedigabo" {+Rage +Fly MR++ Str+3}
                                     f - ring of Shadows {+Inv rN+ EV+4 Acc-4 SInv Stlth+}

@: incredibly resistant to hostile enchantments, extremely stealthy
A: deformed body, AC +7, Str -2, Dex +4
a: Renounce Religion, Evoke Berserk Rage, Evoke Invisibility, Evoke Flight
}: 2/15 runes: serpentine, barnacled


You are on level 1 of the Lair of Beasts.
You worship Vehumet.
Vehumet is exalted by your worship.
You are very hungry.

You have visited 8 branches of the dungeon, and seen 47 of its levels.
You have also visited: Labyrinth, Sewer, Ossuary and Wizlab.

You have collected 5475 gold pieces.
You have spent 487 gold pieces at shops.

Inventory:

Hand weapons
 x - the +3,+3 Elemental Staff (weapon) {rElec rF++ rC++ MR++ AC+5}
   (You found it on level 3 of the Elven Halls)   
   
   It affects your AC (+5).
   It greatly protects you from fire.
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
Armour
 e - a +0 pair of boots (worn)
 i - a +0 cloak of darkness (worn)
 r - a +1 wizard hat (worn)
 v - the +5 steam dragon armour "Yviripufe" (worn) {Str+4 Int+2}
   (You took it off a deep elf demonologist on level 3 of the Elven Halls)   
   
   It affects your strength (+4).
   It affects your intelligence (+2).
 A - the +0 pair of gloves of the Yeti (worn) {rPois Dex+3}
   (You found it on level 1 of the Vaults)   
   
   It affects your dexterity (+3).
   It protects you from poison.
Magical devices
 s - a wand of lightning
 C - a wand of fireball
 N - a wand of digging (14)
 P - a wand of polymorph
 R - a wand of teleportation (7)
 S - a wand of cold
 U - a wand of invisibility (1)
Comestibles
 b - 5 bread rations
 X - a honeycomb
Scrolls
 c - 3 scrolls of summoning
 h - 4 scrolls of identify
 B - 5 scrolls of fear
 F - 5 scrolls of fog
 M - 3 scrolls of teleportation
 O - 6 scrolls of remove curse
 V - 2 scrolls of blinking
Jewellery
 f - the ring of Shadows (left hand) {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
   (You took it off a deep elf conjurer on level 3 of the Elven Halls)   
   
   [ring of invisibility]
   It affects your evasion (+4).
   It affects your accuracy (-4).
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you much more stealthy.
 l - an uncursed ring of positive energy
 o - an uncursed ring of protection from fire
 q - an uncursed ring of regeneration
 t - the ring "Pedigabo" (right hand) {+Rage +Fly MR++ Str+3}
   (You found it on level 8 of the Lair of Beasts)   
   
   [ring of flight]
   It affects your strength (+3).
   It affects your resistance to hostile enchantments.
   It lets you go berserk.
 z - an amulet of conservation (around neck)
 E - a ring of evasion
 G - an uncursed ring of sustain abilities
 I - an uncursed amulet of stasis
 Q - an uncursed amulet of warding
Potions
 a - 4 potions of curing
 d - a potion of magic
 u - 3 potions of heal wounds
 D - 3 potions of invisibility
 J - a potion of speed
Magical staves
 g - an uncursed staff of cold
 w - an uncursed staff of summoning
Miscellaneous
 k - a lamp of fire
 n - a fan of gales
 p - a stone of tremors
 H - a lantern of shadows
 K - a stone of tremors
 T - a sack of spiders
Rods
 W - a +2 lightning rod (10/10)
   (You found it in a labyrinth)


   Skills:
 - Level 10.0 Fighting
   Level 1.2 Short Blades
 - Level 10.5 Staves
 - Level 0.9 Throwing
 - Level 13.5 Dodging
 - Level 8.4 Stealth
 - Level 20.8 Spellcasting
 * Level 15.8 Conjurations
 - Level 7.8 Hexes
 - Level 12.5 Charms
 - Level 2.1 Transmutations
 + Level 16.7 Fire Magic
 - Level 5.5 Air Magic
 - Level 1.0 Earth Magic
   Level 3.8 Poison Magic
 - Level 11.7 Evocations


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

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freezing Cloud        Conj/Ice/Air   ######....   3%          6    None
b - Searing Ray           Conj           ######       0%          2    None
c - Dazzling Spray        Conj/Hex       #######.     1%          3    None
d - Deflect Missiles      Chrm/Air       ######....   6%          6    None
e - Iskenderun's Battles  Conj/Chrm      #######.     1%          4    None
f - Orb of Destruction    Conj           #######...   1%          7    ###....
g - Haste                 Chrm           #######.     1%          6    None
h - Ignite Poison         Fire/Trmt      ######....   1%          5    None
j - Fireball              Conj/Fire      #######...   1%          5    None
k - Summon Butterflies    Summ           ####....     1%          1    None
l - Delayed Fireball      Conj/Fire      N/A          1%          7    ###....
m - Blink                 Tloc           N/A          1%          2    None
n - Iron Shot             Conj/Erth      ######....   2%          6    None
o - Apportation           Tloc           ####......   1%          1    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (20/27)            Temple (1/1) D:7             Orc (4/4) D:8
    Elf (3/3) Orc:3          Lair (8/8) D:10         Shoals (5/5) Lair:6
  Snake (5/5) Lair:5        Slime (0/6) Lair:8       Vaults (1/5) D:20
   Zot: D:6         Depths: D:16       

Altars:
Ashenzari
Cheibriados
Elyvilon
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Trog
Vehumet
Yredelemnul
Zin
Jiyva

Shops:
D:11 (   Orc:4 (/+[   Shoals:3 *   Shoals:4 !

Portals:
Ziggurat: D:18 (6440 gp)
Trove: D:19 (give 2 scrolls of acquirement)


update- I just took out Sojobo and 2 accompanying Reavers.. by far the toughest unique I've faced in this game. OOD was the only thing that seemed to hurt him. He must have been wearing some good resistance gear. Question.. I found the sublimation of blood spell.. should I learn it, even if I have no plans to train necromancy at this point?
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Thursday, 14th November 2013, 09:22

Re: CiP - DECj - 2 runes down.. Vault is next.

I think Sojobo has deflect missile buff, so the best way to take him out would've been freezing cloud/fireball. Plus he has high chance of coming out with shields, which he can use it to block the orb.

Sub. Blood is good spell even without a high necromancy skills. It doesn't hurt to learn it, since it saves you a lot of time replenishing mp after every fight.

For this message the author nordetsa has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Thursday, 14th November 2013, 09:49

Re: CiP - DECj - 2 runes down.. Vault is next.

Sojobo walked through 2 casts of freezing cloud without taking any damage.. I assume he must of had some cold resistance gear but I didnt want to waste time or scroll to id it. Yeah after 2 OOD, I hit him with a fireball to finish him off. Right now I'm in the new Enchanted Forest branch.. pretty cool in here. I found a new randart ring to maybe replace my amulet of stasis - the ring of the Will of the Gods {-Tele rC+ Dex+5 Dam+5} -- Or is stasis better in some situations.. I notice from the amulet description it prevents anything that would "teleport, slow, haste, or paralyse its wearer." Is this true for a -tele item as well, or does -tele only prevent teleport?

Also, I've got 4 scrolls of summoning now.. I'm wondering if I can spam them all in Zot 5 to create an army lol. Wiki says they are extremely rare, but I read-ID'd one of them, so 5 have shown up in total in this game, so they have not been very rare for me. In fact 2 of them I got in a Wizlab.

Also I've got these using up inventory slots, even though I never used them this game yet:

d - a lamp of fire
k - a lamp of fire
n - a fan of gales
p - a stone of tremors
y - a phial of floods
H - a lantern of shadows
K - a stone of tremors
T - a sack of spiders
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Spider Stomper

Posts: 208

Joined: Thursday, 12th September 2013, 15:02

Location: France

Post Thursday, 14th November 2013, 11:35

Re: CiP - DECj - 2 runes down.. Vault is next.

skyspire wrote:I found a new randart ring to maybe replace my amulet of stasis - the ring of the Will of the Gods {-Tele rC+ Dex+5 Dam+5} -- Or is stasis better in some situations.. I notice from the amulet description it prevents anything that would "teleport, slow, haste, or paralyse its wearer." Is this true for a -tele item as well, or does -tele only prevent teleport?
Amulet of stasis is good against slowing/paralizer ennemies (even if wearing it always may not be a good idea, as you may want to be able to quickly blink out of the view of ennemies. -Tele is bad, as you may want to teleport out of very dangerous situations (in explored levels mainly), and even if he rest of the ring is good, it is not THAT good for a caster...

skyspire wrote:Also I've got these using up inventory slots, even though I never used them this game yet:

d - a lamp of fire
k - a lamp of fire
n - a fan of gales
p - a stone of tremors
y - a phial of floods
H - a lantern of shadows
K - a stone of tremors
T - a sack of spiders
You should put in a stash your sack of spiders, lantern, and maybe 1 stone of tremors. the others are really good, and may save your life.
Particularly the Fan of Gales, which push ennemies 2 of 3 tiles away, and may spawn a few air elementals. if it really good as you're not that tanky, so you may want to use it when tough melee ennemies come too close (as it only works in the really close to you tiles, I think). It is even better used when you're sitting on a stair, so you can change level the turn after evoking the fan, and simply ignore the previous threat (and forbid the stair so you remember not to go there :D ).
The 3 others (Lamp, Phial & Stone) have other types of effects, related to their element, and also spawn (friendly) elementals:
The stone damage everyone (maybe except you) near a wall, and make noise.
the phial is like a tidal wave you launch to a square, putting shallow water on it and the adjacent ones (putting out fire if you are on fire and in the zone).
I don't think I've used the Lamp yet ...

For this message the author tompliss has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Thursday, 14th November 2013, 13:12

Re: CiP - DECj - 2 runes down.. Vault is next.

I just used both of the lamps to take out 4 guardian mummies (guarding the entrance to the Tomb) to avoid their death curse. I accidentally killed 2 of the 4 myself, so i got tormented and slowed, but I found they (the fire elementals) are very effective. But I was using Ring of Fire so I could walk through their flame trails.. Lamp of Fire should be used with caution because their flame trails can block avenues of escape (or at least make your escape damaging, if you don't have ring of fire).

I'm thinking Ring of Fire will be awesome combined with Fire Storm.

On a side note- I just found a book of Control, so I will learn Control Teleport next (when I free up the slots).

I'm happy that the Enchanted Forest spawned and not the Crypt.. this is my first time exploring it, and it's pretty cool. Not very challenging for a Fire Conjurer , but fun.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Thursday, 14th November 2013, 15:26

Re: CiP - DECj - Exploring the Enchanted Forest

Keep in mind that the Enchanted Forest is as dangerous as the Crypt. Personally I think it's actually harder and more challenging. Are your hp still around 100? Then I would be really careful, since I can think of at least four monsters that can drop your hp to a less than a half very quickly: ancient bear, spriggan berserker, thorn lotus, and thorn hunter. I'm sure others can do the same in the right circumstances, and that 'right circumstances' tend to happen quite a lot in that branch.

Not that others are easy to take out; almost every monster has the potential to kill you (well, except spiders, low-level beasts, and harmless water creatures I guess) and many come in groups.

Ziggurat Zagger

Posts: 11111

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

Post Thursday, 14th November 2013, 15:36

Re: CiP - DECj - Exploring the Enchanted Forest

The most dangerous Forest monster for me is the one who irresistibly decreases your MR and then puts you to sleep. If you can't kill it in one turn, it can hurt you a lot.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Thursday, 14th November 2013, 15:40

Re: CiP - DECj - Exploring the Enchanted Forest

Sandman25 wrote:The most dangerous Forest monster for me is the one who irresistibly decreases your MR and then puts you to sleep. If you can't kill it in one turn, it can hurt you a lot.


I'm assuming you mean Spriggan Enchanter.

Ziggurat Zagger

Posts: 11111

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

Post Thursday, 14th November 2013, 15:42

Re: CiP - DECj - Exploring the Enchanted Forest

nordetsa wrote:I'm assuming you mean Spriggan Enchanter.


Yes, right.

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Friday, 15th November 2013, 00:35

Re: CiP - DECj - Exploring the Enchanted Forest

yeah i've been killing all those, with no problems.. when I see anything dangerous at range I put up deflect missiles. In fact with deflect missiles up, i can take out thorn lotus in melee. I even killed a spriggan berzerker in melee using only ring of fire.

My magic resistance is incredibly high and my extremely high stealth makes things much easier. Monsters outside my LoS usually don't notice me, even if they are awake and moving. They can hear the fireball, but unless the fireball (or other destruction is in their LoS, they just wander aimlessly.

My main concern with the Crypt vs Enchanted Forest, is that I have low life protection. This is actually why I enjoy the Forest and not finishing up with the vault. My main threat now I feel is Shadow Dragon or certain Greater Demons/uniques that use hellfire or torment or such. And of course I want to avoid anything that mutates or corrodes, since i don't have those resistances yet.

Also I like Forest because I can run around with amulet of gourmand and not worry about having on my conservation amulet.

I've just unlearned searing ray and battlesphere.. and learned Fire Storm! With a ring of wizardry my fail rate is 6%, so I'll use in emergency situations (i will only use ring of wizardry to cast it, and keep the other ring on at other times)

my latest char dump:

  Code:
Dungeon Crawl Stone Soup version 0.14-a0-844-g7e7dc6c (webtiles) character file.

Skyspire the Sorcerer (Deep Elf Conjurer)       Turns: 84789, Time: 1, 02:14:57

HP 119/119       AC 25     Str 12      XL: 21   Next: 37%
MP  46/46        EV 30     Int 30      God: Vehumet [******]
Gold 5371        SH  0     Dex 23      Spells: 15 memorised,  4 levels left

Res.Fire  : + + .   See Invis. : +   x - +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5}
Res.Cold  : + + .   Warding    : .   v - +5 steam dragon armour "Yviripufe" {Str+4 Int+2}
Life Prot.: + . .   Conserve   : .   (no shield)
Res.Poison: +       Res.Corr.  : .   r - +1 wizard hat
Res.Elec. : +       Clarity    : .   i - +2 cloak {darkness}
Sust.Abil.: . .     Spirit.Shd : .   A - +0 pair of gloves of the Yeti {rPois Dex+3}
Res.Mut.  : .       Stasis     : .   e - +0 pair of boots
Res.Rott. : .       Flight     : .   Z - amulet of the gourmand
Gourmand  : +                        f - ring of Shadows {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
                                     t - ring "Pedigabo" {+Rage +Fly MR++ Str+3}

@: delayed fireball, incredibly resistant to hostile enchantments, extremely
stealthy
A: deformed body, AC +7, Str -2, Dex +4
a: Renounce Religion, Release Delayed Fireball, Evoke Berserk Rage, Evoke
Invisibility, Evoke Flight
}: 2/15 runes: serpentine, barnacled


You are on level 1 of the Lair of Beasts.
You worship Vehumet.
Vehumet is exalted by your worship.
You are very full.

You have visited 9 branches of the dungeon, and seen 51 of its levels.
You have also visited: Labyrinth, Sewer, Ossuary and Wizlab.

You have collected 5858 gold pieces.
You have spent 487 gold pieces at shops.

Inventory:

Hand weapons
 x - the +3,+3 Elemental Staff (weapon) {rElec rF++ rC++ MR++ AC+5}
   (You found it on level 3 of the Elven Halls)   
   
   It affects your AC (+5).
   It greatly protects you from fire.
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
Armour
 e - a +0 pair of boots (worn)
 i - a +2 cloak of darkness (worn)
 r - a +1 wizard hat (worn)
 v - the +5 steam dragon armour "Yviripufe" (worn) {Str+4 Int+2}
   (You took it off a deep elf demonologist on level 3 of the Elven Halls)   
   
   It affects your strength (+4).
   It affects your intelligence (+2).
 A - the +0 pair of gloves of the Yeti (worn) {rPois Dex+3}
   (You found it on level 1 of the Vaults)   
   
   It affects your dexterity (+3).
   It protects you from poison.
Magical devices
 s - a wand of lightning
 w - a wand of enslavement (13)
 N - a wand of digging (14)
 P - a wand of polymorph (6)
 R - a wand of teleportation (7)
 S - a wand of cold
 U - a wand of invisibility (1)
Comestibles
 b - 6 bread rations
 j - 2 meat rations
Scrolls
 c - a scroll of recharging
 m - a scroll of amnesia
 B - 5 scrolls of fear
 F - 5 scrolls of fog
 M - 2 scrolls of teleportation
 O - 5 scrolls of remove curse
 V - 2 scrolls of blinking
 Y - a scroll of holy word
Jewellery
 f - the ring of Shadows (right hand) {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
   (You took it off a deep elf conjurer on level 3 of the Elven Halls)   
   
   [ring of invisibility]
   It affects your evasion (+4).
   It affects your accuracy (-4).
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you much more stealthy.
 l - an uncursed ring of positive energy
 o - an uncursed ring of protection from fire
 t - the ring "Pedigabo" (left hand) {+Rage +Fly MR++ Str+3}
   (You found it on level 8 of the Lair of Beasts)   
   
   [ring of flight]
   It affects your strength (+3).
   It affects your resistance to hostile enchantments.
   It lets you go berserk.
 z - an uncursed amulet of conservation
 G - an uncursed ring of sustain abilities
 I - an uncursed amulet of stasis
 Q - an uncursed amulet of warding
 Z - an amulet of the gourmand (around neck)
Potions
 a - 4 potions of curing
 q - a potion of might
 u - 2 potions of heal wounds
 D - 3 potions of invisibility
 J - a potion of speed
 L - 2 potions of restore abilities
 X - a potion of agility
Books
 h - a book of Enchantments   
   
   Spells                             Type                      Level
   Cause Fear                         Hexes                        4
   Silence                            Hexes/Air                    5
   Tukima's Dance                     Hexes                        5
   *Deflect Missiles                  Charms/Air                   6
   *Haste                             Charms                       6
   Discord                            Hexes                        8
 C - a book of Control   
   
   Spells                             Type                      Level
   Control Teleport                   Charms/Translocation         4
   Control Undead                     Necromancy                   4
   Enslavement                        Hexes                        4
   Mass Confusion                     Hexes                        6
   Metabolic Englaciation             Hexes/Ice                    6
Magical staves
 g - an uncursed staff of cold
Miscellaneous
 d - a lamp of fire
 k - a lamp of fire
 n - a fan of gales
 p - a stone of tremors
 y - a phial of floods
 H - a lantern of shadows
 K - a stone of tremors
 T - a sack of spiders
Rods
 W - a +2 lightning rod (10/10)
   (You found it in a labyrinth)


   Skills:
 - Level 10.0 Fighting
   Level 1.2 Short Blades
 - Level 10.5 Staves
 - Level 0.9 Throwing
 - Level 13.5 Dodging
 - Level 8.4 Stealth
 * Level 22.3 Spellcasting
 * Level 18.3 Conjurations
 - Level 7.8 Hexes
 - Level 12.5 Charms
   Level 2.1 Transmutations
 + Level 18.4 Fire Magic
 - Level 5.5 Air Magic
 - Level 1.0 Earth Magic
   Level 3.8 Poison Magic
 - Level 11.7 Evocations


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

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freezing Cloud        Conj/Ice/Air   ######....   2%          6    None
b - Searing Ray           Conj           ######       0%          2    None
c - Dazzling Spray        Conj/Hex       #######.     0%          3    None
d - Deflect Missiles      Chrm/Air       ######....   4%          6    None
e - Iskenderun's Battles  Conj/Chrm      #######.     0%          4    None
f - Orb of Destruction    Conj           #######...   1%          7    ##.....
g - Haste                 Chrm           #######.     1%          6    None
h - Ring of Flames        Chrm/Fire      #######...   1%          7    ##.....
i - Swiftness             Chrm/Air       ######....   1%          2    None
j - Fireball              Conj/Fire      #######...   0%          5    None
k - Summon Butterflies    Summ           ####....     1%          1    None
l - Delayed Fireball      Conj/Fire      N/A          1%          7    ##.....
m - Blink                 Tloc           N/A          1%          2    None
n - Iron Shot             Conj/Erth      ######....   1%          6    None
o - Apportation           Tloc           ####......   1%          1    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (20/27)            Temple (1/1) D:7             Orc (4/4) D:8
    Elf (3/3) Orc:3          Lair (8/8) D:10         Shoals (5/5) Lair:6
  Snake (5/5) Lair:5        Slime (0/6) Lair:8       Vaults (2/5) D:20
   Tomb (0/3) Forest:2     Forest (3/5) Vaults:2   
   Zot: D:6         Depths: D:16       

Altars:
Ashenzari
Cheibriados
Elyvilon
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Trog
Vehumet
Yredelemnul
Zin
Jiyva

Shops:
D:11 (   Orc:4 (/+[   Shoals:3 *   Shoals:4 !

Portals:
Ziggurat: D:18 (6440 gp)
Trove: D:19 (give 2 scrolls of acquirement)


Innate Abilities, Weirdness & Mutations

You are partially covered in iridescent scales (AC +4).
You are partially covered in thin metallic scales (AC +2).
You are very agile. (Dex +4)
Armour fits poorly on your strangely shaped body.
You are covered in fur (AC +1).
You are weak. (Str -2)
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Friday, 15th November 2013, 02:17

Re: CiP - DECj - Exploring the Enchanted Forest

If you ever come across monsters that mutate, use summon butterflies to block their vision. Malmutate (a spell that generally mutates you in a bad way, obviously) doesn't work if the monster's line of sight is blocked by something.

Do you have necronomicon lying somewhere? If you plan on going extended, learning some spells from the book can help tremendously.

For this message the author nordetsa has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Friday, 15th November 2013, 03:21

Re: CiP - DECj - Exploring the Enchanted Forest

OMG - it was a fight to the death with the Enchantress. And right when the battle started, she somehow infected my keyboard :D and I had to reboot my computer (my wireless keyboard was unresponsive, not only ingame but in all apps). I am sure this pissed off the 3 spectators, because when I came back, no one watched what came next. She totally surprised me with -MR and -Tele (i didn't read the Wiki closely enough).. I gave her everything I had. Ring of Flames, Fire Storm, Fireball, and she kept coming. I sent her an Orb of Destruction, but she blocked it with buckler of reflection and it hit me, wiping out half my HP. I was Hasted but that was little help to escape her, as she was fast too. I used fan of gales, lamp of fires, phial of floods.. and still she kept coming, barely alive. I really thought I was dead, because I was out of MP.

I made it to the stairs, she followed.. I got trapped in the maze of the forest. Cornered, out of MP, without any more options I went to my last resort. Berserk.. but I stupidly failed to realize I was in a puddle created by phial of floods. So, fully expecting to die, I melee with berzerk, occasionally losing my footing, but press on. And, wonder of wonders.. she died in berzerk melee..


OMG what a close brush with death. All I can say is that my training in Staves and Evocation paid off in this epic encounter.

Good news is that she dropped this sweet armour: +3 faerie dragon armour {+Blink rPois rF++ rC+ rN+} this will easily replace my old Steam Dragon one. Also, I'm tempted to train shields for the buckler of reflection.. Yes, shields on DE is -2 , but I'm thinking its worth it for the buckler, eh?

Now I'm going down to see what loot is in the Enchanted Forest's treasure room.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Vestibule Violator

Posts: 1601

Joined: Sunday, 14th July 2013, 16:36

Post Friday, 15th November 2013, 03:40

Re: CiP - DECj - Battled with the Enchantress!

You only need 5 skill to eliminate all penalties with the buckler (with normal sized species like DE). If you only care about eliminating spellcasting penalties, then even 1 skill is more than enough. So yes, a buckler is worth it if you're not using a 2H weapon.

For this message the author Hurkyl has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Friday, 15th November 2013, 04:28

Re: CiP - DECj - Battled with the Enchantress!

well technically the stave can be used with 1 or 2 hands, so i'm hoping the melee trade-off will be ok with the buckler. I stopped training shields. I accidentally got shields to level 6.

Now for some reason the akrasiac server is unresponsive for me, I had to reload the page and now I can't even load the lobby for the Webtiles server. UPDATE, webtiles was back up. I've cleared bottom floor of Vault and have 3rd rune.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 02:23

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

UPDATE

Ok, I've wiped out all denizens of the Vault, cleared first floor of the Tomb (where I almost died), and cleared all 27 levels of the main Dungeon.


Tomb I made the mistake to venture too deep beyond the gate and had multiple Mummy Priests / Guardian Mummies and even a Greater Mummy in my LOS, along with horde of angry summoned demons. I was greatly slowed, taking major damage from smiting and the flaying ghost. I was down to about 36 health and thought I was doomed. Then I rememembered that the best defense is a good offense, and I hasted myself and, wielding a staff of fire (acquired from Vault 5) cast Fire Storm at the flaying ghost area of crits, regained my flaying health, then cast it again at the group of Mummy Priests and Guardians.. then made a hasty retreat with about 26 health or so. Sweating balls. But I went back to clear the floor. But now I'm more nervous about finishing Tomb. But I think I might do it, with more caution now, and spam Fire Storm with maxxed rNeg. Should be doable.

My other brush with stupid death was when I made the mistake of letting an Ice Dragon into melee range while I had up Ring of Flame, he took out 75% of my health with his breath because of the cold vulnerability of that spell. I won't do that again. :lol:


My build presently has been focused on fire damage:

  Code:
Dungeon Crawl Stone Soup version 0.14-a0-855-g0b10bd3 (webtiles) character file.

Skyspire the Archmage (Deep Elf Conjurer)      Turns: 111703, Time: 1, 10:33:37

HP 139/139 (140) AC 24     Str  9      XL: 25   Next: 66%
MP  50/50        EV 29     Int 29      God: Vehumet [******]
Gold 7985        SH 17     Dex 23      Spells: 16 memorised,  9 levels left

Res.Fire  : + + +   See Invis. : +   l - +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5}
Res.Cold  : + + +   Warding    : .   j - +3 faerie dragon armour {+Blink rPois rF++ rC+ rN+}
Life Prot.: + + .   Conserve   : .   q - +3 buckler {reflect}
Res.Poison: +       Res.Corr.  : .   r - +1 wizard hat
Res.Elec. : +       Clarity    : .   i - +2 cloak {darkness}
Sust.Abil.: . .     Spirit.Shd : .   A - +0 pair of gloves of the Yeti {rPois Dex+3}
Res.Mut.  : .       Stasis     : .   e - +0 pair of boots
Res.Rott. : .       Flight     : .   Z - amulet of the gourmand
Gourmand  : +                        f - ring of Shadows {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
                                     t - ring "Pedigabo" {+Rage +Fly MR++ Str+3}

@: uncannily resistant to hostile enchantments, extremely stealthy
A: deformed body, AC +7, Str -2, Dex +4
a: Renounce Religion, Evoke Blink, Evoke Berserk Rage, Evoke Invisibility, Evoke
Flight
}: 3/15 runes: serpentine, barnacled, silver


You are on level 1 of the Lair of Beasts.
You worship Vehumet.
Vehumet is exalted by your worship.
You are very full.

You have visited 11 branches of the dungeon, and seen 65 of its levels.
You have also visited: Labyrinth, Trove, Sewer, Ossuary and Wizlab.

You have collected 8637 gold pieces.
You have spent 652 gold pieces at shops.

Inventory:

Hand weapons
 l - the +3,+3 Elemental Staff (weapon) {rElec rF++ rC++ MR++ AC+5}
   (You found it on level 3 of the Elven Halls)   
   
   It affects your AC (+5).
   It greatly protects you from fire.
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
 J - the +8 blowgun of Defiance {evade, Dex+3 Stlth+}
   (You found it on level 21 of the Dungeon)   
   
   It affects your evasion (+5 to EV).
   
   It affects your dexterity (+3).
   It makes you much more stealthy.
Armour
 e - a +0 pair of boots (worn)
 i - a +2 cloak of darkness (worn)
 j - the +3 faerie dragon armour (worn) {+Blink rPois rF++ rC+ rN+}
   (You took it off the Enchantress on level 4 of the Enchanted Forest)   
   
   It greatly protects you from fire.
   It protects you from cold.
   It protects you from poison.
   It protects you from negative energy.
   It lets you blink.
 q - a +3 buckler of reflection (worn)
 r - a +1 wizard hat (worn)
 A - the +0 pair of gloves of the Yeti (worn) {rPois Dex+3}
   (You found it on level 1 of the Vaults)   
   
   It affects your dexterity (+3).
   It protects you from poison.
Magical devices
 c - a wand of cold {zapped: 1}
 P - a wand of polymorph (4)
 R - a wand of teleportation (5)
 T - a wand of lightning
Comestibles
 b - 3 bread rations
Scrolls
 a - a scroll of recharging
 o - a scroll of enchant weapon I
 u - a scroll of acquirement
 w - 3 scrolls of teleportation
 B - a scroll of fear
 C - 11 scrolls of identify
 E - a scroll of enchant weapon II
 F - 3 scrolls of fog
 L - 2 scrolls of enchant armour
 M - a scroll of summoning
 O - 2 scrolls of remove curse
 S - a scroll of blinking
 U - a scroll of silence
 V - 2 scrolls of amnesia
Jewellery
 f - the ring of Shadows (right hand) {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
   (You took it off a deep elf conjurer on level 3 of the Elven Halls)   
   
   [ring of invisibility]
   It affects your evasion (+4).
   It affects your accuracy (-4).
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you much more stealthy.
 t - the ring "Pedigabo" (left hand) {+Rage +Fly MR++ Str+3}
   (You found it on level 8 of the Lair of Beasts)   
   
   [ring of flight]
   It affects your strength (+3).
   It affects your resistance to hostile enchantments.
   It lets you go berserk.
 z - an uncursed amulet of conservation
 G - an uncursed ring of sustain abilities
 I - an uncursed amulet of stasis
 Q - an uncursed amulet of warding
 Z - an amulet of the gourmand (around neck)
Potions
 h - 2 potions of restore abilities
 m - 2 potions of resistance
 s - a potion of cure mutation
 x - a potion of flight
 D - 2 potions of invisibility
 N - a potion of heal wounds
 X - 3 potions of brilliance
 Y - 3 potions of curing
Books
 K - a book of Changes   
   
   Spells                             Type                      Level
   Beastly Appendage                  Transmutation                1
   Sticks to Snakes                   Transmutation                2
   Spider Form                        Transmutation/Poison         3
   Ice Form                           Ice/Transmutation            4
   Blade Hands                        Transmutation                5
Magical staves
 g - a cursed staff of cold
 v - an uncursed staff of fire
Miscellaneous
 d - a lamp of fire
 k - a lamp of fire
 n - a fan of gales
 p - a stone of tremors
 y - a phial of floods
 H - a lantern of shadows
Rods
 W - a +2 lightning rod (10/10)
   (You found it in a labyrinth)


   Skills:
 - Level 10.0 Fighting
   Level 1.2 Short Blades
 - Level 10.5 Staves
 - Level 0.9 Throwing
 - Level 13.5 Dodging
 - Level 8.4 Stealth
 - Level 6.0 Shields
 O Level 27 Spellcasting
 + Level 22.9 Conjurations
   Level 7.8 Hexes
 - Level 12.5 Charms
 - Level 2.2 Necromancy
   Level 2.1 Transmutations
 + Level 23.7 Fire Magic
 - Level 5.5 Air Magic
   Level 1.0 Earth Magic
   Level 3.8 Poison Magic
 - Level 11.7 Evocations


You have 9 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freezing Cloud        Conj/Ice/Air   #######...   1%          6    None
b - Fire Storm            Conj/Fire      ########..   2%          9    #####..
c - Control Teleport      Chrm/Tloc      ######....   1%          4    None
d - Deflect Missiles      Chrm/Air       ######....   2%          6    None
e - Sublimation of Blood  Necr           ######....   1%          2    None
f - Orb of Destruction    Conj           ########..   1%          7    None
g - Haste                 Chrm           #######.     1%          6    None
h - Ring of Flames        Chrm/Fire      #######...   1%          7    None
i - Swiftness             Chrm/Air       ######....   1%          2    None
j - Fireball              Conj/Fire      ########..   0%          5    None
k - Summon Butterflies    Summ           #####...     1%          1    None
l - Delayed Fireball      Conj/Fire      N/A          1%          7    None
m - Blink                 Tloc           N/A          1%          2    None
n - Bolt of Fire          Conj/Fire      ########..   0%          6    None
o - Apportation           Tloc           #####.....   1%          1    None
p - Regeneration          Chrm/Necr      ######....   1%          3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:7             Orc (4/4) D:8
    Elf (3/3) Orc:3          Lair (8/8) D:10         Shoals (5/5) Lair:6
  Snake (5/5) Lair:5        Slime (0/6) Lair:8       Vaults (5/5) D:20
  Blade (1/1) Vaults:4       Tomb (1/3) Forest:2        Zot (0/5) D:27
 Forest (5/5) Vaults:2   
Depths: D:16       

Altars:
Ashenzari
Cheibriados
Elyvilon
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Trog
Vehumet
Yredelemnul
Zin
Jiyva

Shops:
D:11 (   D:21 (   D:26 *   D:27 *   Orc:4 (/+[   Shoals:3 *   Shoals:4 !
Vaults:3 [

Portals:
Pandemonium: D:24 D:25
Ziggurat: D:18 (6440 gp)


Innate Abilities, Weirdness & Mutations

You are partially covered in iridescent scales (AC +4).
You are partially covered in thin metallic scales (AC +2).
You are very agile. (Dex +4)
Armour fits poorly on your strangely shaped body.
You are covered in fur (AC +1).
You are weak. (Str -2)


I need some advice now on what spells I should learn. I have 9 spell slots available, since my Spellcasting is maxxed. Presently I'm trying to max out conjurations and fire. Can someone look at my spells and tell me what would be could to have in there? I have not found Phase Shift yet, or that would be one I would learn.

I still have not found rMut or rCorr. I didn't find any potions of cure mutation until floor 21 or 22.. So now I have only 1 of them. I have 5 scroll of summoning now, though.

Also, I used 2 scrolls of acquirement to unlock a treasure trove. I did not have a scroll of magic mapping. The treasure I saw in the smallish room was all weapons. no randarts. all were useless to me. I did have a wand of digging, with about 14 charges on it. I used all of them looking for a hidden room, but did not find it.

I just used a scroll of acquirement and it gave me a randart cloak (the +2 cloak "Igain" {+Inv}) that is identical to the non-randart cloak I had, wtf.
Last edited by skyspire on Saturday, 16th November 2013, 03:09, edited 3 times in total.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Spider Stomper

Posts: 190

Joined: Sunday, 21st April 2013, 00:52

Post Saturday, 16th November 2013, 02:38

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

Shadow creatures is excellent in Zot. It gets progressively worse on ascent though.

For this message the author dirtywick has received thanks:
skyspire

Ziggurat Zagger

Posts: 11111

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

Post Saturday, 16th November 2013, 03:06

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

Controlled Blink could be very useful.
Trove cannot have hidden rooms as far as I know, there are 12-16 items in most troves (one trove has only 3).
I would train Fighting/Dodging.

For this message the author Sandman25 has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 03:16

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

thanks Sandman. Yes I would love Controlled Blink, but I've not found the book for that either.

Regarding Fighting/Dodging, train it to what level?

The wiki says Troves can have hidden rooms. Is it wrong?

I'm thinking of doing Zot 1-4 first because that might be easier than Tomb.. .. and then do Tomb 2nd. Or.. do the frozen hell 2nd, because that could be easy with Fire Storm / Ring of Fire .. opinions?
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Ziggurat Zagger

Posts: 11111

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

Post Saturday, 16th November 2013, 03:30

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

I would train Fighting/Dodging until finding cBlink, your offence is really great now so you don't need to improve it.
I usually do Tomb after clearing ZoT1-4 and getting 9 runes.
Hell can be very difficult without quick way to restore mana (crystal ball of energy or stafdf of Wucad Mu), I usually do it as 11th rune with Fire Storm characters.
I don't know if wiki is wrong about trove, perhaps I just missed some items sometimes :(

For this message the author Sandman25 has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 03:44

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

Sandman, I do have a crystal ball of energy, should I train Evocations more to use it now, or is fighting/dodging more important? Also I have equip that grants invisibility, but I have not used it yet since it is at 22% failure.
What about Leda's Liquefication? Can that be useful to keep crowds away and make escape easier with flight (vs non flyers like draconians, mummies and uniques?)
What 9 runes do you get before the Tomb? Abyss , Slime , and what else? Are you talking about Pandemonium?

Thanks so much.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Saturday, 16th November 2013, 03:53

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

Inv isn't going to matter much from now on, since most enemies on the extended has SInv.

I would train fighting right now to get more hp. I think your hp is dangerously low for a character that wants to do the extended. One torment and one attack from a reaper (of which greater mummies and mummy priests like to summon) would put your hp less than 20 I think.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Saturday, 16th November 2013, 03:55

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

Also you can try Slimes now. Even if you don't have rMut you can use butterlifes to block eye's vision. For your non-artefact item slots just find a trashy item that you will discard, and wear that just for doing the Slimes. Maybe you can find a rMut amulet from the loots.

Ziggurat Zagger

Posts: 11111

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

Post Saturday, 16th November 2013, 04:36

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

I usually get runes in this order: both lair, vaults, slime, pandemonium, abyss, tomb, hell.
Crystal ball of energy requires high Evocation, Clarity is very useful (it saves you from quaffing potions of curing when crystal ball makes you confused), one ring of sustain abilities is useful to avoid having Int too low (crystal ball temporary decreases 1-7 Int sometimes).
Sorry, I didn't use Leda's Liquefication with casters, but extended has flying monsters mostly so it is too late to use the spell I think.

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 04:41

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

ok i'll try Slimes, thanks Nordetsa. I'll probably just cast Fire Storm whenever i see the eye. Or maybe its possible one fireball can take it out if wielding staff of fire..
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Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Saturday, 16th November 2013, 04:52

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

Actually firestorming the eye would be a terrible idea since the spell generates a lot of noise. Save it for the Royal Jelly. A bolt of fire would suffice.

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 06:07

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

more noise = more victims for firestorm :-P The one thing I don't like about bolt of fire is that it can miss. Fireball never misses and its cheaper mana.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 07:42

Re: CiP - DECj - 3 Runes Obtained - Heading To Zot!

UPDATE

I just cleared Slime Pits and have 4th rune. With Fire Storm it was super easy. Whenever I see Shining Eye, Fire Storm it. Royal Jelly and summons went down in 3-4 Fire Storms. I never had to leave the 6th floor to rest, because Vehumet was replenishing my mana with each kill. I never had to worry about noise.. more noise = more jelly to kill.. no need to hunt them out, they come to me. Easiest rune yet. Very quick run.

Not much for loot though. I did get Cloak of Preservation and Staff of Energy. I'll use the cloak for sure, maybe I'll use Staff of Energy to spam Fire Storm without worrying about hunger, in certain situations.


nordetsa- I forgot to mention, yes I do have the Necronimicon. But since I wanted to play Ring of Flames and Fire Storm I went that route. Is it still recommended to use it, or is it too late now?

Well, I will try Sandman's advice and do Zot 1-4 next and then Pandemonium. I thought the Abyss was safer but let's try.

  Code:
Dungeon Crawl Stone Soup version 0.14-a0-855-g0b10bd3 (webtiles) character file.

Skyspire the Archmage (Deep Elf Conjurer)      Turns: 116768, Time: 1, 11:48:28

HP 150/150 (151) AC 25     Str  9      XL: 26   Next: 23%
MP  50/50        EV 31     Int 29      God: Vehumet [******]
Gold 8287        SH  0     Dex 23      Spells: 16 memorised, 10 levels left

Res.Fire  : + + +   See Invis. : +   l - +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5}
Res.Cold  : + + +   Warding    : .   j - +3 faerie dragon armour {+Blink rPois rF++ rC+ rN+}
Life Prot.: + + .   Conserve   : +   (no shield)
Res.Poison: +       Res.Corr.  : +   a - +2 wizard hat {MR+}
Res.Elec. : +       Clarity    : .   x - +2 cloak {rCorr, Cons}
Sust.Abil.: . .     Spirit.Shd : .   A - +0 pair of gloves of the Yeti {rPois Dex+3}
Res.Mut.  : .       Stasis     : .   e - +0 pair of boots
Res.Rott. : .       Flight     : .   Z - amulet of the gourmand
Gourmand  : +                        f - ring of Shadows {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
                                     t - ring "Pedigabo" {+Rage +Fly MR++ Str+3}

@: uncannily resistant to hostile enchantments, extremely stealthy
A: deformed body, AC +7, Str -2, Dex +4
a: Renounce Religion, Evoke Blink, Evoke Berserk Rage, Evoke Invisibility, Evoke
Flight
}: 4/15 runes: serpentine, barnacled, slimy, silver


You are on level 1 of the Lair of Beasts.
You worship Vehumet.
Vehumet is exalted by your worship.
You are full.

You have visited 12 branches of the dungeon, and seen 71 of its levels.
You have also visited: Labyrinth, Trove, Sewer, Ossuary and Wizlab.

You have collected 8939 gold pieces.
You have spent 652 gold pieces at shops.

Inventory:

Hand weapons
 l - the +3,+3 Elemental Staff (weapon) {rElec rF++ rC++ MR++ AC+5}
   (You found it on level 3 of the Elven Halls)   
   
   It affects your AC (+5).
   It greatly protects you from fire.
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
 s - the +10 blowgun "Geesakku" {speed, +Blink +Inv rElec MR++ Dex+1}
   (You found it on level 6 of the Pits of Slime)   
   
   Attacks with this weapon take half as long, but cause slightly less damage.
   
   It affects your dexterity (+1).
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
   It lets you turn invisible.
   It lets you blink.
 J - the +8 blowgun of Defiance {evade, Dex+3 Stlth+}
   (You found it on level 21 of the Dungeon)   
   
   It affects your evasion (+5 to EV).
   
   It affects your dexterity (+3).
   It makes you much more stealthy.
Armour
 a - a +2 wizard hat of magic resistance (worn)
 e - a +0 pair of boots (worn)
 j - the +3 faerie dragon armour (worn) {+Blink rPois rF++ rC+ rN+}
   (You took it off the Enchantress on level 4 of the Enchanted Forest)   
   
   It greatly protects you from fire.
   It protects you from cold.
   It protects you from poison.
   It protects you from negative energy.
   It lets you blink.
 x - a +2 cloak of preservation (worn)
 A - the +0 pair of gloves of the Yeti (worn) {rPois Dex+3}
   (You found it on level 1 of the Vaults)   
   
   It affects your dexterity (+3).
   It protects you from poison.
Magical devices
 c - a wand of cold {zapped: 1}
 q - a wand of fire
 u - a wand of digging (12)
 P - a wand of polymorph (4)
 R - a wand of teleportation (9)
 T - a wand of lightning
Comestibles
 b - 2 bread rations
Scrolls
 w - 5 scrolls of teleportation
 B - a scroll of fear
 C - 6 scrolls of identify
 F - 3 scrolls of fog
 O - 2 scrolls of remove curse
 S - a scroll of blinking
 U - a scroll of silence
Jewellery
 f - the ring of Shadows (right hand) {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
   (You took it off a deep elf conjurer on level 3 of the Elven Halls)   
   
   [ring of invisibility]
   It affects your evasion (+4).
   It affects your accuracy (-4).
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you much more stealthy.
 t - the ring "Pedigabo" (left hand) {+Rage +Fly MR++ Str+3}
   (You found it on level 8 of the Lair of Beasts)   
   
   [ring of flight]
   It affects your strength (+3).
   It affects your resistance to hostile enchantments.
   It lets you go berserk.
 z - an uncursed amulet of conservation
 G - an uncursed ring of sustain abilities
 I - an uncursed amulet of stasis
 Q - an uncursed amulet of warding
 Z - an amulet of the gourmand (around neck)
Potions
 h - 2 potions of restore abilities
 m - 3 potions of resistance
 o - a potion of flight
 D - 2 potions of invisibility
 N - a potion of heal wounds
 Y - 5 potions of curing
Magical staves
 g - a cursed staff of cold
 v - an uncursed staff of fire
 E - an uncursed staff of energy
Miscellaneous
 d - a lamp of fire
 k - a lamp of fire
 n - a fan of gales
 p - a stone of tremors (inert)
 y - a phial of floods
 H - a lantern of shadows
Rods
 W - a +2 lightning rod (10/10)
   (You found it in a labyrinth)


   Skills:
 * Level 11.7 Fighting
   Level 1.2 Short Blades
 - Level 10.5 Staves
 - Level 0.9 Throwing
 * Level 15.8 Dodging
 - Level 8.4 Stealth
   Level 6.0 Shields
 O Level 27 Spellcasting
 - Level 22.9 Conjurations
   Level 7.8 Hexes
 - Level 12.5 Charms
 - Level 2.2 Necromancy
   Level 2.1 Transmutations
 - Level 23.7 Fire Magic
 - Level 5.5 Air Magic
   Level 1.0 Earth Magic
   Level 3.8 Poison Magic
 - Level 12.0 Evocations


You have 10 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freezing Cloud        Conj/Ice/Air   #######...   1%          6    None
b - Fire Storm            Conj/Fire      ########..   2%          9    #####..
c - Control Teleport      Chrm/Tloc      ######....   1%          4    None
d - Deflect Missiles      Chrm/Air       ######....   2%          6    None
e - Sublimation of Blood  Necr           ######....   1%          2    None
f - Orb of Destruction    Conj           ########..   1%          7    None
g - Haste                 Chrm           #######.     1%          6    None
h - Ring of Flames        Chrm/Fire      #######...   1%          7    None
i - Swiftness             Chrm/Air       ######....   1%          2    None
j - Fireball              Conj/Fire      ########..   0%          5    None
k - Summon Butterflies    Summ           #####...     1%          1    None
l - Delayed Fireball      Conj/Fire      N/A          1%          7    None
m - Blink                 Tloc           N/A          1%          2    None
n - Bolt of Fire          Conj/Fire      ########..   0%          6    None
o - Apportation           Tloc           #####.....   1%          1    None
p - Regeneration          Chrm/Necr      ######....   1%          3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:7             Orc (4/4) D:8
    Elf (3/3) Orc:3          Lair (8/8) D:10         Shoals (5/5) Lair:6
  Snake (5/5) Lair:5        Slime (6/6) Lair:8       Vaults (5/5) D:20
  Blade (1/1) Vaults:4       Tomb (1/3) Forest:2        Zot (0/5) D:27
 Forest (5/5) Vaults:2   
Depths: D:16       

Altars:
Ashenzari
Cheibriados
Elyvilon
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Trog
Vehumet
Yredelemnul
Zin
Jiyva

Shops:
D:11 (   D:21 (   D:26 *   D:27 *   Orc:4 (/+[   Shoals:3 *   Shoals:4 !
Vaults:3 [

Portals:
Pandemonium: D:24 D:25
Ziggurat: D:18 (6440 gp)


Innate Abilities, Weirdness & Mutations

You are partially covered in iridescent scales (AC +4).
You are partially covered in thin metallic scales (AC +2).
You are very agile. (Dex +4)
Armour fits poorly on your strangely shaped body.
You are covered in fur (AC +1).
You are weak. (Str -2)
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Saturday, 16th November 2013, 08:36

Re: CiP - DECj - 4 Runes Obtained - Heading To Zot!

You have 10 spell levels left. And it isn't late when you start training for necromancy after getting 3 runes, because all of the spells in Necronomicon is really good in the extended. Personally I favor Revification because it replenishes your hp to full, but death's door and necromutation is fine too.

The other two can put you in a really dangerous situation. I once lost a promising character when I didn't pay attention to the fact that Death's Door was going to expire soon. And Necromutation is famous for making you unable to drink potions. Confusion and stat drain can start to become a real issue if you're not careful.

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Saturday, 16th November 2013, 08:38

Re: CiP - DECj - 4 Runes Obtained - Heading To Zot!

Also revification used to be level 7 spell, which means you could've used it sooner than Death's Door and necromutation. But it's gotten up to level 8, so starting to train necromancy right now wouldn't be a bad idea.

I almost forgot about haunt, but I've never used it before.

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 09:33

Re: CiP - DECj - 4 Runes Obtained - Heading To Zot!

thanks for the tips Nordetsa. I just cleared the first two levels of Zot and i'm heading for the third now. So far I've had to tackle several golden dragons at once. But what most annoys me is the lightning golem. The scorchers don't like to go down easy either because of their fire resistance i have to melee them after freezing cloud. And someone had an anti-magic weapon or something at one point, and so I had to use a teleport wand because it stole my mana.

I heard about haunt being good for mummies, because you are not targetted for their curses.

latest char dump here: http://crawl.akrasiac.org/rawdata/Skyspire/Skyspire.txt
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 12:58

Re: YAVP - DECj - 4 Runes

w00t, my first online win! Escaped with the Orb and 4 runes.

Zot was not too much of a challenge. Yes, rMut would of helped with the Orbs of Fire.. I escaped with blurry vision -10% HP, and a bit weaker strength. Thanks to the 8 spectators at the end, first time winning with an audience :-)

There were a few times when I had a Pandemonium Lord adjacent and fortunately haste + swift came in handy to escape. Was tormented a few times by Ice Fiends.. next time I'll try for more orbs, I figured this first time I should play it safe and just get the win.

  Code:
Dungeon Crawl Stone Soup version 0.14-a0-855-g0b10bd3 (webtiles) character file.

1743361 Skyspire the Archmage (level 27, 113/139 (140) HPs)
             Began as a Deep Elf Conjurer on Nov 10, 2013.
             Was the Champion of Vehumet.
             Escaped with the Orb
             ... and 4 runes on Nov 16, 2013!
             
             The game lasted 1day 15:48:46 (129278 turns).

Skyspire the Archmage (Deep Elf Conjurer)      Turns: 129278, Time: 1, 15:48:47

HP 113/139 (140) AC 27     Str 10      XL: 27
MP  43/50        EV 30     Int 29      God: Vehumet [******]
Gold 8973        SH 16     Dex 21      Spells: 16 memorised, 11 levels left

Res.Fire  : + + +   See Invis. : +   l - +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5}
Res.Cold  : + + +   Warding    : +   j - +3 faerie dragon armour {+Blink rPois rF++ rC+ rN+}
Life Prot.: + + +   Conserve   : +   s - +3 buckler {reflect}
Res.Poison: +       Res.Corr.  : +   a - +2 wizard hat {MR+}
Res.Elec. : +       Clarity    : .   x - +2 cloak {rCorr, Cons}
Sust.Abil.: . .     Spirit.Shd : .   A - +0 pair of gloves of the Yeti {rPois Dex+3}
Res.Mut.  : .       Stasis     : .   o - +2 pair of boots
Res.Rott. : .       Flight     : .   Q - amulet of warding
Saprovore : . . .                    f - ring of Shadows {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
                                     t - ring "Pedigabo" {+Rage +Fly MR++ Str+3}

@: very slightly contaminated, quick, uncannily resistant to hostile
enchantments, unstealthy
A: blurry vision 1, deformed body, -10% hp, AC +7, Str -2, Dex +2
a: Renounce Religion, Evoke Blink, Evoke Berserk Rage, Evoke Invisibility, Evoke
Flight
0: Orb of Zot
}: 4/15 runes: serpentine, barnacled, slimy, silver


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

You visited 13 branches of the dungeon, and saw 76 of its levels.
You visited the Abyss 1 time.
You also visited: Labyrinth, Trove, Sewer, Ossuary and Wizlab.

You collected 9625 gold pieces.
You spent 652 gold pieces at shops.

Inventory:

Hand weapons
 l - the +3,+3 Elemental Staff (weapon) {rElec rF++ rC++ MR++ AC+5}
   (You found it on level 3 of the Elven Halls)   
   
   It affects your AC (+5).
   It greatly protects you from fire.
   It greatly protects you from cold.
   It insulates you from electricity.
   It affects your resistance to hostile enchantments.
Armour
 a - a +2 wizard hat of magic resistance (worn)
 j - the +3 faerie dragon armour (worn) {+Blink rPois rF++ rC+ rN+}
   (You took it off the Enchantress on level 4 of the Enchanted Forest)   
   
   It greatly protects you from fire.
   It protects you from cold.
   It protects you from poison.
   It protects you from negative energy.
   It lets you blink.
 o - a +2 pair of boots (worn)
 s - a +3 buckler of reflection (worn)
 x - a +2 cloak of preservation (worn)
 A - the +0 pair of gloves of the Yeti (worn) {rPois Dex+3}
   (You found it on level 1 of the Vaults)   
   
   It affects your dexterity (+3).
   It protects you from poison.
Magical devices
 c - a wand of cold (2)
 r - a wand of lightning (2)
 u - a wand of digging (12)
 R - a wand of teleportation (6)
Comestibles
 b - 3 bread rations
Scrolls
 e - a scroll of recharging
 z - a scroll of magic mapping
 B - a scroll of fear
 C - 7 scrolls of identify
 F - 2 scrolls of fog
 J - a scroll of enchant weapon II
 K - a scroll of remove curse
 L - a scroll of amnesia
 O - a scroll of enchant armour
 S - a scroll of blinking
 U - 2 scrolls of silence
Jewellery
 f - the ring of Shadows (right hand) {+Inv rN+ EV+4 Acc-4 SInv Stlth+}
   (You took it off a deep elf conjurer on level 3 of the Elven Halls)   
   
   [ring of invisibility]
   It affects your evasion (+4).
   It affects your accuracy (-4).
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you much more stealthy.
 t - the ring "Pedigabo" (left hand) {+Rage +Fly MR++ Str+3}
   (You found it on level 8 of the Lair of Beasts)   
   
   [ring of flight]
   It affects your strength (+3).
   It affects your resistance to hostile enchantments.
   It lets you go berserk.
 G - an uncursed ring of sustain abilities
 I - an uncursed amulet of stasis
 Q - an amulet of warding (around neck)
 Z - an uncursed amulet of the gourmand
Potions
 h - 2 potions of restore abilities
 m - 2 potions of resistance
 D - 2 potions of invisibility
 Y - 5 potions of curing
Magical staves
 v - an uncursed staff of fire
Miscellaneous
 d - a lamp of fire
 i - a crystal ball of energy
 k - a lamp of fire
 n - a fan of gales
 y - a phial of floods
 H - a lantern of shadows
Rods
 W - a +2 lightning rod (10/10)
   (You found it in a labyrinth)


   Skills:
 - Level 11.7 Fighting
   Level 1.2 Short Blades
 - Level 10.5 Staves
 - Level 0.9 Throwing
 - Level 15.8 Dodging
 - Level 8.4 Stealth
 - Level 6.0 Shields
 O Level 27 Spellcasting
 + Level 25.9 Conjurations
   Level 7.8 Hexes
 - Level 12.5 Charms
 - Level 2.2 Necromancy
   Level 2.1 Transmutations
 + Level 26.1 Fire Magic
 - Level 5.5 Air Magic
   Level 1.0 Earth Magic
   Level 3.8 Poison Magic
 * Level 18.9 Evocations


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

 Your Spells              Type           Power        Failure   Level  Hunger
a - Freezing Cloud        Conj/Ice/Air   #######...   1%          6    None
b - Fire Storm            Conj/Fire      ########..   1%          9    #####..
c - Control Teleport      Chrm/Tloc      ######....   1%          4    None
d - Deflect Missiles      Chrm/Air       ######....   2%          6    None
e - Sublimation of Blood  Necr           ######....   1%          2    None
f - Orb of Destruction    Conj           ########..   1%          7    None
g - Haste                 Chrm           #######.     1%          6    None
h - Ring of Flames        Chrm/Fire      ########..   1%          7    None
i - Swiftness             Chrm/Air       ######....   1%          2    None
j - Fireball              Conj/Fire      ########..   0%          5    None
k - Summon Butterflies    Summ           #####...     1%          1    None
l - Delayed Fireball      Conj/Fire      N/A          1%          7    None
m - Blink                 Tloc           N/A          1%          2    None
n - Bolt of Fire          Conj/Fire      ########..   0%          6    None
o - Apportation           Tloc           #####.....   1%          1    None
p - Regeneration          Chrm/Necr      ######....   1%          3    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:7             Orc (4/4) D:8
    Elf (3/3) Orc:3          Lair (8/8) D:10         Shoals (5/5) Lair:6
  Snake (5/5) Lair:5        Slime (6/6) Lair:8       Vaults (5/5) D:20
  Blade (1/1) Vaults:4       Tomb (1/3) Forest:2        Zot (5/5) D:27
 Forest (5/5) Vaults:2   
Depths: D:16       

Altars:
Ashenzari
Cheibriados
Elyvilon
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Trog
Vehumet
Yredelemnul
Zin
Jiyva

Shops:
D:11 (   D:21 (   D:26 *   D:27 *   Orc:4 (/+[   Shoals:3 *   Shoals:4 !
Vaults:3 [

Portals:
Pandemonium: D:24 D:25
Ziggurat: D:18 (6440 gp)


Innate Abilities, Weirdness & Mutations

You are partially covered in iridescent scales (AC +4).
You are partially covered in thin metallic scales (AC +2).
You are agile. (Dex +2)
Your vision is a little blurry.
Armour fits poorly on your strangely shaped body.
You are frail (-10% HP).
You are covered in fur (AC +1).
You are weak. (Str -2)


Message History

The sun demon is heavily wounded.
The great blast of fire engulfs the balrug.
The balrug partially resists.
The balrug is moderately wounded.
You block the chaos spawn's attack. The chaos spawn misses you.
You crush the chaos spawn.
You hit the chaos spawn but do no damage.
The chaos spawn is heavily wounded.
You freeze the chaos spawn.
You kill the chaos spawn!
Vehumet accepts your kill.
The chaos spawn degenerates into a cloud of primal chaos!
The balrug gestures at you.
Something smites you!
A sun demon comes into view.
Really walk into that cloud of seething chaos?
You are engulfed in seething chaos.
There is an open door here.
There is a staircase leading out of the dungeon here.
You have escaped!

..#####........#.................
#.#   #.##.##..#.##........###...
..##  #......3.........##........
...#  ####.......................
.#.#     ###'###'##..#.##..###...
...###    #...#...#..#...........
#....#    #.>.#...#..............
####.#### #...#...#..............
   #....# #.>.#.@.#.##.#.#...###.
   #....# #...#.3.#.##.#.#...# #.
   #....# #.>.#...#.####.#...# #.
   #....# #...#...#.####§#...###.
   #....# ##'###'##..§§§§§.......
   #....###..#.......§§3.§...###.
   #.........#######.###§#...###.
   #....####.#     #.# #.#.......
   #..⌠.⌠# #.#     #.###.#..###..


Thanks everyone who helped!

direct link - http://crawl.akrasiac.org/rawdata/Skyspire/morgue-Skyspire-20131116-124705.txt
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)

Abyss Ambulator

Posts: 1093

Joined: Sunday, 12th August 2012, 02:29

Post Saturday, 16th November 2013, 13:22

Re: YAVP - DECj - 4 Runes

Grats! Hopefully next time you can win 15 runes as a caster.

For this message the author nordetsa has received thanks:
skyspire

Ziggurat Zagger

Posts: 11111

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

Post Saturday, 16th November 2013, 14:44

Re: YAVP - DECj - 4 Runes

Congratulations!

For this message the author Sandman25 has received thanks:
skyspire

Shoals Surfer

Posts: 313

Joined: Tuesday, 12th November 2013, 05:04

Post Saturday, 16th November 2013, 15:07

Re: YAVP - DECj - 4 Runes

nordetsa wrote:Also I noticed it just now; why so many mutations? Did you drink a potion of mutation?


I didn't notice this question before, so I am answering belatedly. I drank potion of beneficial mutation which gave "you evolve" .. that's probably the best thing that could of happened in this game, because it took away my blurry vision 2 (over time) and gave that nice AC boost.
Online Wins: DeCj (4), HeAe (10), DrAs (15), DDAr (11)
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