I’ve got this character
Dungeon Crawl Stone Soup version 0.35-a0-546-gb2ce4df294 (webtiles) character file.
petercordia the Slayer (Oni Conjurer) Turns: 110021, Time: 06:53:43
Health: 297/297 AC: 20 Str: 18 XL: 24 Next: 10%
Magic: 46/46 EV: 8 Int: 36 God: Sif Muna [*****.]
Gold: 2566 SH: 0 Dex: 5 Spells: 2/61 levels left
rFire + . . (50%) b - +5 glaive "Ephit" {vamp, Will+ Int+4}
rCold . . . (100%) [offhand occupied]
rNeg + . . (50%) V - +7 swamp dragon scales
rPois + (33%) d - +2 hat of the Cartwright {Harm rF+ rN+ MP+5}
rElec + (33%) e - +0 cloak
rCorr . (100%) o - amulet of faith
SInv + v - ring of Qitesen {Wiz Int+5}
Will +++++ h - ring "Siumuhuh" {+Blink rElec Will+++ Dex-2 SInv}
Stlth +++
HPRegen 0.69/turn
MPRegen 0.30/turn
%: harm (+30% outgoing, +20% incoming), faith, wizardry (x1)
@: studying 3 skills
A: large, unfitting armour, horns 1, tough skin 1, double potion healing,
drunken brawling, low MP 1, robust 1, wild magic 1
}: 3/15 runes: decaying, serpentine, slimy
a: Imbue Servitor (0%), Imprint Weapon (0%), Renounce Religion (0%), Evoke Blink
(28%), Channel Magic (0%), Forget Spell (0%), Divine Exegesis (3%)
You are on level 2 of the Depths.
You worship Sif Muna.
Sif Muna is extremely pleased with you.
You have visited 10 branches of the dungeon, and seen 45 of its levels.
You have visited 1 bazaar.
You have also visited: Trove, Sewer, Gauntlet and Wizlab.
You have collected 5890 gold pieces.
You have spent 3324 gold pieces at shops.
Inventory:
Hand Weapons
a - the +10 dark maul {heavy}
(You took it off a deep elf annihilator on level 3 of the Elven Halls)
It cannot be enchanted further.
b - the +5 glaive "Ephit" (weapon) {vamp, Will+ Int+4}
(You took it off an ancient champion in a wizard's laboratory)
Will+: It increases your willpower.
Int+4: It affects your intelligence (+4).
It cannot be enchanted further.
j - a +5 mace of chaos
Missiles
k - 3 darts of disjunction
l - 38 poisoned darts (quivered)
m - 2 silver javelins
s - 20 boomerangs
u - 5 curare-tipped darts
T - 6 atropa-tipped darts
Armour
d - the +2 hat of the Cartwright (worn) {Harm rF+ rN+ MP+5}
(You found it in a treasure trove)
Harm: It increases damage dealt and taken.
rF+: It protects you from fire.
rN+: It protects you from negative energy.
MP+5: It affects your magic capacity (+5).
It cannot be enchanted further.
e - a +0 cloak (worn)
f - a +0 kite shield of protection
p - a +2 hat
q - the scarf of Music {Shadows, rElec rPois}
(You found it on level 4 of the Vaults)
rElec: It insulates you from electricity.
rPois: It protects you from poison.
r - a +2 robe of willpower
V - +7 swamp dragon scales (worn)
W - an orb of energy
Magical Staves
i - the earth staff "Beetlebane" {^Drain +Blink rF+ SInv Earth}
(You found it in a Gauntlet)
[staff of earth]
^Drain: It drains your maximum health when unequipped.
+Blink: It lets you blink.
rF+: It protects you from fire.
SInv: It lets you see invisible.
Earth: It increases the power of your Earth spells.
n - the air staff "Ymmuit" {rElec MP+5 SInv Necro Air}
(You took it off a minotaur in a Gauntlet)
[staff of air]
rElec: It insulates you from electricity.
MP+5: It affects your magic capacity (+5).
SInv: It lets you see invisible.
Necro: It increases the power of your Necromancy spells.
Air: It increases the power of your Air spells.
K - the cold staff of Rikiyru {rF+ rC+ Dex+4 Ice Air Alch}
(You found it on level 5 of the Pits of Slime)
[staff of cold]
rF+: It protects you from fire.
rC+: It protects you from cold.
Dex+4: It affects your dexterity (+4).
Ice: It increases the power of your Ice spells.
Air: It increases the power of your Air spells.
Alch: It increases the power of your Alchemy spells.
Z - a staff of conjuration
Jewellery
c - an amulet of guardian spirit
h - the ring "Siumuhuh" (worn) {+Blink rElec Will+++ Dex-2 SInv}
(You found it in a Gauntlet)
[ring of see invisible]
+Blink: It lets you blink.
rElec: It insulates you from electricity.
Will+++: It greatly increases your willpower.
Dex-2: It affects your dexterity (-2).
SInv: It lets you see invisible.
o - an amulet of faith (worn)
t - the ring "Qesam" {rC++ Wiz Int+2 Dex-3}
(You found it on level 1 of the Snake Pit)
[ring of wizardry]
rC++: It greatly protects you from cold.
Wiz: It increases the success rate of your magical spells.
Int+2: It affects your intelligence (+2).
Dex-3: It affects your dexterity (-3).
v - the ring of Qitesen (worn) {Wiz Int+5}
(You found it in a treasure trove)
[ring of wizardry]
Wiz: It increases the success rate of your magical spells.
Int+5: It affects your intelligence (+5).
w - a ring of flight
x - the ring "Bepotoi" {Str+2 SInv Stlth+}
(You found it in a treasure trove)
[ring of see invisible]
Str+2: It affects your strength (+2).
SInv: It lets you see invisible.
Stlth+: It makes you more stealthy.
y - the ring of the Tempest {rCorr Int+4}
(You found it in a treasure trove)
[ring of obsoleteness]
rCorr: It protects you from acid and corrosion.
Int+4: It affects your intelligence (+4).
z - the ring of Dekeonwe {rF+ Str+9 Stlth+}
(You found it in a treasure trove)
[ring of strength]
rF+: It protects you from fire.
Str+9: It affects your strength (+9).
Stlth+: It makes you more stealthy.
A - a +4 ring of slaying
B - a ring of see invisible
C - a ring of protection from cold
D - a +4 ring of protection
E - a +6 ring of dexterity
F - a +6 ring of strength
G - a ring of positive energy
H - a ring of protection from fire
I - a ring of resist corrosion
J - a ring of willpower
L - a ring of poison resistance
M - the ring "Nosho" {rF+ rN+ Will++ AC+4 Str-3}
(You bought it in a shop in a bazaar)
[ring of protection]
rF+: It protects you from fire.
rN+: It protects you from negative energy.
Will++: It greatly increases your willpower.
AC+4: It affects your AC (+4).
Str-3: It affects your strength (-3).
N - an amulet of reflection
O - the ring "Faohugot" {Will+ MP+4 Str+2 Slay+4 Stlth-}
(You took it off a deep elf elementalist on level 3 of the Elven Halls)
[ring of slaying]
Will+: It increases your willpower.
MP+4: It affects your magic capacity (+4).
Str+2: It affects your strength (+2).
Slay+4: It affects your accuracy & damage with ranged weapons and melee
(+4).
Stlth-: It makes you less stealthy.
P - a +5 ring of evasion
Q - a ring of magical power
R - the ring of Shadows {Umbra +Inv Stlth+}
(You took it off a deep elf sorcerer on level 3 of the Elven Halls)
[ring of stealth]
Umbra: It surrounds you with an aura of shadow, increasing your stealth
and
reducing the accuracy of all others within it.
+Inv: It lets you turn invisible.
Stlth+: It makes you more stealthy.
S - a +5 ring of evasion
U - an amulet of regeneration
Y - a ring of protection from cold
Talismans
g - the hive talisman of Poakh {rCorr Int-5 Dex+6}
(You found it in a treasure trove)
[hive talisman]
rCorr: It protects you from acid and corrosion.
Int-5: It affects your intelligence (-5).
Dex+6: It affects your dexterity (+6).
X - a sanguine talisman
Wands
a - a wand of digging (15)
r - a wand of flame (60)
z - a wand of paralysis (46)
G - a wand of light (16)
N - a wand of roots (40)
Y - a wand of polymorph (21)
f - a wand of mindburst (10)
Scrolls
h - 6 scrolls of blinking
c - 2 scrolls of torment
m - 6 scrolls of enchant weapon
t - 3 scrolls of fear
i - 23 scrolls of identify
B - 13 scrolls of teleportation
d - 2 scrolls of brand weapon
F - 5 scrolls of immolation
H - a scroll of poison
K - 3 scrolls of silence
M - 15 scrolls of noise
O - 6 scrolls of fog
W - 7 scrolls of vulnerability
A - a scroll of acquirement
x - a scroll of amnesia
a - a scroll of enchant armour
Potions
b - 4 potions of magic
c - 9 potions of brilliance
i - 5 potions of invisibility
n - 9 potions of enlightenment
p - 22 potions of curing
u - 9 potions of heal wounds
v - 8 potions of berserk rage
w - 11 potions of haste
A - 8 potions of attraction
M - 6 potions of mutation
J - 7 potions of lignification
C - 2 potions of cancellation
m - 7 potions of might
r - a potion of resistance
a - 6 potions of ambrosia
Miscellaneous
R - a +2 box of beasts
g - a +0 condenser vane
h - a +1 lightning rod (4/4)
i - a +0 phantom mirror
Baubles
Q - 5 flux baubles
Skills:
- Level 21.0 Fighting
+ Level 4.1 Maces & Flails
- Level 6.0 Armour
- Level 8.0 Dodging
- Level 8.0 Stealth
- Level 19.0 Spellcasting
- Level 14.0 Conjurations
- Level 14.0 Translocations
- Level 14.0 Forgecraft
- Level 8.0 Fire Magic
- Level 14.0 Ice Magic
- Level 4.0 Earth Magic
- Level 8.0 Alchemy
- Level 14.0 Invocations
You have 2 spell levels left.
You know the following spells:
Your Spells Type Power Damage Failure Level
a - Orb of Destruction Conj 54% 9d14 2% 7
b - Spellspark Servitor Conj/Frge 54% N/A 2% 7
c - Iskenderun's Mystic Conj/Tloc 100% 2d19 (+2d11% 4
d - Splinterfrost Shell Ice/Frge 54% 6d18 2% 7
e - Diamond Sawblades Frge 54% 4d10 2% 7
f - Fireball Conj/Fire 49% 3d19 1% 5
g - Brom's Barrelling Bo Conj/Erth 91% 2d13 1% 4
m - Manifold Assault Tloc 54% N/A 2% 7
p - Passage of Golubria Tloc 100% N/A 1% 4
r - Ozocubu's Refrigerat Ice 54% 4d19 2% 7
Your spell library contains the following spells:
Spells Type Power Damage Failure Level
Apportation Tloc 100% N/A 1% 1
Foxfire Conj/Fire 100% 2x1d9 1% 1
Freeze Ice 100% 1d10 1% 1
Kiss of Death Conj/Necr 100% 2d13 1% 1
Magic Dart Conj 100% 1d8 1% 1
Poisonous Vapours Alch/Air 100% 1d4 1% 1
Sandblast Erth 100% 2d20 1% 1
Shock Conj/Air 100% 1d9 1% 1
Slow Hex 100% N/A 1% 1
Soul Splinter Necr 100% N/A 1% 1
Summon Small Mammal Summ 100% N/A 1% 1
Blink Tloc 100% N/A 1% 2
Call Imp Summ 88% N/A 1% 2
Ensorcelled Hibernation Hex/Ice 100% N/A 1% 2
Grave Claw Necr 88% 2d13 1% 2
Mercury Arrow Conj/Alch 100% 2d11 1% 2
Momentum Strike Conj/Tloc 100% 3d10 1% 2
Scorch Fire 100% 2d9 1% 2
Searing Ray Conj 100% 2d8 1% 2
Sublimation of Blood Necr 44% N/A 1% 2
Frozen Ramparts Ice 100% 1d16 1% 3
Hailstorm Conj/Ice 100% 3d16 1% 3
Inner Flame Hex/Fire 69% N/A 1% 3
Launch Clockwork Bee Frge 100% N/A 1% 3
Maxwell's Portable Pile Tloc 100% (3-9)d9 1% 3
Mephitic Cloud Conj/Alch/Air 85% N/A 1% 3
Ozocubu's Armour Ice 100% N/A 1% 3
Passwall Erth 69% N/A 1% 3
Stone Arrow Conj/Erth 100% 3d13 1% 3
Summon Ice Beast Ice/Summ 83% N/A 1% 3
Volatile Blastmotes Fire/Tloc 100% 2d18 1% 3
Awaken Armour Erth/Frge 100% N/A 1% 4
Dimensional Bullseye Hex/Tloc 41% N/A 1% 4
Flame Wave Conj/Fire 99% 2d21 1% 4
Forge Blazeheart Golem Fire/Frge 99% N/A 1% 4
Forge Lightning Spire Air/Frge 83% 3d11 1% 4
Fulminant Prism Conj/Alch 49% 3d21 1% 4
Ignite Poison Fire/Alch 87% N/A 1% 4
Iskenderun's Battlesphe Conj/Frge 100% 2d18 1% 4
Leda's Liquefaction Alch/Erth 39% N/A 1% 4
Olgreb's Toxic Radiance Alch 87% N/A 1% 4
Petrify Alch/Erth 39% N/A 1% 4
Rending Blade Conj/Frge 100% 2d(14+10*)1% 4
Sticky Flame Fire/Alch 87% 2d13 1% 4
Vhi's Electric Charge Tloc/Air 100% N/A 1% 4
Alistair's Intoxication Alch 58% N/A 1% 5
Alistair's Walking Alem Alch/Frge 99% N/A 1% 5
Arcjolt Conj/Air 41% 1d51 1% 5
Freezing Cloud Conj/Ice/Air 46% 6-21 1% 5
Hoarfrost Cannonade Ice/Frge 54% 3d9/3d19 1% 5
Irradiate Conj/Alch 49% 3d28 1% 5
Metabolic Englaciation Hex/Ice 41% N/A 1% 5
Nazja's Percussive Temp Frge 54% 4d13 1% 5
Summon Forest Summ/Tloc 41% N/A 1% 5
Forge Monarch Bomb Fire/Frge 49% 4d17 1% 6
Fortress Blast Frge 100% 6d10 1% 6
Gell's Gavotte Tloc 54% 2d(35-53) 1% 6
Sculpt Simulacrum Ice/Alch 49% N/A 1% 6
Starburst Conj/Fire 49% 6d14 1% 6
Call Canine Familiar Summ 44% N/A 3% 3
Confusing Touch Hex 44% N/A 3% 3
Fugue of the Fallen Necr 44% N/A 3% 3
Gloom Hex/Necr 88% N/A 3% 3
Sigil of Binding Hex 44% N/A 3% 3
Swiftness Air 44% N/A 3% 3
Tukima's Dance Hex 44% N/A 3% 3
Vampiric Draining Necr 44% 2d9 3% 3
Bombard Conj/Erth 45% 9d8 4% 6
Permafrost Eruption Ice/Erth 45% 2x4d10 4% 6
Lee's Rapid Deconstruct Erth 34% 3d17* 5% 5
Eringya's Noxious Bog Alch 43% 4d6 5% 6
Conjure Ball Lightning Conj/Air 41% 3x3d13 8% 6
Anguish Hex/Necr 22% N/A 9% 4
Animate Dead Necr 44% N/A 9% 4
Dispel Undead Necr 44% 3d17 9% 4
Martyr's Knell Necr/Summ 44% N/A 9% 4
Borgnjor's Vile Clutch Necr/Erth 29% N/A 11% 5
Disjunction Tloc 54% N/A 17% 8
Curse of Agony Necr 44% N/A 21% 5
Silence Hex/Air 22% N/A 21% 5
Hellfire Mortar Fire/Erth/Frge 45% 4d15 21% 7
Plasma Beam Fire/Air 34% 2x1d47 22% 6
Rimeblight Ice/Necr 41% 2d8 (prima34% 7
Fulsome Fusillade Conj/Alch 49% (3-5)d17 45% 8
Death Channel Necr 22% N/A 71% 6
Summon Cactus Giant Summ 22% N/A 71% 6
Lehudib's Crystal Spear Conj/Erth 45% 10d11 71% 8
Platinum Paragon Frge 54% 4d20 89% 9
Polar Vortex Ice 54% 12d7* 89% 9
Magnavolt Erth/Air 29% 4d14 92% 7
Haunt Necr/Summ 22% N/A 99% 7
Sphinx Sisters Hex/Summ 22% N/A 99% 7
Fire Storm Conj/Fire 49% 8d13 99% 9
Borgnjor's Revivificati Necr 22% N/A 100% 8
Maxwell's Capacitive Co Air 22% ∞ 100% 8
Chain Lightning Conj/Air 41% 3d55 100% 9
Death's Door Necr 22% N/A 100% 9
Dungeon Overview and Level Annotations
Branches:
Dungeon (15/15) Zot: 20816 Temple (1/1) D:5 Zot: 5985
Lair (5/5) D:9 Zot: 12350 Swamp (4/4) Lair:3 Zot: 15657
Snake (4/4) Lair:2 Zot: 10110 Slime (5/5) Lair:5 Zot: 23394
Orc (2/2) D:9 Zot: 7296 Elf (3/3) Orc:2 Zot: 8470
Vaults (4/5) D:14 Zot: 8448 Crypt (0/3) Vaults:2
Depths (2/4) D:15 Zot: 9555 Sewer (visited)
WizLab (visited) Gauntlet (visited)
The Realm of Zot is guarded by orbs of entropy.
The skills are a little more spread out than optimal, because I like variety.
Anyway, I got the Dark Maul.
My first instinct was that this is a unique opportunity to do the funny Dark Maul Manifold Assault spam.
However, that does require me training my M&F skill up from 4 to 27 to make it actually good I think.
The second idea I had is that I can give the Maul to the Platinum Paragon, which is at 89% fail rate and therefore achievable, and I’d probably have to train 14 M&F skill and get myself a demon whip to get the attack rate up.
Thoughts?