A strikingly realistic sapphire statue of a famous earth mage who disappeared after a catastrophic spell failure. She is clutching a book.
Species | Background | Gods |
---|---|---|
Gargoyle | Earth Elementalist | Vehumet |
The Species, Background, and God choices are all mandatory. You must be worshipping one of the gods listed above before entering Lair, Orcish Mines, the Vaults or Depths, unless this isn't possible in which case you must worship them as soon as you can. Don't use faded altars (except in challenges where you can choose any god), and don't do anything to lose your religion unless otherwise specified.
NOTE: Except for Beogh, Ignis, Jiyva and Lugonu, an altar for the other gods will ALWAYS show up by D:10.
This is a very straightforward and well rounded build. While the offensive casting aptitudes may not be as eye popping as Deep Elf or Tengu, Gargoyles make very strong earth elementalists and have far better defenses than either of those species. Even if you stay in robes, your gargoyle species will greatly boost your AC and resistances naturally.
Sandblast, and not too long after, Stone Arrow, will be your staple spells. These are consistent ways to deal with virtually any enemy you encounter. However, as a caster you need to be careful about managing your mana. Do your best to find a reasonable melee weapon (or even better, an Earth or Conjurations enhancer stave), then learn to read the room a bit. Recognize when you are facing weaker enemies and safely dispatch them without wasting precious mana. You never know when something terrible will show up.
Select Intelligence (Int) at experience levels (XL) 3 and 9.
Equip a shield or an orb of energy in your offhand.
Train earth magic and conjurations to at least 12 each.
Conducts are worth +5 points each, to a maximum of half your score from milestones, rounded down. (So if you achieve 3 milestones (15 points) you can earn up to 7 points from conducts.) Small mistakes in following conducts will usually be forgiven.
NOTE: for CCA, the first 2 conducts are usually to help you make choices at startup or in early game, while the 3rd conduct is usually a small fun challenge.
Memorize an earth or conjurations spell of at least level 6.
Receive/Unlock Vehumet's final three spell gifts... and gain a rune!
Bonus challenges are worth one star each, similar to banners in Crawl tournaments. Small mistakes will usually be forgiven.
The 1st bonus can usually be accomplished after clearing the Dungeon (D), Lair (L) & the Orcish Mines (O), while the 2nd bonus will be a bit more challenging and will involve something like: "...and get your first rune!" as a caveat.
The main way to score points. +5 points each, and can be done in any order.