@Frumple: There are cyclops, centaurs, and manticores in shoals, and if you're unlucky you'll find an early aquamancer or javelineer type merfolk. It's pretty well-equipped with ranged damage dealers. I don't really know what you can do if you have NO resistances. Have you IDed all the random shiny/glowing armours? Poison resistance from a non-ideal armour type might be worth the trade-off if you can still kill stuff with the casting penalties.
Well, trying that out has netted me fire +1, from a ring mail, which'll definitely help eventually. I think, anyway, heh. Thanks.
My primary damage dealer, mystic blast, is still excellent, but my higher level stuff took a success hit, which is a little unnerving -- I've relied on telecontrol fairly heavily to take out a number of uniques. It plus blink's done wonders for my survivability. No poison though, yet. I do have some resistances (now, anyway) -- I've got a RNeg+ robe (and could take it to ++, but I'd lose needles or melee) and I've got corrosion via jewelery and resist mutation 1, via mutation. Access to stasis, if I needed it.
The cyclops/manticore/centaur thing might not be that bad, but it'd depend on cover. If I can get into mephy range, they're dead, but I don't have repel missiles or its upgrade, and fireball is my longest range spell that damages enough to take that caliber of critter -- and I can't use it outside of serious emergencies, due to hunger. Blast would get me killed on th'approach, bleh. I've killed a number of each of them already, but that was with corridors to block line of fire and suchlike...
I'm already in the mines, so I'm probably going try to fireball open the entrance to elf and see what that gets me. Honestly, I half want this guy to die so I can do a few TrAE runs, or give some solid hybrid combos a chance; my survival length with melee classes, offline, has skyrocketed over the last few days. It's almost annoying how much even single spells (swiftness+troll=own) increase the power of melee classes.