Oni blaster caster on zot 5

Another char in trouble on Zot 5, this time (hopefully) sufficiently early to still fix things :-) Here is the top of the dump:

 Dungeon Crawl Stone Soup version 0.34.1 (tiles) character file.

Game seed: 2427067576691629886

Gatox the Slayer (Oni Conjurer)                    Turns: 72239, Time: 09:56:43

Health: 150/308    AC:  7    Str: 18    XL:     26   Next: 90%
Magic:  30/52      EV: 10    Int: 34    God:    Vehumet [******]
Gold:   6352       SH: 16    Dex:  9    Spells: 1/57 levels left

rFire   + . .  (50%)    b - +0 long sword {flame, rPois Will+ Int+3}
rCold   + . .  (50%)    P - +5 kite shield {Reflect}
rNeg    . . .  (100%)   D - +2 robe {Archmagi}
rPois   +      (33%)    J - +2 hat {Will+}
rElec   .      (100%)   l - scarf {Repulsion}
rCorr   +      (50%)    i - amulet "Qoull" {Rampage rC- RegenMP+ rCorr Int+3}
SInv    .               o - ring of magical power
Will    ++++.           A - ring of the Water Diviner {Fly rF+ rC++ Int+3}
Stlth   +++       
HPRegen 0.71/turn
MPRegen 0.73/turn

%: repel missiles, reflection, rampage, archmagi
@: flying, hasted, studying 3 skills, very quick
A: large, unfitting armour, horns 1, tough skin 1, double potion healing,
drunken brawling
}: 3/15 runes: decaying, silver, gossamer
a: Renounce Religion (0%)


You are on level 5 of the Realm of Zot.
You worship Vehumet.
Vehumet is exalted by your worship.
You have visited 10 branches of the dungeon, and seen 48 of its levels.
You have also visited: Trove.

You have collected 8178 gold pieces.
You have spent 1826 gold pieces at shops.

Inventory:

Hand Weapons
 b - the +0 long sword of Teteplie (weapon) {flame, rPois Will+ Int+3}
   (You found it on level 3 of the Lair of Beasts)   
   
   rPois:     It protects you from poison.
   Will+:     It increases your willpower.
   Int+3:     It affects your intelligence (+3).
   
   It cannot be enchanted further.
 q - the +3 Elemental Staff {ele, rElec rF+ rC+ AC+3}
   (You found it on level 3 of the Vaults)   
   
   rElec:     It insulates you from electricity.
   rF+:       It protects you from fire.
   rC+:       It protects you from cold.
   AC+3:      It affects your AC (+3).
   
   It cannot be enchanted further.
 t - the +5 rapier of Qiruqeo {elec, rElec rF+ Int-5 SInv}
   (You found it on level 2 of the Realm of Zot)   
   
   rElec:     It insulates you from electricity.
   rF+:       It protects you from fire.
   Int-5:     It affects your intelligence (-5).
   SInv:      It lets you see invisible.
   
   It cannot be enchanted further.
 v - the +1 dagger of Demonkind {flame, rElec rPois}
   (You found it on level 3 of the Depths)   
   
   rElec:     It insulates you from electricity.
   rPois:     It protects you from poison.
   
   It cannot be enchanted further.
 x - the +4 flail "Seelatew" {elec, rElec rN+ Str+2}
   (You bought it in a shop on level 1 of the Orcish Mines)   
   
   rElec:     It insulates you from electricity.
   rN+:       It protects you from negative energy.
   Str+2:     It affects your strength (+2).
   
   It cannot be enchanted further.
 H - the +3 scimitar "Goghaann" {flame, rPois rF- SInv}
   (You found it on level 3 of the Spider Nest)   
   
   rPois:     It protects you from poison.
   rF-:       It makes you vulnerable to fire.
   SInv:      It lets you see invisible.
   
   It cannot be enchanted further.
 I - the +9 arbalest of Bright Indomitability {speed, Will++ Str+2}
   (You found it on level 3 of the Spider Nest)   
   
   Will++:    It greatly increases your willpower.
   Str+2:     It affects your strength (+2).
   
   It cannot be enchanted further.
 X - the +2 long sword of Deukk {valour, rC+ Will+ rCorr Dex+4}
   (You found it on level 3 of the Elven Halls)   
   
   rC+:       It protects you from cold.
   Will+:     It increases your willpower.
   rCorr:     It protects you from acid and corrosion.
   Dex+4:     It affects your dexterity (+4).
   
   It cannot be enchanted further.
Missiles
 c - a throwing net
 d - 3 darts of disjunction
 e - 64 poisoned darts (quivered)
 k - 13 curare-tipped darts
Armour
 a - a +2 cloak of air
 l - a scarf of repulsion (worn)
 p - a +2 hat of ice
 s - a +0 cloak of poison resistance
 u - a +1 robe of cold resistance
 w - the +1 robe of the Isitwalangcengce {Will+}
   (You found it on level 13 of the Dungeon)   
   
   Will+:     It increases your willpower.
   
   It cannot be enchanted further.
 B - the orb "Zynwaergh" {Stardust, rC+ Summ}
   (You found it in a treasure trove)   
   
   rC+:       It protects you from cold.
   Summ:      It increases the power of your Summonings spells.
 D - a +2 robe of the Archmagi (worn)
 J - a +2 hat of willpower (worn)
 K - a +0 tower shield
 L - a +0 cloak of corrosion resistance
 P - a +5 kite shield of reflection (worn)
 Y - a scarf of invisibility
Jewellery
 f - a ring of resist corrosion
 g - a ring of magical power
 h - an amulet of regeneration
 i - the amulet "Qoull" (worn) {Rampage rC- RegenMP+ rCorr Int+3}
   (You found it in a treasure trove)   
   
   [amulet of magic regeneration]
   
   Rampage:   It causes one to take an extra step when moving towards enemies,
              briefly stunning them if this results in an attack.
   rC-:       It makes you vulnerable to cold.
   RegenMP+:  It increases your rate of magic regeneration.
   rCorr:     It protects you from acid and corrosion.
   Int+3:     It affects your intelligence (+3).
 j - an amulet of reflection
 m - a ring of wizardry
 n - the amulet "Imunt" {Spirit *Corrode rPois rN+ Str+3}
   (You took it off a rakshasa on level 2 of the Depths)   
   
   [amulet of guardian spirit]
   
   Spirit:    It causes incoming damage to be divided between your reserves of
              health and magic.
   *Corrode:  It may corrode you when you take damage.
   rPois:     It protects you from poison.
   rN+:       It protects you from negative energy.
   Str+3:     It affects your strength (+3).
 o - a ring of magical power (worn)
 r - the amulet "Josia" {Chemistry Bane rPois rC+ SInv}
   (You took it off Cassandra on level 10 of the Dungeon)   
   
   [amulet of chemistry]
   
   Chemistry: It restores some MP whenever you drink a potion and also enhances
              your alchemy spells.
   Bane:      It inflicts you with a random bane when you equip it.
   rPois:     It protects you from poison.
   rC+:       It protects you from cold.
   SInv:      It lets you see invisible.
 y - a +5 ring of evasion
 z - a +6 ring of strength
 A - the ring of the Water Diviner (worn) {Fly rF+ rC++ Int+3}
   (You found it in a treasure trove)   
   
   [ring of flight]
   
   Fly:       It grants you flight.
   rF+:       It protects you from fire.
   rC++:      It greatly protects you from cold.
   Int+3:     It affects your intelligence (+3).
 C - the amulet "Kaney" {Chemistry rElec rC+ Int+3}
   (You found it in a treasure trove)   
   
   [amulet of chemistry]
   
   Chemistry: It restores some MP whenever you drink a potion and also enhances
              your alchemy spells.
   rElec:     It insulates you from electricity.
   rC+:       It protects you from cold.
   Int+3:     It affects your intelligence (+3).
 F - the amulet "Dos Coun" {Faith MP+6}
   (You found it in a treasure trove)   
   
   [amulet of faith]
   
   Faith:     It allows you to gain divine favour quickly.
   MP+6:      It affects your magic capacity (+6).
 M - a ring of protection from cold
 N - a ring of wizardry
 O - the ring of Soal {rElec rPois Will+ Int-5 SInv}
   (You bought it in a shop on level 2 of the Vaults)   
   
   [ring of willpower]
   
   rElec:     It insulates you from electricity.
   rPois:     It protects you from poison.
   Will+:     It increases your willpower.
   Int-5:     It affects your intelligence (-5).
   SInv:      It lets you see invisible.
 S - a ring of positive energy
 T - a +6 ring of dexterity
 U - a ring of see invisible
 V - a ring of protection from fire
 W - the amulet of Noon {Dissipate *Corrode Will+ Str+2 Int+2 Dex+2}
   (You took it off a deep elf pyromancer on level 3 of the Elven Halls)   
   
   [amulet of dissipation]
   
   Dissipate: It reduces the duration of hostile enchantments and decays
   magical
              contamination more quickly.
   *Corrode:  It may corrode you when you take damage.
   Will+:     It increases your willpower.
   Str+2:     It affects your strength (+2).
   Int+2:     It affects your intelligence (+2).
   Dex+2:     It affects your dexterity (+2).
 Z - a +4 ring of slaying
Wands
 c - a wand of roots (46)
 b - a wand of quicksilver (39)
 a - a wand of flame (71)
 e - a wand of charming (39)
 f - a wand of mindburst (28)
 p - a wand of polymorph (21)
 d - a wand of digging (12)
Scrolls
 t - 17 scrolls of teleportation
 V - 8 scrolls of vulnerability
 b - 5 scrolls of blinking
 r - 3 scrolls of revelation
 a - 4 scrolls of enchant armour
 w - 8 scrolls of enchant weapon
 g - 5 scrolls of fog
 N - 3 scrolls of noise
 p - 6 scrolls of poison
 I - 6 scrolls of immolation
 S - 2 scrolls of silence
 x - 6 scrolls of amnesia
 W - 3 scrolls of brand weapon
 T - 4 scrolls of torment
 s - 3 scrolls of summoning
 f - 6 scrolls of fear
Potions
 g - 4 potions of magic
 i - 3 potions of invisibility
 c - 13 potions of curing
 w - 14 potions of heal wounds
 r - 5 potions of resistance
 B - 8 potions of berserk rage
 e - 5 potions of enlightenment
 a - 21 potions of ambrosia
 M - 8 potions of mutation
 b - 5 potions of brilliance
 m - 6 potions of might
 A - 2 potions of attraction
 L - 4 potions of lignification
 h - 4 potions of haste
 C - a potion of cancellation
Miscellaneous
 g - a +2 Gell's gravitambourine (2/2)
 j - a +0 phantom mirror
 h - a +1 tin of tremorstones (2/2)
 i - a +1 box of beasts
 k - a +1 lightning rod (4/4)


   Skills:
 * Level 25,9 Fighting
 + Level 0,4 Long Blades
 + Level 2,1 Maces & Flails
 - Level 0,3 Throwing
 + Level 9,7 Dodging
 - Level 6,0 Stealth
 + Level 11,8 Shields
 - Level 16,0 Spellcasting
 + Level 22,3 Conjurations
 - Level 8,0 Translocations
 + Level 17,1 Fire Magic
 + Level 9,2 Ice Magic
 + Level 4,3 Air Magic
 * Level 14,1 Earth Magic
 + Level 4,6 Alchemy
 + Level 1,3 Evocations


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

 Your Spells              Type           Power      Damage    Failure   Level
a - Passage of Golubria   Tloc           89%        N/A       1%          4
b - Searing Ray           Conj           100%       2d8       0%          2
c - Iskenderun's Mystic   Conj/Tloc      100%       2d19 (+2d11%          4
d - Hailstorm             Conj/Ice       100%       3d16      0%          3
e - Blink                 Tloc           100%       N/A       1%          2
f - Mephitic Cloud        Conj/Alch/Air  98%        N/A       1%          3
g - Fireball              Conj/Fire      63%        3d24      0%          5
h - Ignite Poison         Fire/Alch      100%       N/A       1%          4
i - Starburst             Conj/Fire      63%        6d17      1%          6
j - Ozocubu's Armour      Ice            94%        N/A       1%          3
k - Lehudib's Crystal Sp  Conj/Erth      61%        10d14     2%          8
l - Lee's Rapid Deconstr  Erth           55%        3d26*     1%          5
m - Olgreb's Toxic Radia  Alch           73%        N/A       1%          4
n - Passwall              Erth           100%       N/A       1%          3

Your spell library contains the following spells:

 Spells                   Type           Power      Damage    Failure   Level
 Maxwell's Capacitive Co  Air            35%        8         99%         8
 Polar Vortex             Ice            47%        12d6*     100%        9
 Foxfire                  Conj/Fire      100%       2x1d9     0%          1
 Magic Dart               Conj           100%       1d8       0%          1
 Sandblast                Erth           100%       2d20      0%          1
 Shock                    Conj/Air       100%       1d9       0%          1
 Apportation              Tloc           100%       N/A       1%          1
 Kinetic Grapnel          Frge           100%       1d8       1%          1
 Kiss of Death            Conj/Necr      100%       2d13      1%          1
 Summon Small Mammal      Summ           100%       N/A       2%          1
 Momentum Strike          Conj/Tloc      100%       3d10      0%          2
 Scorch                   Fire           100%       2d9       0%          2
 Stone Arrow              Conj/Erth      100%       3d13      0%          3
 Brom's Barrelling Bould  Conj/Erth      100%       2d14      0%          4
 Lesser Beckoning         Tloc           100%       N/A       1%          2
 Inner Flame              Hex/Fire       91%        N/A       1%          3
 Maxwell's Portable Pile  Tloc           89%        (3-9)d8   1%          3
 Swiftness                Air            71%        N/A       1%          3
 Airstrike                Air            35%        2d(6-22)  1%          4
 Awaken Armour            Erth/Frge      100%       N/A       1%          4
 Forge Blazeheart Golem   Fire/Frge      91%        N/A       1%          4
 Fulminant Prism          Conj/Alch      54%        3d22      1%          4
 Iskenderun's Battlesphe  Conj/Frge      100%       2d18      1%          4
 Leda's Liquefaction      Alch/Erth      47%        N/A       1%          4
 Sticky Flame             Fire/Alch      100%       2d15      1%          4
 Summon Seismosaurus Egg  Summ/Erth      85%        N/A       1%          4
 Arcjolt                  Conj/Air       54%        1d64      1%          5
 Freezing Cloud           Conj/Ice/Air   52%        6-21      1%          5
 Irradiate                Conj/Alch      54%        3d29      1%          5
 Plasma Beam              Fire/Air       50%        2x1d65    1%          6
 Grave Claw               Necr           80%        2d12      4%          2
 Jinxbite                 Hex            80%        2d3       4%          2
 Sublimation of Blood     Necr           40%        N/A       4%          2
 Borgnjor's Vile Clutch   Necr/Erth      42%        N/A       4%          5
 Fugue of the Fallen      Necr           40%        N/A       8%          3
 Gloom                    Hex/Necr       80%        N/A       8%          3
 Sigil of Binding         Hex            40%        N/A       8%          3
 Vampiric Draining        Necr           40%        2d8       8%          3
 Yara's Violent Unravell  Hex/Alch       29%        3d12      8%          5
 Hellfire Mortar          Fire/Erth/Frge 49%        4d15      9%          7
 Cigotuvi's Putrefaction  Necr/Air       58%        N/A       11%         4
 Alistair's Intoxication  Alch           48%        N/A       11%         5
 Hoarfrost Cannonade      Ice/Frge       36%        3d8/3d16  11%         5
 Forge Monarch Bomb       Fire/Frge      45%        4d16      12%         6
 Ozocubu's Refrigeration  Ice            47%        4d17      13%         7
 Summon Forest            Summ/Tloc      34%        N/A       14%         5
 Dispersal                Tloc           44%        N/A       16%         6
 Eringya's Noxious Bog    Alch           36%        4d6       16%         6
 Gell's Gavotte           Tloc           44%        2d(31-46) 16%         6
 Fulsome Fusillade        Conj/Alch      54%        (3-5)d18  17%         8
 Nazja's Percussive Temp  Frge           20%        4d7       19%         5
 Sculpt Simulacrum        Ice/Alch       42%        N/A       24%         6
 Martyr's Knell           Necr/Summ      40%        N/A       26%         4
 Alistair's Walking Alem  Alch/Frge      59%        N/A       28%         5
 Curse of Agony           Necr           40%        N/A       58%         5
 Summon Mana Viper        Hex/Summ       40%        N/A       58%         5
 Manifold Assault         Tloc           44%        N/A       63%         7
 Forge Phalanx Beetle     Frge           20%        N/A       99%         6
 Summon Cactus Giant      Summ           20%        N/A       99%         6
 Malign Gateway           Summ/Tloc      34%        N/A       99%         7
 Diamond Sawblades        Frge           20%        4d6       100%        7
 Enfeeble                 Hex            20%        N/A       100%        7
 Sphinx Sisters           Hex/Summ       20%        N/A       100%        7
 Summon Hydra             Summ           20%        N/A       100%        7
 Discord                  Hex            20%        N/A       100%        8
 Summon Horrible Things   Summ           20%        N/A       100%        8
 Dragon's Call            Summ           20%        N/A       100%        9

You are too large for most types of armour.
You have a pair of small horns on your head.
You have tough skin. (AC +1)
You gain doubled healing and magic from potions.
Whenever you drink a healing potion, you attack all around you.

Message History

Confirm with . or Enter, or press ? or * to list all spells.
Casting: Starburst (safe; 1% risk of failure)
Press: ? - help, Dir - look around, f - activate
You feel a surge of power!
The bolt of fire hits the storm dragon!!!
The storm dragon is almost dead.
The bolt of fire misses the orb of winter.
The storm dragon breathes lightning at you.
The bolt of lightning hits you!!
The orb of winter glitters with frost.
The orb of winter drains the heat from the surrounding environment!
You resist.
You encounter an ancient lich.
You hear a roar! You hear a deafening roar!
Casting: Starburst (safe; 1% risk of failure)
Confirm with . or Enter, or press ? or * to list all spells.
Casting: Starburst (safe; 1% risk of failure)
Press: ? - help, Dir - look around, f - activate
You feel a surge of power!
The bolt of fire misses the storm dragon.
The bolt of fire misses the orb of winter.
Casting: Starburst (safe; 1% risk of failure)
Confirm with . or Enter, or press ? or * to list all spells.
You feel a surge of power! You erupt in a blast of force!
The mystic blast hits the orb of winter.
The orb of winter is lightly damaged.
The orb of winter is knocked back by the mystic blast.
The mystic blast hits the storm dragon!!
You kill the storm dragon!
That felt strangely unrewarding.
You feel yourself speed up.
You encounter a golden dragon.
You savour every drop. Magic courses through your body.
You encounter a protean progenitor.
The orb of winter glows icy blue.
The icy flash freeze is repelled.
Welcome back, Gatox the Oni Conjurer.
Vehumet says: Let it end in hellfire!
Press ? for a list of commands and other information.
Char dumped to 'C:/Users/Besitzer/AppData/Roaming/crawl/morgue/Gatox.txt'.

,,,,,,,,,,***,,,,,,,,,,,,,,,*
,,,,,,,,,,* **,,,,,^,,,,,,,**
,,,,,,,,,,*  *,,,,,,,,,,,,,*
,,,,,,,,,,*  *#...........#*
,,,,,,,,,^*   *...........#
,,,,,,,,,,*  **..qd.....z.#*
,,,,,,,,,**  *,..d..X......*
,,,,,,,,**  **,,,....X...,,**
,,,,,,,**   *,,,,,....X,,,,,*
********    ***#####†########
,,..############..*.[C..#....
,,........q...@..Lp)D...#....
,**####...#############.#....
**    #......#        #.....#
      #......#   *##**#.....#
  #####......#   *...*#.....#
###...#...########...##.#...#
........................#....
.....<.......................
q....................##......
##################*#.#.(....#
###...#            #.#......#
###...##############.#..d...#


You can see a Killer Klown, an orb of winter, a green draconian monk, a golden
dragon, an ancient lich and a protean progenitor.

So after playing a lot of deepelf conjurers and losing them at some point between lair and vault I was looking for race to play a blaster caster that is a little more tanky and found the Oni. +20% HP plus +3 fighting aptitude is really nice and I have a little over 300 HP. Unfortunately my defenses are crap, no heavy armor because I’m a caster and Oni lack several other slots. Dex is lousy so no real evasion and as I learned, no good shield values either.

I have a scarf of repulsion and reflection which means at least against projectiles I’m fairly well protected. Mystic blast helps against most melee attackers that get to close. Mana management has been an issue all game, I’m wearing a ring of magical power and have a source of mana regen but it still requires care to take only a few monsters followed by rest breaks to regen mana.

Which leads to problems on Zot 5, if I need to rest for a while after killing 2 or 3 monsters the tesseracts become troublesome. This still may work out for this char but it feels a lot weaker than the melee tanks I took through Zot 5.

So I’m looking for general advice. How do make a caster that can savely take on Zot 5 and not just hope to barely make it through? Should I have changed my skills somewhere? Focused on different spells? Use a different combination of equipment?

I’m afraid it might actually be too late to follow my advice.

With !resist + !haste + !brilliance + 4 potions of magic, you should be able to blast through the Z:5 vault… if you have powerful enough spells.

But that requires you to manage your skills a little more carefully than you’ve done, and requires Vehemut not to shaft you. (Seriously, was his final spell gift Crystal Spear + Maxwell’s CC + Polar Vortex? If you have this much Fire skill compared to the other spell schools, you should be able to rely on getting Firestorm or Ignition.)
Chain Lightning or Firestorm could do it. Shatter + Crystal Spear (for the Orbs) should be able to do it too. Polar Vortex is interesting, much more mana efficient than the others, but I expect you’d take too much damage? I’m not really sure.

When you don’t have any of that, I don’t see how you survive the Zot:5 orb chamber. Maybe grind out some extra branches to get the XP you need?

I should be using my brillance potions, always obvious in hindsight :smile:
After I got into a mildly dangerous situation on Zot 5 the first time on this char I remembered that I’m on Zot 5 and should just use up my consumables and then used a haste and a potion of magic. But brilliance should help a lot more. And resistance won’t hurt either.

And it didn’t work out :frowning:
Killer Clowns can hit you with a variety of nasty magical effects which are silence or silence or silence (yes 3 out of 3 times I was hit it was silence, the by far nastiest effect for this char). The brilliance worked great, combined with my mana regen I never run low on mana again. I think if I had gone in and used the combination of haste+brilliance+resistance and magic potions as needed the first time round it probably would have worked.

1 Thank

The main thing this character was missing was options. Even a blaster caster needs a way to deal with things when magic fails them, and a +0 long sword ain’t it! Any weapon can do a lot of work when you have 26 fighting with just a bit of training. Your defenses are terrible, too, when you have definitely enough sheer power to go for some thicker armor and train some EV (ogre apts for dodging are surprisingly good).

Generally, we think you focused too hard on wanting to be a blaster caster and ignored other options, while thinking your attributes mean more than they do. Yeah, 9 dex won’t make you the best dodger or shooter in the west, but it’s still serviceable! Oh, also, you had the elemental staff, and more pips of resistance would have done you good. We also think KK silence is Cancellable, so you could have gone for that!

Oh, also, gravitambourine is the best item in the game, and you had two full charges of it at the end, meaning you could probably have used it to make your life muuuuch easier.

The sword is mostly a stat stick, worn for giving me rPois, Will+ and Int+3. I’m not sure how much kill power in melee I would have gotten with 5 or 10 levels of some melee skill, and a decent weapon, I haven’t tried but I believe it wouldn’t help much.

Almost 10 levels of dodge gives me 10 EV, I did train that throughout the entire game, 5 more levels there would give me 2 or 3 more points of evasion. I think the scarf of repulsion (+15 ev for projectiles) plus mystic blast to avoid melee worked better there. If I switch to the elemental staff I would loose poison res and one + of willpower for one more level of fire and cold res, may be worthwhile or not, depending on what monsters are around.

Silence can be canceled but it would also have cancelled by haste+brilliance. I underestimated how long the silence would last, probably would have been worth cancelling anyway. The gravitambourine is a great idea, I somehow never use these and I should :slight_smile: