Bumping the thread, looking for advice.
Playing a minotaur Berserker, I've gotten crazy potential for an extended run, or at least something more than just 3 runes. Still running with Trog at the moment, but I've got some magical staves and books for if I switch to TSO. Good potential gear for spells, including a robe of the archmagi I could use and a staff of wizardry for helping me cast in heavy armor. If/when I switch to TSO I've got a great mace I'm hoping to buff for an end game weapon I could bless for using in hell/pan for overkilling demons. Either that or a demon whip, I guess.
I encountered a labyrinth for the first time, it was fun. I actually had to maneuver it twice after accidentally zapping myself with a wand of teleport. Got a archmagi robe and a +2 eveningstar(!) of protection out of it. Also have an amulet of rage from D:1. Good for when I might need to hit the big red button after converting to TSO. There's also a treasure trove needing a +3 fire dragon armor I could loot later if I get the dragon armor.
No runes yet, since I need a source of See Invisible. I almost died to what I assume was an unseen horror flapping around and kiting me. I barely survived that by running into a dead end and swinging blindly. I don't want to go deeper and risk my life against more invisible dudes.
Question is, should I try and go for extended game? I haven't even cleared a normal 3 rune game, but I just have so much potential for awesome.
Dungeon Crawl Stone Soup version 0.12.2 (console) character file.
Moorage the Shatterer (Minotaur Berserker) Turns: 30348, Time: 05:08:09
HP 122/122 AC 27 Str 25 XL: 14 Next: 82%
MP 19/19 EV 7 Int 8 God: Trog [*****.]
Gold 1667 SH 0 Dex 11 Spells: 0 memorised, 13 levels left
Res.Fire : + . . See Invis. : . a - +3,+2 eveningstar (protect)
Res.Cold : + . . Warding : . V - +2 orc splint mail {rC+}
Life Prot.: . . . Conserve : . (no shield)
Res.Poison: + Res.Corr. : . M - +1 wizard hat {MR}
Res.Elec. : . Clarity : . i - +1 cloak {rPois}
Sust.Abil.: . . Spirit.Shd : . r - +0 pair of gloves {Str+3}
Res.Mut. : + Stasis : . u - +0 pair of boots
Res.Rott. : . Ctrl.Telep.: . N - amulet of resist mutation
Saprovore : . . . Flight : . E - ring of fire
H - ring of protection from cold
@: quite resistant to hostile enchantments, extremely unstealthy
A: retaliatory headbutt, horns 2, blink 1, fast metabolism 1, screaming 1
a: Blink, Burn Spellbooks, Berserk, Trog's Hand, Brothers in Arms, Renounce
Religion
You are on level 4 of the Orcish Mines.
You worship Trog.
Trog is exalted by your worship.
You are not hungry.
You have visited 5 branches of the dungeon, and seen 24 of its levels.
You have also visited: Labyrinth.
You have collected 1911 gold pieces.
You have spent 264 gold pieces at shops.
Inventory:
Hand weapons
a - a +3,+2 eveningstar of protection (weapon)
b - a +1,+2 longbow of flame
J - the +8 blowgun of Night {evade, *Tele Dex+3}
(You found it on level 10 of the Dungeon)
It affects your evasion (+5 to EV).
It affects your dexterity (+3).
It causes teleportation.
T - an uncursed sling
Missiles
e - 8 needles of sickness
o - 13 curare-tipped needles
y - 96 stones
G - 54 poisoned needles
R - 5 javelins (quivered)
S - 22 exploding darts
X - 110 arrows
Armour
i - a +1 cloak of poison resistance (worn)
r - a +0 pair of gloves of strength (worn)
u - a +0 pair of boots (worn)
v - a +2 robe of the Archmagi
w - a dwarven buckler
A - the +0 cloak of the Clouds {rN+}
(You found it on level 1 of the Lair of Beasts)
It protects you from negative energy.
C - a +3 leather armour of poison resistance
M - a +1 wizard hat of magic resistance (worn)
V - a +2 orcish splint mail of cold resistance (worn)
Magical devices
h - a wand of cold {zapped: 2}
j - a wand of digging (16)
s - a wand of enslavement {zapped: 1}
z - a wand of paralysis (9)
F - a wand of lightning (11)
Q - a wand of heal wounds {zapped: 1}
Y - a wand of fire
Z - a wand of teleportation {zapped: 2}
Comestibles
c - 2 bread rations
B - 3 chunks of orc flesh
K - 3 honeycombs
W - 2 royal jellies
Scrolls
d - 4 scrolls of remove curse {DL:1}
f - 6 scrolls of identify {DL:1}
l - 5 scrolls of teleportation {DL:1}
t - 4 scrolls of fear {DL:2}
I - a scroll of blinking
Jewellery
m - an uncursed amulet of rage
x - a ring of fire
D - an uncursed ring of life protection
E - a ring of fire (right hand)
H - a ring of protection from cold (left hand)
N - an amulet of resist mutation (around neck)
Potions
g - 3 potions of restore abilities {DL:1}
k - 3 potions of speed {DL:1}
n - 8 potions of curing {DL:2}
q - 3 potions of agility
P - 5 potions of heal wounds
Miscellaneous
p - a plain deck of cards
L - a bottled efreet
Skills:
- Level 12.0 Fighting
- Level 21.0 Maces & Flails
- Level 7.2 Bows
- Level 14.4 Armour
* Level 8.0 Dodging
- Level 10.0 Traps
- Level 7.1 Evocations
You have 13 spell levels left.
You don't know any spells.
Dungeon Overview and Level Annotations
Branches:
Dungeon (11/27) Temple (1/1) D:6 Orc (4/4) D:6
Elf (0/3) Orc:4 Lair (7/8) D:11 Shoals (1/5) Lair:5
Spider (0/5) Lair:3
Slime: Lair:6-8
Portals:
Trove: D:10 (give +3 fire dragon armour)
Annotations
D:11 Harold
Lair:2 stash
Lair:6 exclusion: 2 oklob plants
Lair:7 Bullpunch's ghost, powerful MiMo
Innate Abilities, Weirdness & Mutations
You reflexively headbutt those who attack you in melee.
You have a pair of horns on your head.
You can translocate small distances at will.
You have a fast metabolism.
You occasionally shout uncontrollably.
That's a pretty decent char for lvl 14, but it's way too early to talk about extended - while you can pop in the Vestibule of Hell a bit earlier than usual, there's at least 10 000 things that can kill you before that.
A few notes :
- If you're going one-handed weapon, get a shield - no point in not doing that - and if you're going two-hander, great maces need 20 skill to hit mindelay, I believe - staying with a shieldless one-hander is gimping both your survivability and damage output [if you're going bows, skip the shields and just get a big smashy greatmace]
- Be careful in abandoning Trog - his wrath is pretty awful, and not being able to train spellcasting while you're trogging it out won't really help.
- You might want to get some more armour skill and switch to plate/dragon armour even if you're planning on casting - haste and blink are perfectly castable even in Gold Dragon Armour, and the greatest benefit of armour is in pre-extended anyway
I was going to say "With that evocation skill why aren't you full of evocables", but judging by your traps skill, you might be playing an earlier version - if not stuff all the phials of floods and lamps of fire you can carry, and get some more evocations, too - they're awesome.
Other than that, good luck with your run! You have 2 of the 3 necessary wands, so that's pretty nice. Be careful and don't overestimate your character