Jason C. DeWilde wrote:
> Greetings. I've been running a steady stream of DECjs lately, with very
> little success.
They take time to get a feel for; hang in there! Once you're able to
get them off the ground, they're pretty ridiculous except for the
fragility, and the ridiculousness can be used to make up for the
fragility.
> My most recent character also happens to be the best
> mage run i've ever had. I ended up dying to an unseen horror in the
> main dungeon after I had finished clearing a hive on the same level.
Oof, a one-two punch.
> I
> had run into it at least twice before it actually killed me, but I was
> forced to stay on the level and clear the hive for food, which I was
> running low on.
What Jeremey said. Although I probably wouldn't've done what Jeremey
said, despite the wisdom of it; I'd've made a point of assassinating it
-- part out of spite, and part for one actually sensible reason:
unhandled monsters on levels above you -- especially ones you can't see
and can kill you in a handful of turns -- make it dangerous to use
stair-scumming (going up one staircase and down another, going up a
staircase, opening a square of distance, and descending any staircase
including the one you came up, and related tricks), which is otherwise
a tremendous tool in the strategic toolbox.
On the other other hand, trying to do anything complicated on an
unfinished hive level is dangerous.
On the other^3 hand, the only thing that kills stairscumming more
thoroughly than than one dangerous enemy on the level above is a whole
swarm of dangerous enemies on the level above, and having access to
that tool might have turned out to be a question of life and death one
level below.
On the other^4 hand, a wand of digging or -- considering you were a
Moonie -- a source of Dig found on the levels below would've made
finishing off that UH once and for all a snap. Digging makes corridors.
UH in corridor + PC with almost any sort of distance attack at all
(including wands, even several of the resistables) = dead UH.
> I was on my way back to a jewelry shop on dl 5 when the unseen horror
> caught up with me, unfortunately for good. What i'm looking for are a
> few tips that could help me survive longer with these mage types.
This isn't controversial, but stay in light armour.
-- You start with Dodging and Stealth skills. They're essentially lost
XP once you step into heavy armour.
-- Stealth is no joke. Stealth lets you strike first. You *do* stab,
you just don't do it with a dagger.
-- If you're doing your job right, you'll primarily be damaged at a
distance if at all. Distance attacks? Dodging.
-- There's no shortage of weak enemies out there train Dodging, and
even train it early, if you insist.
-- But if you choose not to train dodging much at first, that's pretty
much OK too, since all mental skills are deeply discounted until level
5, with a gradual reduction in the discount until level 15. (On the
other hand, all the mental skills in the world won't help if a centaur
gets first strike on you. Won't happen if you're stealthy enough... if
you want, you can train your Stealth by just sitting around
regenerating MP... hey, that sounds familiar!)
-- You do your job right by getting the most damage out per turn
possible, and not running out of MP in the middle of combat. Anything
that raises fail rate, even slightly, is contrary to these two things.
What do all those little points of evasion penalty on heavy armour do?
They raise fail rate.
I ran a grey elven air elementalist in heavy armour for part of game
recently. (The character was run as an ersatz reaver, and had found
nice elven chain mail, and wanted some Armour skill to offset the
penalties that it charges even though it itself is a light armour.) He
survived that period.

Took forever to get Armour up, though.
> Race : Deep Elf Res.Fire : + . . See Invis. : .
There are much worse things you could do with a ring slot; RNG willing,
there are better things too.
> Class : Conjurer Res.Cold : . . . Warding : .
> Worship : Sif Muna Life Prot.: . . . Conserve : .
Moonie is good for players who are just starting out with magic-users
IMO, in that you get to try out all sorts of stuff quickly and get some
experience with it, and throw it away if it turns out to be a dud. For
pulling on to a win, I'd say Vehumet is better for a variety of
reasons, unless you want to do some serious Alter Self sessions
(although these don't provide much that's useful to a pure conjurer) or
you're really aching to get Non-Conjurations Book XYZ relatively
quickly and assuredly.
> x - a +2,+1 blowgun
Still worth carrying at this point in the game IMO. Might even have
helped to secure an assassination of the UH -- they have a tendency to
flee rather than let you finish them off; poisoned UH's don't flee very
far.
> y - the +3,-4 whip of X Kisybi (weapon)
> (You found it on level 4 of the Dungeon)
> It affects your AC (+2).
> It affects your evasion (+2).
> It affects your dexterity (+3).
Short of a staff, you don't get much better than that.
> O - a +1,+0 bow of frost
Not worth carrying IMO; bows used unskilled are too inaccurate, all the
more so when firing bolts of frost/flame IIUC.
> // Cluttered inventory
> Magical devices
> d - a wand of random effects (11)
> j - a wand of magic darts (9)
> q - a wand of paralysis (0)
A weak enemy deliberately allowed to get next to you + a corridor + a
wand of paralysis = an unseen horror off your tail. In certain cases, a
paralyzed bee at a hive entrance = a hive off your tail. Etc. This one
can be powerful despite the fail rate. Shame about the lack of charges,
alas.
> v - a wand of frost (6)
> H - a wand of fire (
Had the UH's name written on it.
> Comestibles
> A - 17 honeycombs
> M - a meat ration
Yup, diving was still an option, especially since you had a source of
poison resistance sufficient for culinary use at least (the staff of
poison).
[snipped somehow: staff of poison]
If this was found before you met the bees, it definitely should've been
wielded for them. (IDing staves is a snap -- just wield one and cast
magic dart at the wall until it self-ID's.) If that's exactly what you
did do, or it wasn't available yet at that point, or you didn't know
that IDing staves is a snap (it's non-obvious), apologies for the fully
or partially unnecessary note.
> Skills:
> - Level 1 Short Blades
> - Level 1 Staves
> + Level 4 Dodging
> + Level 3 Stealth
> + Level 9 Spellcasting
> + Level 13 Conjurations
> + Level 10 Fire Magic
Definitely late enough to get started with Earth.
> You have 15 spell levels left.
This was a serious mistake, especially as a worshipper of Sif Muna.
> You know the following spells:
>
> Your Spells Type Success
> Level
> a - Magic Dart Conjuration Excellent 1
> b - Conjure Flame Fire/Conjuration Excellent 3
> c - Throw Flame Fire/Conjuration Excellent 2
> d - Fireball Fire/Conjuration Very Good 6
Bolt of Magma definitely should have been in there. Stone Arrow is iffy
for a Vehumite (it's an albatross around your neck if Selective Amnesia
takes forever to show up.) For a Moonie... take it.
BTW, if there was any way to safely retreat to a corridor immediately
after discovering the bee room, you probably could have taken them on
without a scratch with the help of Conjure Flame. It's a really
powerful spell if you take it seriously (like the man said, if you
remember to use it).
> Last Messages
>
> The bolt of fire hits something.
> H - a wand of fire
Probably a sign of another mistake: unless you'd JUST picked up this
wand, you should have already had it identified by zap-testing it at
the first thing you encountered that wouldn't be likely to kill you if
the wand happened to turn out to be Hasting. In the case of top-grade
attack wands like Fire, blowing a scroll of Identify on charge-ID can
also be worth it. Doing so is "expensive", but nothing's expensive if
it saves your life.
> It hits you!
> You die...
Oh, those two awful sentences, known well to all of us
> ..#..#.....####..#......# #.....
> .##..#.....# ##..#......####.....
> ..#..#########..........#........
> .<...........#......#'###........
> ###.######.%.#................#..
> #........#.#.#................#..
> #........#.#.#.#..............###
> #........#.#.#.###.........####
> #........#.#.#..@..........#
> #........#.# ##########...##
[...]
One space further west would've been ideal, as UH's have a tendency to
not politely remain on a compass direction for you, and the extra space
back would've equalled an extra space's worth of "corral" to pen it in.
A conjure flame in front if you, if time permitted, could also have
helped. Can't recall offhand, though, if they're afraid of Conjure
Flame, I must admit.
> 12 big kobolds (D:7)
Might've been a short blade of protection in the spoils of that kobold
room. Might well not've been.
I'd write more general advice, but it's late, and besides, I haven't
even written my long-promised YAVP story yet... :-[ Good luck and no
miscasts, and may your Orcish-Mines up-staircases always be free of
one-turn-murder mobs!
e.
>> Stay informed about: -crawl- Surviving with a DECj?