So i've got 3 runes and am clearing my way though the Depths, trying to decide if I should go for the hell runes, or just go for a 3 rune win. I've got a ton of AC, and a buckler of reflection. This is my first high level caster, so I'm not sure what spells are "must haves" for endgame. Can my orb of destruction carry me through? The only real weakness on this character is running out of mana. I'm dumping some skills into evocations for my staff of energy, but i'm kinda wondering if I should pick up some skill in a melee weapon instead and become more of a hybrid caster.
Vactor the Sorcerer (Gargoyle Wizard) Turns: 116546, Time: 14:35:33
HP 116/116 AC 58 Str 15 XL: 25 Next: 68%
MP 41/46 EV 10 Int 28 God: Vehumet [******]
Gold 4720 SH 7 Dex 8 Spells: 17 memorised, 3 levels left
rFire + . . SeeInvis + y - staff of energy
rCold + + + Clarity . w - +10 pearl dragon armour
rNeg + + + rCorr . b - +3 buckler {reflect}
rPois + rRot + e - +2 hat of the High Council {Archmagi, Wiz- Stlth-}
rElec + Spirit . I - +1 cloak of the Shoals {rElec rPois rC++ rN+}
SustAb . Warding . v - +0 pair of gloves
rMut . Stasis . z - +4 pair of boots of Prudence {+Rage +Fly rN+ Stlth---}
Gourm + k - amulet of the gourmand
MR +.... f - ring of Craurr {rC+ Int-2 SInv Stlth+}
Q - ring of Tromu {+Inv +Fly rPois rF+ Int+3}
@: flying, repel missiles, somewhat resistant to hostile enchantments, extremely
unstealthy
A: able to fly continuously, big wings, hooves 1, negative energy resistance 1,
electricity resistance, unbreathing, petrification resistance, rot immunity, AC
+19
a: Stop Flying, Renounce Religion, Evoke Berserk Rage, Evoke Invisibility
}: 3/15 runes: decaying, silver, gossamer
You are on level 4 of the Depths.
You worship Vehumet.
Vehumet is exalted by your worship.
You are completely stuffed.
You have visited 9 branches of the dungeon, and seen 50 of its levels.
You have also visited: Sewer and Ossuary.
You have collected 6153 gold pieces.
You have spent 1433 gold pieces at shops.
Inventory:
Hand weapons
j - the +6 morningstar of Aparchuy {elec, rPois rF+ rN+ Int-2 SInv}
(You found it on level 2 of the Swamp)
Occasionally, upon striking a foe, it will discharge some electrical energy
and cause terrible harm.
It affects your intelligence (-2).
It protects you from fire.
It protects you from poison.
It protects you from negative energy.
It enhances your eyesight.
H - the +5 demon whip of the Sky {freeze, +Rage MR++}
(You found it on level 2 of the Depths)
It has been specially enchanted to freeze those struck by it, causing extra
injury to most foes and up to double damage against particularly susceptible
opponents. It can also slow down cold-blooded creatures.
It affects your resistance to hostile enchantments.
It lets you go berserk.
S - the +5 spear "Blaamo Seat" {holy, rPois Dex+1}
(You took it off a deep elf demonologist on level 3 of the Elven Halls)
It has been blessed by the Shining One to cause great damage to the undead
and demons.
It affects your dexterity (+1).
It protects you from poison.
Armour
a - a gold dragon hide
b - a +3 buckler of reflection (worn)
d - a +0 pair of boots of running
e - the +2 hat of the High Council (worn) {Archmagi, Wiz- Stlth-}
(You found it on level 3 of the Elven Halls)
It makes you less stealthy.
v - a +0 pair of gloves (worn)
w - a +10 pearl dragon armour (worn)
z - the +4 pair of boots of Prudence (worn) {+Rage +Fly rN+ Stlth---}
(You found it on level 3 of the Elven Halls)
It protects you from negative energy.
It lets you fly.
It lets you go berserk.
It makes you much less stealthy.
I - the +1 cloak of the Shoals (worn) {rElec rPois rC++ rN+}
(You found it on level 2 of the Swamp)
It greatly protects you from cold.
It insulates you from electricity.
It protects you from poison.
It protects you from negative energy.
Magical devices
o - a wand of digging {zapped: 2}
D - a wand of teleportation {zapped: 1}
P - a wand of disintegration {zapped: 5}
T - a wand of draining
W - a wand of fire {zapped: 6}
X - a wand of paralysis {zapped: 1}
Comestibles
l - 5 royal jellies
x - 28 bread rations
M - 4 fruits
O - 12 beef jerkies
Z - 21 meat rations
Scrolls
h - 5 scrolls of fog
q - 4 scrolls of magic mapping
r - 6 scrolls of fear
s - 6 scrolls of blinking
A - 3 scrolls of identify
F - a scroll of holy word
U - 10 scrolls of teleportation
Jewellery
f - the ring of Craurr (right hand) {rC+ Int-2 SInv Stlth+}
(You bought it in a shop on level 4 of the Orcish Mines)
[ring of protection from cold]
It affects your intelligence (-2).
It protects you from cold.
It enhances your eyesight.
It makes you more stealthy.
k - an amulet of the gourmand (around neck)
B - the ring of Ubafud {rF+ MR+}
(You found it on level 8 of the Lair of Beasts)
[ring of protection from magic]
It protects you from fire.
It affects your resistance to hostile enchantments.
C - the ring "Fejoo" {+Blink rC++ Int+1 Stlth++}
(You took it off a deep elf demonologist on level 3 of the Elven Halls)
[ring of intelligence]
It affects your intelligence (+1).
It greatly protects you from cold.
It lets you blink.
It makes you much more stealthy.
G - the amulet of the Nightingale {Ward -Tele +Inv rF+ rN++}
(You took it off an ironbrand convoker on level 5 of the Vaults)
[amulet of warding]
It may prevent the melee attacks of summoned creatures.
It protects you from fire.
It greatly protects you from negative energy.
It lets you turn invisible.
It prevents most forms of teleportation.
J - the amulet of Stor {Ward rN+ Slay+3}
(You found it on level 7 of the Lair of Beasts)
[amulet of warding]
It may prevent the melee attacks of summoned creatures.
It affects your accuracy and damage with ranged weapons and melee attacks
(+3).
It protects you from negative energy.
L - a brass ring
Q - the ring of Tromu (left hand) {+Inv +Fly rPois rF+ Int+3}
(You found it on level 5 of the Vaults)
[ring of protection from fire]
It affects your intelligence (+3).
It protects you from fire.
It protects you from poison.
It lets you turn invisible.
It lets you fly.
Y - the ring of Untruth {rC+ Dex+4 Int+3}
(You found it on level 5 of the Vaults)
[ring of protection from cold]
It affects your intelligence (+3).
It affects your dexterity (+4).
It protects you from cold.
Potions
i - 6 potions of resistance
m - 5 potions of heal wounds
n - 10 potions of curing
K - 4 potions of brilliance
R - a potion of haste
V - a potion of invisibility
Books
u - a book of Callings
Spells Type Level
Summon Small Mammal Summoning 1
Call Imp Summoning 2
Call Canine Familiar Summoning 3
Summon Guardian Golem Hexes/Summoning 4
Summon Lightning Spire Summoning/Air 4
Summon Ice Beast Ice/Summoning 4
Magical staves
g - an uncursed staff of wizardry
y - an uncursed staff of energy (weapon)
N - an uncursed staff of power
Miscellaneous
c - a lamp of fire
p - an ornate deck of summonings {Foxfire}
t - a crystal ball of energy
E - a phial of floods
Skills:
- Level 0.2 Fighting
- Level 0.2 Staves
* Level 16.8 Armour
* Level 16.0 Dodging
- Level 2.2 Stealth
- Level 5.1 Shields
- Level 21.2 Spellcasting
- Level 20.7 Conjurations
- Level 1.1 Charms
Level 0.8 Summonings
- Level 4.1 Necromancy
- Level 7.3 Translocations
- Level 0.8 Transmutations
- Level 4.8 Fire Magic
- Level 4.1 Ice Magic
* Level 11.7 Air Magic
- Level 9.6 Earth Magic
- Level 4.0 Poison Magic
* Level 8.2 Evocations
You have 3 spell levels left.
You know the following spells:
Your Spells Type Power Failure Level Hunger
a - Magic Dart Conj #### 1% 1 None
b - Blink Tloc N/A 1% 2 None
c - Mephitic Cloud Conj/Pois/Air #######. 1% 3 None
d - Conjure Flame Conj/Fire ######## 1% 3 None
e - Repel Missiles Chrm/Air ###### 2% 2 None
f - Throw Flame Conj/Fire ###### 1% 2 None
g - Stone Arrow Conj/Erth ###### 1% 3 None
h - Swiftness Chrm/Air #######. 2% 2 None
i - Freezing Cloud Conj/Ice/Air #######... 1% 6 None
j - Bolt of Draining Conj/Necr #######... 1% 5 None
k - Orb of Destruction Conj ########.. 1% 7 None
l - Iron Shot Conj/Erth ########.. 1% 6 None
m - Control Teleport Chrm/Tloc ######.... 13% 4 None
n - Stoneskin Trmt/Erth ######.. 2% 2 None
o - Shroud of Golubria Chrm/Tloc ######.... 3% 2 None
p - Chain Lightning Conj/Air ########.. 11% 8 None
q - Phase Shift Tloc #######... 11% 5 None
Dungeon Overview and Level Annotations
Branches:
Dungeon (15/15) Temple (1/1) D:4 Orc (4/4) D:9
Elf (3/3) Orc:3 Lair (8/8) D:8 Swamp (5/5) Lair:5
Spider (5/5) Lair:3 Slime (0/6) Lair:7 Vaults (5/5) D:14
Crypt (0/3) Vaults:3 Depths (4/5) D:15
Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Qazlal
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
The Shining One
Beogh
Shops:
Orc:2 % Orc:4 =([:* Elf:2 = Vaults:4 [ Vaults:5 *
Portals:
Hell: Depths:2 Depths:3 Depths:4
Abyss: Depths:1 Depths:3 Depths:4
Pandemonium: Depths:3
Annotations:
Vaults:3 Mennas
Depths:1 SingaporeCrawl's ghost, mighty GrWn
Innate Abilities, Weirdness & Mutations
You are resistant to torment.
You are immune to poison.
You can fly continuously.
Your stone body is very resilient (AC +19).
Your wings are large and strong.
You resist negative energy.
You are resistant to electric shocks.
You can survive without breathing.
You are immune to petrification.
You are immune to rotting.
You have large cloven feet.