The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari


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Post Wednesday, 26th June 2013, 21:35

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Introduction:

Oh man, this ballooned into some major project.

I saw quite a few vampire and enchanter type characters in this forum lately, and decided I'd share my experience with playing one - especially the "stealth and stab" type.

I play them regularly and with this particular one, I started taking notes on how I go about things, then figured I better explain why I concentrate on certain skills, why a vampire in the first place, why Ashenzari instead of another god, then some ideas on spell selections, and so on, and so on...

Next thing you know - it felt like I was writing a book.

Ah well, I have put in so much time and effort into this, that I will complete it in spite of its length. If you don't want to read something so detailed, then kindly move on to another thread. That being said, for those who might find some interest:

This was never intended to be a guide to playing a Vampire Enchanter of Ashenzari, nor do I claim to know everything about DCSS. I play for my own enjoyment, and depend both on my playing experiences and on the information the game provides in its' documentation, for most of what will be described here.

If this helps anyone, or you can derive some ideas or insights into playing the game DCSS in a way that you find enjoyable, then this thread will have served its real intended purpose.


DeathKnyte





Play Style:

The vampire enchanter combination of, Ashenzari, can be played several ways, by far my favorite is; being a quiet killer, surprise stabber, and a silent assassin.

Scout out a new dungeon level - safely locate all the monsters you can through stealth - don't wake anything up - get in a stab kill on all the easy ones - set up the stab on the harder ones - move on to the next level.

If too many monsters are awake, or are wandering around, or (god forbid) you woke them up - meld back into the darkness of the dungeon - go to another level or area, and work on that one while this level goes back to sleep.

You are a vampire - unless you do something stupid, you live forever - time is on your side.

Spell selection is mainly geared towards disabling monsters, being quite, and not attracting undue attention.

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arcanist, athros, Psieye, treerex5

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Post Wednesday, 26th June 2013, 21:36

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Primary Skills:

Stabbing:

One of, if not the best, skill in the game. With just an ordinary dagger, or short sword, you can 'one hit kill' near everything you encounter.

No need to worry about which weapon should I look for, or which weapon skill should I train, or if this +8, +6 flail is better than the +3, -1 bardiche, etc. Weapon damage and effectiveness, are one of the most bewildering and non-intuitive things in DCSS. Stabbing simplifies this incredibly, and with Ashenzari providing identifications you will quickly find something suitable. Trust me on this, I have 'one hit killed' big scary late game monsters with a -4 dagger. So don't fret it, enjoy the peace of mind, and delight in the satisfaction of stabbing your victims.

I'll usually put a priority on this skill, when just starting the game. You need like at least level 4 for ogres, and around level 6 for people like Edmund. Once I reach 12 or so, I'll slow it down and play by ear till it reaches 16. You can then concentrate on some other skill that is lagging, but always know that the more you have here, the better. You never want to miss a stab on something like The Royal Jelly, or someone like Nikola, because you thought that stabbing wasn't "that important" any more.


Stealth:

Huge skill to get going early to an acceptable level. I'll start to slow down its training when I get to "extraordinary" and may temporarily turn it off at that time if I'm lagging in something else. But you want to get this to "uncannily" as soon as feasible, with your current armour and at "near bloodless" hunger status. To verify how good your characters' stealth currently is, hit the "@" key and it will be described. For a good description of the skill itself, check what the game says about it (hit "?", then "/", then "K", then type "Stealth").

If you have never played a stealth vampire before, you are going to develop a fond appreciation for this when: You discover that you can walk amongst a pile of slime creatures and stab them all without waking any, or a pack of yaktaurs in an open area, and even sauntering up to a resting Pandemonium lord then offing it in a single blow.

One of my fondest episodes, concerning stealth as a bloodless vampire, was when I was in Gehena (a branch of Hell), and was trying to get at the obsidian rune without getting cooked to a crisp. I was in a complex of small rooms with metal walls, and along came two brimstone fiends (very nasty incredibly dangerous demons). I just froze and stayed put (hit the "s" key) until they had wandered towards - and immediately adjacent to my character - then back out of the room. Wow, I tell you, I was holding my breadth and sweating at the computer desk, but they eventually just disappeared out of sight, and I remained undetected the whole time!


Hexes:

This is a fascinating school of magic that is geared to; bewitch, curse, disable, and alter the monsters' normal behavior. Often several spells in combination can decidedly give you such an advantage, that the game becomes laughingly easy and exceedingly entertaining - compared to a more conventional approach of blowing everything up, or bashing stuff in the face till it dies.

A disadvantage with some Hexes is that you require to get through a monsters enchantment resistance. To determine how strong these are, you can either right-click on the monsters' picture and it will tell you, or you can look up a monsters' description in game ("?" + "/" + "M" + "Type in monsters' name"). You want high spell power, in order to overcome some resistances of particular monsters. But don't let that worry you too much, because there are ways to win the game solely with Hexes magic.

Now for a big advantage with Hexes; Corona, Ensorcelled Hibernation, Confuse, Enslavement, Invisibility, and some other spells - all have range eight to their casting distance. So anything that you can see, you can potentially nail with those spells. In other schools, you have to wait till the monster is closer, sometimes at range 6, 5, or even 3 - before you can zap it. Not so with Hexes, no waiting for that nasty to get any closer than you want, start hexing it beyond its' own range of zaping you, with whatever it has.

Use your imagination with this school, think of how you could combine several spells to help you achieve your goals. Should I confuse the orc priest, or enslave it? Should I cast Invisibility on myself or the Enslaved demon? Would Sure Blade, Darkness and Silence be better than Mass Confusing the entire pack of ugly things? Think, be creative, have fun with trying to solve situations in novel ways.

This skill I keep on for near all the time, until the school is maxed.

Books with a lot of hex spells in them have really thematic names; Debilitation, Maledictions, and Hindrance.


Dodging:

Since we are endeavoring to be quiet and stealthy at all times, we don't want encumbering armour. Robes, leather and possibly up to fire dragon armour (at most) will be our garb of choice. So since we won't have much protection for those moments when things can inadvertently spiral out of control, the next best thing is to avoid any potential damage from incoming attacks all together. Dodging is what helps here, so it is commonly the fourth skill that I concentrate on.
Last edited by DeathKnyte on Thursday, 27th June 2013, 02:17, edited 6 times in total.

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Yermak

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Post Wednesday, 26th June 2013, 21:37

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Why a Vampire?

I think I should take a minute here, and point out why a vampire is so good for the above skills and this type of play style. So start a game and roll a vampire (preferably with the enchanter background).

Now hit the "?" key, and then the one with "%". Scroll down the tables and gaze at the rows with "Vampire" (these will appear in bold white). See how the positive aptitudes are all in near perfect skill areas? Even has two that are outstanding! Now wait, it gets even better...

Escape out of that screen and hit "A" (or "SHIFT" + "a"), then "!". This is the Properties screen for hunger status. Take a few minutes and study that, especially the "Near Bloodless" and "Bloodless" columns. Look at all the nice resistances, immunities, and abilities you get. Those are the two hunger levels where I'm at, for near the entire game.

I know it may seem a little daunting if you're new to vampires, it took me a while to get used to all those effects compared to a living species. But after a little while some familiarity starts to settle in, and now it's like second nature to me. (In fact, when I'm playing something other than a vampire, I often try and change into bat form, bottle blood, or wonder why I'm getting drained - then realize I'm not playing a vampire!)

Now then, there are some issues with different effects, and you will learn how to adapt your play style (or if you wish, ask how I deal with them). However there is one that impacts you the most negatively, and that is the regeneration of life at Bloodless. If you want to heal any significant amount of life points, you need blood (either from a potion, fountain, or by draining a corpse). There are emergency ways, like (reduced) potion healing, wand of healing, successful stabbings, and combat bite (teeth) attacks. But the best way I found, is to not get hurt in the first place. A silent assassin is played in such a way to kill, without taking any damage in return.

Another drawback about being a vampire, is that the "supposed good guys" who hang around the dungeon, carry weapons with the "holy wrath" brand. Once you have sufficient favor with Ashenzari, he'll warn you about those, but until then be wary. Even a kobold with a dagger of holy wrath can hurt you bad in the early game, and later on people like Rupert or Mennas can be downright deadly. I like dropping weapons of holy wrath into lava pools. Carry them while in bat form, fly over a lava square, then drop like normal items.

Another thing to be conscious of, is silver ammunition. This can range from darts up to javelins. These will sear your flesh as added damage, if you get hit. By the time you start meeting yaktaurs, you will be in tight with Ashenzari. So when he tells you that they're carrying silver bolts - please think before acting!

Something I always do when playing a vampire is to find and keep, or buy from a shop, two rings of hunger. When you want to get to bloodless level quickly, switch on those two rings. Of course, while playing with Ashenzari and binding gear, it isn't handy, but in near all other cases it saves time.


Bat Form:

This never gets old. In fact, I'm always trying to think of new ways to take advantage of this ability.

A huge advantage that bat form gives, is an incredibly fast movement speed, compared to most everything else in the game. As long as you're not overloaded, you can zip around the dungeon at 0.6 squares - per normal turn. Compared to anything moving at regular speed, that is 4.8 turns instead of 8, over a distance of 8 squares (normal view range).

You never have to worry (too much any ways) about missing a portal to a Labyrinth, or Traveling Bazaar, if you zip around the level exploring this way. At low character levels, you can find the Sewers, Mini mummy crypt sand in the hourglass things, and the Lowering Banner along the Flag Pole, type of portals. Later on, when you have sufficient favor with Ashenzari, you will detect where these are exactly upon entering the level, but until then, don't forget about bat form speed.

Your strength decreases, but your dexterity increases, making you very hard to hit. When you are able to (character level 3 and beyond), check out what your EV is when you have transformed. High dodging skill is a primary contributor to this, so keep it going up. It doesn't happen often, but when a situation is very dire, and escape options are limited, I will choose transforming into bat form and trying to evade incoming attacks, while flying away - as my best option over other ones.

Bat form uses flight as movement. Deep water, lava, shallow water, bolt / dart / needle / spear / blade traps, can all be flown over safely. This opens up many tactical opportunities to you, compared to something which is forced to walk on land. Conversely, be careful around titans and such casting monsters, they really hurt when they air strike you while flying.

Bat form can be the thing that allows you to survive the Abyss, at lower character levels. Fly over all that rough terrain, and at good speed, while maneuvering intervening obstacles between you and monsters you don't want to know about.

You can still talk, but not use spells while in bat form. So giving orders to minions, reading scrolls, invoking god abilities, all work fine.

The only piece of gear that (now) has any effects while in bat form, are amulets. So if you are depending on anything else for a particular resistance, be mindful of this while flying around.

For what it's worth, you can stab with your teeth. I've killed small things this way. Sometimes I use it to wake up monsters over long distances in deep water (like the Shoals), but more often for giggles.

Cast; Repel Missiles, Regeneration, Phase Shift, Invisibility (or Haste), Darkness, (maybe) Silence - Then drink a potion of; Resistance, Might, Agility - Then transform and become the F-117 Nighthawk of DCSS, or more commonly and affectionately known as; the Uber-Wonder Super-Duper Death-Bat.
Last edited by DeathKnyte on Wednesday, 26th June 2013, 22:57, edited 3 times in total.

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Post Wednesday, 26th June 2013, 21:37

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Secondary Skills:

Short Blades:

In the beginning, this depends on which particular short blade you are using for stabbing. You want a stab attack to not take any longer than one standard time unit. I won't explain how this is derived, instead to make things simple, I'll tell you what is required for each; dagger or quickblade - needs none, short sword - needs 2 skill, sabre - needs 4 skill. So let's say I found a short sword of venom on the first floor of the dungeon (an incredibly nice find actually, so don't depend on it). Now to sneak around and stab with it, I would require two levels of short blade skill in order for my stabbing attack to take (not more than) one turn of standard time. Eventually you want to train your weapon to what is commonly called "minimum delay", but in the beginning I prefer to get my "sure kill and live to tell about it" primary skills going first.

Eventually, you will get to a point, where you are tough enough to not worry about disabling run-of-the-mill monsters, which are awake - meaning not necessary to get a stab on. At this time, training your weapon to minimum delay is advisable, as all short blade weapons can hit at least twice per normal turn. The skill required for each, are the following; dagger - 10 skill, quickblade - 8 skill, short sword - 12 skill, sabre - 14 skill. Those levels will all make your weapon attack take 0.5 turn, with quickblade at 0.3 turn. Once you hit the required level, it is advised to turn off the short blades skill, as the added levels do not contribute significant amounts of added damage, and your attack speed won't get any faster.


Traps & Doors:

I like this skill. I wish they would make it more relevant than what it currently governs, because I think there is potential for additional class and/or role-playing with it. Any ways, that being said, I like around 6 levels up pretty quick. I will be doing a lot of scouting and setting up for kills after the initial reconnaissance of a level, so it's nice to know where any traps or obstacles might be getting in the way. This skill supposedly makes you more observant to your surroundings, may reveal any traps that may hinder your plans, and also reduce the chance that you make any noise while opening doors (and possibly while triggering / disarming any traps). If you want to ever venture into areas like the Tomb of Ancients, lower Slime Pits, Realm of Zot, lower Hell levels, then the more you have - the better.


Spellcasting:

I only train this if I need some spell slots. A hexer / stabber hardly ever runs short on mana, and if a spell is required to get in a kill, usually just one or two are needed.


Fighting:

First of all; with how I play this type of character, I Should never be in a position where I'm about to die. Second, since I'm a sure kill and sneaky type of character, I don't have to worry about standing toe to toe with a big brute and trading blows in a battle of brawn. So high fighting skill and its associated extra hit points are not that important. It's always nice to have that buffer, but in the beginning when I want to get my primary survival skills going, this one is not. I have completed games with none.

That being said; if you get to a point in the game where you would like to do more than win with 3 runes, then training some fighting would be advisable, but I would get my short blades weapon skill up to minimum delay levels, first. At character level 27, and with around 13 or 14 levels in fighting skill, a vampire has about 200 life points. That's pretty good, and enough of a buffer to keep you from ever dying to a single source of damage (that I'm aware of, any ways).


Shields:

You want a buckler for Ashenzari cursed equipment reasons. Level 6 in shields is fine. That takes care of any noticeable spell success rates, and any messages that your buckler gets in the way when trying to hit with your weapon.


Armour:

For the same reason as shields above, you want some levels here. In robes, you don't need any - at all. In leather armour I find 6 is adequate. In fire dragon armour, I like 12. Fire dragon armour is rather extreme for this build, I'd rather use leather of fire resistance and possibly a ring, if I'm really lacking in fire resistance.


Other Skills:

Some Earth and Transmutations magic for the spells of Dig and Passwall. Passwall is more important to get to a low fail rate than Dig.

Some Charms, Air, Translocations, Ice, and Necromancy. Sure Blade has a charms component, while Silence, has an air component, and Ensorcelled Hibernation has an ice component. Regeneration, Repel Missiles, Apportation, Animate Skeleton are all good and cheap for the price.

Ashenzari skill boosts make just a couple points in a school of magic, balloon to about six levels.
Last edited by DeathKnyte on Thursday, 27th June 2013, 02:03, edited 5 times in total.

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Post Wednesday, 26th June 2013, 21:38

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Stats:

A vampire has no natural stat increases ever, besides one you can choose yourself, every three character levels. That means you get nine total, for the entire game. Choose where you want these to go wisely.


Strength:

You start with 7, which is okay but when you transform into bat form it becomes 2, which is insufficient. Also, should you ever want to wear fire dragon armour, you will get messages saying your low strength makes things difficult.

I've played enough vampires now, to know that micro managing strength is more of a pain than just fixing any problems before they occur. Now I usually put my first two points here, and bring it up to 9. That solves any future armour issues, as well as allows for a decent weight carrying capacity, even in bat form.


Intelligence:

This stat used to be more significant for spell casting, but now not so much. I find it mainly affects hunger. Since I want to be hungry (translated to thirst for vampires), this isn't anywhere near an issue compared to a living species. When I don't know where to put a stat increase, this is a good place. usually I'll put four (sometimes less) of my nine here, by the time I'm level 27.


Dexterity:

The game says this is good for; dodging, missile weapons, thiefly skills, backstabbing, and disarming traps. So then, with exception to missile firing, these are all things that are attractive to us. You start at 12, I like to bring it up to 15, so I'll dedicate three points to it (sometimes more) over the course of the game.


Mana Management:

A few words about this: You need two points to transform into bat form - never forget this. Also, until you are character level 27, you might fail transforming - never forget this either (!).

If ever I'm getting low on mana with such a character, that signals I have been doing something incorrectly. Stop and study why this is happening, and either correct it, or start figuring if it is time to escape the situation. Of course, if you just healed by drinking blood and you want to get down to bloodless status, then repeatedly casting a big hunger inducing spell (like maybe Darkness) in a safe spot is perfectly good play. After a little experience, you will see that this type of character does not have anywhere near the mana issues, compared to a blaster or summoning type of mage.



Why Ashenzari?

I better start explaining why I prefer 'the shackled god of divinations' over any other, for the sneak and stab way of playing.

The short answer is: Knowledge.

With monster strength and locations being detected, as well as a pretty good magic mapping radius, I know where everything is, and how to plan ways to kill them both quietly and efficiently.

When I need absolute perfect information, the scrying power assures this from my characters position out to a radius of 8 squares. This costs some favor, but you can quickly make it back up.

Skill boosts are nice and welcomed, especially in the early game. See invisible is redundant. Clarity of mind potentially frees up equipment slots. Transferring knowledge is always an option at your disposal, but after playing the game so often, I pretty well plan my skills from the get-go.

Item identification is a lot of fun, and takes away the usual risks of wielding items to identify them, as well as you don't have to even pick anything up in the dungeon you don't want, at all - because near everything gets identified for you, when you see it! (I've played simple fighters - no spell casting - with Ashenzari, just for this power alone.)

If a monster is carrying a branded weapon, armour, or artefact, you'll be warned about it. Pay attention to the text in game, when Ashenzari speaks.

Cursing (binding) equipment might be a detriment to some, but not with this type of character. You'll see in the morgue files, how I can walk through parts of the game with what some people might say, is sub-par gear.

Gaining favor (the little "*" in the Religion screen and after your character's class and background on the top right of the main playing screen) with Ashenzari is very quick, if you are not fussy about binding slots, and you don't need to be either.

Part of the fun, is the mini game you play with curse scrolls and deciding when is a good time to change some items. It adds another level of strategy, in an already strategic style of playing the game.

Oh, and if you think that Ashenzari is a complex god, I find this to be untrue. Unlike someone like Nemelex Xobeh, the in game description for Ashenzari is quite clearly defined. I just follow what he/she likes in the description, and I progressively get all these wonderful powers. Bind all your slots, explore the world, and get runes of Zot. Simple as that.



Equipment - Gear:

I'm not going to list a pile of "glitter gear" here. A silent assassin is played in such a way to kill, without taking any damage in return. Therefore; this build can, and possibly will complete a game with basic equipment. Just use whatever is at least remotely useful at the time, till you find something better.


Visual Effects:

This has no impact on the game, but it really adds to the immersion of the conduct. You can modify how your character looks, as well as change the style, color, and pictures of various equipment. To access this, either click on the "Modify the player tile" square, in the "Commands" area of the game, or you can simply hit the "-" key while in game.

I'm not going to explain all the different possibilities, you should adjust these to your own liking and playing enjoyment. But to give you some ideas; I like robes and/or cloaks that have hoods on them, different shades inside and outside, and a general overall conforming color scheme to the entire character, when fully geared. Such as shades of grey to black, deep dark blues, and perhaps some scarlet on inside linings. Gives me the feeling of being a real stealthy, stalking, vampire prowling for victims.


Weapon:

You start the game with a +1,+1 dagger. That, right there, will get you through the entire game. Because you will be killing in one blow, brands don't mean all that much. However, that being said; draining and venom are really good, vampiric can heal some, while electrocution makes noise. Once past level 16 in Stabbing skill, any short blade (dagger, quickblade, short sword, sabre) will do just fine.


Armour:

You want a robe, preferably with fire resistance. Robe of the archmagi is really nice, if you can get fire resistance from something else. Failing robes, leather armour of fire resistance is acceptable. Fire dragon armour is very extreme for this build, only use it when desperate for fire resistance.


Amulet:

Besides vampire racial and blood thirst level intrinsic's, this is the only item which will have any impact, while in bat form. Conservation, warding, maybe something with fire resistance, and/or EV, + stat increases.


Rings:

In order of preference: protection from fire, evasion (EV), protection (AC), regeneration.


Others:

You want all your slots bound (cursed) for Ashenzari boosts, and favor gain. So; a buckler, hat, gloves, boots, and a cloak.



Edit: Added "Equipment - Gear" section.
Last edited by DeathKnyte on Saturday, 29th June 2013, 19:02, edited 8 times in total.

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Post Wednesday, 26th June 2013, 21:38

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Starting Spellbook:

Corona:

You start with this already memorized, and never underestimate the power of a level one spell! When you hit a monster with it, you will be getting a message saying that it glows brightly. This makes it easier to hit. So things like bats, grey rats, ball pythons, etc, can be successfully meleed quickly, in the beginning of the game.

Another use, that I really like, is to draw away a monster from a pack that are asleep. This spell is so quite, that it is even more silent than throwing a dart or a stone. If there is a group of monsters in an open area, and you feel it is too chancy to approach them all via stealth alone, then draw away individual ones - without waking the rest - to an area where you can quietly kill it. Cast Corona on your target, if it works or not, the monster will awaken and start moving towards you. I can not remember one time where that monster shouted, so it is extremely efficient in this approach. When selecting your targets, pick the ones that won't use any spells or abilities that cause noise. Like for examples; I will draw ordinary orcs away from an orc sorcerer, iron devils from a pack of hellions, skeleton warriors from the liches, deep trolls from storm dragons, hogs from Kirke, etc. Repeat until the pack is thinned out, or all are dead.

If you cast it several times on the same target, you'll get the message saying it glows even brighter, this extends the duration of the spell.

It also allows you to see an invisible monster if you cast it in it's direction, but since we are a vampire, this is redundant.

Edit: Correction concerning the effects of additional casts.


Sure Blade:

Since we're using some type of short blade for the entire (or most) of the game, this is another great spell. It can be cast multiple times in quick succession, so that your bond to the weapon grows even stronger. This adds both to the hit chance, and the spells' duration. If you have time, or are waiting for that monster to close, then multiple casts are a good idea.

You will notice that, with multiple casts the "Blade" enchantment effect grows brighter as well, in the stats section. So after a little practice, you will have an indication of the remaining duration, and power of the spell.

Cast Corona at a monster and when it lights up, follow up with a few casts of Sure Blade. This will practically assure all your attacks will land. So this works wonderfully with weapons that have brands like; electrocution, venom, pain, etc. If you are attacking twice per normal turn (easy with little skill investment in short blades), you are applying these added effects often to that poor monster.

A tactic I use often, is when I'm about to Passwall into a pile of creatures, I will cast Sure Blade three times - then cast Passwall. So after I get in that stab on the initial target, if anything close by has woken up, my blade is already primed.

Edit: Correction on effects and duration. Rewritten for clarity.


Ensorcelled Hibernation:

This is the 'bread and butter' spell for a lot of the early game, but it still has uses even in the late game. It used to be better, so I suspect they have toned it down some, but I can still put some end game monsters asleep with it at maximum power. Basically, how I use it, is when faced with something that woke up when I was approaching to stab it. Start casting it when it is two or three squares from you, then when it succeeds, move up and stab.

If I'm faced with something dangerous, like a hydra, then I will cast Confuse first, then follow up with Ensorcelled Hibernation. Confuse has stronger power, and better to be safer than sorry should it take more than two casts of Ensorcelled Hibernation to sleep it. Once your target is asleep, don't dilly-dally, especially if other awake monsters are around, they will make noise and wake it, move right up and stab as soon as possible.


Confuse:

This is good for when; Ensorcelled Hibernation fails, in order to avoid directed hits, shut the monster up, stop it from using an ability, and/or you need something to work - right now. Once it is confused, you can re-assess the situation and figure out if you are going to make an escape, try to sleep it, enslave something else, or whatever.

In the early game, it will also be the "go to" spell when trying to kill undead monsters that are awake. Confuse remains strong the entire game, and can work on everything not completely immune to enchantments.


Enslavement:

The more I play this type of character, the more I appreciate this spell. Like Confuse, it works well all the way through the game, and in so many different situations.

A common use, is to enslave something dangerous, then command it to "wait here", and then move away from it, and make an escape. To command, or talk to minions, hit "t", while in line of sight of your minions, and then choose an appropriate command from the options given. Another common use, is to enslave someone like Duvessa, and then tell her to attack Dowan. Or enslave an ogre, and tell it to attack that jelly you don't want to get near.

There are so many possible ways to use this spell creatively. Experiment with this spell, think about what gives you a hard time and see if you can turn the tables on monsters with this. I'll be detailing some particular ways I used this with my character later on.

By the way, the game will let you attack an enslaved monster - and you get a stab on it too. Just be prepared for the backlash, should it survive your initial hit, because an attack on it by you, will immediately cancel the remaining duration of Enslavement. Therefore, backstab dangerous enslaved monsters, only when you are certain it will die in that hit.


Invisibility:

If you're new to stabbing play, you will love this spell. Although it is a level 6 spell, you should have it on line pretty quick, if you keep your Hexes up. Usually when I'm around character level 12, I can start using it. So about the time when you are working on Lair. You better cast it around easy monsters at first, and learn all the nuances of their attempts at trying to locate you. Then see how well it works against monsters that are already asleep (really good).

Glow (through magical contamination) is a downside from using this spell, so I use it only when I feel I need to. If you concentrate on stabbing with Passwall first, then Ensorcelled Hybernation (even Confuse), and uncanny stealth skill, then Invisibility won't be required as often as you might think. The best time to cast this, is before the monsters can see you, like when advancing on a known pack of centaurs in the open, because there is no other safer way available to you at the time.

Don't depend on it as an escape, although useful as one, I find it is developing a bad habit. Stay in control of how the game flows, dictate the order and priority of stab kills, and always have an escape plan. This way you can have the option of using invisibility safely, and not when you are already in magic contamination.

Invisibility is really strong with minion play. Make them invisible all day, if you want. Combine that with Enslavement, Animate Skeleton, or Control Undead, and this becomes like a force multiplier.

If you are about to descend a level, and are unsure as to the welcoming party below like in the Vaults, Lair, Slime Pits, or if you are being paranoid for some reason, then by all means cast it before descending. If nothing is there, fine, better safe than sorry. And waiting out the contamination in a safe spot is perfectly good play. You are a vampire after all, and time is no consequence in the long view.

Verify the monsters' description, if you are unsure if it can either 'see invisible', or 'sense invisible'. Standing in shallow water kills invisibility. Glow kills invisibility too. Being on fire gives red glow, and heavy magic contamination starts at yellow glow.



Other Spells:

Passwall:

This is the ultimate spell for a stabber. If you pass through a wall and are next to a sleeping monster, you get a guaranteed stab - which means a guaranteed kill if you are diligent about making sure your stabbing skill is at par with your target(s) hit points.

All monster locations will be revealed to you through Ashenzari worship, so this is the perfect complimentary spell.

Passwall is a must have, and fortunately, it is relatively easy to get, as it appears in a few spellbooks.


Dig:

This is not necessary but virtually makes a Passwall kill assured at low character levels, or if the walls are too deep for your current Passwall spell power.

If you study the layout of the dungeon in digable areas, you can nearly always devise a way to dig out passages and get into a position for that Passwall kill. Angles and switchback routes while digging, are perfectly possible. It almost becomes a mini-game in itself, trying to get an entire level of monsters killed in this fashion.

Dig is much harder to find than it used to be, it seems. That's a big reason why the Stalker background was so powerful, because their starting spellbook had both Dig and Passwall, and likely a major factor to it being eliminated.

A vampire has +1 in Transmutations, and +0 in Earth magic schools. So getting a moderate amount in these magic schools aren't that big a deal early on, especially when enhanced with Ashenzari's skill boosting.


Animate Skeleton:

This spell is easy to come by, because it is found in a book next to Ashenzari's altar, called something like, "Ashenzari's Tome of Culinary Arts". It's a level one spell, very cheap in costs of mana and spell slots. Memorizing it will get you started in the school of necromancy for later higher level spells, should you choose some (Regeneration, Vampiric Draining, and Control Undead are good ones.).

I'm not a big fan of minion play, but some animated skeletons can help in the early game, especially if you get them to congregate around stairs. If you are in trouble on the level below, come back up and have that monster discover it is in the midst of your mob of skeletons. Pull back a square, and when it has a question mark appear next to its picture, move in and stab.

After I bottle blood from a corpse, if a skeleton appears, I'll either animate it here if I'm concerned about a lower level (like level 8 of Vaults), or I will carry it to another place and animate it there for later use (like a level where I have discovered someone like Rupert, and might be needing some back-up distractions.).

Again being a level 1 spell, you might not think it's useful later on, but I can assure you that I can find really good use for it even in the Realm of Zot. Imagine an invisible (and possibly hasted) 8-headed hydra skeleton in the Orcish Mines? You could clear an entire level with that. A common pack of Zot draconians, can potentially give around 8 skeletons. That will slow down things like orbs of fire or an ancient liches' pile of summoned demons, should you retreat through them, allowing you to escape.

If you don't touch their gear, when you animate a skeleton, it equips it (exception being missile launchers). Ettin (with both their clubs), rock troll, (various) dragon, (various) giant, orc warlord (with his weapons and armour), skeleton types, are very powerful.


Apportation:

This is another one of my "must have" spells. This solves so many problems during the game, and especially in the late game. It's quiet and allows you to steal stuff from right under the feet of a monster, if need be.

Handy in the Abyss due to changing terrain, or if you want to snatch something without moving from your spot due to tactical reasons. In Pandemonium and Hell, you can snatch runes from the lords you don't want to face at close quarters.

Keep testing how strong the spell is on items until you reach the desired power level in translocations magic. You want Apportation to work out to range 8, and draw items to you in a single cast, for small stuff up to the weight of wands (10 aum, as it is called in game).


Silence:

Indispensable spell for shutting down some of the most dangerous areas and monsters in the game. Just think of ancient liches, greater mummies, a pack of Zot draconians, deep elf demonologists, Gastonok, Nikola, and Khufu. If those can not cast any spells - life is very good.

The time to cast it, is usually after you have some other ones up, like Repel Missiles, Shroud of Golubria, Regeneration, etc. I usually cast the longest lasting ones first and then in descending order. Of course, if you turn a corner and are suddenly confronted by Frederick - cast it on your first action. (But since you are with Ashenzari, you will never get surprised in such a manner.)

When you first memorize it, cast it a few times in a safe spot, and see what your radius is at your current spell power, as well as how long it takes for it to diminish. You want to know all this before a big fight or against something extremely dangerous. Also keep some potions (speed, invisibility, curing, etc) and some wands (teleportation, healing, hasting, etc) on hand, in case things go awry during a fight while silenced.

Silence does not impede you from transforming into bat form, and if cast beforehand, you can quickly fly to something and silence it within your radius.


Darkness:

This is a good spell, but why it is classified as a level 7, I don't know. There are other spells from the Hexes school which I feel have more impact on the game and are classed lower. In any case, when I do find it, I will make room for it in my repertoire of memorized spells.

This is great for trying to avoid anything I don't want to know about - like a lot of stuff in the Abyss, Pandemonium, and especially the Hells. Also can be used tactically, to shut out some monsters at long range, while dealing with stuff at close range.

Once you get it, again like other spells, test how long it lasts and figure if you want Silence or Darkness, to be cast first, should the situation warrant it.


Summon Butterflies:

This is one of those spells that I will memorize, and then not use ever - for like ten games in a row. Then the one game that I don't have it, is when I wish I really did. At low power, you get just a few butterflies, so it's really effective somewhere like a corridor - but again, I never get in trouble in corridors - just in big wide open areas - where I need a boat load of butterflies in a single cast. So I need it about once, every ten games, and it has to be near maximum power... Not something I can recommend anyone else to invest in, considering my experiences.

So all I can say, is if you have the spell slot to spare, and don't mind throwing a few (or a pile of) points into summonings, then go for it. If you can manage to not place yourself in danger most of the time, then a few scrolls of fog will serve you for the entire game, instead of this spell.


Haste:

It's pretty rare I memorize this spell on any character with the 'sneak and stab' style, but I'm going to talk about it here, because I eventually will memorize it on the character displayed later on, for some experiments.

What I don't like about it is the amount of noise it makes, and also the ensuing glow that comes with it. Being Invisible and Hasted is a sure ticket to big time glow and then the release of all that contamination on my body.

What it is good for though, is for one-on-one fights, away from anything else on the level, and I'm feeling lazy, or (for a variety of reasons) if I want to get something over and done with. I will mostly use it on a minion, over my own character too, so as to avoid the glow and giving me the option of going invisible instead.

It is a very popular spell, no doubt about its usefulness, but for all the times I really need it in a game, a few speed potions or a wand of hasting will suffice. That way I don't need to train high levels in charms magic, or take up six slots for a spell that I rarely need. I can, and nearly always, complete a game without it.
Last edited by DeathKnyte on Saturday, 29th June 2013, 17:49, edited 7 times in total.

Spider Stomper

Posts: 206

Joined: Thursday, 28th July 2011, 06:11

Post Wednesday, 26th June 2013, 21:39

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Now onto the character (and hopefully) demonstrating what has been discussed above.

  Code:
 Dungeon Crawl Stone Soup version 0.11.2 (tiles) character file.

Blood-Sin the Imperceptible (Vampire Enchanter) Turns: 54964, Time: 1, 08:29:19

HP  86/121       AC 12     Str 11      XL: 19   Next: 43%
MP  33/42        EV 24     Int 22      God: Ashenzari [******]
Gold 3810        SH 12     Dex 14      Spells: 11 memorised,  3 levels left

Res.Fire  : + . .   See Invis. : +   m - +3,+7 sabre (flame) (curse)
Res.Cold  : + + .   Warding    : .   p - +3 leather armour {rF+} (curse)
Life Prot.: + + +   Conserve   : +   B - +0 dwarf buckler (curse)
Res.Poison: +       Res.Corr.  : .   z - +2 wizard hat (curse)
Res.Elec. : .       Clarity    : +   k - -1 cloak (curse)
Sust.Abil.: . .     Spirit.Shd : .   o - +0 pair of dwarf gloves (curse)
Res.Mut.  : .       Stasis     : .   j - +1 pair of boots (curse)
Res.Rott. : +       Ctrl.Telep.: .   D - cursed amulet of conservation
Saprovore : . . .   Levitation : .   i - cursed +2 ring of strength
                    Ctrl.Flight: .   w - cursed ring of magical power

@: regenerating slowly, quite resistant to hostile enchantments, uncannily
stealthy
A: bottle blood, fangs 3, see invisible, unbreathing, Str +1
a: Bat Form, Bottle Blood, Scrying, Transfer Knowledge, Renounce Religion


You are on level 2 of the Lair of Beasts.
You worship Ashenzari.
Ashenzari is exalted by your worship.
You are near bloodless.

You have visited 7 branches of the dungeon, and seen 43 of its levels.
You have also visited: Sewer, Bailey, Ice Cave and Volcano.

You have collected 4048 gold pieces.
You have spent 258 gold pieces at shops.

Inventory:

Hand weapons
 m - a cursed +3,+7 sabre of flaming (weapon)
Armour
 j - a cursed +1 pair of boots (worn)
 k - a cursed -1 cloak (worn)
 o - a cursed +0 pair of dwarven gloves (worn)
 p - a cursed +3 leather armour of fire resistance (worn)
 z - a cursed +2 wizard hat (worn)
 B - a cursed +0 dwarven buckler (worn)
Magical devices
 d - a wand of heal wounds {zapped: 2}
 n - a wand of fireball {zapped: 2}
 t - a wand of paralysis (11)
 A - a wand of fire {zapped: 7}
Scrolls
 a - 4 scrolls of fog
 c - 4 scrolls of noise
 e - 2 scrolls of identify
 f - 2 scrolls of blinking
 l - a scroll labeled WULEUZOARR
 q - 2 scrolls of magic mapping
 C - a scroll of remove curse
 G - 4 scrolls of fear
 O - 4 scrolls of teleportation
Jewellery
 i - a cursed +2 ring of strength (right hand)
 w - a cursed ring of magical power (left hand)
 D - a cursed amulet of conservation (around neck)
Potions
 b - a potion of blood
 g - 2 potions of speed
 h - a potion of magic
 v - a potion of heal wounds
 x - a potion of agility
 F - a potion of might
 S - a potion of curing


   Skills:
 - Level 4.0 Fighting
 - Level 10.1(15.6) Short Blades
 - Level 0.7 Throwing
 - Level 6.0 Armour
 + Level 16.8(20.6) Dodging
 - Level 23.0(27) Stealth
 + Level 19.2 Stabbing
 - Level 6.9 Shields
 - Level 6.0 Traps & Doors
 - Level 8.2 Spellcasting
 + Level 18.3(21.9) Hexes
 + Level 4.5(8.8) Charms
 - Level 2.5(6.1) Necromancy
 - Level 5.5(10.0) Transmutations
 - Level 2.0(5.3) Ice Magic
 + Level 1.9(5.2) Air Magic
 - Level 2.4(6.0) Earth Magic
 - Level 0.2(1.4) Evocations


You have 3 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            ########     0%          1    None
b - Ensorcelled Hibernat  Hex/Ice        #######      1%          2    None
c - Confuse               Hex            ########.    0%          3    None
d - Inner Flame           Hex/Fire       #######..    1%          3    None
e - Sure Blade            Hex/Chrm       #######...   1%          2    None
f - Animate Skeleton      Necr           N/A          1%          1    None
g - Invisibility          Hex            ########.    1%          6    ######.
h - Enslavement           Hex            ########.    0%          4    ###....
i - Passwall              Trmt/Erth      ######....   1%          3    None
j - Dig                   Trmt/Erth      ######...    2%          4    ###....
k - Repel Missiles        Chrm/Air       ######....   1%          2    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (19/27)            Temple (1/1) D:6             Orc (4/4) D:11
    Elf (0/3) Orc:4          Lair (8/8) D:10          Swamp (5/5) Lair:4
 Spider (5/5) Lair:5        Slime (0/6) Lair:8       Vaults (1/8) D:15

Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
the Shining One
Jiyva
Lugonu

Shops:
D:8: !  D:11: *  D:18: *[?+  Orc:1: *  Orc:4: =[(=

Portals:
Hell: Lair:8
Ziggurat: D:10 (9060 gp)
Trove: D:12 (give 6 scrolls of blinking)

Annotations
D:12 exclusion: door
D:14 yak heard
D:15 exclusion: Roxanne, Roxanne
D:17 Saint Roka
D:18 need apportation - gold on tele trap
D:19 jelly + slime stuff infestation in center - Mara in SE, Mara
Orc:1 not cleared - designated blood bank
Orc:2 not cleared - designated blood bank
Orc:3 not cleared - designated blood bank
Orc:4 not cleared - designated blood bank, exclusion: ice statue
Lair:5 sheep herd
Lair:7 sheep herd
Swamp:5 cleared - rune ready for pick-up
Spider:5 cleared - rune ready for pick-up


Innate Abilities, Weirdness & Mutations

You heal slowly.
You can bottle blood from corpses.
You have razor-sharp teeth.*
You have supernaturally acute eyesight.
You can survive without breathing.*
Your muscles are strong (Str +1).

<snip>


We can see that the skill progressions went pretty well as planned. Stealth is maxed, while hexes, dodging and stabing are well up there.

The numbers between brackets, in the "Skills" section, are the values after Ashenzari skill boosts.

The shield value should be reading as a "(10)", but there's some kind of bug that occurs to it when I change out of batform (you can tell because of my reduced mana pool when this morgue was saved). The game shows the increase again after I play for a bit.


I'm gathering some of the spells that I consider important to this build, with Apportation proving to be disappointingly elusive so far.

I memorized Tukima's Dance, although I certainly had a brain spasm when I did that. Once my weapon hand is bound, that spell is now a "no go". Any who... I never used it, and read a scroll of amnesia to free up the spell slots for Invisibility.

You'll see Inner Flame in my memorized spell section. That was a mistake too, and I used amnesia on it later, as well. It's a great spell, really worth its' weight in gold for laughs, but it makes a terrible amount of noise. I used it just once in this game, and it was on a rat, to see how loud it really was.


Yes, you are correct, if you noticed that the wand of paralysis has been recharged. When I was read identifying some scrolls, and recharging came up, I thought real hard as to which wand would be the most beneficial to use it on, for this type of character.


Ashenzari Notes:

Going back through the game notes, it looks like I did not find an altar to Ashenzari until dungeon level 9, and turn count 9923. However, I acquired the final power at turn count 24605. So roughly 14600 turns to get up to full effects from becoming a worshiper. I had not even completed the Lair of Beasts, so it went quite well.

While on the subject, the way I found to get things going quickly is to curse everything as soon as feasible, and to explore large open areas. So places like the Lair, Orcish Mines, or large open levels of the main dungeon, just make favor soar.

Concerning the gear I have; that is the first short blade type of weapon that I found which had some kind of useful brand. And that wasn't till turn 19,700, in a volcano of all things. Until then, I was using the dagger I started the game with. Mind you, it is pretty good as far as the pluses go, but I would have been happier with an ordinary dagger or short sword of venom. Since none were to be found, I bound the flaming sabre because at least it is useful against undead. Not one type of undead comes to mind which is fire resistant, so at least I might be able to whack rat zombies with it. Also, undead can not be put to sleep with Ensorcelled Hibernation, and you might require a couple hits, before you get a stabbing attack, while they are confused.

The leather armour had a useful resistance, and I likely enchanted it up some with some spare scrolls too (can't remember now).

The buckler, hat, gloves, boots, and cloak, are all the first ones I found, so all got bound at the time when I did.

The amulet was either the first I found or, the first which I thought was "good enough for now".

The two rings, I do remember though, that they were the first two which were remotely useful. I do not need +2 strength, and I never required more mana provided by the ring of power. But as mentioned, I want the slots bound and they were "remotely useful", compared to whatever else I had at the time. Things like; see invisible, life protection, resist poison, etc., are not useful for a vampire.

So with that gear I progressed to the point depicted in the morgue file above, with no problems.

Edit: Take a good look at it, because that's my gear until near 120K turns, and with the golden rune level fully cleared.

I do have better gear at my depot, but since the character is so strong at this point in time, I'm conserving my curse scrolls until I feel I really could use some changes. Curse armour scrolls are always in short supply, and I must remain conscious of that.

If you take notice of the annotations section, you'll see that I already have two runes available whenever I want to pick them up. The reason I left them on the floor for now, is that should I ever need a future boost of *'s with Ashenzari, they can be quickly used for that.


Lair Notes:

In the lair, many characters fear the dreaded hydra, but for this guy I look forward to meeting them. If I'm not looking for any immediate experience, I'll leave them be and see if I could use one on a lower level, or against someone like Rupert, should he spawn in the Lair. Luring with Corona and bat form, and/or using Enslavement is the secret here.

Turning an enslaved hydra invisible can take care of spiny frog problems (else the spiny frog might win!), ice beasts near an ice cave portal, a pack of basilisks guarding loot on an island, or whatever else that you might be having troubles with. Likewise, an enslaved spiny frog can sometimes defeat a hydra on its' own!

The wand of heal wounds you see in inventory, has been zapped twice, but not on my character. First time was to identify it, and the second time to heal an enslaved invisible hydra (!).


Spider Notes:

I was mildly surprised at how easy it was to confuse, enslave, and even put emperor scorpions to sleep.


Swamp Notes:

I animated Rupert's skeleton, after I killed him, mostly for amusement, because after all, I don't like Rupert when he's alive. So commanding him as a mindless thrall, is just too much fun to pass up.

Boris was located in a difficult spot to get near to. He was on a two square piece of land, surrounded by water. I hate trying to stab something while standing in shallow water, there is always the chance you fumble your attack, and lose a turn - not a good idea when next to such a dangerous monster. Flying to him in bat form, then transforming on the remaining land square next to him, was an option. But transformation is 1.5 turns, and at point blank range, that could potentially give him two attacks on me should he wake up at that very moment, again not an attractive potential outcome. I don't have the spell of Silence yet, so I was even less enthused about the whole idea of approaching him during so many turns. So I finally settled on the use of a blink scroll, second time so far this game (the first was a read identification while it being unknown), and two turns later - I was inspecting the gear he dropped.

Hydras are fantastic to enslave in the Swamp, because they can move through all that water so efficiently. Careful though, they can be so good, that next thing you know they have moved out of your visual range and are attacking (and waking) piles of monsters you might not find desirable. Practice with the "follow me", "wait here", and "stop attacking" commands, in order to keep them on a leash.

Hydra skeletons, are nearly as fast as me in bat form, when they travel through the water. Looks like they retain their swimming abilities with no flesh on the bones.

If you have two, three, or even four invisible hydra skeletons, you can be like a "strike force" on unsuspecting monsters. Fly around in bat form, the skeletons will be right behind you, and just circle sleeping monsters, for some giggles.

It was disappointing that I did not get The Lernaean Hydra (hope I spelled that correctly) complex ending, on the lowest level. I wanted a print out of me stabbing it in one shot, as a demonstration of stabbing skill's power. Oh well, at least there were two green deaths near the rune. I purposely left one alive and woke it with Corona so that I could toy with it for a bit, trying different spells on it. Green deaths do not fly, so deep water is blocking terrain for them, and I can maneuver (lure) monsters so easily while in bat form. Once satisfied with my experiments, I killed it.

This is similar to what I talked about before, when you have control over the game, use it to try and test things while you're safe. This gave me an idea on how well some of my spells and/or tactics will work later on, in the Abyss, Pandemonium, and Hells (well, concerning green deaths, any ways).


Orcish Mines Notes:

In the Orcish Mines, I explored all the levels without killing hardly anything. I just descended to each level, without waking anything, switched to bat form, and flew around looking for shops, and if any spell books were lying on the floor.

Only a few monsters would wake up, during these recon missions, and I would just lead them to a secluded area and put them to sleep there. If a sorcerer or high priest woke up, then I made it a point of killing them quickly and quietly, of course. No sense fooling around with a monster that can potentially make a lot of noise in the mines.

I'm already planning for the long game, and thus am saving the orcs as a "blood bank" should I require blood for the areas of the game where it is scarce.


Talking about annotations and blood banking for later use, you'll see that I make notes in the "Annotations" section of the morgue file (when in game press "!" on the level you want) and may give general directions to where I leave certain things alive for potential later use. Yak and sheep herds, and later on, even ogre packs I leave alive for quick blood needs.
Last edited by DeathKnyte on Saturday, 29th June 2013, 03:47, edited 9 times in total.

Spider Stomper

Posts: 206

Joined: Thursday, 28th July 2011, 06:11

Post Wednesday, 26th June 2013, 21:44

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Interlude: Swamp, Hydras, and Oh Man... Don't Get Eaten!


You know: You write something, post it, go over it some, feel satisfied you conveyed something that might be helpful, take a break to have a smoke and a coffee. Your thoughts gently flow to what you just did, and then come to realize that: Maybe someone will take what you wrote, try it out in game - and promptly get killed. Then they'll post a reply saying how you gave such bad information or, something or other.

Well, that just happened to me.

I was thinking about the Swamp, hydras, and how I like using them. But perhaps someone won't quite grasp how I came about being able to achieve this. I remember when I first started playing, and how my heart would skip a beat whenever I met one. The terrain was dangerous for my experience level, and I always wanted to run away and never come back near it.

So I'm back here, to hopefully avert such an occurrence, and explain how to: Safely kill a hydra in the swamp with a vampire enchanter - and build your confidence.


-------------------------------


I'm going to assume you are relatively new to vampires and the hexes school of spell casting, and maybe not too experienced with all the occurrences that may happen in the Swamp.

You are around character level 15, with at least 12+ skill in stabbing, 15+ skill in hexes, and stealth is at "incredibly" for your current blood thirst and armour slot. You have the spells of Corona, Ensorcelled Hibernation, Confuse, Invisibility, and possibly Enslavement (not needed, but you will see why at the end of this post) memorized. This is all typical and perfectly acceptable for such a character.


Okay, from the top:

Now then, you are in the Swamp branch of the dungeon, likely on the first level. There's lots of shallow water, deep water, and fog comes and goes, all over the place. You are likely auto-exploring, if you know about that feature (which I do not recommend you do in the Swamp - but that's another subject), and the game suddenly stops your character moving and gives a message like, "The 8-headed hydra is too close for your liking."

Hopefully you are not standing in shallow water at that time. If so, learn now to never use auto-explore in the Swamp again - unless you are absolutely certain you know what you are doing, and have a safe response for every possible situation which can suddenly crop up there, when it does. And while you're at it, since you are in shallow water, hit "@" and see what the game says about your current stealth.

Hydras move really fast in water - almost as fast as you do while flying in bat form. If it is awake, not only will it roar, thereby alerting everything else within an acre of that area, but: It will be on top of you so fast, that by the time you realize to try something, besides those two failed attempts at putting it to sleep through Ensorcelled Hibernation, you are going to panic, pull out your wand of lightning, try to zap it - and of course miss, because like you know - that wouldn't kill it even if it did hit.

Now that you made so much noise, the eight insubstantial wisps just out of range will come see what is happening and block your escape squares, as well as the four vampire mosquito on the other side of that clump of trees, and why not have the spiny frog come in to see if there's anything left of you for him to snack on too. If you think I forgot about the two crocodiles just a little ways behind you, don't worry, they woke up and went the wrong way at first. They'll be here in a couple more turns. How do I know this?

Because when you see all the text about the hits, misses, and damage you are now taking - the 8-headed hydra is now on top of you too - you are going to use one of your rare and most precious scrolls of blinking, to try and extricate yourself from this situation and... Blink right into the area those two crocodiles have now gotten to, because you didn't know about them, and they are biting you by surprise, when you thought you'd be safe for a turn and hopefully make a break towards the stairs.

Wait. Time out.
I've seen this all too many times before, in this forum. So let's rewind...


Back, from the top:

You are a vampire enchanter. Intelligent, sly, devious. A cunning and efficient killing machine, on the prowl for blood.

You are carefully exploring the Swamp. Being mindful in trying to stay on dry land squares as much as possible. Whenever you go into shallow water, it's because you know that the area around you is relatively safe, through your prior explorations and uncovering of black squares. In fact you are even using bat form at times, to fly over the water and maintain your incredible stealth.

You have located and noted most monsters on the level, including an 8-headed hydra which you have left alone, for now. You proceed to kill all the other easy monsters first, quietly and efficiently with your trusty dagger, and the occasional spell being required.

Now the level has been cleared, and you have exact knowledge of all the squares being free along the routes to the stairs. Just you and the sleeping hydra are left. There is no easy path for a stealth and stab approach on it. So your eyes narrow as you study the terrain, and formulate a plan to lure, then dupe it into a trap for a stab.

You decide on a line that has 3 land and, 4 water squares, between you and it. Maybe not the best, but your retreat path has a lot of connected land squares along it. Best to figure this may take more than one attempt, and drawing the hydra across land will keep its' movement rate down.

You figure that once it is awake, it will take just over 5 turns to reach you. One for each land square, and one for every two water squares, because you always over-estimate potential danger.

You go over your inventory, one more time, noting what can be consumed should an emergency arise. All is set, you begin by casting Corona on the sleeping hydra. It wakes, locates your position and moves towards you. Four turns left.

You have a turn on which no action is required. It has not advanced far enough, to safely stab it before it might awaken, due to the water terrain you would have to traverse to get at it. Nor would confusing be any help, should it go back and away from where you want it. You fight the urge to cast Invisibility, because you want the hydra to bear down on where you are. Should you disappear from sight, it may start to wander, and that would mean to recalculate the routes and their approaches. You know your plan is sound, so hit "s" with confidence. The hydra has now moved two squares this turn, due to passing through some water. Three turns left.

You cast Confuse, but the hydra has resisted. No matter, we still have some margin. Two turns left.

You cast Confuse again, but it also has resisted the spell as well. Two more squares have been swallowed by the hydras advance. It will be next to you in a turn. One turn left.

You transform into bat form, while the hydra has closed the distance to being adjacent. You gaze along your preplanned path of withdrawal and head in the direction to lure the hydra along as many land squares as possible. Although it may keep up with you for a bit, you will eventually outpace it.

When you have reached a point where the hydra is at the limit of your view range, you search for some dry land squares and transform back into vampire form. The hydra has appeared at the edge of your vision, and you quickly calculate the number of turns it will likely take to reach you, this time.

When it has reached a distance of 3 squares, your cast of Confusion has succeeded. Although it is now confused and you could attempt some stabs, you play it safe. On the next turn you are now casting Ensorcelled Hibernation. It succeeds after two attempts and the hydra is now sleepwalking. You step forward, and then stab...

  Code:
The helpless 8-headed hydra fails to defend itself.
You slice the 8-headed hydra like a ripe choko!!!
You kill the 8-headed hydra!


Congratulations!
You just killed a hydra with nothing more than your wits, low level spells, and a dagger.

Now get up from the computer and go tell your wife what you just accomplished. If she turns out to be non-responsive to your achievement, come to the forums here, and post the details. We will all look upon you with great admiration.


Now for something even better:

Go back to your character in game.
Hit "I" and "I".
That is your spell power, range, and hunger screen.
See how Enslavement is just as powerful as Confuse?
Now you can start experimenting with that spell.
Enjoy.
Last edited by DeathKnyte on Friday, 28th June 2013, 00:30, edited 3 times in total.

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Sandman25

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Post Wednesday, 26th June 2013, 21:52

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

VpEn is one of the first combos that I played around with. I had a really hard time when I started with them but going back I find it was mainly my lack of game knowledge. Definitely a unique and fun BG, I also had success with okawaru and makhleb as deities. Have not won yet but I think I have a VpEn CIP.
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Abyss Ambulator

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Post Thursday, 27th June 2013, 05:20

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Pretty good job. It should be noted that stabbing skill was removed in trunk, so those skill points can be put elsewhere....

Temple Termagant

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Post Thursday, 27th June 2013, 14:51

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

When I start I like to put all my experience into spellcasting until it reaches level 2. You get 1) three casts of EH instead of two (5mp vs 6mp) when you first learn it, and you can memorize confuse when you hit level three while still having EH. You usually hit level 2 spellcasting just after you hit exp level 2, so not much cost.

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DeathKnyte

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Post Thursday, 27th June 2013, 15:56

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

I'm pretty sure recasting corona (and sure blade) doesn't make it any more potent but just gives it a fresh duration. Not positive though.
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Post Thursday, 27th June 2013, 16:25

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

some1 is correct; despite the perhaps confusing messages, recasting Corona (apparently I'm wrong about Sure Blade) just resets the duration. Also, Dig now makes lots of noise and is thus very bad for Passwallers (since it will wake up the guy you're trying to stab).
Last edited by ontoclasm on Friday, 28th June 2013, 03:33, edited 2 times in total.

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Post Friday, 28th June 2013, 02:20

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Hokie... Time to start addressing some posts...


pickled_heretic:

Good luck with your VpEn.
(You can post him in a thread, and will likely get people to respond. Of course, you might want to figure things out on your own too.)


prozacelf:

I think remembering reading that in some other thread somewhere. If they decide to take out the best skill in the game, maybe I'll have to go back to playing chess.
Any ways, when I see it in a stable version, I'll see if this character style is still viable, and amend this conduct accordingly.


jsmith:

Yup, it's easy to swing around skills for a quick level increase here and there, even at the beginning.
Also, some chance item finds in the early dungeon should be taken advantage of immediately, but I can't list all the instances this should be done, this article is long enough as is. I'm not giving any hard and fast rules to that, as people will find their own comfort zones during their character's development, and am going to stick with general guidelines concerning which skills are important.
You gave me an idea though, as to what I should include - some type of gear recommendations. I have to keep it simple though...


some12fat2move:

Hey man, you have quite a unique name.
Thanks for pointing that out. I depend on the game information for most everything, and you have to put your trust somewhere. Looks like a discussion is drawing out from your statement. We'll have an answer soon enough.


ontoclasm:

Wait. You're an orange guy!
I was under the impression you people stayed locked in the back room, and came out just once a year, for some champagne at New Years?!
In any case: Nice to see you here. And since you pointed out the somewhat confusing messages about Corona and Sure Blade - perhaps you could program something more appropriate for them? I am certain that other people playing DCSS also put their confidence into the game documentation and the messages the game gives itself.
Oh wonderful, decided to ruin the Dig + Passwall game too, eh? Maybe I should go back to playing chess.
I'll give Dig a test, when I am able to play with whenever that version comes out.
Don't stay away too long. Hope to see you here again. :)


minmay:

All right, someone who shoots from the hip.
I'm compooter stoopid. So anything with technical stuff, or taking the game down to its code (which I'm figuring is what you have there) Is going to be beyond my comprehension level.
So then, my understanding (interpretation of what the game tells me) about Sure Blade is correct?
And the jury is still out concerning Corona?
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Dungeon Master

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Post Friday, 28th June 2013, 03:56

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

minmay wrote:ontoclasm is probably right about Corona but is completely wrong about Sure Blade

Fair enough. I suppose I should check these things before saying them. I went through the code and it appears that recasting Corona adds more duration, but does not increase the effect; if a target is backlit for any reason, the to-hit roll gets a bonus of 1+1d8.

I'm the art guy, and in charge of making and accepting tiles; I actively avoid making any changes that might affect the actual gameplay! But rest assured that most of the devs do read the forum, even if they don't post.

Stabbing was removed as a skill unto itself, but its effects were simply replaced by the average of Stealth and your weapon skill (probably Short Blades). I.e. having a Stealth of 10 and SBl of 6 means you essentially get Stabbing 8 for free.

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Post Friday, 28th June 2013, 04:20

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

ontoclasm wrote:I'm the art guy, and in charge of making and accepting tiles; I actively avoid making any changes that might affect the actual gameplay! But rest assured that most of the devs do read the forum, even if they don't post.


Sorry I thanked you on purpose, especially for the 2nd article.
Even with TabO alone Tiles player get a feeling of Console.
There is no mouse in crawl;
Hit ?? ingame!
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Abyss Ambulator

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Post Friday, 28th June 2013, 05:28

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Stabbing hasn't been removed, just the skill for it. It's now based on Short Blades and Stealth (or any other weapon skill, but why would you be stabbing with anything else?), so you can go ahead and get your short blade of choice to min delay and put the rest into other skills, or Max out both Short Blades and stealth if you like.

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Post Friday, 28th June 2013, 21:14

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Things to do:

- Okay, so looks like the Corona, Sure Blade, issue has been decided. I'll fix that as soon as I think of a way to word it.
Edit: Done.

- I need to fit a section on equipment somewhere.
Edit: Done.

-I should include a section on the very early play (although it's hard to distinguish early play from late play with this type of character, because frankly, it never changes really.).
Edit: No, I'm not going to do so. I've thought about it all along while doing this thread to completion. There's way enough information in the first few posts, for anyone who has a working knowledge of the game, to get a character going. Besides, once Ensorcelled Hibernation is memorized, then it should be a breeze.
Last edited by DeathKnyte on Saturday, 13th July 2013, 06:52, edited 3 times in total.

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Post Friday, 28th June 2013, 22:37

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

So far this game: You will notice that I have no spells that deal any type of direct damage to a monster. And if you think that I fight with my sabre with anything more threatening than a quokka, then you're under a different impression than the one I am trying to convey. Unless a monster is either asleep or in some manner incapacitated, I don't go next to it (exception in the Tomb of Ancients, but I will explain that below). I still use the same principals outlined in the original post, up top, under "Play Style". If I deviate from that, it will be mentioned.


Hell Notes:

I was character level 20, when I killed Geryon. Didn't look much different than what you see in the morgue a few posts above.

There's a portal to hell, on level 8 of the Lair, and since the time I discovered it, I was always thinking of a way to get into there. I know that I can't defeat Geryon in a slug match, nor do I have any intention of getting near him if he is awake. Besides, his summoning of hell beasts will make such an adventure near impossible. But now I think I have thought of a good plan, so I cast Invisibility on myself, and entered the portal...

I started heading towards him, hoping to maybe get in a sleep stab, and "that would be that". But he woke up when I was at range two - and sure enough, he started summoning his beasts. It's a shame he awakened when I was so close. Oh well, time for plan B.

I took a step back, to put myself at range three from him. Although Geryon can see invisible, the summoned hell beasts can not, so they just stood there next to him. Then I started casting Enslavement, one hell beast at a time. Every time Geryon called a new one, I enslaved it, or took a step so that I could have a clear line of sight to the newly summoned one. Soon after, I had eight of them under my control, the whole pack - and Geryon got trampled to death - by his own summonings.


Elven Halls Notes:

This was incredibly easy. I did the usual 'stealth & stab' on all the levels, killing everything so quickly and efficiently, that it felt like I was back playing the early game in the dungeon.

For the special stone walled area on level 3 (I remember that The Elven Halls used to have 5 levels, no?), I used Dig to expose a path all around it. Then I transformed into bat form, invoked Ashenzari's astral vision ability, and flew around the entire perimeter. That gave me an exact location of everything (monsters and their equipment, items on the floor, and terrain) within those walls. Two invocations of scrying were all that was needed, since bat form is so fast on movement, compared to time going by, for the entire complex. Now that I have the knowledge, time to formulate a plan.

I dug out two "kill zones", one East, and the other West, of the entrance. I was going to lure the inhabitants, one at a time, into one, and dispatch them safely and quietly. Everything was working well, using Corona to draw out the individual deep elves, without waking any others, luring them into a maze and eliminating each one with the help of Confuse, and Ensorcelled Hibernation. Then some wandering deep elves spawned near the entrance, and made some noise.

Damn. I was half-way done, and really wanted to finish this section of the dungeon. I know that I said in my first post to be patient, wait for everything to go back to sleep, then come back and finish the job safely. However, I know that those deep elves which are now awake inside the complex, will be picking up the loot and carrying it with them all over the level. I did not feel like going through an already cleared area, to make certain that I don't miss out on anything that may now have been brought there.

Ah well, guess it's time to learn a "big gun" spell. I flew to my depot, and memorized Silence. I tested it, and saw that the initial radius was range 5, before diminishing after I think it was 6 turns (can't remember exactly now). Any ways, I knew what to expect, that's what is important, so flew back to the area at Elven Halls 3, now prepared to handle whatever came up, due to a new weapon in my arsenal.

Somehow, I stepped on a yet undetected Zot trap and got paralyzed. Remember what I wrote about Traps & Doors skill earlier? I should have followed my own advice...

So I'm waiting for the paralysis to wear off, and a deep elf something or other, comes along, chuckles at my predicament, and sends me to the Abyss. Man, I should really follow what I advise...

Not that I can't handle the Abyss, but I just didn't "feel" like handling the Abyss at this time. Oh groan, what a fraggin' major drag. Now, remember what my big reason was why I wanted to get Elven Halls level 3 finished right away? Yes, that's right; I manufactured a big excuse, because I really was "in a hurry", and attempting to play against the grain of this build. Now look at where that got me...

I found a portal out of the Abyss, maybe an hour or two later. Very upset with myself, more than anything else...

So now, what do I see? But a wandering deep elf summoner, at range eight, within the complex, as the first opponent. Well, since it's already awake, Corona and luring would work, but I decided to Enslave it instead, and have it just start walking towards me. Cause after all, I did not consider him dangerous, compared to what else was left. This is when events took a surprise turn...

So I cast Enslavement, and instead of him walking towards me, he cast a spell and some demons appeared near him. They were all friendly to me as well, because a little heart appeared next to their pictures. Okay fine, I thought to myself, this might prove to be amusing. So I started stepping back towards my kill zones, but instead of anything following me, they all stayed and started fighting, casting, gesturing, etc. So I stopped and started to watch.

That summoner, just kept on casting, and summoning demons, every turn. I was amazed, as my view range was just filling up more, and more, with all these friendly demons. And some would start calling in demons themselves. Turn after turn this went on, and I started getting messages of "you feel a bit more experienced".

Wow, too cool. And the turn that Enslavement finally wore off, that amazing summoner died the most horrible death imaginable, amongst a storm of smites, steam balls, mutating effects, and what not! But all the summoned, and their summoned, demons - remained friendly to me. How many there were all together, I can't say, as I saw just the ones at the edge of my view range. I did not dare to go inside the complex to see what was really going on.

Eventually, the friendly demons started filing out of the complex, and moving towards me, so I suppose that meant that whatever deep elves had remained, were now all dead. When I finally did venture in, only two remained, which were in adjoining rooms, and I dispatched them easily enough. There were corpses, items, weapons, armour, and ammunition strewn all over the place. What a fight it must have been. This, all for the cost of one casting of the Enslavement spell!


Labyrinth Notes:

All right. I discovered that labyrinths could spawn in The Elven Halls (first time I ever had that happen), as I got the "You hear the sound of a distant snort." when I entered level 3. Ashenzari provided the coordinates of the portal, so I was there, and completely ready (dropping all unnecessary junk on the floor) within 140 turns.

Wonderful - I love labyrinths! A vampire lives forever, and the longer we go without blood, the more we thirst for some of that warm, delicious, fresh minotaur blood to be had in the center. Not to mention all the loot, mind you.

Ashenzari magic mapping, and some Passwall spells, got me through it lickety-split.


Vaults Notes:

Okay. So since the vaults are so deep, and so wide open, I usually explore them till I find the entrance to the Crypt. Then I start working on the Crypt, and come back here for some blood, when I run out. Then I do the same for the Tomb of Ancients, in this type (silent assassin) of game.

If too many monsters are awake in the Crypt, I'll go to the main dungeon for a while, in order to preserve the monsters in the Vaults, for Crypt and Tomb blood. Makes traveling between areas not take as much time, I find any ways.

Concerning the Vaults themselves, the same basic principals apply, except that Passwall kills are virtually non-existent, due to the composition of the walls here. But by this time, my stealth skill is maxed, so combined with some Invisibility, and a little bit of shrewd exploration patterns, it is quite manageable to maintain the stab killing game.


Crypt Notes:

Haven't found the spell Control Undead yet, so had to rely on my current spell set and my dependable stealth skill for this area.

Okay, this may sound weird to some of you, but I'm going to say that I got lucky on level 4 of the Crypt because, there was a greater mummy crony, hanging around with Khufu. Khufu I quietly stabbed, but the greater mummy I considered a wonderful opportunity to test some things on - because I know there's going to be a convention of these guys, when I go to visit the Tomb of Ancients. So I purposely left it alive, woke it up, and proceeded to test how easy (or hard) it was to destroy it, with my current spells and gear.

Remember what I said about that sabre of flaming, concerning undead earlier? Well, against mummies, it's like... uhmmm.... It's like a sabre of flaming against a mummy (lol). Try it one time. It works great! And Silence solves all the crap associated with a greater mummy, except for it being able to hit you. Any ways, I still consider the game had been nice to me, in spawning one here, so I could play with it, and give me confidence for the Tomb. So it's all a perception thing, when you think of the randomness programmed into DCSS.

On Crypt level 5, I had a map that had a central (castle perhaps?) complex, some adjoining buildings, a graveyard, some woods, pathways, and a genuine feeling of discovering a haunted mansion, after my car had broken down on a lonely road at night. To whoever designed that level - nice work!

Found an artefact long blade called; the +8, +8, Autumn Katana, in the central complex. I don't remember ever seeing something like that before. When I finished clearing the Crypt, I unbound my weapon hand, so I could train some long blade skill, and toddled around with this weapon for a bit. Nice weapon, not good for stabbing, but definitely good enough for slicing anything I tried it on. (I wish my VpBe had found something similar to it in his game, would have certainly unstalled him.) I'll keep it at my depot. Maybe have a use for it later on in this game.

Oh ja, I better mention something in general about the Crypt. This area (and the Tomb of Ancients too) must have some kind of special echo, or an amplification system, because if you make any kind of noise here - it's like an alarm trap going off. If you don't have uncanny stealth and/or Silence for potential noisy fights - then be prepared to get mobbed from half-way across the level. With Ashenzari monster detection, you can test how bad this can be. Just cast a spell like Sure Blade, on the other side of a wall from a sleeping monster. If it starts moving, then your casting woke it up, and Sure Blade is defined as "quiet" by the game!


Tomb of Ancients Notes:

There was a little snag, due to a Zot trap, after I had cleared the central area of level 1. You can see what I mean here: Trap Snag in Tomb.

(While waiting for a response there; I went to the main dungeon, enslaved a shadow dragon for a bit, and tried out some different things with it. Mainly to see if I could position and control it's breadth attack satisfactorily. In the back of my mind, I'm trying to think of how I will eventually be handling The Royal Jelly, should it be awake.)

When crate provided the logical answer, I flew back to the Tomb, and proceeded to clear out the different levels.

I had to go through that Zot trap, looks like 5 times so far from reviewing the game notes, when I needed to replenish my blood supplies during the process of clearing everything out. Going to have to go through it a 6th time, when I eventually go to pick up the rune.

Oh yes, better point out the following: When I went down the stairs to level 2, I didn't come back up - until I needed some blood. I cleared out near the entire level in one go. And thanks to my crappy Traps & Doors skill, I took way more damage from blundering onto traps then any monster down there. Same thing for level 3. No stair dancing at all! I kept control of the entire situation through quiet stabs, Corona luring, and silent melee dispatches in secluded areas. I was near amazed at how well it went, myself.

So to sum up quickly how to safely clear the Tomb of Ancients with this character: Stab everything that is asleep - draw out lesser threats from greater ones with Corona - Quietly kill them with Corona, Sure Blade, and Confuse (might require Silence if you haven't lured far) - Use Silence on greater mummies and mummy priests if awake - When low on life and/or blood, go replenish. That's how I did it here, and quite possibly one of the easiest Tomb clearings I have ever done.

I did the Tomb area early, for two reasons; #1. It is safe and easy with Silence, and because of that, #2. The experience gains are very good for this point of the game and my characters' skill development.

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Post Friday, 28th June 2013, 22:37

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

So What Now?

All right. So now we have three runes available, whenever we want. We could pick them up and go find the portal to the Realm of Zot, and likely win the game. But this character is too much fun, both for his simplicity and ease of play. So let's see how far we can go, while maintaining the conduct of being a silent assassin...

I'll (finally) change into some better gear now, then start on clearing the level where the silver rune resides. That can be a dangerous place with many different types of high end monsters, so I want to be prepared, and geared, for a variety of potential incoming attacks and situations. Besides, I think we've proved our point now, and we deserve to look at least, a litter more spiffy.

I'll post a morgue, to show what I now look like, just after having bound the new gear. If you have gone through some of the prior posts on this character's progression, you will understand why I discussed various areas of the game when I did. Also you can see how I bounced from one branch of the dungeon to another, by tracing his progress through the "Notes" section (at the bottom of the morgue file).

  Code:
 Dungeon Crawl Stone Soup version 0.11.2 (tiles) character file.

Blood-Sin the Politician (Vampire Enchanter)   Turns: 118252, Time: 2, 14:18:23

HP 203/203       AC 16     Str 10      XL: 27
MP  43/43        EV 37     Int 26      God: Ashenzari [******]
Gold 9618        SH 15     Dex 18      Spells: 15 memorised,  2 levels left

Res.Fire  : + . .   See Invis. : +   R - +5 sabre (elec) (curse)
Res.Cold  : + + .   Warding    : .   I - +2 robe {Archmagi} (curse)
Life Prot.: + + +   Conserve   : .   s - +1 buckler {AC+3} (curse)
Res.Poison: +       Res.Corr.  : .   p - +2 wizard hat {MR} (curse)
Res.Elec. : .       Clarity    : +   N - +0 cloak (curse)
Sust.Abil.: . .     Spirit.Shd : .   g - +2 pair of fencer's gloves {EV+3 Dex+3 Acc
Res.Mut.  : +       Stasis     : .   j - +1 pair of boots (curse)
Res.Rott. : +       Ctrl.Telep.: .   m - cursed amulet "Olibodefe" {rMut Int+3 Dam+
Saprovore : . . .   Levitation : .   l - cursed ring of protection from fire
                    Ctrl.Flight: .   y - cursed ring "Tasea" {Wiz rN+ Acc+3 Dam+5}

@: non-regenerating, extremely resistant to hostile enchantments, uncannily
stealthy
A: bottle blood, fangs 3, see invisible, unbreathing, Str +1
a: Bat Form, Bottle Blood, Scrying, Transfer Knowledge, Renounce Religion


You are on level 2 of the Lair of Beasts.
You worship Ashenzari.
Ashenzari is exalted by your worship.
You are bloodless.

You have visited 12 branches of the dungeon, and seen 69 of its levels.
You have visited the Abyss 1 time.
You have visited 1 bazaar.
You have also visited: Labyrinth, Trove, Sewer, Bailey, Ice Cave and Volcano.

You have collected 10336 gold pieces.
You have spent 738 gold pieces at shops.

Inventory:

Hand weapons
 R - a cursed +5,+5 sabre of electrocution (weapon)
Armour
 g - the cursed +2 pair of fencer's gloves (worn) {EV+3 Dex+3 Acc+8}
   (You found it on level 3 of the Tomb of the Ancients)   
   
   It affects your evasion (+3).
   It affects your dexterity (+3).
   It affects your accuracy (+8).
   It has a curse placed upon it.
 j - a cursed +1 pair of boots (worn)
 p - a cursed +2 wizard hat of magic resistance (worn)
 s - a cursed +1 buckler of protection (worn)
 I - a cursed +2 robe of the Archmagi (worn)
 N - a cursed +0 cloak (worn)
Magical devices
 i - a wand of hasting {zapped: 1}
 B - a wand of teleportation {zapped: 1}
 D - a wand of heal wounds
 P - a wand of polymorph other
Scrolls
 a - 4 scrolls of fog
 e - a scroll of silence
 n - 3 scrolls of blinking
 G - 4 scrolls of fear
 O - 4 scrolls of teleportation
Jewellery
 l - a cursed ring of protection from fire (right hand)
 m - the cursed amulet "Olibodefe" (around neck) {rMut Int+3 Dam+4}
   (You took it off a deep elf demonologist on level 3 of the Elven Halls)   
   
   [amulet of resist mutation]
   
   It affects your intelligence (+3).
   It affects your damage-dealing abilities (+4).
   It has a curse placed upon it.
 y - the cursed ring "Tasea" (left hand) {Wiz rN+ Acc+3 Dam+5}
   (You found it on level 2 of the Elven Halls)   
   
   [ring of wizardry]
   
   It affects your accuracy (+3).
   It affects your damage-dealing abilities (+5).
   It protects you from negative energy.
   It has a curse placed upon it.
Potions
 b - 24 potions of blood
 c - 2 potions of invisibility
 f - 4 potions of heal wounds
 h - 2 potions of brilliance
 k - 3 potions of coagulated blood
 o - 2 potions of speed
 w - 2 potions of magic
 x - 2 potions of agility
 F - 2 potions of might
 H - 2 potions of resistance
 S - 2 potions of curing


   Skills:
 - Level 14.0 Fighting
 + Level 11.2(15.4) Short Blades
   Level 12.0 Long Blades
 - Level 0.7 Throwing
 - Level 6.0 Armour
 - Level 23.8(27) Dodging
 - Level 23.0(27) Stealth
 O Level 27 Stabbing
 - Level 6.9(10.0) Shields
 - Level 6.0 Traps & Doors
 * Level 14.8 Spellcasting
 - Level 23.8(27) Hexes
 - Level 12.0(16.1) Charms
 - Level 2.5(6.1) Necromancy
 + Level 5.3(9.8) Translocations
 - Level 5.5(10.0) Transmutations
 - Level 2.0(5.3) Ice Magic
 - Level 2.8(6.5) Air Magic
 - Level 2.8(6.6) Earth Magic
 - Level 1.1(4.1) Evocations


You have 2 spell levels left.
You know the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            ########     0%          1    None
b - Ensorcelled Hibernat  Hex/Ice        #######      0%          2    None
c - Sure Blade            Hex/Chrm       #########.   0%          2    None
d - Confuse               Hex            #########    0%          3    None
f - Enslavement           Hex            #########    0%          4    None
g - Silence               Hex/Air        #########.   1%          5    None
h - Invisibility          Hex            #########    0%          6    ####...
i - Mass Confusion        Hex            #########.   0%          6    ####...
m - Haste                 Chrm           #########    1%          6    ####...
n - Phase Shift           Tloc           ########..   1%          5    None
o - Dig                   Trmt/Erth      ########.    1%          4    None
p - Passwall              Trmt/Erth      ########..   1%          3    None
q - Regeneration          Chrm/Necr      ########..   1%          3    None
r - Repel Missiles        Chrm/Air       ########..   1%          2    None
s - Animate Skeleton      Necr           N/A          1%          1    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (26/27)            Temple (1/1) D:6             Orc (4/4) D:11
    Elf (3/3) Orc:4          Lair (8/8) D:10          Swamp (5/5) Lair:4
 Spider (5/5) Lair:5        Slime (0/6) Lair:8       Vaults (7/8) D:15
  Blade (1/1) Vaults:6      Crypt (5/5) Vaults:4       Tomb (3/3) Crypt:2
    Coc (0/7) Hell       
   Dis: Hell:1         Geh: Hell:1         Tar: Hell:1     

Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
the Shining One
Beogh
Jiyva
Lugonu

Shops:
D:8: !  D:11: *  D:18: *[?+  Orc:1: *  Orc:2: ?  Orc:4: =[(=  Vaults:7: *

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 Lair:8
Abyss: D:21 D:25 D:26
Pandemonium: D:24
Ziggurat: D:10 (9060 gp)

Annotations
D:14 yak heard
D:18 need apportation - gold on tele trap
D:24 need tele control
D:26 not cleared, exclusion: orange crystal statue
Orc:1 not cleared - designated blood bank
Orc:2 not cleared - designated blood bank
Orc:3 not cleared - designated blood bank
Orc:4 not cleared - designated blood bank, exclusion: ice statue
Lair:1 yak herd
Lair:5 sheep herd
Lair:7 sheep herd
Swamp:5 cleared - rune ready for pick-up
Spider:5 cleared - rune ready for pick-up
Vaults:2 yak herd - SW room
Vaults:4 blood fountain
Tomb:3 cleared - rune ready for pick-up


Innate Abilities, Weirdness & Mutations

You do not heal naturally.
You can bottle blood from corpses.
You have razor-sharp teeth.*
You have supernaturally acute eyesight.
You can survive without breathing.*
Your muscles are strong (Str +1).


Message History

a +4 rod of striking (6/6); a leatherbound book {highlevel}
Items here: (((((((((((((( ))))
Things that are here:
a +2,+2 dwarven hand axe of returning; a +2,+1 dwarven hand axe of returning
Items here: !!!!!!!!! ( ))) ======== ?? [[[[[[
You drop an uncursed ring of life protection.
Things that are here:
a +2,+2 dwarven hand axe of returning; a +2,+1 dwarven hand axe of returning
Items here: ))))))))))
You drop a +3,+7 sabre of flaming.
As you read the scroll of curse weapon, it crumbles to dust.
Your +5,+5 sabre of electrocution glows black for a moment.
Your weapon hand is bound. You are fully bound.
k - 3 potions of coagulated blood
Items here: (((((((((((((( ))))
Things that are here:
a +4 rod of striking (6/6); a leatherbound book {highlevel}
Things that are here:
9 scrolls of curse weapon; 19 scrolls of remove curse; 5 scrolls of curse armour; 8 scrolls of curse jewellery
You drop a scroll of remove curse.

##  ###                    ##
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.......#   #.)(##     #..###.
.......#   #.[|!#     #.## #P
.......#   #.<@?#     #.#  #.
.......#   #.|/##     #.#  #.
.......#####:=:#      #.#  #.
.......##.##.}}#      #.#  #.
.......[.......##     #.#  #.
.####.####.....[#     #.#  #.
.#  ###  ##....###    #.#  #.
.#        #....#.######.####.
.#    ### #..................
.######.###........<.........
....%..................^.....


There are no monsters in sight!

Vanquished Creatures
  Khufu (Crypt:4)
  32 greater mummies
  Saint Roka (D:17)
  Boris (twice) (Swamp:5 Crypt:3)
  Mara (D:19)
  Margery (Crypt:4)
  Mennas (Crypt:2)
  A profane servitor (Crypt:5)
  Xtahua (Vaults:7)
  Arachne (Spider:3)
  Frederick (Crypt:2)
  6 liches
  Nikola (Vaults:1)
  A tentacled monstrosity (D:24)
  2 acid blobs (D:19)
  8 sphinxes
  2 deep elf blademasters (Elf:3)
  5 shadow dragons
  Kirke (Vaults:1)
  2 storm dragons
  Rupert (Swamp:3)
  Agnes (D:19)
  Frances (D:17)
  Roxanne (D:15)
  Aizul (Swamp:3)
  15 ghouls
  3 frost giants
  3 ghost moths (Spider:5)
  2 azure jellies (D:19)
  A bone dragon (D:22)
  Wiglaf (Crypt:3)
  Louise (D:17)
  An orc warlord (D:25)
  2 fire giants
  24 stone giants
  4 curse skulls
  5 emperor scorpions
  7 deep elf annihilators
  2 green deaths (Swamp:5)
  Azrael (D:19)
  2 deep elf death magi (Elf:3)
  A deep elf sorcerer (Elf:3)
  9 eidola (Crypt:5)
  A minotaur (Lab)
  11 reapers
  2 deep elf master archers (Elf:3)
  A blizzard demon (Tomb:2)
  A vault guard (D:12)
  A great orb of eyes (Vaults:1)
  A salamander (Hell)
  3 ettins (D:24)
  Snorg (D:17)
  30 mummy priests
  32 yaktaur captains
  A vampire knight (Vaults:4)
  A titan skeleton (Crypt:4)
  A dragon (Vaults:2)
  3 storm dragon zombies
  2 unborn deep dwarves (Crypt:5)
  Fannar (Swamp:1)
  2 ice dragons
  2 death oozes
  Erica (D:10)
  Harold (D:11)
  Josephine (D:10)
  3 ravenous feature mimics
  17 dancing weapons
  23 hydras
  A golden dragon zombie (Crypt:5)
  A rakshasa (D:15)
  3 wizards
  An anaconda skeleton (Tomb:3)
  Nessos (Vaults:1)
  A golden dragon skeleton (Crypt:3)
  8 alligators
  6 deep elf demonologists (Elf:3)
  An iron dragon zombie (Crypt:4)
  A wolf spider zombie (D:14)
  16 ogre magi
  A shadow dragon skeleton (Hell)
  3 stone giant zombies
  A fire giant zombie (Crypt:4)
  An elf (shapeshifter) (Vaults:5)
  6 death yaks (Lair:8)
  17 deep trolls
  2 sphinx skeletons
  9 very ugly things
  2 deep elf high priests (Elf:3)
  Urug (D:11)
  3 orc high priests
  25 centaur warriors
  7 stone giant skeletons
  2 iron golems (Hell)
  16 soul eaters
  4 sun demons
  A dire elephant zombie (Crypt:4)
  3 fire giant skeletons
  2 deep dwarf death knights (Crypt:5)
  3 hell hogs (Hell)
  A vapour (D:24)
  5 shadow wraiths
  17 hell knights
  72 skeletal warriors
  2 ice devils (Hell)
  A frost giant skeleton (Crypt:3)
  An alligator snapping turtle zombie (Crypt:4)
  An iron troll (shapeshifter) (D:22)
  17 deep elf knights
  A sea snake (shapeshifter) (D:18)
  A green draconian zombie (Crypt:3)
  An alligator snapping turtle skeleton (Crypt:4)
  6 iron trolls
  A black draconian zombie (Crypt:4)
  Erolcha (D:12)
  28 orc knights
  11 unseen horrors
  A grey draconian zombie (Hell)
  2 flaming corpses
  An ice statue (Lair:3)
  2 iron troll zombies (Crypt:3)
  A yellow draconian skeleton (Crypt:4)
  8 giant amoebae
  A crystal golem (D:22)
  6 phantasmal warriors
  A black draconian skeleton (Crypt:2)
  8 swamp dragons
  2 vampire magi
  7 necromancers
  Joseph (D:11)
  16 flayed ghosts
  3 statues
  A mottled draconian skeleton (Crypt:1)
  8 orc sorcerers
  A red draconian skeleton (Abyss)
  2 iron troll skeletons
  31 hill giants
  3 hydra zombies
  A harpy (shapeshifter) (Vaults:6)
  2 shining eyes (shapeshifter)
  A sea snake skeleton (Crypt:1)
  A guardian serpent (D:21)
  40 wolf spiders
  A death drake zombie (Crypt:4)
  3 fire crabs
  A catoblepas zombie (Crypt:5)
  A spiny worm (shapeshifter) (D:18)
  16 cyclopes
  3 elf zombies
  4 red wasps
  2 hydra skeletons
  3 griffons
  2 minotaur skeletons
  2 harpy skeletons
  6 spiny worms
  4 griffon zombies
  3 ettin zombies
  A red wasp zombie (D:15)
  2 dragon zombies
  5 black mambas
  An item mimic (Lair:5)
  3 elephant slugs (Lair:8)
  A slime creature (shapeshifter) (D:26)
  97 slime creatures
  A griffon skeleton (Vaults:1)
  5 ettin skeletons
  A guardian serpent zombie (Crypt:5)
  19 elephants
  A black mamba zombie (Crypt:3)
  6 hellwings
  5 orange demons
  An oklob plant (Lair:5)
  A guardian serpent skeleton (Crypt:3)
  2 ice dragon skeletons
  13 rock trolls
  2 hill giant zombies
  Psyche (D:11)
  A queen ant zombie (Crypt:3)
  45 yaktaurs
  A spriggan zombie (Crypt:4)
  111 guardian mummies
  5 hill giant skeletons
  124 ugly things
  14 demonic crawlers
  A redback simulacrum (Vaults:3)
  17 spiny frogs
  2 iron devils
  3 komodo dragons
  2 deep troll zombies
  2 wandering mushrooms (D:16)
  Sonja (D:10)
  10 trolls
  2 human zombies
  A spriggan (shapeshifter) (D:16)
  A giant leech (shapeshifter) (D:24)
  3 smoke demons
  18 polar bears
  2 efreet
  10 giant leeches
  21 blink frogs
  A rock troll zombie (Crypt:1)
  2 baby alligator zombies (Crypt:5)
  3 baby alligators (Swamp:4)
  2 deep troll skeletons
  6 bog bodies
  7 raven skeletons (Crypt:5)
  26 two-headed ogres
  3 rock troll skeletons
  A snapping turtle zombie (Crypt:4)
  A blink frog (shapeshifter) (Vaults:3)
  7 basilisks
  4 draconians (shapeshifter)
  A grizzly bear (Lair:3)
  28 jumping spiders
  2 merfolk zombies
  7 rotting hulks (Crypt:5)
  A lindwurm zombie (Crypt:3)
  An elephant zombie (Crypt:4)
  8 blue devils
  4 brown oozes (D:19)
  10 wraiths
  26 yaks
  An air elemental (Abyss)
  16 deep elf conjurers
  2 elephant skeletons
  A hog (Vaults:1)
  9 vampires
  A bumblebee (D:24)
  21 orb spiders
  2 sharks
  19 tarantellas
  3 wyverns
  A fire elemental (D:19)
  A merfolk skeleton (Crypt:1)
  4 fire drakes
  A swamp dragon skeleton (Hell)
  2 ynoxinuls
  3 human skeletons
  59 redbacks
  2 wood golems
  24 deep elf fighters
  7 metal gargoyles (Hell)
  10 hungry ghosts
  53 vampire mosquitoes
  A fire drake zombie (Crypt:5)
  2 merfolk (shapeshifter)
  3 neqoxecs (Tomb:1)
  40 trapdoor spiders
  9 deep elf summoners
  2 rock worms
  12 war dogs
  A yaktaur zombie (Vaults:5)
  11 hippogriffs
  5 manticores
  Edmund (D:5)
  5 fire vortices (D:24)
  A manticore (shapeshifter) (D:25)
  10 boulder beetles
  Menkaure (D:5)
  6 giant slug zombies
  5 mottled dragons
  15 necrophages
  2 cyclops zombies
  A manticore zombie (Crypt:5)
  A mermaid skeleton (Crypt:4)
  66 swamp worms
  4 hell hounds (D:19)
  13 ice beasts
  2 yellow wasps
  16 freezing wraiths
  3 red devils
  A bear zombie (Crypt:1)
  8 deep elf priests
  A kobold demonologist (D:19)
  33 centaurs
  A polar bear zombie (Crypt:5)
  2 black bears (D:7)
  A yellow wasp (shapeshifter) (D:24)
  A boulder beetle zombie (Vaults:1)
  69 ogres
  2 rock worm zombies
  A swamp drake (shapeshifter) (D:15)
  16 giant goldfish
  6 phantoms
  A hippogriff zombie (Crypt:5)
  47 orc warriors
  9 hell beasts (Hell)
  5 sky beasts
  4 boring beetles
  4 troll skeletons
  4 rotting devils (Lair:8)
  13 wargs
  Sigmund (D:2)
  9 big kobolds
  19 deep elf magi
  A centaur (shapeshifter) (D:21)
  4 swamp drakes
  20 water moccasins
  3 brain worms
  A centaur zombie (D:16)
  24 giant frogs
  28 wolves
  A bear skeleton (Crypt:4)
  20 crocodiles
  A war dog zombie (Crypt:4)
  2 wolf skeletons
  11 giant slugs
  2 water moccasin zombies
  A basilisk zombie (Crypt:5)
  2 two-headed ogre zombies
  17 agate snails
  A giant slug (shapeshifter) (D:18)
  A giant frog skeleton (D:10)
  A centaur skeleton (Crypt:4)
  A draconian skeleton (Volcano)
  An eye of draining (D:11)
  A black bear skeleton (Crypt:4)
  12 insubstantial wisps
  32 jellyfish
  2 warg skeletons
  32 killer bees
  2 basilisk skeletons
  A killer bee zombie (Crypt:5)
  A bumblebee simulacrum (Vaults:5)
  2 tengu zombies
  36 wights
  A big kobold zombie (D:15)
  A crocodile zombie (Crypt:3)
  3 lava fish
  20 electric eels
  2 goliath beetles (D:8)
  20 crimson imps
  3 lava snakes (D:24)
  A pulsating lump (shapeshifter) (D:23)
  A mottled dragon skeleton (Crypt:1)
  25 shadows
  3 big kobold skeletons
  A demigod skeleton (Crypt:4)
  An ogre skeleton (Volcano)
  29 spiders
  2 tengu skeletons
  2 elf skeletons
  A quasit (D:10)
  A water moccasin simulacrum (Tomb:3)
  3 spider zombies
  Crazy Yiuf (D:7)
  A hound zombie (Crypt:5)
  23 orc priests
  12 big fish
  16 hounds
  A naga zombie (Crypt:3)
  8 orange rat zombies
  3 orange rats
  8 worker ants
  A hound skeleton (Crypt:4)
  9 porcupines
  33 deep elf soldiers
  31 orc wizards
  3 scorpions
  A naga skeleton (Volcano)
  9 iguanas
  2 orange rat skeletons
  17 sheep
  A swamp drake zombie (Crypt:5)
  A worker ant zombie (D:6)
  A worm zombie (Crypt:5)
  Ijyb (D:2)
  A jelly (shapeshifter) (D:26)
  16 jellies
  A goliath beetle zombie (Crypt:1)
  60 mummies
  19 flying skulls
  9 gnolls
  28 adders
  7 giant centipedes
  54 green rats
  3 lemures (Abyss)
  An iguana zombie (D:10)
  An iguana skeleton (D:4)
  3 white imps
  4 giant mites
  A halfling zombie (Crypt:3)
  8 ufetubi
  15 worms
  A giant centipede simulacrum (Tomb:1)
  2 giant eyeballs (D:11)
  17 grey rats
  A bat skeleton (D:4)
  A green rat zombie (Crypt:5)
  4 giant geckos
  A gnoll skeleton (Crypt:3)
  2 green rat skeletons
  6 oozes
  114 orcs
  22 hobgoblins
  28 jackals
  63 kobolds
  18 quokkas
  An ant larva (D:3)
  6 ball pythons
  27 bats
  13 giant cockroaches
  2 giant gecko skeletons
  6 giant newts
  A giant newt skeleton (Hell)
  12 goblins
  2 hobgoblin zombies
  5 illusory rakshasas (D:15)
  A jackal skeleton (D:5)
  A kobold skeleton (Crypt:3)
  A kobold zombie (Crypt:3)
  An orc skeleton (D:12)
  12 orc zombies
  A quokka (shapeshifter) (D:18)
  A quokka skeleton (Crypt:4)
  2 quokka zombies (D:8)
  31 rats
  2 ballistomycetes (D:8)
  A bush (Lair:7)
  12 fungi
  10 plants
  52 toadstools
3556 creatures vanquished.

Vanquished Creatures (collateral kills)
  Geryon (Hell)
  An orc warlord (D:25)
  A deep elf annihilator (Elf:3)
  A reaper (Tomb:1)
  3 deep elf death magi (Elf:3)
  An ettin (D:24)
  2 yaktaur captains (D:24)
  A great orb of eyes (shapeshifter) (D:24)
  A hydra (Swamp:5)
  A storm dragon skeleton (Vaults:4)
  2 death oozes
  An ogre mage (D:24)
  2 deep elf demonologists (Elf:3)
  A wolf spider zombie (Vaults:2)
  A hell hog (Hell)
  A deep troll (D:24)
  2 very ugly things (Swamp:5)
  A frost giant skeleton (D:21)
  A soul eater (Hell)
  5 skeletal warriors
  A flayed ghost (D:24)
  7 hell knights
  A deep elf knight (Elf:3)
  3 hill giants (D:19)
  2 orc sorcerers
  2 necromancers
  A swamp dragon (Swamp:5)
  A giant amoeba (D:19)
  2 wolf spiders
  4 yaktaurs
  An orange demon (Swamp:5)
  A demonic crawler (Spider:4)
  2 iron devils
  A two-headed ogre (Vaults:2)
  4 ugly things
  A giant leech (Swamp:4)
  5 bog bodies
  A small abomination (Elf:3)
  A blue devil (Hell)
  A brown ooze (D:19)
  2 jumping spiders
  An orb spider (Spider:5)
  A ynoxinul (Elf:3)
  3 hell beasts
  3 tarantellas (Spider:5)
  2 trapdoor spiders (Spider:5)
  A metal gargoyle (Hell)
  2 deep elf fighters
  A deep elf summoner (D:24)
  A neqoxec (Elf:3)
  5 vampire mosquitoes
  8 redbacks
  A rock worm (D:20)
  4 swamp worms
  5 swamp drakes
  7 ogres
  3 orc warriors
  2 giant goldfish (Spider:5)
  4 rotting devils
  A boring beetle (D:24)
  2 wolves (D:19)
  A brain worm (D:18)
  An insubstantial wisp (Swamp:3)
  A jellyfish (Spider:2)
  A crimson imp (Elf:3)
  2 big fish (Hell)
  An iron imp (Elf:3)
  3 orc priests
  6 deep elf soldiers
  6 orc wizards (Orc:4)
  A spider (Spider:5)
  2 orange rats (Vaults:4)
  4 sheep
  3 jellies (D:19)
  4 flying skulls (Crypt:4)
  A green rat (D:24)
  2 orc zombies (Orc:4)
  An ufetubus (Elf:3)
  5 grey rats
  A gnoll skeleton (Crypt:4)
  4 oozes (D:19)
  7 orcs
  8 bats (Vaults:4)
  A goblin (Orc:4)
  2 kobolds
  An orc skeleton (Crypt:4)
  A quokka skeleton (Crypt:4)
  5 rats
  A toadstool (Swamp:5)
207 creatures vanquished.

Vanquished Creatures (others)
  A deep elf sorcerer (Elf:3)
  A deep elf demonologist (Elf:3)
  2 hell hog skeletons (Hell)
  8 human skeletons
  2 stone giant skeletons (D:24)
  2 soul eaters (Elf:3)
  2 unseen horrors (Crypt:2)
  A hill giant (D:19)
  3 hydra skeletons (Swamp:5)
  An ettin skeleton (D:24)
  2 hellwings (Elf:3)
  A tormentor (Elf:3)
  2 orange demons
  A griffon skeleton (Crypt:1)
  An alligator skeleton (Swamp:4)
  A hill giant skeleton (D:19)
  6 yaktaurs
  A deep dwarf skeleton (Crypt:5)
  A smoke demon (Elf:3)
  2 ugly things
  A bog body (Swamp:5)
  4 swamp dragon skeletons
  A trapdoor spider (Spider:5)
  2 spiny frog skeletons
  2 blue devils (Elf:3)
  A deep elf fighter (Elf:1)
  A neqoxec (Elf:3)
  A chaos spawn (Elf:3)
  A dancing weapon (D:10)
  A small abomination (Spider:3)
  An orc warrior (D:19)
  A yaktaur skeleton (D:23)
  A cyclops skeleton (D:23)
  4 ogres
  A giant goldfish (D:24)
  A rotting devil (Elf:3)
  A giant goldfish skeleton (Spider:5)
  A centaur (Vaults:6)
  A wolf (D:19)
  6 elf skeletons
  3 two-headed ogre skeletons
  2 centaur skeletons
  A jellyfish (D:24)
  A black bear skeleton (Crypt:4)
  A crimson imp (Tomb:1)
  An iron imp (Elf:3)
  4 ogre skeletons
  A hound (Lair:7)
  A spider (Spider:5)
  A big fish (D:24)
  A hound (shapeshifter) (D:21)
  3 quasits
  3 orc wizards
  A porcupine (Lair:1)
  3 swamp drake skeletons
  A flying skull (Tomb:1)
  2 lemures
  A shadow imp (Elf:3)
  A white imp (Elf:3)
  A sheep skeleton (Spider:3)
  6 orcs
  3 kobolds
  A giant newt (D:2)
  2 giant spores (D:8)
  A goblin (D:2)
  A kobold skeleton (Crypt:4)
  3 orc skeletons
  A rat (D:1)
  2 fungi
  20 plants
  245 toadstools
392 creatures vanquished.

Grand Total: 4155 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | Blood-Sin, the Vampire Enchanter, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 13/13 MP: 4/4
   390 | D:1      | Reached XP level 2. HP: 19/19 MP: 5/5
   507 | D:1      | Learned a level 2 spell: Ensorcelled Hibernation
  1037 | D:1      | Reached XP level 3. HP: 24/24 MP: 2/6
  1113 | D:2      | Noticed Sigmund
  1451 | D:2      | Noticed Ijyb
  1606 | D:2      | Killed Ijyb
  1606 | D:2      | Reached XP level 4. HP: 13/30 MP: 0/8
  2096 | D:2      | Killed Sigmund
  2096 | D:2      | Reached skill level 5 in Stabbing
  2096 | D:2      | Reached XP level 5. HP: 10/35 MP: 4/9
  2128 | D:2      | Learned a level 3 spell: Confuse
  2637 | D:4      | Reached XP level 6. HP: 38/41 MP: 11/11
  2720 | D:3      | Found a glowing silver altar of Zin.
  2882 | D:3      | Reached skill level 6 in Stabbing
  3427 | D:3      | Reached skill level 5 in Stealth
  3508 | D:4      | Found a basalt altar of Yredelemnul.
  3518 | D:4      | Found a glowing drain.
  3544 | Sewer    | Entered a sewer
  4037 | Sewer    | Reached XP level 7. HP: 39/46 MP: 9/13
  4085 | Sewer    | HP: 1/46 [big kobold (5)]
  4089 | Sewer    | Reached skill level 7 in Stabbing
  4318 | D:4      | Found a bloodstained altar of Trog.
  4355 | D:4      | Found a snail-covered altar of Cheibriados.
  4364 | D:4      | Noticed an ogre
  4472 | D:4      | Killed an ogre
  4648 | D:4      | Noticed an ogre
  4709 | D:4      | Killed an ogre
  4709 | D:4      | Reached skill level 5 in Hexes
  4752 | D:4      | Reached skill level 8 in Stabbing
  4884 | D:5      | Entered Level 5 of the Dungeon
  4889 | D:5      | Noticed Menkaure
  4895 | D:5      | Noticed Edmund
  4947 | D:5      | Killed Edmund
  4947 | D:5      | Reached XP level 8. HP: 37/52 MP: 9/15
  5185 | D:5      | Found a radiant altar of Vehumet.
  5281 | D:5      | Found a white marble altar of Elyvilon.
  6192 | D:6      | Reached skill level 1 in Ice Magic
  6289 | D:6      | Found a deep blue altar of Sif Muna.
  6359 | D:6      | Found an iron altar of Okawaru.
  6517 | D:6      | Found a staircase to the Ecumenical Temple.
  6535 | Temple   | Entered the Ecumenical Temple
  7039 | D:5      | Killed Menkaure
  7446 | D:7      | Noticed Crazy Yiuf
  7452 | D:7      | Killed Crazy Yiuf
  7510 | D:7      | Reached skill level 1 in Fighting
  7578 | D:7      | Reached XP level 9. HP: 58/58 MP: 11/20
  7606 | D:7      | Found a bloodstained altar of Trog.
  8401 | D:8      | Found Mozxocri's Distillery.
  8408 | D:8      | Bought a potion of mutation for 33 gold pieces
  8529 | D:9      | Reached skill level 5 in Dodging
  8609 | D:8      | Reached skill level 9 in Stealth
  8792 | D:8      | Found a sand-covered staircase.
  9024 | D:8      | Reached skill level 10 in Stealth
  9686 | Temple   | Learned a level 1 spell: Fulsome Distillation
  9690 | Temple   | Learned a level 2 spell: Sure Blade
  9694 | Temple   | Learned a level 3 spell: Tukima's Dance
  9894 | D:9      | Found a shattered altar of Ashenzari.
  9898 | D:9      | Got a rare book
  9899 | D:9      | Identified Ashenzari's Tome of Culinary Dark Arts (You found it on level 9 of the Dungeon)
  9923 | D:9      | Became a worshipper of Ashenzari the Shackled
  9983 | D:9      | Reached skill level 1 in Necromancy
  9983 | D:9      | Reached skill level 1 in Transmutations
 10030 | D:9      | Reached skill level 1 in Charms
 10237 | D:9      | Reached XP level 10. HP: 65/65 MP: 21/21
 10377 | D:10     | Entered Level 10 of the Dungeon
 10398 | D:10     | Noticed Erica
 10531 | D:10     | Reached skill level 1 in Traps & Doors
 10554 | D:10     | Found a basalt altar of Yredelemnul.
 10600 | D:10     | Found a gateway to a ziggurat.
 10630 | D:10     | Noticed Josephine
 10920 | D:10     | Found a staircase to the Lair.
 10920 | D:10     | Noticed Sonja
 11174 | D:10     | Killed Sonja
 11467 | Lair:1   | Entered Level 1 of the Lair of Beasts
 11846 | Lair:1   | Reached skill level 10 in Dodging
 13661 | D:8      | Bought a potion of agility for 27 gold pieces
 13821 | Lair:2   | Reached skill level 10 in Hexes
 13824 | Lair:2   | Reached XP level 11. HP: 71/71 MP: 22/22
 13959 | Lair:2   | Reached skill level 10 in Stabbing
 14199 | Lair:2   | Noticed a five-headed hydra
 14293 | Lair:2   | Reached skill level 5 in Spellcasting
 14369 | Lair:2   | Learned a level 6 spell: Invisibility
 15089 | D:11     | Noticed Joseph
 15100 | D:11     | Killed Joseph
 15162 | D:11     | Noticed Urug
 15189 | D:11     | Found Pnaanej's Assorted Antiques.
 15198 | D:11     | Bought a pair of glowing boots for 37 gold pieces
 15361 | D:11     | Noticed Psyche
 15421 | D:11     | Killed Urug
 15421 | D:11     | Reached skill level 11 in Hexes
 15655 | D:11     | Found a flagged portal.
 15793 | Bailey   | Entered a bailey
 15937 | Bailey   | Reached skill level 12 in Hexes
 16322 | D:11     | Killed Psyche
 16339 | D:11     | Found a staircase to the Orcish Mines.
 16383 | D:11     | Noticed Harold
 16455 | D:11     | Killed Harold
 16487 | D:11     | Noticed a hill giant
 16574 | D:10     | Killed Erica
 16574 | D:10     | Reached skill level 13 in Hexes
 16834 | Lair:2   | Killed a six-headed hydra
 16862 | Lair:3   | Noticed a five-headed hydra
 16940 | Lair:3   | Reached XP level 12. HP: 59/77 MP: 18/28
 17034 | Lair:3   | Noticed an ice statue
 17086 | Lair:3   | Reached skill level 14 in Hexes
 17356 | Lair:3   | Acquired Ashenzari's first power
 17444 | Lair:3   | Noticed a six-headed hydra
 17520 | Lair:3   | Killed a seven-headed hydra
 17755 | Lair:3   | Killed a seven-headed hydra
 18193 | Lair:4   | Noticed a seven-headed hydra
 18268 | Lair:4   | Found a staircase to the Swamp.
 18482 | Lair:4   | Noticed a six-headed hydra
 18496 | Lair:4   | Killed a nine-headed hydra
 19077 | Lair:4   | Killed an eight-headed hydra
 19121 | Lair:5   | Found a snail-covered altar of Cheibriados.
 19180 | Lair:5   | Found a blossoming altar of Fedhas.
 19572 | Lair:5   | Found a hole to the Spider Nest.
 19676 | Lair:5   | Found a dark tunnel.
 19692 | Volcano  | Entered a volcano
 19720 | Volcano  | Acquired Ashenzari's second power
 20371 | Lair:2   | Learned a level 3 spell: Passwall
 20376 | Lair:2   | Learned a level 4 spell: Enslavement
 20387 | Lair:2   | Learned a level 3 spell: Inner Flame
 20403 | Lair:2   | Identified the +5,+0 flail "Schuxi Nefi" {crush, +Rage}
 20883 | D:10     | Killed Josephine
 20883 | D:10     | Reached skill level 5 in Short Blades
 21127 | D:11     | Bought a scroll labeled CROIKHIJUI for 25 gold pieces
 21330 | D:11     | Killed a hill giant
 21725 | D:12     | Reached XP level 13. HP: 82/82 MP: 23/29
 21731 | D:12     | Acquired Ashenzari's third power
 22192 | D:12     | Noticed Erolcha
 22357 | D:12     | Killed Erolcha
 22444 | D:12     | Found a frozen archway.
 22501 | D:12     | Found a portal to a secret trove of treasure.
 22501 | D:12     | Noticed a vault guard
 22566 | IceCv    | Entered an ice cave
 22839 | IceCv    | Reached skill level 1 in Armour
 22977 | IceCv    | Reached skill level 15 in Stealth
 23299 | IceCv    | Noticed a frost giant
 23421 | IceCv    | Killed a frost giant
 24439 | D:13     | Reached skill level 16 in Stealth
 24605 | D:13     | Acquired Ashenzari's fourth power
 24688 | D:14     | Entered Level 14 of the Dungeon
 25064 | D:14     | Reached skill level 5 in Traps & Doors
 25705 | D:15     | Entered Level 15 of the Dungeon
 25705 | D:15     | Identified the cursed -1,-2 lajatang "Genluept"
 25911 | D:15     | Found a viscous altar of Jiyva.
 26226 | D:15     | Noticed Roxanne
 26251 | D:15     | Reached skill level 5 in Armour
 26299 | D:15     | Reached XP level 14. HP: 77/88 MP: 15/29
 26472 | D:15     | Reached skill level 17 in Stealth
 26524 | D:15     | Found a staircase to the Vaults.
 27187 | D:16     | Identified the +7,+2 bow of Dividends
 27226 | D:16     | Reached skill level 18 in Stealth
 27685 | D:16     | Identified a +1 rod of destruction [fire] (14/14)
 27731 | D:16     | Reached skill level 15 in Dodging
 28058 | D:17     | Noticed Louise
 28068 | D:17     | Noticed Frances
 28333 | D:17     | Reached skill level 19 in Stealth
 28376 | D:17     | Killed Louise
 28498 | D:17     | Noticed Snorg
 28504 | D:17     | Killed Snorg
 29205 | D:17     | Reached XP level 15. HP: 93/95 MP: 24/31
 29223 | D:17     | Noticed Saint Roka
 31160 | Lair:7   | Reached skill level 10 in Short Blades
 31793 | Lair:2   | Learned a level 4 spell: Dig
 31983 | D:18     | Found Rial's Magic Scroll Shoppe.
 31997 | D:18     | Reached skill level 1 in Shields
 32087 | D:18     | Bought 3 scrolls of random uselessness for 54 gold pieces
 32282 | D:18     | Found Ighis' Book Shoppe.
 32611 | D:18     | Found Eraufuv's General Store.
 32920 | D:18     | Found Vevinos' Antique Armour Shoppe.
 33242 | D:18     | Bought a pair of dwarven gloves for 35 gold pieces
 33242 | D:18     | Bought an embroidered robe for 17 gold pieces
 33771 | D:19     | Noticed Agnes
 33786 | D:19     | Killed Agnes
 34275 | D:19     | Noticed an azure jelly
 35141 | D:19     | Noticed Mara
 35269 | D:18     | Reached XP level 16. HP: 102/102 MP: 28/31
 35471 | D:18     | Reached skill level 20 in Stealth
 35490 | D:18     | Noticed a shadow dragon
 35493 | D:18     | Killed a shadow dragon
 35493 | D:18     | Reached skill level 15 in Stabbing
 35493 | D:18     | Reached skill level 5 in Shields
 35832 | D:17     | Killed Frances
 35918 | Vaults:1 | Entered Level 1 of the Vaults
 36034 | Vaults:1 | Noticed Nessos
 36621 | Vaults:1 | Noticed Nikola
 36641 | Vaults:1 | Killed Nikola
 36734 | Vaults:1 | Killed Nessos
 36959 | Vaults:1 | Noticed Kirke
 36964 | Vaults:1 | Killed Kirke
 37388 | Lair:2   | Gained mutation: Your muscles are strong (Str +1). [potion of gain strength]
 37733 | Lair:3   | Killed an ice statue
 38358 | Lair:8   | Entered Level 8 of the Lair of Beasts
 38800 | Lair:8   | Reached skill level 21 in Stealth
 39021 | Lair:8   | Found a staircase to the Slime Pits.
 39144 | Lair:8   | Reached XP level 17. HP: 109/109 MP: 32/32
 39693 | Lair:8   | Found a burning altar of Makhleb.
 39703 | Lair:8   | Found a gateway to Hell.
 40670 | Lair:2   | Learned a level 1 spell: Animate Skeleton
 40959 | Swamp:1  | Entered Level 1 of the Swamp
 40960 | Swamp:1  | Noticed Fannar
 40974 | Swamp:1  | Killed Fannar
 42274 | Swamp:2  | Reached skill level 22 in Stealth
 42750 | Swamp:3  | Noticed Aizul
 42842 | Swamp:3  | Killed Aizul
 43033 | Swamp:3  | Noticed Rupert
 43742 | Swamp:3  | Killed Rupert
 43815 | Swamp:4  | Got a droning book
 43819 | Swamp:4  | Identified the Almanac of Flamy Talismans (You found it on level 4 of the Swamp)
 44131 | Swamp:4  | Reached skill level 23 in Stealth
 44168 | Swamp:4  | Found a shimmering altar of Xom.
 44288 | Swamp:4  | Reached skill level 5 in Transmutations
 44313 | Swamp:4  | Your ally Rupert died
 44880 | Swamp:5  | Entered Level 5 of the Swamp
 44975 | Swamp:5  | Reached skill level 1 in Earth Magic
 45357 | Swamp:5  | Noticed Boris
 45797 | Spider:1 | Entered Level 1 of the Spider Nest
 45842 | Spider:1 | Reached XP level 18. HP: 116/116 MP: 31/33
 46576 | Spider:2 | Reached skill level 15 in Hexes
 48753 | Orc:1    | Entered Level 1 of the Orcish Mines
 48754 | Orc:1    | Found Fiwniojie's Assorted Antiques.
 48791 | Orc:4    | Entered Level 4 of the Orcish Mines
 48878 | Orc:4    | Found a staircase to the Elven Halls.
 49204 | Orc:4    | Found Codo's Antique Armour Emporium.
 49204 | Orc:4    | Found Psamugohuym's Jewellery Shoppe.
 49204 | Orc:4    | Found Qumu's Weapon Shoppe.
 49212 | Orc:4    | Found Ginom's Jewellery Emporium.
 49467 | Orc:4    | Bought a cursed ring of hunger for 30 gold pieces
 50129 | Spider:3 | Noticed Arachne
 51209 | Spider:5 | Entered Level 5 of the Spider Nest
 52939 | Spider:5 | Reached XP level 19. HP: 104/121 MP: 0/33
 53308 | Spider:3 | Killed Arachne
 53514 | Lair:4   | Learned a level 2 spell: Repel Missiles
 53630 | Swamp:5  | Killed Boris
 53630 | Swamp:5  | Reached skill level 1 in Air Magic
 55900 | Vaults:2 | Reached skill level 5 in Charms
 58512 | Vaults:4 | Reached XP level 20. HP: 128/128 MP: 34/34
 58606 | Vaults:4 | Found a staircase to the Crypt.
 59113 | Crypt:1  | Entered Level 1 of the Crypt
 59674 | Crypt:1  | Got a colourful book
 59675 | Crypt:1  | Identified the Almanac of Lightness and Execration (You found it on level 1 of the Crypt)
 59959 | Crypt:2  | Noticed Frederick
 60876 | D:17     | Killed Saint Roka
 61113 | D:19     | Noticed Azrael
 61191 | D:19     | Killed Azrael
 61254 | D:19     | Noticed an azure jelly
 61554 | D:19     | Killed Mara
 61861 | D:19     | Noticed a stone giant
 61862 | D:19     | Identified the cursed +0,-2 bow "Efiq"
 61862 | D:19     | Identified the +2,+2 flail of the Silent Majority
 61862 | D:19     | Identified the cursed -3,-4 hammer of Insufficient Pleasure
 61862 | D:19     | Identified the +3,+4 dire flail of Keabomuo
 61897 | D:19     | Killed a stone giant
 62017 | D:19     | Identified the +3,+7 dagger of Mana (You found it on level 19 of the Dungeon)
 62267 | D:20     | Entered Level 20 of the Dungeon
 62814 | D:20     | Found a glowing silver altar of Zin.
 63424 | Lair:2   | Identified a scroll of acquirement
 63473 | Lair:2   | Learned a level 6 spell: Haste
 64173 | Hell     | Entered the Vestibule of Hell
 64173 | Hell     | Noticed Geryon
 64224 | Hell     | Killed Geryon
 65495 | Vaults:5 | Reached XP level 21. HP: 133/133 MP: 27/36
 66988 | Crypt:2  | Got a conspicuous book
 66995 | Crypt:2  | Got an engraved book
 66999 | Crypt:2  | Identified Sif Muna's Incunabulum of Ignition (You found it on level 2 of the Crypt)
 66999 | Crypt:2  | Identified Sif Muna's Tome of Congealing Curses (You found it on level 2 of the Crypt)
 67141 | Crypt:2  | Noticed Mennas
 67951 | D:12     | Killed a vault guard
 67964 | Trove    | Entered a treasure trove
 68056 | Trove    | Identified the ring of the Rabble
 68375 | Elf:1    | Entered Level 1 of the Elven Halls
 68839 | Elf:1    | Reached skill level 1 in Evocations
 68842 | Elf:1    | Reached skill level 10 in Spellcasting
 69442 | Elf:1    | Found a sparkling altar of Nemelex Xobeh.
 69943 | Elf:2    | Found a radiant altar of Vehumet.
 70105 | Elf:2    | Identified the ring "Tasea"
 70581 | Elf:3    | Entered Level 3 of the Elven Halls
 70708 | Elf:3    | Found a labyrinth entrance.
 70720 | Lab      | Entered a labyrinth
 70869 | Lab      | Identified a +4 rod of striking (6/6)
 71254 | Lab      | Got a colourful book
 71263 | Lab      | Identified Further Steps in Magic (You found it in a labyrinth)
 72328 | Elf:3    | Identified the +4 splint mail of Wilaneph
 72333 | Elf:3    | Identified the amulet "Olibodefe"
 72350 | Elf:3    | Identified the +10 splint mail of the Leaf
 72353 | Elf:3    | Identified the +0 ring mail of Tiysin
 72372 | Elf:3    | Identified the -4,-1 lajatang "Sairch"
 72374 | Elf:3    | Identified the +2,+1 flail "Cyreut"
 72378 | Elf:3    | Identified the +8,+5 sling of the Madman
 72547 | Orc:2    | Found a roughly hewn altar of Beogh.
 72576 | Orc:2    | Found Stridifie's Magic Scroll Shop.
 72732 | Lair:2   | Learned a level 5 spell: Silence
 73287 | Elf:3    | Paralysed by the power of Zot for 6 turns
 73291 | Elf:3    | Cast into the Abyss (deep elf demonologist)
 73650 | Elf:3    | Escaped the Abyss.
 74793 | Elf:3    | Got a droning book
 74806 | Elf:3    | Got a yellowed book
 74859 | Elf:3    | Identified Xoleruwi's Tome of Gliding Damage Dealing (You found it on level 3 of the Elven Halls)
 74859 | Elf:3    | Identified the Catalogue of the Firefly (You found it on level 3 of the Elven Halls)
 75029 | Elf:3    | Reached skill level 10 in Charms
 75054 | Elf:3    | Reached skill level 5 in Fighting
 77148 | Hell     | Reached XP level 22. HP: 144/144 MP: 5/38
 78377 | Crypt:2  | Found a staircase to the Tomb.
 78604 | Crypt:2  | Killed Frederick
 78843 | Crypt:2  | Killed Mennas
 80174 | Crypt:3  | Noticed Wiglaf
 80439 | Crypt:3  | Noticed Boris
 80625 | Crypt:3  | Killed Boris
 80764 | Crypt:3  | Killed Wiglaf
 81446 | Vaults:6 | Found a staircase to the Hall of Blades.
 81469 | Vaults:6 | Identified the +5 blowgun "Zezukig"
 82215 | Crypt:4  | Identified the cursed -2 robe of Least Resistance
 82376 | Crypt:4  | Noticed Khufu
 82376 | Crypt:4  | Noticed a greater mummy
 83960 | D:19     | Noticed an acid blob
 83960 | D:19     | Noticed an acid blob
 83961 | D:19     | Killed an azure jelly
 84015 | D:19     | Killed an acid blob
 84015 | D:19     | Reached XP level 23. HP: 155/159 MP: 32/38
 84032 | D:19     | Killed an acid blob
 84051 | D:19     | Killed an azure jelly
 84326 | D:21     | Identified the +0,+11 short sword "Schexota"
 84444 | D:21     | Found a flickering gateway to a bazaar.
 84467 | Bazaar   | Entered a bazaar
 84472 | Bazaar   | Found Puynos' Book Boutique.
 84472 | Bazaar   | Found Ripaeppasch's Jewellery Shop.
 84483 | Bazaar   | Bought a book of War Chants for 480 gold pieces
 85158 | D:21     | Learned a level 3 spell: Regeneration
 85356 | D:21     | Found a one-way gate to the infinite horrors of the Abyss.
 86483 | Blade    | Entered the Hall of Blades
 87246 | Crypt:4  | Noticed Margery
 87248 | Crypt:4  | Killed Margery
 87248 | Crypt:4  | Reached skill level 10 in Fighting
 90178 | D:24     | Reached XP level 24. HP: 173/173 MP: 33/39
 90706 | D:24     | Identified the ring "Doickir"
 90793 | D:24     | Found a one-way gate leading to the halls of Pandemonium.
 91520 | D:25     | Entered Level 25 of the Dungeon
 92438 | D:25     | Identified the cursed -2 scale mail "Tirhua Prapn"
 94724 | Crypt:4  | Killed Khufu
 94777 | Crypt:4  | Killed a greater mummy
 94777 | Crypt:4  | Reached XP level 25. HP: 112/185 MP: 29/39
 95430 | Crypt:5  | Entered Level 5 of the Crypt
 95557 | Crypt:5  | Got a yellowed book
 95573 | Crypt:5  | Identified the Compendium of Clay (You found it on level 5 of the Crypt)
 97496 | Crypt:5  | Got a blackened book
 97639 | Crypt:5  | Got a colourful book
 97641 | Crypt:5  | Got a yellowed book
 97650 | Crypt:5  | Identified the Handbook of Venomous Protection (You found it on level 5 of the Crypt)
 97650 | Crypt:5  | Identified the Catalogue of Circular Logic (You found it on level 5 of the Crypt)
 97651 | Crypt:5  | Identified the Papyrus of Cold and Clay (You found it on level 5 of the Crypt)
 97728 | Crypt:5  | Found a basalt altar of Yredelemnul.
 99314 | D:19     | Reached skill level 1 in Long Blades
100446 | D:26     | Reached skill level 5 in Long Blades
101167 | D:26     | Reached skill level 24 in Stabbing
101529 | D:26     | Reached XP level 26. HP: 196/196 MP: 32/40
102915 | Tomb:1   | Entered Level 1 of the Tomb of the Ancients
103225 | Tomb:1   | Reached skill level 10 in Long Blades
103537 | Tomb:1   | Noticed a greater mummy
103583 | Tomb:1   | Killed a greater mummy
103954 | Tomb:1   | Noticed a greater mummy
103955 | Tomb:1   | Noticed a greater mummy
103995 | Tomb:1   | Killed a greater mummy
104177 | Tomb:1   | Killed a greater mummy
105351 | D:24     | Reached skill level 25 in Stabbing
107470 | Tomb:2   | Noticed a greater mummy
107550 | Tomb:2   | Killed a greater mummy
107561 | Tomb:2   | Noticed a greater mummy
107575 | Tomb:2   | Killed a greater mummy
107575 | Tomb:2   | Reached XP level 27. HP: 169/203 MP: 32/41
107588 | Tomb:2   | Noticed a greater mummy
107601 | Tomb:2   | Killed a greater mummy
107721 | Tomb:2   | Noticed a greater mummy
107814 | Tomb:2   | Killed a greater mummy
108404 | Tomb:1   | Noticed a greater mummy
108467 | Tomb:1   | Noticed a greater mummy
108495 | Tomb:1   | Killed a greater mummy
108501 | Tomb:1   | Killed a greater mummy
108514 | Tomb:1   | Noticed a greater mummy
108528 | Tomb:1   | Killed a greater mummy
108596 | Tomb:1   | Noticed a greater mummy
108620 | Tomb:1   | Killed a greater mummy
108627 | Tomb:1   | Noticed a greater mummy
108631 | Tomb:1   | Noticed a greater mummy
108654 | Tomb:1   | Killed a greater mummy
108668 | Tomb:1   | Killed a greater mummy
108733 | Tomb:1   | Noticed a greater mummy
108759 | Tomb:1   | Killed a greater mummy
108865 | Tomb:1   | Noticed a greater mummy
108887 | Tomb:1   | Killed a greater mummy
108887 | Tomb:1   | Reached skill level 26 in Stabbing
108900 | Tomb:1   | Noticed a greater mummy
109048 | Tomb:1   | Killed a greater mummy
109073 | Tomb:1   | Noticed a greater mummy
109088 | Tomb:1   | Killed a greater mummy
109098 | Tomb:1   | Noticed a greater mummy
109211 | Tomb:1   | Killed a greater mummy
109220 | Tomb:1   | Noticed a greater mummy
109260 | Tomb:1   | Killed a greater mummy
109326 | Tomb:1   | Noticed a greater mummy
109347 | Tomb:1   | Killed a greater mummy
109355 | Tomb:1   | Noticed a greater mummy
109358 | Tomb:1   | Noticed a greater mummy
109360 | Tomb:1   | Killed a greater mummy
109372 | Tomb:1   | Killed a greater mummy
110746 | Tomb:3   | Entered Level 3 of the Tomb of the Ancients
112267 | Vaults:7 | Noticed Xtahua
112418 | Vaults:7 | Found Umodaa's General Store.
112871 | Tomb:3   | Noticed a greater mummy
112900 | Tomb:3   | Killed a greater mummy
113128 | Tomb:3   | Noticed a greater mummy
113159 | Tomb:3   | Noticed a greater mummy
113169 | Tomb:3   | Noticed a greater mummy
113193 | Tomb:3   | Killed a greater mummy
113205 | Tomb:3   | Killed a greater mummy
113386 | Tomb:3   | Killed a greater mummy
113386 | Tomb:3   | Reached skill level 27 in Stabbing
113662 | Tomb:3   | Identified the +6 scale mail "Friatou"
113663 | Tomb:3   | Identified the cursed -1,-4 sling of Stroedubb
113693 | Tomb:3   | Identified the +5,+3 halberd "Gunioscha"
113693 | Tomb:3   | Identified the +2 ring mail "Smorch Faogh"
113694 | Tomb:3   | Identified the ring "Waimp"
113821 | Tomb:3   | Noticed a greater mummy
113848 | Tomb:3   | Killed a greater mummy
113869 | Tomb:3   | Noticed a greater mummy
113886 | Tomb:3   | Killed a greater mummy
113900 | Tomb:3   | Noticed a greater mummy
114236 | Vaults:4 | Learned a level 6 spell: Mass Confusion
114243 | Vaults:4 | Learned a level 5 spell: Phase Shift
114395 | Vaults:7 | Reached skill level 1 in Translocations
115004 | Tomb:3   | Noticed a greater mummy
115031 | Tomb:3   | Killed a greater mummy
115132 | Tomb:3   | Killed a greater mummy
115241 | Tomb:3   | Noticed a greater mummy
115266 | Tomb:3   | Killed a greater mummy
116943 | D:15     | Killed Roxanne
117448 | Vaults:7 | Killed Xtahua
117463 | Vaults:7 | Reached skill level 5 in Translocations


There we go.

You will notice that our four primary skills have all been maxed out. And with the exception to Traps & Doors, all secondary skills are at very acceptable levels. I'm currently working on whatever I think I might need soon. (Maybe Traps & Doors would be a good idea. Edit: If you don't see Traps & Doors having improved by my next morgue post - please inform Xom as to where I am. I don't know why, but this is one of my worse characters for neglecting that skill!?)

Actually, I'm pretty butch for having not even entered The Realm of Zot yet, that's because of all that experience I got from the Tomb. I didn't need to max out stabbing, but it will help since I'm not using a dagger, and besides, you have to admit that that stabbing title looks cool. This just demonstrates even more, how strong such a character can be.

As for spells, all I'm missing is Apportation and Darkness (Control Undead would be nice too). Should they come along in the near future, I can drop Haste, and slot them both right away while working on more spell casting. Mass Confusion is handy, besides its' obvious use - I can use that to hunger down my blood thirst levels, without incurring contamination.

I'm going to be using Nikola's sabre of electrocution as my new weapon of choice. I normally would have stayed with the sabre of flaming, or more likely with one of the nice daggers accumulating in a pile at my depot. Reason being that the electrocution brand makes noise, when the effect (sudden explosion of sparks) goes off on either a stab, or a hit. But since I have Silence, I feel that I should be able to muffle over that effect, most times. Well, it will be an experiment, let's try it out. I have enough curse weapon scrolls, so can switch to another weapon if it don't go too well...
Last edited by DeathKnyte on Saturday, 29th June 2013, 03:48, edited 4 times in total.
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Post Friday, 28th June 2013, 23:02

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

that geryon strategy is very cool, I might steal it.
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Post Sunday, 30th June 2013, 04:11

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

rchandra wrote:that geryon strategy is very cool, I might steal it.

Go for it, it's why this thread was created in the first place. If it helps you in any way - then steal all you want. ;)

  Code:
64173 | Hell     | Entered the Vestibule of Hell
64173 | Hell     | Noticed Geryon
64224 | Hell     | Killed Geryon

That's how long it took. Likely one or two failed casts, but I don't remember more than that. And of course, no damage to me.

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Post Sunday, 30th June 2013, 06:24

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

It feels like such a long time, since I started this thread. I'm happy that I have now caught up with my writing, to the point where I can actually start playing the game again!
:)

Something interesting happened almost immediately, and I snapped a morgue to record it.

Below is the exact turn I went down the stairs to Vaults level 8.

  Code:
Message History

You feel protected. You feel powerful. Oops, that ring feels deathly cold.
y - the cursed ring "Tasea" (left hand) {Wiz rN+ Acc+3 Dam+5}
Oops, that ring feels deathly cold.
l - a cursed ring of protection from fire (right hand)
Cast which spell? (? or * to list)
You feel a surge of power! You feel protected from missiles.
Casting: Repel Missiles
Confirm with . or Enter, or press ? or * to list all spells.
You feel a surge of power!
You feel the strange sensation of being on two planes at once.
Casting: Phase Shift
Confirm with . or Enter, or press ? or * to list all spells.
You feel a surge of power! Your skin crawls.
You feel a surge of power! A profound silence engulfs you.
You climb downwards.
24 vault guards come into view.
Ashenzari warns you: A vault guard is wielding a war axe of electrocution. A vault guard is wielding a war axe of venom. A vault guard is wielding an
elven long sword of flaming. A vault guard is wearing a shield of reflection. A vault guard is wielding a battleaxe of chopping. A vault guard is wielding
a great mace of draining. A vault guard is wearing a splint mail of fire resistance.
Found three escape hatches in the ceiling.
Found two stone staircases leading up.
There is a stone staircase leading up here.

 , , ,,  ,, ,*,,,,** *,  ,,*,
  ,,,   ,* ,   ,,, ,* ,   *,
    ,,,,  , ,#..,,  , ,,,,,,,
,  , , *  ...#....#, ,,, ,  ,
 , ,, ,,,....#....## *, ,,  ,
*,  ,*,  *...#....#.#  ,
,, ,,,   ,,....@@....# ,    ,
*  * **#####..@@@@..##** ***
 ,,  ,,......@....@...  , , ,
,, ,  ......@..<<..@... , ,,,
 ,, ,,.....@@.@..<.@@..,,,
   , ,......@..<<..@...,,,,,
**  *  #####.@....@.##***
 * ,,,,*  ....@@@@....   ,, ,
 *, ,, *,....#.@@.#...,,,,,
  ,,  ,*.....#....# . ,,,  ,,
 *, ,  * ....#....#, ,, ,, ,,
     * ,**####....#  ,,,,,,
  ,,,  *,,,,,#..  * ,,    ,,,
 *, ,, *  ,,  ,,   ,, ,, , ,
  ,,,, * ,,, *,,,  , , ,,,


You can see 24 vault guards.



I want to show the power of Ashenzari's; magic mapping radius (I must be at full power), and the information the god provides about equipment on monsters.

This might be a little hard, for those of you used to the graphics version of the game, but you should be able to discern the view radius from the magic mapping one. My character is the center most "@", in the middle of the screen, with all the others @'s in the large circle surrounding me, being vault guard monsters. Look at how far I can start making out terrain features, and when I move around, it follows being centered on the character.

Now, I studied the layout, and took a look around at which of those vault guards had that war axe of electrocution, that Ashenzari mentioned in the text. Because it was the most dangerous weapon against me, I went to stab him first, then offed three more near him, until three other ones woke and came towards me. They can't shout, and wake everything up, because my Silence radius encompasses the whole mob. I led them up the stairs and killed them on the upper level.

I came back down after, and got 5 more stabs in, before another three were awake, and did the same. On the third descent, I got 6 stabs, before having to finish off the last 3 in sabre combat. So out of the original 24, I stabbed 15 of them where they stood (slept), and the remaining 9 were killed upstairs. That's a decent result. No special gimmicks, just the ol' silenced stealth and stab.


Image

Edit: For some reason beyond my comprehension; I can't get the diagram in the morgue to look the way it does in game (or on my computer). So after thinking about it, overnight and all through the day, I fumbled around with actually taking a picture of it and then fiddling with it on MSPaint. Looks like it worked, so I have posted it above. Yes folks, I do go through great lengths - in spite of my limited computer abilities. Now it will be much clearer to understand, what I was saying about Ashenzari magic mapping radius.

For this message the author DeathKnyte has received thanks:
That Other Guy

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Post Saturday, 6th July 2013, 05:45

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

A Demonstration of the Power of Stealth:


It's too early for another progress report, but this just occurred while I was playing, and I can't help but post it now, since it's so fresh in my mind.


I'm in Pandemonium, collecting the runes, and I'm having the darnedest time getting near the fiery rune. Through exploration and thanks to Ashenzari's help with detections, I have narrowed it down to two likely locations, but guess who's on the prowl? So I finally decide to try a blind teleport into one of the rooms where I think it might be. (See morgue picture below.)

  Code:
Message History

You feel in control.
You feel stronger.
You feel a bloodthirsty glee!
a - the +4,+5 short sword of Cowardice (weapon) {vamp, +Lev rC+ Str+2 Stlth+}
Zapping: j - a wand of teleportation (9)
Press: ? - help, Shift-Dir - straight line, f - you
You feel strangely unstable. This wand has 8 charges left.
Casting: Control Teleport
Confirm with . or Enter, or press ? or * to list all spells.
You feel the strange sensation of being on two planes at once.
You may choose your destination (press '.' or delete to select).
Expect minor deviation.
You are very lightly contaminated with residual magic.
Found six items.
You see here a levitating book.
Char dumped to 'C:/Users/Herby/AppData/Roaming/crawl/morgue/Blood-Sin.txt'.
Press: ? - help, v - describe, . - travel, g - get item
Here: Cerebov, wielding a great serpentine sword (hasn't noticed you)
An uncursed runed elven blowgun.
A floor.

#...#####................
#...#:.[#..##..##..##..##
#..^#...#################
#...#..|#.)).............
#...####')###############
#....##...#     * *******
#.....#.###       ,  ,{{{
#....##.##### *   * *  *
#....##.##:|#, ,, , *{?
#.....#.##))#,* ,. ?*?
#....##.##@&#,#...#,* {*?
#....##.##'##.......#* ##
#.....#.##.....2..... ,#)
#....##)##..........?  #.
#....##.##........., ,,#.
#.....#.##....#...# , ,#.
#....##.##...##'''##   #.
#....##.######.....#####.
#.....#.###..............
#....##...###############
#...####'.###############


You can see Cerebov (wandering).

@ = Me
& = Cerebov

Yep - you guessed it; I teleported right next to old Cerebov himself!
As you can see, he hasn't noticed me, but what do I do now?
I surely can't attempt a distraction stab, it will near certainly fail, and he will be very pissed.
If I cast any type of spell, even one that is completely silent, he will notice me as well.
So I made a coffee and went for a smoke, to think about it...
Conclusion: I'm going to try and walk away - and be as inconspicuous as possible.
So I swallowed hard, started pressing the number keys, every step I took my heart pumped, but after six moves, I was out of his line of sight!
Now there is stealth in action!

The fiery rune was in the other room, of course I picked the wrong one to teleport to. (lol)
Over there, I had to silently fight two balrugs, while Cerebov was 10 squares away - and without waking a brimstone fiend (who was in visual range), of which I subsequently stabbed. Picked up the rune, cast Control Teleport, zap the wand, and I was soon on the exit portal.

I believe that this may well surpass the episode I described in the second post of this thread, under "Stealth".

Dis Charger

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Post Saturday, 6th July 2013, 09:10

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

So cTelep works on the last level of Hells?.. Hell Lords, prepare your asses for my "quickblade".

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Post Saturday, 6th July 2013, 19:30

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Yes it does, after you pick up the rune.

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Post Sunday, 7th July 2013, 22:14

The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Amnesiac; that sequence you commented on, was in Pandemonium. The rune specific levels are not -ctele, but as dirtywick stated, in Hell they are.


Below is a sequence in, The Iron City of Dis, a sub branch of Hell, which went off like clockwork.

  Code:
Message History

Your bond becomes stronger.
Your bond becomes stronger.
You may choose your destination (press '.' or delete to select).
Expect minor deviation.
You are very lightly contaminated with residual magic.
A Brimstone Fiend and Dispater come into view.
The helpless Dispater fails to defend himself.
You spit Dispater like a pig!!!
You kill Dispater!
Your Axes skill lost 2 levels and is now at level 2!
The helpless Brimstone Fiend fails to defend itself.
You open the Brimstone Fiend like a pillowcase!!!
You kill the Brimstone Fiend!
Your Axes skill decreases to level 1!
You have finished forgetting about Axes and learning about Long Blades.
Your Traps & Doors skill increases to level 23!
The helpless Ice Fiend fails to defend itself.
You cut the Ice Fiend into ribbons!!!
You kill the Ice Fiend!
You see here the +4,+4 Staff of Dispater.

.............#...............
.............'...............
##############.#..#..#..#..#.
 +??    ,,. ,#...............
.*?   ?#,...,#...............
.##  ###.,,..#####.......####
..........  ,..#.####'####
..........#####..###...##
.#..#..#.....###'##....{#
..............##|###...##  *,
............Z.@#.##.....#
..............##)###...##  *,
.#..#..#.....###'##.....#   ,
..........#####..###...##  *
##............Z#.##.....#
 ###################...##
 ####################'#####**
 #........................9.,
?#......................... ,
##.........................,,
..........................,,,


You can see a friendly quicksilver dragon skeleton.

The rune was in the square, two to the right of where my character is.
The walls are made of steel, so a spell like Phase Shift can be cast safely on the other side, without waking up the nearby denizens.
Ashenzari monster level, and detection, led me to conclude where the big baddie was, and his two goons too.
I came in from the left, just having stabbed The Serpent From Hell, a brimstone fiend, and two lesser demons, while hugging the South wall.
Darkness was in effect, so that meant that Dispater would not enter my line of vision, while I went for the rune.
After picking up the rune, I enacted that sequence you see in the message text, to stab them all.

Dis Charger

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Post Monday, 8th July 2013, 05:42

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Damn, assassinations and thievery are so much fun. (I mean, in the game)

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Post Thursday, 11th July 2013, 00:06

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

There's not going to be much in-depth discussion on the following parts of the game, because it is considered as an optional area, and not necessary for a win. I have always intended on doing it with this guy any ways, mainly to demonstrate the possibility of, and to test the viability of the build in particular.

I'm not going to post a morgue, yet. During this phase I went through some equipment changes, and some skills fluctuated up and down by near 15 levels. It would be confusing to a new player, how I did things here, with what my character looked like at a particular time, compared to when I would hit a different area of the end game. I will post a final morgue, in a post or two, and will also likely display the different items I used during this time (by having them in inventory).


Some General Notes:

With Darkness up, Astral sight works just to range 6. A disappointment, as monster level and detection still functions out to range eight when the spell alone is up.

Once you are comfortable with the character's stealth capabilities, and his ability to avoid incoming hits; it is often tactically sound to keep going for extra stabs - even though some other (lesser) monsters may be awake and following you. Example; in a room where I am trying to get at something like a Pandemonium Lord, I will not stop and stab lesser monsters before I have killed the Lord himself. I may stab a fiend, on route to him, but if something like an iron devil has woken up and is trying to hit me, I will ignore it. Like mentioned earlier, prioritize your stab targets and make certain to get the difficult ones in. You don't want to be faced with a brimestone fiend awake and casting stuff that wakes everything else up, because you decided that I may as well stab this crimson imp, that was "on the way".

Phase Shift is loud, but I don't cast it at a time where it will wake others - if there's a danger of doing so, I'll go without it.

Don't zap silence - then try to zap any other spells - lol (I can't believe this happened to me a few times.)

Control Undead was fantastic. Especially in ziggurats, and when up against liches and such. Let them summon all the undead you feel comfortable with, and then cast Control Undead and follow it up immediately with Silence. Now the summoner can't abjure your new thralls, and watch the summoning monster die by its' own summons.

Metabolic Englaciation is definitely an improvement compared to how the old spell worked. Much more useful in the late game.

Red wasps make good minions (through Enslavement) for this character, because they put other monsters to sleep, allowing easy stabs.

Extremely handy area effect spells: Control Undead, Metabolic Englaciation. and Mass Confusion.

I gradually acquired a massive amount of experience, during this phase. However, in trying to remain true to the build, I augmented levels in secondary skills and did not memorize any type of offensive / summoning magic spells.

I found at least 5 manuals (3 being axes) and used them for whatever skill, then I used Asenzari's re-skilling ability to transfer the knowledge into something I felt was more apt to the build.


Vaults End Notes:

Found a book of Cantrips and memorized Apportation on the spot. It's about time I found it, and I'm so relieved about that. Now I'm confident we can attempt a full rune game.


Slime Pits Notes:

Not much to say here. With Ashenzari and the Dig spell, I just found my way to the lowest level as quickly and safest as possible.

Cleared out everything on level 6 by stealth, stabs, Corona luring, and silent dispatching. I'm very happy I got my Traps & Doors skill going to a better skill level. Saved me from blundering into the numerous Zot and teleport traps down there.

When just the sleeping Royal Jelly was left, I flew back to the Lair to get an ordinary dagger off the ground, and some blood from one of my reserve sheep herds. It ended very anti-climatic, I simply stabbed it, then dug out some entrances into the four chambers for the loot.

Edit: I know that in an earlier post I talked about doing some experiments with enslaving a shadow dragon for this, but really.... What was I thinking of? The best plan is a simple one, and figuring out how to get said monsters all the way there, and then actually getting it to perform like I was envisioning.... Stick to the basics: If The Royal Jelly would have been awake, then just coming back at a latter time to stab it while it went back to sleep - is the smart approach.

Good news, I found a Book of Burglary, and now have the Darkness spell (dropped Haste for the slots). I also picked up the slimy rune, I don't want to come back here at all, this game.

On the way back up to the Lair, I unbound my weapon hand, and used that ordinary dagger on three jellies I had left alive on the initial descent. That ordinary dagger is now a -2,-4 dagger, and will be used as an experiment to get through The Realm of Zot, later on.


Ziggurat Notes:

I entered (and completed) two ziggurats. Ziggurats play very differently from the normal game. And... Well... I guess the best thing to be said, is that this character build is not ideal for ziggurats. Not the first time I do one with such a class, and looking back at it now, I could have very well died on four different floors. See this thread for something more specific concerning this. As for actually playing through, this character type demands excessive caution, and exhaustive thinking, before doing any moves. Simply put; not a viable build for ziggurats.

Holy being levels are near impossible for this character... :(


Pandemonium Notes:

You'll see that I pretty well was able to dash in, and back out, of Pandemonium practically at will. Ashenzari would tell me when a gate was present upon entering, and by looking at the picture, I could see if it was either a portal to a ziggurat, the Abyss, or back to the dungeon.

By now, I have so much experience from doing the Tomb of Ancients and the two ziggurats, that this character felt so overpowered in Pandemonium. I just simply slew (through stabbing) near everything at will.


Lower Hells Notes:

Hell runes were done last, because I consider this area the most difficult part, mainly due to the effects from hell occurring so often and at seemingly inopportune times.

Had a situation in Gehenna. I stabbed Asmodeus - but he survived the attempt! Really, really bad news there. I had not anticipated that at all, and thus had no back-up plan already formulated. Man, can that hell lord ever summon up a storm! Every turn it was getting worse and worse, so much so, that I felt like this might be the end. However, Metabolic Englaciation came through big time, and with a couple scrolls of fog - I managed to salvage that situation by breaking it up into several smaller tactical battles. Whichever one of you developers who changed that spell - I could kiss you!

After that incident, I went and memorized Haste again. Even though I have potions of haste and a wand, It will give me more tactical options. I don't want to take any more chances from now on, since I'm so close to completing the game.



After getting all four runes from Hell, I went and gathered the ones I had left on the floor (golden, silver, gossamer, and decaying) prior to the end game ones. Now I have all 15 in my possession, and will prepare to tackle the Realm of Zot, and (hopefully) escape with the orb...

Spider Stomper

Posts: 206

Joined: Thursday, 28th July 2011, 06:11

Post Thursday, 11th July 2013, 04:49

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Hmmm... Just thought of something: I will not be taking everything I used in the extended game with me to the Realm of Zot. And I certainly won't be stopping by, and rooting through my depot, sifting through items, when I have the Orb in hand. (lol)

So I'll post now the gear I was using during the above post...

  Code:
Inventory:

Hand weapons
 a - the +4,+5 short sword of Cowardice (weapon) {vamp, +Lev rC+ Str+2 Stlth+}
   (You took it off an iron imp on level 6 of a ziggurat)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
   
   It affects your strength (+2).
   It protects you from cold.
   It lets you levitate.
   It makes you more stealthy.
 b - the +8,+8 autumn katana {slice, Clar}
   (You took it off a skeletal warrior on level 5 of the Crypt)   
   
   It inflicts extra damage upon your enemies.
   
   It protects you against confusion.
 c - a +9,+9 sabre of electrocution
 d - the +11,+1 demon blade of Dischord {pain, rF++}
   (You took it off a deep elf conjurer on level 20 of a ziggurat)   
   
   In the hands of one skilled in necromantic magic, it inflicts extra damage
   on living creatures.
   
   It greatly protects you from fire.
 e - the +3,+7 dagger of Mana {slay orc, +Inv rElec rC+}
   (You found it on level 19 of the Dungeon)   
   
   It is especially effective against all of orcish descent.
   
   It protects you from cold.
   It insulates you from electricity.
   It lets you turn invisible.
 f - the +1,+2 dagger of Vanity {stab, Str+2 Dex+1 Int+3}
   (You found it on level 21 of a ziggurat)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your strength (+2).
   It affects your intelligence (+3).
   It affects your dexterity (+1).
 g - the +4,+5 dagger of the Dead {venom, Str-2 Dex+3 Stlth++}
   (You found it in Pandemonium)   
   
   It poisons the flesh of those it strikes.
   
   It affects your strength (-2).
   It affects your dexterity (+3).
   It makes you much more stealthy.
 Q - the +2,+10 spear of the Botono (quivered) {reap, Noisy rPois rN+ HP-3}
   (You found it on level 12 of a ziggurat)   
   
   If a monster killed with it leaves a corpse in good enough shape, the corpse
   will be animated as a zombie friendly to the killer.
   
   It protects you from poison.
   It protects you from negative energy.
   It affects your health (-3).
   It makes noises.
Armour
 k - the cursed +4 robe of Augmentation (worn) {Str+4 Dex+4 Int+4}
   (You found it on level 10 of a ziggurat)   
   
   It affects your strength (+4).
   It affects your intelligence (+4).
   It affects your dexterity (+4).
   It has a curse placed upon it.
 m - a +3 large shield of fire resistance
 r - a cursed +2 helmet of intelligence (worn)
 s - a +3 buckler of protection
 v - a cursed +3 dwarven large shield of protection (worn)
 x - the cursed +2 pair of fencer's gloves (worn) {EV+3 Dex+3 Acc+8}
   (You found it on level 3 of the Tomb of the Ancients)   
   
   It affects your evasion (+3).
   It affects your dexterity (+3).
   It affects your accuracy (+8).
   It has a curse placed upon it.
 z - the +1 robe of Lugonu's Hope {+Blink rElec MR Stlth+}
   (You took it off a naga warrior on level 27 of a ziggurat)   
   
   It insulates you from electricity.
   It increases your resistance to enchantments.
   It lets you blink.
   It makes you more stealthy.
 I - a +2 robe of the Archmagi
 K - a cursed +2 pair of elven boots of stealth (worn)
 X - the cursed +3 cloak of Flash (worn) {+Lev EV+4}
   (You found it on level 10 of a ziggurat)   
   
   It affects your evasion (+4).
   It lets you levitate.
   It has a curse placed upon it.
Magical devices
 C - a wand of paralysis (15)
 D - a wand of heal wounds (6)
 E - a wand of hasting (9)
Jewellery
 h - the cursed ring "Suhiest" (left hand) {EV+3 Dex+5 Dam+3}
   (You took it off a vampire mage on level 14 of a ziggurat)   
   
   [ring of evasion]
   It affects your evasion (+3).
   
   It affects your dexterity (+5).
   It affects your damage-dealing abilities (+3).
   It has a curse placed upon it.
 q - the cursed amulet of the Air (around neck) {cFly +Lev rElec EV+3 Stlth++}
   (You found it on level 18 of a ziggurat)   
   
   [amulet of controlled flight]
   
   It affects your evasion (+3).
   It insulates you from electricity.
   It lets you levitate.
   It makes you much more stealthy.
   It has a curse placed upon it.
 t - a +4,+7 ring of slaying
 A - the amulet "Olibodefe" {rMut Int+3 Dam+4}
   (You took it off a deep elf demonologist on level 3 of the Elven Halls)   
   
   [amulet of resist mutation]
   
   It affects your intelligence (+3).
   It affects your damage-dealing abilities (+4).
 B - the amulet of the Invisible Hand {Cons Str+2 Dex+3}
   (You took it off a merfolk on level 16 of a ziggurat)   
   
   [amulet of conservation]
   
   It affects your strength (+2).
   It affects your dexterity (+3).
 M - the cursed ring "Anej" (right hand) {Wiz rF+ MR Dex+1 Acc+5}
   (You found it on level 8 of the Vaults)   
   
   [ring of wizardry]
   
   It affects your dexterity (+1).
   It affects your accuracy (+5).
   It protects you from fire.
   It increases your resistance to enchantments.
   It has a curse placed upon it.
 N - the ring "Ryimysun" {EV+1 Dex+2 Int+4}
   (You took it off a naga mage on level 27 of a ziggurat)   
   
   [ring of evasion]
   It affects your evasion (+1).
   
   It affects your intelligence (+4).
   It affects your dexterity (+2).
 O - the ring "Tasea" {Wiz rN+ Acc+3 Dam+5}
   (You found it on level 2 of the Elven Halls)   
   
   [ring of wizardry]
   
   It affects your accuracy (+3).
   It affects your damage-dealing abilities (+5).
   It protects you from negative energy.

Hand weapons: 2x short blades, 2x long blades, and 3x daggers.

Missiles: For some reason, I like spears in the quiver mode. It was useful for finishing off a fleeing monster. I would use the Apportation spell to get it back, after use. I kept 4x throwing nets also (all there is in this entire game), for the occasional big baddie that did not fly and was too resistant for Ensorcelled Hibernation to work reliably (was used maybe two times so far).

Armour: Three types of robes, and three shields were rotated as needed. Gloves, boots, helmet, and cloak stayed the same.

Magical devices: Wand of hasting, heal wounds, and my favorite wand of paralyses (has been recharged 3 times now).

Jewellery: 3x amulets, and 5x rings were rotated as to whatever was required from the other gear.


I kept my weapon hand unbound most of the time, so I could switch to whatever I felt was best suited for the "job at hand". Once I had decided on the particular item rotation, all other gear was kept bound (cursed).



Edit: Spelling, and clarity of bound slot descriptions.
Last edited by DeathKnyte on Saturday, 13th July 2013, 06:46, edited 1 time in total.

Spider Stomper

Posts: 206

Joined: Thursday, 28th July 2011, 06:11

Post Thursday, 11th July 2013, 22:03

The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Well, I'm happy so far that I have been able to catch near everything in the Realm of Zot asleep. I'm also delighted that the -2,-4 dagger is proving to be quite adequate, and demonstrates some of the things I had pointed out in the original posts of this thread.

The following is a sequence from 10 minutes ago.

  Code:
Message History

You found a Zot trap!
You found a teleport trap!
You feel weaker.
You feel your glee subside.
t - a -2,-4 dagger (weapon)
A Killer Klown comes into view.
You hear a distant "Zot"!
Found 10 gold pieces.
You found a spear trap!
The helpless orb of fire fails to defend itself.
You skewer the orb of fire like a kebab!!!
You destroy the orb of fire!
An ancient lich comes into view.
You found a net trap!
You feel closer to the material plane.
An orb of fire comes into view.
Found 20 stones.
The helpless Killer Klown fails to defend itself.
You bite the Killer Klown, and draw its blood!
You feel slightly less thirsty.
You open the Killer Klown like a pillowcase!!!
You kill the Killer Klown!
You see here 10 gold pieces.
The helpless ancient lich fails to defend itself.
You skewer the ancient lich like a kebab!!!
You destroy the ancient lich!
You are firmly grounded in the material plane once more.
You hear a distant "Zot"!
A moth of wrath comes into view.
You found a needle trap!
The helpless orb of fire fails to defend itself.
You skewer the orb of fire like a kebab!!!
You destroy the orb of fire!
You found a dart trap!

 * *  ,................##
 *  , ....^.............#
*  ,  ...................#
  ,  {...................#
*   , ....^.............#
 , ,  .................#*
 ,  ,,....^...........#*
*,   ?,...............,**
  ,  { {.....$.......,   *
*, ,   ..............  ,
*    ,,..y....@(.....,,, *
 * , ,  ........^..^. ,,**
 ** ,, ,............ ,,**
   ****, ...........* **
       * *#########


You can see a moth of wrath (wandering).


I'll likely complete the game by tonight.
Stay tuned...

Spider Stomper

Posts: 206

Joined: Thursday, 28th July 2011, 06:11

Post Friday, 12th July 2013, 03:00

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Hokay... Finished and escaped with the Orb.
:)

I stabbed everything except for two orb guardians, an ancient lich (but Silence took care of that), and a moth of wrath, in Zot with that -2,-4 dagger.

After I picked up the orb, on my way to the upstairs, an orb of fire came into view. I simply just walked up to it, beside it, and then beyond it - till it was out of my vision range. Yet another demonstration on the power of stealth.


Final Morgue (part 1), follows.

If you're new to the game, don't be alarmed by the high numbers in stats, skills, etc. This character did a full 15 rune game plus two ziggurats. That's a massive amount of experience, and is not necessary at all to complete a normal game. You can refer back to the morgue after I completed the Tomb of Ancients, up top (in a prior post in this thread), for a more normal looking character.

  Code:
 Dungeon Crawl Stone Soup version 0.11.2 (tiles) character file.

8447519 Blood-Sin the Politician (level 27, 247/247 HPs)
             Began as a Vampire Enchanter on Apr 15, 2013.
             Was the Champion of Ashenzari.
             Escaped with the Orb
             ... and 15 runes on July 11, 2013!
             
             The game lasted 5days 04:24:21 (212125 turns).

Blood-Sin the Politician (Vampire Enchanter)   Turns: 212125, Time: 5, 04:24:21

HP 247/247       AC 22     Str 20      XL: 27
MP  50/50        EV 60     Int 37      God: Ashenzari [******]
Gold 8295        SH 59     Dex 34      Spells: 21 memorised,  0 levels left

Res.Fire  : + + .   See Invis. : +   a - +4,+5 short sword of Cowardice {vamp, +Lev
Res.Cold  : + + +   Warding    : .   k - +4 robe of Augmentation {Str+4 Dex+4 Int+4
Life Prot.: + + +   Conserve   : .   m - +3 large shield {rF+} (curse)
Res.Poison: +       Res.Corr.  : .   r - +2 helmet {Int+3} (curse)
Res.Elec. : +       Clarity    : +   X - +3 cloak of Flash {+Lev EV+4}
Sust.Abil.: . .     Spirit.Shd : .   x - +2 pair of fencer's gloves {EV+3 Dex+3 Acc
Res.Mut.  : .       Stasis     : .   K - +1 pair of elf boots {Stlth+} (curse)
Res.Rott. : +       Ctrl.Telep.: x   q - cursed amulet of the Air {cFly +Lev rElec
Saprovore : . . .   Levitation : .   M - cursed ring "Anej" {Wiz rF+ MR Dex+1 Acc+5
                    Ctrl.Flight: +   h - cursed ring "Suhiest" {EV+3 Dex+5 Dam+3}

@: regenerating slowly, mighty, brilliant, agile, very slightly contaminated,
extraordinarily resistant to hostile enchantments, extremely stealthy
A: bottle blood, fangs 3, see invisible, unbreathing, Int +2, Dex +1
a: Bat Form, Bottle Blood, Scrying, Transfer Knowledge, Renounce Religion, Evoke
Levitation
}: 15/15 runes: decaying, slimy, silver, golden, iron, obsidian, icy, bone,
abyssal, demonic, glowing, magical, fiery, dark, gossamer


You escaped.
You worshipped Ashenzari.
Ashenzari was exalted by your worship.
You were near bloodless.

You visited 18 branches of the dungeon, and saw 110 of its levels.
You visited Pandemonium 10 times, and saw 34 of its levels.
You visited the Abyss 2 times.
You visited 1 bazaar.
You completed 2 Ziggurats, and saw 54 of their levels.
You also visited: Labyrinth, Trove, Sewer, Bailey, Ice Cave and Volcano.

You collected 19751 gold pieces.
You spent 3416 gold pieces at shops.
You used 8060 gold pieces for miscellaneous purposes.

Inventory:

Hand weapons
 a - the +4,+5 short sword of Cowardice (weapon) {vamp, +Lev rC+ Str+2 Stlth+}
   (You took it off an iron imp on level 6 of a ziggurat)   
   
   It inflicts no extra harm, but heals its wielder somewhat when it strikes a
   living foe.
   
   It affects your strength (+2).
   It protects you from cold.
   It lets you levitate.
   It makes you more stealthy.
 b - the +8,+8 autumn katana {slice, Clar}
   (You took it off a skeletal warrior on level 5 of the Crypt)   
   
   It inflicts extra damage upon your enemies.
   
   It protects you against confusion.
 c - a +9,+9 sabre of electrocution
 d - the +11,+1 demon blade of Dischord {pain, rF++}
   (You took it off a deep elf conjurer on level 20 of a ziggurat)   
   
   In the hands of one skilled in necromantic magic, it inflicts extra damage
   on living creatures.
   
   It greatly protects you from fire.
 e - the +3,+7 dagger of Mana {slay orc, +Inv rElec rC+}
   (You found it on level 19 of the Dungeon)   
   
   It is especially effective against all of orcish descent.
   
   It protects you from cold.
   It insulates you from electricity.
   It lets you turn invisible.
 f - the +1,+2 dagger of Vanity {stab, Str+2 Dex+1 Int+3}
   (You found it on level 21 of a ziggurat)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your strength (+2).
   It affects your intelligence (+3).
   It affects your dexterity (+1).
 g - the +4,+5 dagger of the Dead {venom, Str-2 Dex+3 Stlth++}
   (You found it in Pandemonium)   
   
   It poisons the flesh of those it strikes.
   
   It affects your strength (-2).
   It affects your dexterity (+3).
   It makes you much more stealthy.
 t - a -2,-4 dagger
 Q - the +2,+10 spear of the Botono (quivered) {reap, Noisy rPois rN+ HP-3}
   (You found it on level 12 of a ziggurat)   
   
   If a monster killed with it leaves a corpse in good enough shape, the corpse
   will be animated as a zombie friendly to the killer.
   
   It protects you from poison.
   It protects you from negative energy.
   It affects your health (-3).
   It makes noises.
Missiles
 s - 4 throwing nets
Armour
 k - the cursed +4 robe of Augmentation (worn) {Str+4 Dex+4 Int+4}
   (You found it on level 10 of a ziggurat)   
   
   It affects your strength (+4).
   It affects your intelligence (+4).
   It affects your dexterity (+4).
   It has a curse placed upon it.
 m - a cursed +3 large shield of fire resistance (worn)
 r - a cursed +2 helmet of intelligence (worn)
 x - the cursed +2 pair of fencer's gloves (worn) {EV+3 Dex+3 Acc+8}
   (You found it on level 3 of the Tomb of the Ancients)   
   
   It affects your evasion (+3).
   It affects your dexterity (+3).
   It affects your accuracy (+8).
   It has a curse placed upon it.
 K - a cursed +1 pair of elven boots of stealth (worn)
 X - the cursed +3 cloak of Flash (worn) {+Lev EV+4}
   (You found it on level 10 of a ziggurat)   
   
   It affects your evasion (+4).
   It lets you levitate.
   It has a curse placed upon it.
Magical devices
 C - a wand of paralysis (15)
 D - a wand of heal wounds (9)
 E - a wand of hasting (9)
 N - a wand of teleportation (9)
Scrolls
 i - 2 scrolls of fear
 u - 4 scrolls of blinking
 z - 2 scrolls of vulnerability
 S - 8 scrolls of fog
 V - 5 scrolls of teleportation
Jewellery
 h - the cursed ring "Suhiest" (left hand) {EV+3 Dex+5 Dam+3}
   (You took it off a vampire mage on level 14 of a ziggurat)   
   
   [ring of evasion]
   It affects your evasion (+3).
   
   It affects your dexterity (+5).
   It affects your damage-dealing abilities (+3).
   It has a curse placed upon it.
 q - the cursed amulet of the Air (around neck) {cFly +Lev rElec EV+3 Stlth++}
   (You found it on level 18 of a ziggurat)   
   
   [amulet of controlled flight]
   
   It affects your evasion (+3).
   It insulates you from electricity.
   It lets you levitate.
   It makes you much more stealthy.
   It has a curse placed upon it.
 M - the cursed ring "Anej" (right hand) {Wiz rF+ MR Dex+1 Acc+5}
   (You found it on level 8 of the Vaults)   
   
   [ring of wizardry]
   
   It affects your dexterity (+1).
   It affects your accuracy (+5).
   It protects you from fire.
   It increases your resistance to enchantments.
   It has a curse placed upon it.
Potions
 j - 4 potions of speed
 l - 3 potions of agility
 o - 3 potions of resistance
 p - 5 potions of blood
 v - 5 potions of coagulated blood
 G - 3 potions of might
 H - 3 potions of heal wounds
 O - a potion of restore abilities
 R - 3 potions of brilliance
 Y - 2 potions of magic
 Z - 2 potions of curing
Orbs of Power
 n - the Orb of Zot


   Skills:
 O Level 27 Fighting
 - Level 26.0 Short Blades
 - Level 26.0 Long Blades
   Level 1.0 Axes
   Level 1.0 Crossbows
 - Level 21.0 Throwing
 + Level 16.2 Armour
 - Level 23.8(27) Dodging
 - Level 23.0(27) Stealth
 O Level 27 Stabbing
 - Level 25.0(27) Shields
 - Level 23.0 Traps & Doors
 O Level 27 Spellcasting
 - Level 23.8(27) Hexes
 - Level 14.6(18.6) Charms
 - Level 13.9(18.0) Summonings
 - Level 10.3(14.5) Necromancy
 - Level 8.1(12.5) Translocations
 - Level 6.5(11.0) Transmutations
 - Level 6.2(10.7) Ice Magic
 - Level 6.0(10.5) Air Magic
 - Level 6.0(10.5) Earth Magic
 - Level 7.2(12.5) Evocations


You couldn't memorise any spells.
You knew the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Corona                Hex            ########     0%          1    None
b - Ensorcelled Hibernat  Hex/Ice        #######      0%          2    None
c - Sure Blade            Hex/Chrm       #########.   0%          2    None
d - Confuse               Hex            #########    0%          3    None
e - Enslavement           Hex            #########    0%          4    None
f - Silence               Hex/Air        #########.   0%          5    None
g - Invisibility          Hex            #########    0%          6    None
h - Mass Confusion        Hex            #########.   0%          6    None
i - Metabolic Englaciati  Hex/Ice        #########.   1%          6    None
j - Darkness              Hex            #########.   1%          7    None
k - Deflect Missiles      Chrm/Air       #########.   1%          6    None
l - Haste                 Chrm           #########    1%          6    None
m - Phase Shift           Tloc           #########.   1%          5    None
n - Control Teleport      Chrm/Tloc      #########.   0%          4    None
o - Control Undead        Necr           #########.   0%          4    None
p - Dig                   Trmt/Erth      #########    1%          4    None
q - Passwall              Trmt/Erth      #########.   0%          3    None
r - Regeneration          Chrm/Necr      #########.   0%          3    None
s - Animate Skeleton      Necr           N/A          0%          1    None
t - Apportation           Tloc           #########.   0%          1    None
u - Summon Butterflies    Summ           #########    0%          1    None


Dungeon Overview and Level Annotations

Branches:
Dungeon (27/27)            Temple (1/1) D:6             Orc (4/4) D:11
    Elf (3/3) Orc:4          Lair (8/8) D:10          Swamp (5/5) Lair:4
 Spider (5/5) Lair:5        Slime (6/6) Lair:8       Vaults (8/8) D:15
  Blade (1/1) Vaults:6      Crypt (5/5) Vaults:4       Tomb (3/3) Crypt:2
    Dis (7/7) Hell            Geh (7/7) Hell            Coc (7/7) Hell
    Tar (7/7) Hell            Zot (5/5) D:27       

Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
Trog
Vehumet
Xom
Yredelemnul
Zin
the Shining One
Beogh
Jiyva
Lugonu

Shops:
D:8: !  D:11: *  D:18: *[?+  Orc:1: *  Orc:2: ?  Orc:4: =[(=  Vaults:7: *

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:27 Lair:8
Abyss: D:21 D:25 D:26
Pandemonium: D:24
Ziggurat: D:10 (9060 gp)

Annotations
D:26 fish pond - lotsa blood there, exclusion: orange crystal statue
Orc:1 not cleared - designated blood bank
Orc:2 not cleared - designated blood bank
Orc:3 not cleared - designated blood bank
Orc:4 not cleared - designated blood bank
Coc:7 Antaeus
Tar:7 Ereshkigal


Innate Abilities, Weirdness & Mutations

You heal slowly.
You can bottle blood from corpses.
You have razor-sharp teeth.*
You have supernaturally acute eyesight.
You can survive without breathing.*
You are agile (Dex +1).
Your mind is acute (Int +2).


Message History

You feel a bloodthirsty glee!
a - the +4,+5 short sword of Cowardice (weapon) {vamp, +Lev rC+ Str+2 Stlth+}
Adjust (i)tems, (s)pells, or (a)bilities?
Adjust which item? (? for menu, Esc to quit)
Okay, then.
You feel agile all of a sudden.
You are very lightly contaminated with residual magic.
You feel mightier all of a sudden.
You feel clever all of a sudden.
Casting: Confuse
Confirm with . or Enter, or press ? or * to list all spells.
Aiming: Dig
Press: ? - help, Shift-Dir - straight line
The rock liquefies and sinks out of sight.
You see here an uncursed club.
You see here an uncursed short sword.
There is a staircase leading out of the dungeon here.
Char dumped to 'C:/Users/Herby/AppData/Roaming/crawl/morgue/Blood-Sin.txt'.
Are you sure you want to win?
You have escaped!

#######      #########
......#      #.......#
......##     #.......#
.......#     #.......#
....##.#     #.......########
....##.#     #...............
...###.#     #.......#######.
...# #.#     #.......#     #.
...# #.#     #.#######     #.
...# #.#     #.#           #.
...# #.#     #@#           #.
######.#######.#############.
.................))..........
######.#######.#############.
     #.#    ##.########   #..
     #.#    #.........#   ##.
     #.#    #.........#    #.
     #.#    #.........#    #.
######.######.........######.
.............................
######.######.........######.


There were no monsters in sight!
Last edited by DeathKnyte on Friday, 12th July 2013, 03:08, edited 1 time in total.

Spider Stomper

Posts: 206

Joined: Thursday, 28th July 2011, 06:11

Post Friday, 12th July 2013, 03:07

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Final Morgue (part 2, creature kill list):

  Code:
Vanquished Creatures
  Asmodeus (Geh:7)
  Gloorx Vloq (Pan)
  Mnoleg (Pan)
  the royal jelly (Slime:6)
  Dispater (Dis:7)
  Lom Lobon (Pan)
  Khufu (Crypt:4)
  19 ancient liches
  3 orbs of fire (Zot:5)
  the Serpent of Hell (Dis:7)
  35 greater mummies
  Saint Roka (D:17)
  Boris (thrice) (Swamp:5 Crypt:3 D:27)
  2 curse toes
  Mara (D:19)
  Margery (Crypt:4)
  Mennas (Crypt:2)
  2 Killer Klowns (Zot:5)
  2 golden dragons
  A profane servitor (Crypt:5)
  Xtahua (Vaults:7)
  Arachne (Spider:3)
  Frederick (Crypt:2)
  13 electric golems
  13 liches
  28 Brimstone Fiends
  Nikola (Vaults:1)
  19 Hell Sentinels
  27 pandemonium lords
  15 Orb Guardians (Zot:5)
  4 tentacled monstrosities
  28 acid blobs
  8 sphinxes
  10 deep elf blademasters
  6 quicksilver dragons
  18 shadow dragons
  11 titans
  28 Ice Fiends
  Kirke (Vaults:1)
  15 storm dragons
  Rupert (Swamp:3)
  Agnes (D:19)
  2 daevas (Pan)
  Frances (D:17)
  42 Shadow Fiends
  Roxanne (D:15)
  9 draconian monks
  10 draconian knights
  Aizul (Swamp:3)
  24 ghouls
  46 balrugs
  10 draconian scorchers
  12 frost giants
  23 ghost moths
  13 azure jellies
  15 bone dragons
  23 Executioners
  Wiglaf (Crypt:3)
  Louise (D:17)
  9 iron dragons
  23 orc warlords
  9 draconian zealots
  Gastronok (Orc:1)
  20 fire giants
  12 draconian shifters
  9 draconian annihilators
  A quicksilver dragon skeleton (Zig:24)
  An angel (Abyss)
  95 stone giants
  2 ophanim (Abyss)
  A stone giant (shapeshifter) (D:27)
  22 cacodemons
  4 curse skulls
  13 draconian callers
  7 emperor scorpions
  6 greater nagas
  11 deep elf annihilators
  A mottled draconian (Zot:5)
  17 green deaths
  5 yellow draconians
  Azrael (D:19)
  5 spriggan defenders
  3 deep elf death magi
  2 black draconians (Zot:2)
  A white draconian (Zig:26)
  8 deep elf sorcerers
  9 eidola (Crypt:5)
  A minotaur (Lab)
  76 reapers
  2 titan zombies
  8 deep elf master archers
  16 blizzard demons
  14 spriggan air magi
  25 vault guards
  2 great orbs of eyes
  A salamander (Hell)
  20 ettins
  Snorg (D:17)
  32 mummy priests
  70 yaktaur captains
  8 vampire knights
  2 titan skeletons
  A siren (shapeshifter) (D:26)
  5 dragons
  A merfolk aquamancer (Zig:16)
  5 storm dragon zombies
  5 unborn deep dwarves
  3 storm dragon skeletons
  Fannar (Swamp:1)
  18 ice dragons
  2 anaconda zombies
  7 death oozes
  Erica (D:10)
  Harold (D:11)
  Josephine (D:10)
  A hydra (shapeshifter) (D:26)
  4 merfolk javelineers (Zig:13)
  3 ravenous feature mimics
  17 dancing weapons
  31 hydras
  2 golden dragon zombies
  4 rakshasas
  18 anacondas
  12 spriggan berserkers
  7 wizards
  25 lorocyprocas
  3 anaconda skeletons
  Nessos (Vaults:1)
  7 shadow dragon zombies
  4 golden dragon skeletons
  8 alligators
  A ravenous item mimic (Vaults:8)
  12 deep elf demonologists
  14 spriggan druids
  18 iron dragon zombies
  A wolf spider zombie (D:14)
  2 sphinx zombies
  19 ogre magi
  5 shadow dragon skeletons
  10 stone giant zombies
  6 draconian zombies
  2 fire giant zombies
  An elf (shapeshifter) (Vaults:5)
  A frost giant zombie (D:27)
  10 death yaks
  45 deep trolls
  4 sphinx skeletons
  12 very ugly things
  4 deep elf high priests
  Urug (D:11)
  An anaconda (shapeshifter) (D:26)
  20 orc high priests
  31 centaur warriors
  5 iron dragon skeletons
  11 stone giant skeletons
  3 iron golems
  69 soul eaters
  72 sun demons
  4 dire elephant zombies
  4 fire giant skeletons
  4 deep dwarf death knights
  3 giant orange brains
  5 death drakes
  4 hell hogs
  9 catoblepae
  10 vapours
  24 shadow wraiths
  31 hell knights
  183 skeletal warriors
  An elephant slug zombie (Zig:19)
  39 ice devils
  3 frost giant skeletons
  An alligator snapping turtle zombie (Crypt:4)
  A sea snake (Zig:16)
  6 yellow draconian zombies
  An iron troll (shapeshifter) (D:22)
  5 red draconian zombies
  28 deep elf knights
  6 purple draconian zombies
  23 naga warriors
  A giant orange brain (shapeshifter) (Vaults:8)
  2 sea snakes (shapeshifter)
  7 green draconian zombies
  3 pale draconian zombies
  3 white draconian zombies
  4 alligator snapping turtle skeletons
  2 hill giants (shapeshifter)
  8 iron trolls
  3 death yak zombies
  2 emperor scorpion zombies
  6 mottled draconian zombies
  9 black draconian zombies
  An unseen horror (shapeshifter) (Vaults:8)
  Erolcha (D:12)
  66 orc knights
  13 unseen horrors
  10 grey draconian zombies
  9 flaming corpses
  A dire elephant skeleton (Zig:19)
  22 shadow demons
  5 redback zombies
  3 ice statues
  2 iron troll zombies (Crypt:3)
  4 white draconian skeletons
  A sea snake zombie (Zig:11)
  83 large abominations
  6 yellow draconian skeletons
  22 giant amoebae
  A crystal golem (D:22)
  20 phantasmal warriors
  3 pale draconian skeletons
  10 siren zombies
  4 green draconian skeletons
  3 black draconian skeletons
  8 swamp dragons
  6 vampire magi
  17 necromancers
  Joseph (D:11)
  31 flayed ghosts
  3 statues
  6 death yak skeletons
  4 mottled draconian skeletons
  28 orc sorcerers
  4 purple draconian skeletons
  11 red draconian skeletons
  A golden dragon simulacrum (Abyss)
  A wolf spider (shapeshifter) (Vaults:8)
  6 iron troll skeletons
  36 hill giants
  5 hydra zombies
  A harpy (shapeshifter) (Vaults:6)
  A harpy (Zig:16)
  7 grey draconian skeletons
  3 shining eyes (shapeshifter)
  3 sea snake skeletons
  7 guardian serpents
  A deep dwarf berserker (Zig:4)
  A cyclops (shapeshifter) (Vaults:8)
  47 wolf spiders
  5 death drake zombies
  3 fire crabs
  A trapdoor spider zombie (Geh:6)
  30 hellions
  11 shining eyes
  2 alligator zombies
  4 catoblepas zombies
  48 sixfirhies
  5 death drake skeletons
  2 spiny worms (shapeshifter)
  3 catoblepas skeletons
  27 cyclopes
  14 elf zombies
  32 red wasps
  6 hydra skeletons
  3 griffons
  3 minotaur skeletons
  A tarantella zombie (Tar:7)
  2 harpy skeletons
  7 spiny worms
  A stone golem (Pan)
  5 griffon zombies
  5 ettin zombies
  11 ice dragon zombies
  2 red wasp zombies
  9 siren skeletons
  2 dragon zombies
  An eye of devastation (shapeshifter) (Vaults:8)
  64 black mambas
  An item mimic (Lair:5)
  49 tormentors
  3 elephant slugs (Lair:8)
  132 slime creatures
  2 slime creatures (shapeshifter)
  A frost giant simulacrum (Zig:25)
  4 griffon skeletons
  8 ettin skeletons
  A guardian serpent zombie (Crypt:5)
  25 elephants
  2 black mamba zombies
  101 hellwings
  71 orange demons
  4 alligator skeletons
  2 oklob plants
  A dragon skeleton (Zig:6)
  A guardian serpent skeleton (Crypt:3)
  20 moths of wrath
  5 ice dragon skeletons
  2 spiny worm zombies
  16 naga magi
  An elephant (shapeshifter) (Vaults:8)
  15 rock trolls
  2 hill giant zombies
  A black mamba skeleton (Geh:1)
  Psyche (D:11)
  A green draconian simulacrum (Tar:2)
  3 queen ant zombies
  77 yaktaurs
  2 spriggan zombies
  133 guardian mummies
  2 giant leech zombies
  An eye of devastation (Zig:18)
  9 hill giant skeletons
  126 ugly things
  32 demonic crawlers
  A redback simulacrum (Vaults:3)
  2 mermaids (Zig:16)
  23 spiny frogs
  A white draconian simulacrum (Zig:26)
  75 iron devils
  6 komodo dragons
  10 silent spectres
  16 spriggans
  A grey draconian simulacrum (Zig:2)
  3 deep troll zombies
  2 wandering mushrooms (D:16)
  Sonja (D:10)
  A purple draconian simulacrum (Tar:5)
  15 trolls
  A spriggan skeleton (Tar:2)
  6 human zombies
  A spriggan (shapeshifter) (D:16)
  2 giant leeches (shapeshifter)
  94 smoke demons
  19 polar bears
  20 efreet
  10 giant leeches
  23 blink frogs
  3 rock troll zombies
  2 baby alligator zombies (Crypt:5)
  3 baby alligators (Swamp:4)
  6 snapping turtles (Zig:16)
  7 deep troll skeletons
  6 bog bodies
  7 raven skeletons (Crypt:5)
  31 two-headed ogres
  11 rock troll skeletons
  2 snapping turtle zombies
  A blink frog (shapeshifter) (Vaults:3)
  A two-headed ogre (shapeshifter) (Vaults:8)
  8 basilisks
  A deep dwarf artificer (Abyss)
  4 draconians (shapeshifter)
  A spiny frog zombie (Geh:1)
  8 grizzly bears
  34 jumping spiders
  8 merfolk zombies
  8 rotting hulks
  A lindwurm zombie (Crypt:3)
  An octopode (Zig:26)
  6 elephant zombies
  53 blue devils
  7 giant fireflies
  A swamp dragon zombie (Zig:12)
  A blink frog zombie (Tar:7)
  2 lindwurm skeletons
  16 brown oozes
  A snapping turtle skeleton (Zig:25)
  45 wraiths
  44 yaks
  6 air elementals
  20 deep elf conjurers
  6 elephant skeletons
  A hog (Vaults:1)
  27 vampires
  4 bumblebees
  14 chaos spawn
  A hog zombie (Dis:2)
  34 orb spiders
  2 sharks
  43 tarantellas
  5 wyverns
  A fire elemental (D:19)
  3 merfolk skeletons
  8 fire drakes
  3 swamp dragon skeletons
  43 ynoxinuls
  4 human skeletons
  A hog skeleton (Dis:6)
  77 redbacks
  2 wood golems
  10 merfolk (Zig:16)
  33 deep elf fighters
  17 metal gargoyles
  14 hungry ghosts
  53 vampire mosquitoes
  18 fire crab zombies
  A fire drake zombie (Crypt:5)
  5 merfolk (shapeshifter)
  A blink frog skeleton (Tar:7)
  65 neqoxecs
  7 water elementals
  60 trapdoor spiders
  A mermaid zombie (Tar:4)
  13 deep elf summoners
  3 rock worms
  A redback (shapeshifter) (Vaults:8)
  12 war dogs
  8 golden eyes
  2 molten gargoyles (Geh:7)
  6 yaktaur zombies
  16 hippogriffs
  3 steam dragons
  2 boulder beetles (shapeshifter)
  9 manticores
  Edmund (D:5)
  5 fire vortices (D:24)
  4 hell hound zombies
  2 spatial vortices (Tar:7)
  2 manticores (shapeshifter)
  18 boulder beetles
  Menkaure (D:5)
  7 giant slug zombies
  A wyvern zombie (D:27)
  6 mottled dragons
  45 necrophages
  3 cyclops zombies
  2 manticore zombies
  2 mermaid skeletons
  66 swamp worms
  75 hell hounds
  27 ice beasts
  2 yellow wasps
  2 cyclops skeletons
  57 freezing wraiths
  69 red devils
  2 manticore skeletons
  A bear zombie (Crypt:1)
  A queen bee zombie (Dis:2)
  56 small abominations
  11 deep elf priests
  A kobold demonologist (D:19)
  3 deep dwarves (Zig:4)
  38 centaurs
  4 giant goldfish zombies
  2 polar bear zombies
  12 black bears
  A yellow wasp (shapeshifter) (D:24)
  2 boulder beetle zombies
  84 ogres
  2 rock worm zombies
  A swamp drake (shapeshifter) (D:15)
  18 giant goldfish
  22 phantoms
  2 yak zombies
  A bumblebee zombie (Coc:7)
  A hippogriff zombie (Crypt:5)
  70 orc warriors
  15 hell beasts
  43 nagas
  6 sky beasts
  11 boring beetles
  4 troll skeletons
  A boring beetle (shapeshifter) (D:26)
  2 hippogriff skeletons
  41 rotting devils
  24 wargs
  A wolf zombie (Coc:2)
  A giant goldfish skeleton (Coc:7)
  Sigmund (D:2)
  9 big kobolds
  23 deep elf magi
  A centaur (shapeshifter) (D:21)
  8 swamp drakes
  88 water moccasins
  5 brain worms
  2 centaur zombies
  26 giant frogs
  50 wolves
  A bear skeleton (Crypt:4)
  28 crocodiles
  A yak skeleton (Geh:4)
  2 war dog zombies
  3 wolf skeletons
  14 giant slugs
  A yellow wasp zombie (Coc:2)
  2 water moccasin zombies
  2 basilisk zombies
  A soldier ant zombie (D:27)
  2 two-headed ogre zombies
  22 agate snails
  A giant slug (shapeshifter) (D:18)
  A giant frog skeleton (D:10)
  A centaur skeleton (Crypt:4)
  An octopode zombie (Coc:7)
  A two-headed ogre skeleton (Geh:1)
  A black bear zombie (Tar:7)
  2 water moccasin skeletons
  A draconian skeleton (Volcano)
  7 eyes of draining
  2 warg zombies
  A black bear skeleton (Crypt:4)
  19 insubstantial wisps
  37 jellyfish
  2 warg skeletons
  32 killer bees
  3 basilisk skeletons
  2 killer bee zombies
  A bumblebee simulacrum (Vaults:5)
  3 tengu zombies
  130 wights
  3 big kobold zombies
  A fire bat (Zig:26)
  2 ogre zombies (Zig:21)
  A dwarf zombie (Tar:7)
  A crocodile zombie (Crypt:3)
  4 lava fish
  A mottled dragon zombie (Geh:1)
  20 electric eels
  5 goliath beetles
  45 crimson imps
  5 lava snakes
  A pulsating lump (shapeshifter) (D:23)
  A mottled dragon skeleton (Crypt:1)
  3 pulsating lumps
  79 shadows
  3 big kobold skeletons
  A demigod skeleton (Crypt:4)
  2 ogre skeletons
  30 spiders
  3 tengu skeletons
  4 deep dwarf zombies
  2 elf skeletons
  7 quasits
  A water moccasin simulacrum (Tomb:3)
  78 iron imps
  3 spider zombies
  Crazy Yiuf (D:7)
  A hound zombie (Crypt:5)
  29 orc priests
  12 big fish
  18 hounds
  2 naga zombies
  8 orange rat zombies
  7 orange rats
  8 worker ants
  A hound skeleton (Crypt:4)
  9 porcupines
  37 deep elf soldiers
  40 orc wizards
  3 scorpions
  A naga skeleton (Volcano)
  11 iguanas
  A big fish zombie (Coc:2)
  2 orange rat skeletons
  30 sheep
  2 swamp drake zombies
  A worker ant zombie (D:6)
  A worm zombie (Crypt:5)
  Ijyb (D:2)
  23 jellies
  A jelly (shapeshifter) (D:26)
  2 goliath beetle zombies
  95 mummies
  69 flying skulls
  10 gnolls
  A sheep zombie (Dis:6)
  114 adders
  8 giant centipedes
  66 green rats
  44 lemures
  A scorpion zombie (Dis:2)
  A giant centipede zombie (Dis:6)
  An iguana zombie (D:10)
  32 shadow imps
  An adder skeleton (Tar:2)
  An adder zombie (Dis:1)
  2 iguana skeletons
  60 white imps
  4 giant mites
  A halfling skeleton (Geh:4)
  A halfling zombie (Crypt:3)
  122 ufetubi
  16 worms
  A giant centipede simulacrum (Tomb:1)
  8 giant eyeballs
  19 grey rats
  3 bat skeletons
  A bat zombie (Tar:2)
  A giant eyeball (shapeshifter) (D:16)
  A green rat zombie (Crypt:5)
  4 giant geckos
  A gnoll skeleton (Crypt:3)
  A gnoll zombie (Zig:18)
  3 green rat skeletons
  10 oozes
  271 orcs
  34 hobgoblins
  37 jackals
  63 kobolds
  18 quokkas
  An ant larva (D:3)
  6 ball pythons
  A ball python skeleton (Geh:7)
  A ball python zombie (Dis:7)
  36 bats
  13 giant cockroaches
  2 giant gecko skeletons
  6 giant newts
  2 giant newts (shapeshifter)
  A giant newt skeleton (Hell)
  27 goblins
  2 goblin zombies
  A grey rat skeleton (Tar:4)
  5 hobgoblin zombies
  23 illusory rakshasas
  2 jackal skeletons
  A kobold skeleton (Crypt:3)
  3 kobold zombies
  4 orc skeletons
  71 orc zombies
  A quokka (shapeshifter) (D:18)
  A quokka skeleton (Crypt:4)
  2 quokka zombies (D:8)
  36 rats
  10 ballistomycetes
  A bush (Lair:7)
  3 butterflies (Pan)
  12 fungi
  10 plants
  169 toadstools
8743 creatures vanquished.

Vanquished Creatures (collateral kills)
  Geryon (Hell)
  An electric golem (Zig:20)
  2 shadow dragons (Vaults:8)
  A frost giant (Zig:19)
  A ghost moth (Zig:11)
  2 orc warlords
  A deep elf annihilator (Elf:3)
  6 reapers
  5 deep elf death magi
  2 ettins
  A vampire knight (Zig:12)
  7 yaktaur captains
  A great orb of eyes (shapeshifter) (D:24)
  2 sirens (Zig:16)
  A hydra (Swamp:5)
  2 storm dragon skeletons
  2 death oozes
  2 ogre magi
  2 deep elf demonologists (Elf:3)
  An anaconda skeleton (Zig:26)
  A wolf spider zombie (Vaults:2)
  An iron dragon zombie (Zig:19)
  A hell hog (Hell)
  A stone giant zombie (Zig:21)
  2 deep trolls
  3 very ugly things
  A stone giant skeleton (D:27)
  A frost giant skeleton (D:21)
  3 soul eaters
  15 skeletal warriors
  3 shadow wraiths (Tar:7)
  5 catoblepae (Zig:22)
  3 flayed ghosts
  9 hell knights
  6 ice devils
  A purple draconian zombie (Zig:24)
  A shadow demon (Zig:24)
  A black draconian zombie (Zig:27)
  A pale draconian zombie (Zig:12)
  A yellow draconian zombie (Zig:27)
  4 orc knights
  A deep elf knight (Elf:3)
  3 hill giants (D:19)
  A green draconian zombie (Zig:27)
  A red draconian zombie (Zig:27)
  4 orc sorcerers
  2 necromancers
  A swamp dragon (Swamp:5)
  A purple draconian skeleton (Zig:9)
  2 redback zombies
  A green draconian skeleton (Zig:25)
  A hydra zombie (Zig:27)
  A pale draconian skeleton (Zig:5)
  A hellion (Zig:27)
  2 white draconian skeletons
  A giant amoeba (D:19)
  A death drake zombie (Zig:24)
  2 siren zombies (Zig:25)
  An oklob plant (Zig:16)
  3 wolf spiders
  A griffon (Zig:22)
  A cyclops (Zig:21)
  A hydra skeleton (Zig:19)
  A red draconian skeleton (Zig:25)
  4 red wasps
  A spiny worm (Zig:14)
  3 phantasmal warriors
  A siren skeleton (Zig:12)
  5 yaktaurs
  A tormentor (Zig:27)
  An elephant (Zig:22)
  2 orange demons
  A hellwing (Zig:24)
  A hill giant zombie (D:27)
  A rock troll (Zig:26)
  5 demonic crawlers
  4 iron devils
  3 two-headed ogres
  An efreet (Geh:7)
  A rock troll zombie (Zig:25)
  A spriggan (Zig:17)
  4 ugly things
  A giant leech (Swamp:4)
  5 bog bodies
  2 snapping turtles (Zig:16)
  3 small abominations
  A deep troll skeleton (Zig:12)
  A grizzly bear (Zig:17)
  A blue devil (Hell)
  A brown ooze (D:19)
  A lindwurm zombie (Zig:9)
  3 jumping spiders
  A merfolk skeleton (Zig:19)
  A merfolk zombie (Zig:11)
  A vampire (Zig:26)
  6 orb spiders
  2 ynoxinuls
  3 hell beasts
  11 tarantellas
  A hungry ghost (Zig:25)
  3 trapdoor spiders
  A lindwurm skeleton (Zig:12)
  A metal gargoyle (Hell)
  7 merfolk (Zig:16)
  2 deep elf fighters
  A deep elf summoner (D:24)
  A neqoxec (Elf:3)
  5 vampire mosquitoes
  17 redbacks
  A manticore zombie (Zig:24)
  A rock worm (D:20)
  4 swamp worms
  2 hell hound zombies
  2 necrophages
  A freezing wraith (Zig:26)
  A fire drake (Zig:22)
  4 hell hounds
  5 swamp drakes
  2 ice beasts (Zig:24)
  14 ogres
  6 orc warriors
  4 red devils
  2 giant goldfish (Spider:5)
  7 rotting devils
  2 wargs (Zig:21)
  2 boring beetles
  2 wolves (D:19)
  A yellow wasp zombie (Coc:7)
  2 crocodiles (Zig:22)
  A brain worm (D:18)
  2 insubstantial wisps
  2 water moccasins (Zig:22)
  A jellyfish (Spider:2)
  6 wights
  4 shadows
  A crimson imp (Elf:3)
  4 big fish
  6 iron imps
  2 scorpions
  3 orc priests
  6 deep elf soldiers
  7 orc wizards
  2 spiders
  7 orange rats
  4 sheep
  3 jellies (D:19)
  6 flying skulls
  6 mummies
  A gnoll (shapeshifter) (Zig:26)
  10 green rats
  A lemure (Geh:7)
  4 shadow imps
  8 orc zombies
  7 white imps
  10 ufetubi
  14 grey rats
  A gnoll skeleton (Crypt:4)
  4 oozes (D:19)
  34 orcs
  26 bats
  2 goblins
  2 kobolds
  A hobgoblin zombie (Zig:21)
  An orc skeleton (Crypt:4)
  A quokka skeleton (Crypt:4)
  16 rats
  5 toadstools
550 creatures vanquished.

Vanquished Creatures (others)
  An Orb Guardian (Zot:5)
  A titan (Zig:20)
  A deep elf blademaster (Zig:20)
  A storm dragon (Vaults:8)
  5 eldritch tentacles
  An orc warlord (Zig:21)
  A quicksilver dragon skeleton (Dis:7)
  A deep elf sorcerer (Elf:3)
  A titan skeleton (D:26)
  A storm dragon skeleton (Zot:5)
  A deep elf demonologist (Elf:3)
  2 stone giant zombies (Zig:21)
  2 shadow dragon skeletons
  An iron dragon skeleton (Dis:7)
  3 hell hog skeletons
  A fire giant skeleton (Vaults:8)
  12 human skeletons
  A frost giant skeleton (Vaults:8)
  6 stone giant skeletons
  3 soul eaters
  A large abomination (Pan)
  2 unseen horrors (Crypt:2)
  A hill giant (D:19)
  An iron troll zombie (Geh:7)
  An orc knight (Zig:21)
  3 red wasps
  5 hydra skeletons
  3 sixfirhies (Pan)
  2 ettin skeletons
  2 hellwings (Elf:3)
  2 tormentors
  3 orange demons
  A dragon skeleton (Zot:5)
  A griffon skeleton (Crypt:1)
  An ice dragon skeleton (Coc:7)
  An alligator skeleton (Swamp:4)
  A hill giant skeleton (D:19)
  An efreet (Geh:7)
  6 yaktaurs
  A deep dwarf skeleton (Crypt:5)
  2 smoke demons
  A komodo dragon (Zig:23)
  2 ugly things
  3 deep troll skeletons (D:27)
  A bog body (Swamp:5)
  4 swamp dragon skeletons
  2 jumping spiders
  A trapdoor spider (Spider:5)
  2 spiny frog skeletons
  4 blue devils
  3 tarantellas
  A blink frog skeleton (Zig:22)
  3 fire drakes (Zig:23)
  2 redbacks (Zig:22)
  3 ynoxinuls
  A deep elf fighter (Elf:1)
  2 neqoxecs
  A deep elf summoner (Zig:20)
  2 chaos spawn
  A cyclops zombie (Zig:21)
  A dancing weapon (D:10)
  10 small abominations
  3 necrophages
  An orc warrior (D:19)
  6 yaktaur skeletons
  A hell hound zombie (Dis:1)
  3 hell hounds (D:27)
  A cyclops skeleton (D:23)
  3 hell hound skeletons (Tar:7)
  6 ogres
  A giant goldfish (D:24)
  3 swamp drakes
  3 rotting devils
  A giant goldfish skeleton (Spider:5)
  An ice beast (Zig:4)
  A deep elf mage (Zig:20)
  A centaur (Vaults:6)
  3 wolves
  A warg (Zig:21)
  A two-headed ogre zombie (Zig:21)
  7 elf skeletons
  3 two-headed ogre skeletons
  3 centaur skeletons
  5 insubstantial wisps (Zig:20)
  A jellyfish (D:24)
  A black bear skeleton (Crypt:4)
  2 basilisk skeletons (Geh:7)
  3 wights
  A crimson imp (Tomb:1)
  6 iron imps
  4 ogre skeletons
  A hound (Lair:7)
  A spider (Spider:5)
  A big fish (D:24)
  A hound (shapeshifter) (D:21)
  4 quasits
  A shadow (Geh:3)
  4 orc wizards
  9 orange rats
  A porcupine (Lair:1)
  A jelly (Zig:26)
  3 swamp drake skeletons
  A mummy (Tar:7)
  A flying skull (Tomb:1)
  11 lemures
  6 green rats
  A shadow imp (Elf:3)
  2 white imps
  A sheep skeleton (Spider:3)
  28 ufetubi
  15 grey rats
  2 giant eyeballs
  19 orcs
  15 bats
  A hobgoblin (Zig:21)
  3 kobolds
  A giant newt (D:2)
  4 giant spores
  2 goblins
  A goblin zombie (Zig:21)
  An illusory rakshasa (Zig:26)
  A jackal skeleton (Lair:2)
  A kobold skeleton (Crypt:4)
  5 orc skeletons
  17 orc zombies (Zig:21)
  10 rats
  27 butterflies
  426 eldritch tentacle segments
  2 fungi
  26 plants
  300 toadstools
1170 creatures vanquished.

Grand Total: 10463 creatures vanquished

Spider Stomper

Posts: 206

Joined: Thursday, 28th July 2011, 06:11

Post Friday, 12th July 2013, 03:09

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Final Morgue (part 3, game notes):

  Code:
Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | Blood-Sin, the Vampire Enchanter, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 13/13 MP: 4/4
   390 | D:1      | Reached XP level 2. HP: 19/19 MP: 5/5
   507 | D:1      | Learned a level 2 spell: Ensorcelled Hibernation
  1037 | D:1      | Reached XP level 3. HP: 24/24 MP: 2/6
  1113 | D:2      | Noticed Sigmund
  1451 | D:2      | Noticed Ijyb
  1606 | D:2      | Killed Ijyb
  1606 | D:2      | Reached XP level 4. HP: 13/30 MP: 0/8
  2096 | D:2      | Killed Sigmund
  2096 | D:2      | Reached skill level 5 in Stabbing
  2096 | D:2      | Reached XP level 5. HP: 10/35 MP: 4/9
  2128 | D:2      | Learned a level 3 spell: Confuse
  2637 | D:4      | Reached XP level 6. HP: 38/41 MP: 11/11
  2720 | D:3      | Found a glowing silver altar of Zin.
  2882 | D:3      | Reached skill level 6 in Stabbing
  3427 | D:3      | Reached skill level 5 in Stealth
  3508 | D:4      | Found a basalt altar of Yredelemnul.
  3518 | D:4      | Found a glowing drain.
  3544 | Sewer    | Entered a sewer
  4037 | Sewer    | Reached XP level 7. HP: 39/46 MP: 9/13
  4085 | Sewer    | HP: 1/46 [big kobold (5)]
  4089 | Sewer    | Reached skill level 7 in Stabbing
  4318 | D:4      | Found a bloodstained altar of Trog.
  4355 | D:4      | Found a snail-covered altar of Cheibriados.
  4364 | D:4      | Noticed an ogre
  4472 | D:4      | Killed an ogre
  4648 | D:4      | Noticed an ogre
  4709 | D:4      | Killed an ogre
  4709 | D:4      | Reached skill level 5 in Hexes
  4752 | D:4      | Reached skill level 8 in Stabbing
  4884 | D:5      | Entered Level 5 of the Dungeon
  4889 | D:5      | Noticed Menkaure
  4895 | D:5      | Noticed Edmund
  4947 | D:5      | Killed Edmund
  4947 | D:5      | Reached XP level 8. HP: 37/52 MP: 9/15
  5185 | D:5      | Found a radiant altar of Vehumet.
  5281 | D:5      | Found a white marble altar of Elyvilon.
  6192 | D:6      | Reached skill level 1 in Ice Magic
  6289 | D:6      | Found a deep blue altar of Sif Muna.
  6359 | D:6      | Found an iron altar of Okawaru.
  6517 | D:6      | Found a staircase to the Ecumenical Temple.
  6535 | Temple   | Entered the Ecumenical Temple
  7039 | D:5      | Killed Menkaure
  7446 | D:7      | Noticed Crazy Yiuf
  7452 | D:7      | Killed Crazy Yiuf
  7510 | D:7      | Reached skill level 1 in Fighting
  7578 | D:7      | Reached XP level 9. HP: 58/58 MP: 11/20
  7606 | D:7      | Found a bloodstained altar of Trog.
  8401 | D:8      | Found Mozxocri's Distillery.
  8408 | D:8      | Bought a potion of mutation for 33 gold pieces
  8529 | D:9      | Reached skill level 5 in Dodging
  8609 | D:8      | Reached skill level 9 in Stealth
  8792 | D:8      | Found a sand-covered staircase.
  9024 | D:8      | Reached skill level 10 in Stealth
  9686 | Temple   | Learned a level 1 spell: Fulsome Distillation
  9690 | Temple   | Learned a level 2 spell: Sure Blade
  9694 | Temple   | Learned a level 3 spell: Tukima's Dance
  9894 | D:9      | Found a shattered altar of Ashenzari.
  9898 | D:9      | Got a rare book
  9899 | D:9      | Identified Ashenzari's Tome of Culinary Dark Arts (You found it on level 9 of the Dungeon)
  9923 | D:9      | Became a worshipper of Ashenzari the Shackled
  9983 | D:9      | Reached skill level 1 in Necromancy
  9983 | D:9      | Reached skill level 1 in Transmutations
 10030 | D:9      | Reached skill level 1 in Charms
 10237 | D:9      | Reached XP level 10. HP: 65/65 MP: 21/21
 10377 | D:10     | Entered Level 10 of the Dungeon
 10398 | D:10     | Noticed Erica
 10531 | D:10     | Reached skill level 1 in Traps & Doors
 10554 | D:10     | Found a basalt altar of Yredelemnul.
 10600 | D:10     | Found a gateway to a ziggurat.
 10630 | D:10     | Noticed Josephine
 10920 | D:10     | Found a staircase to the Lair.
 10920 | D:10     | Noticed Sonja
 11174 | D:10     | Killed Sonja
 11467 | Lair:1   | Entered Level 1 of the Lair of Beasts
 11846 | Lair:1   | Reached skill level 10 in Dodging
 13661 | D:8      | Bought a potion of agility for 27 gold pieces
 13821 | Lair:2   | Reached skill level 10 in Hexes
 13824 | Lair:2   | Reached XP level 11. HP: 71/71 MP: 22/22
 13959 | Lair:2   | Reached skill level 10 in Stabbing
 14199 | Lair:2   | Noticed a five-headed hydra
 14293 | Lair:2   | Reached skill level 5 in Spellcasting
 14369 | Lair:2   | Learned a level 6 spell: Invisibility
 15089 | D:11     | Noticed Joseph
 15100 | D:11     | Killed Joseph
 15162 | D:11     | Noticed Urug
 15189 | D:11     | Found Pnaanej's Assorted Antiques.
 15198 | D:11     | Bought a pair of glowing boots for 37 gold pieces
 15361 | D:11     | Noticed Psyche
 15421 | D:11     | Killed Urug
 15421 | D:11     | Reached skill level 11 in Hexes
 15655 | D:11     | Found a flagged portal.
 15793 | Bailey   | Entered a bailey
 15937 | Bailey   | Reached skill level 12 in Hexes
 16322 | D:11     | Killed Psyche
 16339 | D:11     | Found a staircase to the Orcish Mines.
 16383 | D:11     | Noticed Harold
 16455 | D:11     | Killed Harold
 16487 | D:11     | Noticed a hill giant
 16574 | D:10     | Killed Erica
 16574 | D:10     | Reached skill level 13 in Hexes
 16834 | Lair:2   | Killed a six-headed hydra
 16862 | Lair:3   | Noticed a five-headed hydra
 16940 | Lair:3   | Reached XP level 12. HP: 59/77 MP: 18/28
 17034 | Lair:3   | Noticed an ice statue
 17086 | Lair:3   | Reached skill level 14 in Hexes
 17356 | Lair:3   | Acquired Ashenzari's first power
 17444 | Lair:3   | Noticed a six-headed hydra
 17520 | Lair:3   | Killed a seven-headed hydra
 17755 | Lair:3   | Killed a seven-headed hydra
 18193 | Lair:4   | Noticed a seven-headed hydra
 18268 | Lair:4   | Found a staircase to the Swamp.
 18482 | Lair:4   | Noticed a six-headed hydra
 18496 | Lair:4   | Killed a nine-headed hydra
 19077 | Lair:4   | Killed an eight-headed hydra
 19121 | Lair:5   | Found a snail-covered altar of Cheibriados.
 19180 | Lair:5   | Found a blossoming altar of Fedhas.
 19572 | Lair:5   | Found a hole to the Spider Nest.
 19676 | Lair:5   | Found a dark tunnel.
 19692 | Volcano  | Entered a volcano
 19720 | Volcano  | Acquired Ashenzari's second power
 20371 | Lair:2   | Learned a level 3 spell: Passwall
 20376 | Lair:2   | Learned a level 4 spell: Enslavement
 20387 | Lair:2   | Learned a level 3 spell: Inner Flame
 20403 | Lair:2   | Identified the +5,+0 flail "Schuxi Nefi" {crush, +Rage}
 20883 | D:10     | Killed Josephine
 20883 | D:10     | Reached skill level 5 in Short Blades
 21127 | D:11     | Bought a scroll labeled CROIKHIJUI for 25 gold pieces
 21330 | D:11     | Killed a hill giant
 21725 | D:12     | Reached XP level 13. HP: 82/82 MP: 23/29
 21731 | D:12     | Acquired Ashenzari's third power
 22192 | D:12     | Noticed Erolcha
 22357 | D:12     | Killed Erolcha
 22444 | D:12     | Found a frozen archway.
 22501 | D:12     | Found a portal to a secret trove of treasure.
 22501 | D:12     | Noticed a vault guard
 22566 | IceCv    | Entered an ice cave
 22839 | IceCv    | Reached skill level 1 in Armour
 22977 | IceCv    | Reached skill level 15 in Stealth
 23299 | IceCv    | Noticed a frost giant
 23421 | IceCv    | Killed a frost giant
 24439 | D:13     | Reached skill level 16 in Stealth
 24605 | D:13     | Acquired Ashenzari's fourth power
 24688 | D:14     | Entered Level 14 of the Dungeon
 25064 | D:14     | Reached skill level 5 in Traps & Doors
 25705 | D:15     | Entered Level 15 of the Dungeon
 25705 | D:15     | Identified the cursed -1,-2 lajatang "Genluept"
 25911 | D:15     | Found a viscous altar of Jiyva.
 26226 | D:15     | Noticed Roxanne
 26251 | D:15     | Reached skill level 5 in Armour
 26299 | D:15     | Reached XP level 14. HP: 77/88 MP: 15/29
 26472 | D:15     | Reached skill level 17 in Stealth
 26524 | D:15     | Found a staircase to the Vaults.
 27187 | D:16     | Identified the +7,+2 bow of Dividends
 27226 | D:16     | Reached skill level 18 in Stealth
 27685 | D:16     | Identified a +1 rod of destruction [fire] (14/14)
 27731 | D:16     | Reached skill level 15 in Dodging
 28058 | D:17     | Noticed Louise
 28068 | D:17     | Noticed Frances
 28333 | D:17     | Reached skill level 19 in Stealth
 28376 | D:17     | Killed Louise
 28498 | D:17     | Noticed Snorg
 28504 | D:17     | Killed Snorg
 29205 | D:17     | Reached XP level 15. HP: 93/95 MP: 24/31
 29223 | D:17     | Noticed Saint Roka
 31160 | Lair:7   | Reached skill level 10 in Short Blades
 31793 | Lair:2   | Learned a level 4 spell: Dig
 31983 | D:18     | Found Rial's Magic Scroll Shoppe.
 31997 | D:18     | Reached skill level 1 in Shields
 32087 | D:18     | Bought 3 scrolls of random uselessness for 54 gold pieces
 32282 | D:18     | Found Ighis' Book Shoppe.
 32611 | D:18     | Found Eraufuv's General Store.
 32920 | D:18     | Found Vevinos' Antique Armour Shoppe.
 33242 | D:18     | Bought a pair of dwarven gloves for 35 gold pieces
 33242 | D:18     | Bought an embroidered robe for 17 gold pieces
 33771 | D:19     | Noticed Agnes
 33786 | D:19     | Killed Agnes
 34275 | D:19     | Noticed an azure jelly
 35141 | D:19     | Noticed Mara
 35269 | D:18     | Reached XP level 16. HP: 102/102 MP: 28/31
 35471 | D:18     | Reached skill level 20 in Stealth
 35490 | D:18     | Noticed a shadow dragon
 35493 | D:18     | Killed a shadow dragon
 35493 | D:18     | Reached skill level 15 in Stabbing
 35493 | D:18     | Reached skill level 5 in Shields
 35832 | D:17     | Killed Frances
 35918 | Vaults:1 | Entered Level 1 of the Vaults
 36034 | Vaults:1 | Noticed Nessos
 36621 | Vaults:1 | Noticed Nikola
 36641 | Vaults:1 | Killed Nikola
 36734 | Vaults:1 | Killed Nessos
 36959 | Vaults:1 | Noticed Kirke
 36964 | Vaults:1 | Killed Kirke
 37388 | Lair:2   | Gained mutation: Your muscles are strong (Str +1). [potion of gain strength]
 37733 | Lair:3   | Killed an ice statue
 38358 | Lair:8   | Entered Level 8 of the Lair of Beasts
 38800 | Lair:8   | Reached skill level 21 in Stealth
 39021 | Lair:8   | Found a staircase to the Slime Pits.
 39144 | Lair:8   | Reached XP level 17. HP: 109/109 MP: 32/32
 39693 | Lair:8   | Found a burning altar of Makhleb.
 39703 | Lair:8   | Found a gateway to Hell.
 40670 | Lair:2   | Learned a level 1 spell: Animate Skeleton
 40959 | Swamp:1  | Entered Level 1 of the Swamp
 40960 | Swamp:1  | Noticed Fannar
 40974 | Swamp:1  | Killed Fannar
 42274 | Swamp:2  | Reached skill level 22 in Stealth
 42750 | Swamp:3  | Noticed Aizul
 42842 | Swamp:3  | Killed Aizul
 43033 | Swamp:3  | Noticed Rupert
 43742 | Swamp:3  | Killed Rupert
 43815 | Swamp:4  | Got a droning book
 43819 | Swamp:4  | Identified the Almanac of Flamy Talismans (You found it on level 4 of the Swamp)
 44131 | Swamp:4  | Reached skill level 23 in Stealth
 44168 | Swamp:4  | Found a shimmering altar of Xom.
 44288 | Swamp:4  | Reached skill level 5 in Transmutations
 44313 | Swamp:4  | Your ally Rupert died
 44880 | Swamp:5  | Entered Level 5 of the Swamp
 44975 | Swamp:5  | Reached skill level 1 in Earth Magic
 45357 | Swamp:5  | Noticed Boris
 45797 | Spider:1 | Entered Level 1 of the Spider Nest
 45842 | Spider:1 | Reached XP level 18. HP: 116/116 MP: 31/33
 46576 | Spider:2 | Reached skill level 15 in Hexes
 48753 | Orc:1    | Entered Level 1 of the Orcish Mines
 48754 | Orc:1    | Found Fiwniojie's Assorted Antiques.
 48791 | Orc:4    | Entered Level 4 of the Orcish Mines
 48878 | Orc:4    | Found a staircase to the Elven Halls.
 49204 | Orc:4    | Found Codo's Antique Armour Emporium.
 49204 | Orc:4    | Found Psamugohuym's Jewellery Shoppe.
 49204 | Orc:4    | Found Qumu's Weapon Shoppe.
 49212 | Orc:4    | Found Ginom's Jewellery Emporium.
 49467 | Orc:4    | Bought a cursed ring of hunger for 30 gold pieces
 50129 | Spider:3 | Noticed Arachne
 51209 | Spider:5 | Entered Level 5 of the Spider Nest
 52939 | Spider:5 | Reached XP level 19. HP: 104/121 MP: 0/33
 53308 | Spider:3 | Killed Arachne
 53514 | Lair:4   | Learned a level 2 spell: Repel Missiles
 53630 | Swamp:5  | Killed Boris
 53630 | Swamp:5  | Reached skill level 1 in Air Magic
 55900 | Vaults:2 | Reached skill level 5 in Charms
 58512 | Vaults:4 | Reached XP level 20. HP: 128/128 MP: 34/34
 58606 | Vaults:4 | Found a staircase to the Crypt.
 59113 | Crypt:1  | Entered Level 1 of the Crypt
 59674 | Crypt:1  | Got a colourful book
 59675 | Crypt:1  | Identified the Almanac of Lightness and Execration (You found it on level 1 of the Crypt)
 59959 | Crypt:2  | Noticed Frederick
 60876 | D:17     | Killed Saint Roka
 61113 | D:19     | Noticed Azrael
 61191 | D:19     | Killed Azrael
 61254 | D:19     | Noticed an azure jelly
 61554 | D:19     | Killed Mara
 61861 | D:19     | Noticed a stone giant
 61862 | D:19     | Identified the cursed +0,-2 bow "Efiq"
 61862 | D:19     | Identified the +2,+2 flail of the Silent Majority
 61862 | D:19     | Identified the cursed -3,-4 hammer of Insufficient Pleasure
 61862 | D:19     | Identified the +3,+4 dire flail of Keabomuo
 61897 | D:19     | Killed a stone giant
 62017 | D:19     | Identified the +3,+7 dagger of Mana (You found it on level 19 of the Dungeon)
 62267 | D:20     | Entered Level 20 of the Dungeon
 62814 | D:20     | Found a glowing silver altar of Zin.
 63424 | Lair:2   | Identified a scroll of acquirement
 63473 | Lair:2   | Learned a level 6 spell: Haste
 64173 | Hell     | Entered the Vestibule of Hell
 64173 | Hell     | Noticed Geryon
 64224 | Hell     | Killed Geryon
 65495 | Vaults:5 | Reached XP level 21. HP: 133/133 MP: 27/36
 66988 | Crypt:2  | Got a conspicuous book
 66995 | Crypt:2  | Got an engraved book
 66999 | Crypt:2  | Identified Sif Muna's Incunabulum of Ignition (You found it on level 2 of the Crypt)
 66999 | Crypt:2  | Identified Sif Muna's Tome of Congealing Curses (You found it on level 2 of the Crypt)
 67141 | Crypt:2  | Noticed Mennas
 67951 | D:12     | Killed a vault guard
 67964 | Trove    | Entered a treasure trove
 68056 | Trove    | Identified the ring of the Rabble
 68375 | Elf:1    | Entered Level 1 of the Elven Halls
 68839 | Elf:1    | Reached skill level 1 in Evocations
 68842 | Elf:1    | Reached skill level 10 in Spellcasting
 69442 | Elf:1    | Found a sparkling altar of Nemelex Xobeh.
 69943 | Elf:2    | Found a radiant altar of Vehumet.
 70105 | Elf:2    | Identified the ring "Tasea"
 70581 | Elf:3    | Entered Level 3 of the Elven Halls
 70708 | Elf:3    | Found a labyrinth entrance.
 70720 | Lab      | Entered a labyrinth
 70869 | Lab      | Identified a +4 rod of striking (6/6)
 71254 | Lab      | Got a colourful book
 71263 | Lab      | Identified Further Steps in Magic (You found it in a labyrinth)
 72328 | Elf:3    | Identified the +4 splint mail of Wilaneph
 72333 | Elf:3    | Identified the amulet "Olibodefe"
 72350 | Elf:3    | Identified the +10 splint mail of the Leaf
 72353 | Elf:3    | Identified the +0 ring mail of Tiysin
 72372 | Elf:3    | Identified the -4,-1 lajatang "Sairch"
 72374 | Elf:3    | Identified the +2,+1 flail "Cyreut"
 72378 | Elf:3    | Identified the +8,+5 sling of the Madman
 72547 | Orc:2    | Found a roughly hewn altar of Beogh.
 72576 | Orc:2    | Found Stridifie's Magic Scroll Shop.
 72732 | Lair:2   | Learned a level 5 spell: Silence
 73287 | Elf:3    | Paralysed by the power of Zot for 6 turns
 73291 | Elf:3    | Cast into the Abyss (deep elf demonologist)
 73650 | Elf:3    | Escaped the Abyss.
 74793 | Elf:3    | Got a droning book
 74806 | Elf:3    | Got a yellowed book
 74859 | Elf:3    | Identified Xoleruwi's Tome of Gliding Damage Dealing (You found it on level 3 of the Elven Halls)
 74859 | Elf:3    | Identified the Catalogue of the Firefly (You found it on level 3 of the Elven Halls)
 75029 | Elf:3    | Reached skill level 10 in Charms
 75054 | Elf:3    | Reached skill level 5 in Fighting
 77148 | Hell     | Reached XP level 22. HP: 144/144 MP: 5/38
 78377 | Crypt:2  | Found a staircase to the Tomb.
 78604 | Crypt:2  | Killed Frederick
 78843 | Crypt:2  | Killed Mennas
 80174 | Crypt:3  | Noticed Wiglaf
 80439 | Crypt:3  | Noticed Boris
 80625 | Crypt:3  | Killed Boris
 80764 | Crypt:3  | Killed Wiglaf
 81446 | Vaults:6 | Found a staircase to the Hall of Blades.
 81469 | Vaults:6 | Identified the +5 blowgun "Zezukig"
 82215 | Crypt:4  | Identified the cursed -2 robe of Least Resistance
 82376 | Crypt:4  | Noticed Khufu
 82376 | Crypt:4  | Noticed a greater mummy
 83960 | D:19     | Noticed an acid blob
 83960 | D:19     | Noticed an acid blob
 83961 | D:19     | Killed an azure jelly
 84015 | D:19     | Killed an acid blob
 84015 | D:19     | Reached XP level 23. HP: 155/159 MP: 32/38
 84032 | D:19     | Killed an acid blob
 84051 | D:19     | Killed an azure jelly
 84326 | D:21     | Identified the +0,+11 short sword "Schexota"
 84444 | D:21     | Found a flickering gateway to a bazaar.
 84467 | Bazaar   | Entered a bazaar
 84472 | Bazaar   | Found Puynos' Book Boutique.
 84472 | Bazaar   | Found Ripaeppasch's Jewellery Shop.
 84483 | Bazaar   | Bought a book of War Chants for 480 gold pieces
 85158 | D:21     | Learned a level 3 spell: Regeneration
 85356 | D:21     | Found a one-way gate to the infinite horrors of the Abyss.
 86483 | Blade    | Entered the Hall of Blades
 87246 | Crypt:4  | Noticed Margery
 87248 | Crypt:4  | Killed Margery
 87248 | Crypt:4  | Reached skill level 10 in Fighting
 90178 | D:24     | Reached XP level 24. HP: 173/173 MP: 33/39
 90706 | D:24     | Identified the ring "Doickir"
 90793 | D:24     | Found a one-way gate leading to the halls of Pandemonium.
 91520 | D:25     | Entered Level 25 of the Dungeon
 92438 | D:25     | Identified the cursed -2 scale mail "Tirhua Prapn"
 94724 | Crypt:4  | Killed Khufu
 94777 | Crypt:4  | Killed a greater mummy
 94777 | Crypt:4  | Reached XP level 25. HP: 112/185 MP: 29/39
 95430 | Crypt:5  | Entered Level 5 of the Crypt
 95557 | Crypt:5  | Got a yellowed book
 95573 | Crypt:5  | Identified the Compendium of Clay (You found it on level 5 of the Crypt)
 97496 | Crypt:5  | Got a blackened book
 97639 | Crypt:5  | Got a colourful book
 97641 | Crypt:5  | Got a yellowed book
 97650 | Crypt:5  | Identified the Handbook of Venomous Protection (You found it on level 5 of the Crypt)
 97650 | Crypt:5  | Identified the Catalogue of Circular Logic (You found it on level 5 of the Crypt)
 97651 | Crypt:5  | Identified the Papyrus of Cold and Clay (You found it on level 5 of the Crypt)
 97728 | Crypt:5  | Found a basalt altar of Yredelemnul.
 99314 | D:19     | Reached skill level 1 in Long Blades
100446 | D:26     | Reached skill level 5 in Long Blades
101167 | D:26     | Reached skill level 24 in Stabbing
101529 | D:26     | Reached XP level 26. HP: 196/196 MP: 32/40
102915 | Tomb:1   | Entered Level 1 of the Tomb of the Ancients
103225 | Tomb:1   | Reached skill level 10 in Long Blades
103537 | Tomb:1   | Noticed a greater mummy
103583 | Tomb:1   | Killed a greater mummy
103954 | Tomb:1   | Noticed a greater mummy
103955 | Tomb:1   | Noticed a greater mummy
103995 | Tomb:1   | Killed a greater mummy
104177 | Tomb:1   | Killed a greater mummy
105351 | D:24     | Reached skill level 25 in Stabbing
107470 | Tomb:2   | Noticed a greater mummy
107550 | Tomb:2   | Killed a greater mummy
107561 | Tomb:2   | Noticed a greater mummy
107575 | Tomb:2   | Killed a greater mummy
107575 | Tomb:2   | Reached XP level 27. HP: 169/203 MP: 32/41
107588 | Tomb:2   | Noticed a greater mummy
107601 | Tomb:2   | Killed a greater mummy
107721 | Tomb:2   | Noticed a greater mummy
107814 | Tomb:2   | Killed a greater mummy
108404 | Tomb:1   | Noticed a greater mummy
108467 | Tomb:1   | Noticed a greater mummy
108495 | Tomb:1   | Killed a greater mummy
108501 | Tomb:1   | Killed a greater mummy
108514 | Tomb:1   | Noticed a greater mummy
108528 | Tomb:1   | Killed a greater mummy
108596 | Tomb:1   | Noticed a greater mummy
108620 | Tomb:1   | Killed a greater mummy
108627 | Tomb:1   | Noticed a greater mummy
108631 | Tomb:1   | Noticed a greater mummy
108654 | Tomb:1   | Killed a greater mummy
108668 | Tomb:1   | Killed a greater mummy
108733 | Tomb:1   | Noticed a greater mummy
108759 | Tomb:1   | Killed a greater mummy
108865 | Tomb:1   | Noticed a greater mummy
108887 | Tomb:1   | Killed a greater mummy
108887 | Tomb:1   | Reached skill level 26 in Stabbing
108900 | Tomb:1   | Noticed a greater mummy
109048 | Tomb:1   | Killed a greater mummy
109073 | Tomb:1   | Noticed a greater mummy
109088 | Tomb:1   | Killed a greater mummy
109098 | Tomb:1   | Noticed a greater mummy
109211 | Tomb:1   | Killed a greater mummy
109220 | Tomb:1   | Noticed a greater mummy
109260 | Tomb:1   | Killed a greater mummy
109326 | Tomb:1   | Noticed a greater mummy
109347 | Tomb:1   | Killed a greater mummy
109355 | Tomb:1   | Noticed a greater mummy
109358 | Tomb:1   | Noticed a greater mummy
109360 | Tomb:1   | Killed a greater mummy
109372 | Tomb:1   | Killed a greater mummy
110746 | Tomb:3   | Entered Level 3 of the Tomb of the Ancients
112267 | Vaults:7 | Noticed Xtahua
112418 | Vaults:7 | Found Umodaa's General Store.
112871 | Tomb:3   | Noticed a greater mummy
112900 | Tomb:3   | Killed a greater mummy
113128 | Tomb:3   | Noticed a greater mummy
113159 | Tomb:3   | Noticed a greater mummy
113169 | Tomb:3   | Noticed a greater mummy
113193 | Tomb:3   | Killed a greater mummy
113205 | Tomb:3   | Killed a greater mummy
113386 | Tomb:3   | Killed a greater mummy
113386 | Tomb:3   | Reached skill level 27 in Stabbing
113662 | Tomb:3   | Identified the +6 scale mail "Friatou"
113663 | Tomb:3   | Identified the cursed -1,-4 sling of Stroedubb
113693 | Tomb:3   | Identified the +5,+3 halberd "Gunioscha"
113693 | Tomb:3   | Identified the +2 ring mail "Smorch Faogh"
113694 | Tomb:3   | Identified the ring "Waimp"
113821 | Tomb:3   | Noticed a greater mummy
113848 | Tomb:3   | Killed a greater mummy
113869 | Tomb:3   | Noticed a greater mummy
113886 | Tomb:3   | Killed a greater mummy
113900 | Tomb:3   | Noticed a greater mummy
114236 | Vaults:4 | Learned a level 6 spell: Mass Confusion
114243 | Vaults:4 | Learned a level 5 spell: Phase Shift
114395 | Vaults:7 | Reached skill level 1 in Translocations
115004 | Tomb:3   | Noticed a greater mummy
115031 | Tomb:3   | Killed a greater mummy
115132 | Tomb:3   | Killed a greater mummy
115241 | Tomb:3   | Noticed a greater mummy
115266 | Tomb:3   | Killed a greater mummy
116943 | D:15     | Killed Roxanne
117448 | Vaults:7 | Killed Xtahua
117463 | Vaults:7 | Reached skill level 5 in Translocations
118633 | Vaults:8 | Entered Level 8 of the Vaults
118731 | Vaults:7 | Reached skill level 15 in Spellcasting
119503 | Vaults:8 | Learned a level 1 spell: Apportation
119751 | Vaults:8 | Reached skill level 5 in Necromancy
121995 | Vaults:8 | Got a glistering book
122006 | Vaults:8 | Got a levitating book
122007 | Vaults:8 | Identified the Collected Works on Enhancements and Unholy Secrets (You found it on level 8 of the Vaults)
122007 | Vaults:8 | Identified the Catalogue of Confrontation and the Rocks (You found it on level 8 of the Vaults)
122015 | Vaults:8 | Identified the ring "Ghofef"
122060 | Vaults:8 | Got an inconspicuous book
122094 | Vaults:8 | Identified the Handbook of Combat Magic (You found it on level 8 of the Vaults)
122099 | Vaults:8 | Identified the ring "Anej"
122099 | Vaults:8 | Identified the +9,+3 dire flail of Doubt
122099 | Vaults:8 | Identified the cursed -10 chain mail "Scheuc"
122186 | Vaults:8 | Identified the +7,-2 quarterstaff "Skan"
122838 | Vaults:8 | Reached skill level 10 in Traps & Doors
123605 | Vaults:7 | Bought a scroll of acquirement for 676 gold pieces
123605 | Vaults:7 | Bought a scroll of recharging for 71 gold pieces
123605 | Vaults:7 | Bought a scroll of remove curse for 39 gold pieces
123605 | Vaults:7 | Bought a scroll of teleportation for 39 gold pieces
124802 | Slime:1  | Entered Level 1 of the Pits of Slime
125448 | Slime:6  | Entered Level 6 of the Pits of Slime
125618 | Slime:6  | Noticed the royal jelly
126866 | Slime:6  | Found a viscous altar of Jiyva.
127336 | Slime:6  | Killed the royal jelly
127449 | Slime:6  | Identified the ring of Isaxt
127450 | Slime:6  | Identified the +7,+1 bow of Dishonour
127452 | Slime:6  | Identified the ring "Zeekot"
127454 | Slime:6  | Identified the +5 plate armour of Joatuq
127474 | Slime:6  | Identified the ring "Ketiughu"
127531 | Slime:6  | Got a colourful book
127541 | Slime:6  | Got an engraved book
127570 | Slime:6  | Got a droning book
127651 | Slime:6  | Got a slimy rune of Zot
127655 | Slime:6  | Identified Aizul's Handbook of Nocuous Attacks (You found it on level 6 of the Pits of Slime)
127655 | Slime:6  | Identified the Handbook of Orientation (You found it on level 6 of the Pits of Slime)
127655 | Slime:6  | Identified the Compendium of Arcane Weapons and Transmigration (You found it on level 6 of the Pits of Slime)
130166 | Lair:2   | Learned a level 7 spell: Darkness
130549 | D:27     | Entered Level 27 of the Dungeon
132172 | D:27     | Noticed Boris
132270 | D:27     | Killed Boris
132776 | Lair:2   | Learned a level 1 spell: Summon Butterflies
133126 | Pan      | Entered Pandemonium
133260 | Pan      | Reached skill level 1 in Summonings
133378 | Pan      | Found a gateway to a ziggurat.
133626 | Pan      | Noticed Wual the pandemonium lord
133790 | Pan      | You paid a toll of 3090 gold to enter a ziggurat.
133790 | Zig:1    | Entered Level 1 of a ziggurat
133921 | Zig:2    | Entered Level 2 of a ziggurat
133957 | Zig:3    | Entered Level 3 of a ziggurat
134153 | Zig:4    | Entered Level 4 of a ziggurat
134157 | Zig:4    | Identified the ring "Quzxarch"
134373 | Zig:5    | Entered Level 5 of a ziggurat
134399 | Zig:5    | Noticed a greater mummy
134400 | Zig:5    | Identified the ring of Disaster
134511 | Zig:5    | Identified the +1 helmet of the Sky
134535 | Zig:5    | Killed a greater mummy
134677 | Zig:6    | Entered Level 6 of a ziggurat
134726 | Zig:6    | Identified the +1 scale mail of Cheibriados' Hope
134751 | Zig:6    | Identified the +4,+5 short sword of Cowardice {vamp, +Lev rC+ Str+2 Stlth+} (You took it off an iron imp on level 6 of a ziggurat)
134902 | Zig:7    | Entered Level 7 of a ziggurat
135082 | Zig:8    | Entered Level 8 of a ziggurat
135439 | Zig:9    | Entered Level 9 of a ziggurat
135480 | Zig:9    | Identified the cursed +1 leather armour of the Cockroach
135573 | Zig:10   | Entered Level 10 of a ziggurat
135642 | Zig:10   | Identified the ring "Wustroroa" (You took it off a deep elf master archer on level 10 of a ziggurat)
135894 | Zig:11   | Entered Level 11 of a ziggurat
135907 | Zig:11   | Identified the ring "Aras"
135916 | Zig:11   | Identified the +1 leather armour of Valiance
136021 | Zig:11   | Identified the +5 blowgun of Unreason {speed, rElec rC- rN+ Str+3 Int+2} (You took it off a wight on level 11 of a ziggurat)
136034 | Zig:11   | Got an engraved book
136035 | Zig:11   | Identified the Handbook of Damaging Earth (You found it on level 11 of a ziggurat)
136119 | Zig:12   | Entered Level 12 of a ziggurat
136160 | Zig:12   | Reached skill level 15 in Fighting
136837 | Zig:13   | Entered Level 13 of a ziggurat
136871 | Zig:13   | Identified the ring "Febbit"
137079 | Zig:14   | Entered Level 14 of a ziggurat
137163 | Zig:14   | Identified the ring "Suhiest"
137164 | Zig:14   | Identified the cursed +0 plate armour of Terror
137164 | Zig:14   | Identified the +1 chain mail "Pridde"
137476 | Zig:14   | Learned a level 4 spell: Control Undead
137656 | Zig:15   | Entered Level 15 of a ziggurat
137676 | Zig:15   | Noticed Mnasimmo the pandemonium lord
137721 | Zig:15   | Killed Mnasimmo the pandemonium lord
137927 | Zig:15   | Noticed Veoben the pandemonium lord
137927 | Zig:15   | Noticed Peadomugg the pandemonium lord
137928 | Zig:15   | Noticed Titei the pandemonium lord
137928 | Zig:15   | Noticed Zebrulecw the pandemonium lord
137928 | Zig:15   | Noticed Thiaskol the pandemonium lord
137961 | Zig:15   | Noticed Yve Twis the pandemonium lord
137962 | Zig:15   | Noticed Pnytylaeb the pandemonium lord
137968 | Zig:15   | Noticed Muef the pandemonium lord
137974 | Zig:16   | Entered Level 16 of a ziggurat
138152 | Zig:16   | Identified the amulet of the Vendetta (You took it off a merfolk on level 16 of a ziggurat)
138174 | Zig:16   | Identified the +6 chain mail of the Alphagorgon (You took it off a merfolk on level 16 of a ziggurat)
138228 | Zig:16   | Identified the amulet of the Invisible Hand (You took it off a merfolk on level 16 of a ziggurat)
138467 | Zig:16   | Got a black book
138495 | Zig:16   | Identified Sif Muna's Catalogue of the Aerial Compass (You found it on level 16 of a ziggurat)
138525 | Zig:17   | Entered Level 17 of a ziggurat
138634 | Zig:17   | Identified the cursed ring "Stig" (You took it off a spriggan druid on level 17 of a ziggurat)
139057 | Zig:17   | Identified the -7 robe "Fywiz"
139213 | Zig:18   | Entered Level 18 of a ziggurat
139966 | Zig:19   | Entered Level 19 of a ziggurat
140712 | Zig:19   | Identified the cursed -3,-4 scimitar of the Hero {slice, Int+3} (You found it on level 19 of a ziggurat)
140789 | Zig:20   | Entered Level 20 of a ziggurat
141152 | Zig:20   | Gained mutation: You are dopey (Int -1). [mutagenic glow]
141416 | Zig:20   | Identified the ring of Enulli
141605 | Zig:20   | Identified the +6,+7 falchion of Twilight {holy, Hunger rF+ SInv} (You found it on level 20 of a ziggurat)
141652 | Zig:20   | Identified the cursed +0,-2 scimitar of Ziuqudo {vamp, Hunger +Blink +Rage Dex+1 Int+1} (You found it on level 20 of a ziggurat)
141800 | Zig:21   | Entered Level 21 of a ziggurat
142506 | Zig:21   | Identified the +1,+2 dagger of Vanity {stab, Str+2 Dex+1 Int+3} (You found it on level 21 of a ziggurat)
142694 | Zig:21   | Got a glistering book
142722 | Zig:21   | Identified the Reference Book on Blows and Bruises (You found it on level 21 of a ziggurat)
143445 | Zig:22   | Entered Level 22 of a ziggurat
143858 | Zig:22   | Identified the ring of the Final Chapter
143993 | Zig:23   | Entered Level 23 of a ziggurat
144699 | Zig:23   | Identified the cursed -4 ring mail of the Gate
144699 | Zig:23   | Identified the +3 ring mail "Uhosec"
144788 | Zig:23   | Lost mutation: You are dopey (Int -1). [potion of cure mutation]
144788 | Zig:23   | Lost mutation: Your muscles are strong (Str +1). [potion of cure mutation]
145022 | Zig:24   | Entered Level 24 of a ziggurat
145354 | Zig:24   | Identified the ring "Pajal" (You took it off a vampire on level 24 of a ziggurat)
145565 | Zig:25   | Entered Level 25 of a ziggurat
145951 | Zig:25   | Identified the +7 splint mail of Hilag (You took it off a necrophage on level 25 of a ziggurat)
145964 | Zig:25   | Identified the ring "Thi Moka" (You took it off a skeletal warrior on level 25 of a ziggurat)
145966 | Zig:25   | Identified the +6,+8 sabre "Murmur" {slice, +Rage Str+3} (You took it off a skeletal warrior on level 25 of a ziggurat)
146476 | Zig:26   | Entered Level 26 of a ziggurat
146549 | Zig:26   | Noticed an ancient lich
146557 | Zig:26   | Noticed an ancient lich
146563 | Zig:26   | Killed an ancient lich
146571 | Zig:26   | Killed an ancient lich
146601 | Zig:26   | Noticed an ancient lich
146605 | Zig:26   | Noticed an ancient lich
146613 | Zig:26   | Noticed an ancient lich
146632 | Zig:26   | Killed an ancient lich
146633 | Zig:26   | Noticed an ancient lich
146657 | Zig:26   | Noticed an ancient lich
146662 | Zig:26   | Identified the cursed +8 splint mail "Shigycuc" (You took it off an orc knight on level 26 of a ziggurat)
146682 | Zig:26   | Killed an ancient lich
146682 | Zig:26   | Reached skill level 10 in Shields
146682 | Zig:26   | Reached skill level 15 in Traps & Doors
146684 | Zig:26   | Noticed an ancient lich
146695 | Zig:26   | Killed an ancient lich
146717 | Zig:26   | Noticed an ancient lich
146732 | Zig:26   | Killed an ancient lich
146745 | Zig:26   | Killed an ancient lich
146749 | Zig:26   | Killed an ancient lich
146758 | Zig:26   | Killed an ancient lich
146769 | Zig:26   | Noticed an ancient lich
146783 | Zig:26   | Killed an ancient lich
146790 | Zig:26   | Noticed an ancient lich
146808 | Zig:26   | Killed an ancient lich
146905 | Zig:26   | Identified the +5 splint mail of Fortification (You took it off an orc knight on level 26 of a ziggurat)
147010 | Zig:26   | Identified the ring "Phaogeym" (You took it off an ogre mage on level 26 of a ziggurat)
147064 | Zig:26   | Identified the +2 scale mail "Zaonis"
147256 | Zig:26   | Got a droning book
147260 | Zig:26   | Identified the Disquisition on Improving Self (You found it on level 26 of a ziggurat)
147321 | Zig:27   | Entered Level 27 of a ziggurat
147579 | Zig:27   | Identified the amulet "Hyoginna" (You took it off an iron devil on level 27 of a ziggurat)
147620 | Zig:27   | Identified the amulet "Ruatsep" (You took it off an iron imp on level 27 of a ziggurat)
148213 | Zig:27   | Got an inconspicuous book
148242 | Zig:27   | Identified the Handbook of Burning Attacks (You found it on level 27 of a ziggurat)
148326 | Pan      | Killed Wual the pandemonium lord
148782 | Pan      | Noticed Sheasch the pandemonium lord
148873 | Pan      | Identified the ring of Sian Bru
148873 | Pan      | Reached skill level 15 in Shields
148875 | Pan      | Killed Sheasch the pandemonium lord
149294 | Pan      | Noticed Psuneobb the pandemonium lord
149294 | Pan      | Killed Psuneobb the pandemonium lord
149360 | D:24     | Escaped the Pandemonium.
149795 | Lair:2   | Learned a level 4 spell: Control Teleport
150008 | D:18     | Bought a manual of Fighting for 1324 gold pieces
150203 | D:8      | Bought a potion of curing for 22 gold pieces
150203 | D:8      | Bought a potion of might for 27 gold pieces
150203 | D:8      | Bought a potion of curing for 22 gold pieces
150203 | D:8      | Bought a potion of restore abilities for 33 gold pieces
150203 | D:8      | Bought a potion of curing for 22 gold pieces
150602 | D:24     | Identified the cursed -1 Lear's chain mail
150838 | D:24     | Identified the cursed -5 chain mail of Xuihur
151461 | Lair:2   | Gained mutation: You are agile (Dex +1). [potion of gain dexterity]
151523 | Lair:2   | Learned a level 3 spell: Vampiric Draining
152301 | Pan      | Entered Pandemonium
152669 | Pan      | Noticed Brigeset the pandemonium lord
152669 | Pan      | Killed Brigeset the pandemonium lord
153373 | Pan      | Noticed Cauj the pandemonium lord
153388 | Pan      | Killed Cauj the pandemonium lord
153918 | D:24     | Escaped the Pandemonium.
155516 | Pan      | Entered Pandemonium
155630 | Pan      | Noticed Smic the pandemonium lord
155654 | Pan      | Killed Smic the pandemonium lord
156286 | Pan      | Noticed Joynoymn the pandemonium lord
156404 | Pan      | Identified the amulet of Pnompi
156407 | Pan      | Killed Joynoymn the pandemonium lord
156481 | Pan      | Got a colourful book
156486 | Pan      | Identified the Collected Works on Lethal Flames (You found it in Pandemonium)
156495 | D:24     | Escaped the Pandemonium.
156518 | Pan      | Entered Pandemonium
156595 | Pan      | Noticed Juddeup the pandemonium lord
156595 | Pan      | Killed Juddeup the pandemonium lord
156654 | Pan      | Found an exit through the horrors of the Abyss.
156923 | Pan      | Noticed Olaskifa the pandemonium lord
156924 | Pan      | Killed Olaskifa the pandemonium lord
156986 | Pan      | Reached skill level 5 in Evocations
157414 | D:24     | Escaped the Pandemonium.
157436 | Pan      | Entered Pandemonium
157781 | Pan      | Noticed Doqoyjasu the pandemonium lord
157781 | Pan      | Killed Doqoyjasu the pandemonium lord
157851 | D:24     | Escaped the Pandemonium.
158842 | Pan      | Entered Pandemonium
159036 | Pan      | Noticed Gaeruoth the pandemonium lord
159063 | Pan      | Killed Gaeruoth the pandemonium lord
159357 | Pan      | Identified the cursed -1 pair of gloves "Mafee"
159732 | Pan      | Got an engraved book
159737 | Pan      | Identified Boymiot's Grimoire of Floating Conjuration (You found it in Pandemonium)
160016 | Pan      | Noticed Mnaib the pandemonium lord
160018 | Pan      | Killed Mnaib the pandemonium lord
160023 | D:24     | Escaped the Pandemonium.
160076 | Pan      | Entered Pandemonium
160370 | Pan      | Noticed Thiwogae the pandemonium lord
160372 | Pan      | Killed Thiwogae the pandemonium lord
160513 | Pan      | Found an exit through the horrors of the Abyss.
160881 | Pan      | Found an exit through the horrors of the Abyss.
161196 | Pan      | Noticed Losmuxt the pandemonium lord
161218 | Pan      | Killed Losmuxt the pandemonium lord
161264 | Pan      | Entered the realm of Lom Lobon.
161881 | Pan      | Noticed Lom Lobon
161881 | Pan      | Killed Lom Lobon
161985 | Pan      | Got a magical rune of Zot
162198 | Pan      | Noticed Pleocica the pandemonium lord
162230 | Pan      | Killed Pleocica the pandemonium lord
162230 | Pan      | Reached skill level 27 in Fighting
162379 | Pan      | Found an exit through the horrors of the Abyss.
162531 | Pan      | Noticed Zitwow the pandemonium lord
162569 | Pan      | Killed Zitwow the pandemonium lord
162607 | Pan      | Got a demonic rune of Zot
162801 | Pan      | Noticed an ancient lich
162938 | Pan      | Found a gateway to a ziggurat.
162938 | Pan      | Noticed an ancient lich
162939 | Pan      | Noticed an ancient lich
162951 | Pan      | Killed an ancient lich
162970 | Pan      | Killed an ancient lich
162975 | Pan      | Killed an ancient lich
163047 | Pan      | You paid a toll of 4970 gold to enter a ziggurat.
163047 | Zig:1    | Entered Level 1 of a ziggurat
163064 | Zig:2    | Entered Level 2 of a ziggurat
163072 | Zig:2    | Reached skill level 1 in Throwing
163095 | Zig:3    | Entered Level 3 of a ziggurat
163100 | Zig:3    | Identified the +2 chain mail of Uleqyed
163131 | Zig:4    | Entered Level 4 of a ziggurat
163223 | Zig:5    | Entered Level 5 of a ziggurat
163335 | Zig:6    | Entered Level 6 of a ziggurat
163425 | Zig:7    | Entered Level 7 of a ziggurat
163784 | Zig:8    | Entered Level 8 of a ziggurat
163799 | Zig:8    | Identified the +1 robe of Otur
163821 | Zig:8    | Reached skill level 5 in Throwing
163915 | Zig:9    | Entered Level 9 of a ziggurat
164104 | Zig:10   | Entered Level 10 of a ziggurat
164119 | Zig:10   | Noticed a greater mummy
164184 | Zig:10   | Noticed a greater mummy
164186 | Zig:10   | Identified the ring "Phub"
164190 | Zig:10   | Killed a greater mummy
164195 | Zig:10   | Killed a greater mummy
164397 | Zig:11   | Entered Level 11 of a ziggurat
164547 | Zig:11   | Got a glistering book
164556 | Zig:11   | Identified the Almanac of Aid and Companions (You found it on level 11 of a ziggurat)
164594 | Zig:12   | Entered Level 12 of a ziggurat
164612 | Zig:12   | Identified the amulet of Leisij
164734 | Zig:13   | Entered Level 13 of a ziggurat
164766 | Zig:13   | Identified the ring "Karuupt"
164768 | Zig:13   | Identified the ring of Ucoum
164916 | Zig:13   | Reached skill level 10 in Throwing
164918 | Zig:13   | Reached skill level 5 in Air Magic
165095 | Zig:14   | Entered Level 14 of a ziggurat
165305 | Zig:15   | Entered Level 15 of a ziggurat
165385 | Zig:15   | Identified the amulet "Nawkoamm" (You took it off a spriggan berserker on level 15 of a ziggurat)
165484 | Zig:15   | Identified the ring of Modesty (You took it off a spriggan berserker on level 15 of a ziggurat)
165591 | Zig:15   | Identified the +4,+3 long sword "Orb Guardian's Foe" {freeze, Str+4} (You took it off a spriggan berserker on level 15 of a ziggurat)
165675 | Zig:15   | Got an engraved book
165679 | Zig:15   | Got an engraved book
165684 | Zig:15   | Got a colourful book
165688 | Zig:15   | Identified the Incunabulum of Slavery (You found it on level 15 of a ziggurat)
165690 | Zig:15   | Identified the Reference Book on Vitriolic Battle Magic (You found it on level 15 of a ziggurat)
165691 | Zig:15   | Identified Xeel's Volume of Nocuous Transmigration (You found it on level 15 of a ziggurat)
165728 | Zig:16   | Entered Level 16 of a ziggurat
165791 | Zig:16   | Identified the ring of Zet Frifoith (You took it off a draconian knight on level 16 of a ziggurat)
165809 | Zig:16   | Identified the cursed ring "Odghuogub" (You took it off a draconian annihilator on level 16 of a ziggurat)
165820 | Zig:16   | Identified the cursed -2 ice dragon armour "Tukkeydd"
165969 | Zig:16   | Got a blackened book
165974 | Zig:16   | Identified Olgreb's Handbook of Toxins (You found it on level 16 of a ziggurat)
166047 | Zig:17   | Entered Level 17 of a ziggurat
166076 | Zig:17   | Identified the cursed -2 leather armour "Foczeju"
166090 | Zig:17   | Reached skill level 1 in Crossbows
166247 | Zig:17   | Identified the +6,+0 dagger "Lithra" {flame, rC+ MR Str-2} (You found it on level 17 of a ziggurat)
166263 | Zig:17   | Identified the +3 blowgun "Vampire's Peril" {speed, rC+} (You found it on level 17 of a ziggurat)
166286 | Zig:17   | Got a graven book
166292 | Zig:17   | Identified Schehimi's Catalogue of Evil Arts (You found it on level 17 of a ziggurat)
166396 | Zig:17   | Learned a level 6 spell: Metabolic Englaciation
166399 | Zig:18   | Entered Level 18 of a ziggurat
166746 | Zig:18   | Reached skill level 5 in Crossbows
166966 | Zig:18   | Identified the amulet "Klampa"
166974 | Zig:18   | Identified the cursed -2 splint mail of Curiosity (You found it on level 18 of a ziggurat)
166977 | Zig:18   | Got the mace of the Scroll {crush, MR Int+2}
167100 | Zig:19   | Entered Level 19 of a ziggurat
167207 | Zig:19   | Identified the cursed +1 cloak of Ehutri
167207 | Zig:19   | Identified the +2 robe of the Armadillo
167505 | Zig:19   | Got a glistering book
167512 | Zig:19   | Identified the Grimoire of Moulding and the Arsonist (You found it on level 19 of a ziggurat)
167526 | Zig:19   | Got a conspicuous book
167540 | Zig:19   | Identified the Papyrus of Intoxication and Changing (You found it on level 19 of a ziggurat)
167557 | Zig:20   | Entered Level 20 of a ziggurat
167789 | Zig:20   | Identified the cursed -4 cloak "Stian"
167794 | Zig:20   | Identified the ring "Vebel" (You took it off a deep elf fighter on level 20 of a ziggurat)
167974 | Zig:20   | Identified the +11,+1 demon blade of Dischord {pain, rF++} (You took it off a deep elf conjurer on level 20 of a ziggurat)
168229 | Zig:20   | Identified the +0,+3 sabre "Rutzoh" {slice, Str-1} (You took it off a deep elf fighter on level 20 of a ziggurat)
168355 | Zig:20   | Reached skill level 10 in Armour
168366 | Zig:20   | Got a graven book
168367 | Zig:20   | Identified Roxanne's Reference Book on Earthen Shape Shifting (You found it on level 20 of a ziggurat)
168405 | Zig:21   | Entered Level 21 of a ziggurat
168440 | Zig:21   | Reached skill level 10 in Crossbows
168724 | Zig:21   | Reached skill level 1 in Axes
169156 | Zig:22   | Entered Level 22 of a ziggurat
169321 | Zig:22   | Reduced skill Crossbows to level 10
169379 | Zig:22   | Reached skill level 5 in Axes
169853 | Zig:22   | Got a rare book
169857 | Zig:22   | Identified Sif Muna's Collected Works on Supportive Toxins (You found it on level 22 of a ziggurat)
169965 | Zig:23   | Entered Level 23 of a ziggurat
170945 | Zig:23   | Identified the +7 storm dragon armour of Perpetual Drought (You took it off a naga warrior on level 23 of a ziggurat)
170965 | Zig:23   | Identified the ring "Puiz" (You took it off a naga on level 23 of a ziggurat)
171534 | Zig:23   | Got a graven book
171538 | Zig:23   | Identified the Catalogue of Translocation (You found it on level 23 of a ziggurat)
171561 | Zig:23   | Identified the cursed -3,-3 demon blade "ETAOIN SHRDLU" {flame, rElec} (You found it on level 23 of a ziggurat)
171577 | Zig:24   | Entered Level 24 of a ziggurat
171637 | Zig:24   | Reached skill level 10 in Axes
171766 | Zig:24   | Identified the +0 chain mail "Fuihak" (You took it off a red devil on level 24 of a ziggurat)
172293 | Zig:24   | Identified the cursed -10 splint mail of Lotsaf
172453 | Zig:25   | Entered Level 25 of a ziggurat
172481 | Zig:25   | Noticed a silver star
172481 | Zig:25   | Noticed a silver star
172485 | Zig:25   | Noticed a silver star
172495 | Zig:25   | Noticed a silver star
172500 | Zig:26   | Entered Level 26 of a ziggurat
172863 | Zig:26   | Reached skill level 5 in Summonings
172894 | Zig:26   | Reduced skill Crossbows to level 5
173048 | Zig:26   | Identified the amulet of Zeenoj (You took it off an iron imp on level 26 of a ziggurat)
173352 | Zig:27   | Entered Level 27 of a ziggurat
173871 | Zig:27   | Identified the amulet of Wautucam (You took it off a naga warrior on level 27 of a ziggurat)
174093 | Zig:27   | Identified the ring "Ryimysun" (You took it off a naga mage on level 27 of a ziggurat)
174212 | Zig:27   | Reached skill level 10 in Summonings
174295 | Zig:27   | Identified the +1 robe of Lugonu's Hope (You took it off a naga warrior on level 27 of a ziggurat)
174490 | Zig:27   | Identified the amulet "Vuusuimu" (You took it off a greater naga on level 27 of a ziggurat)
174686 | Zig:27   | Got a levitating book
174699 | Zig:27   | Identified the Tome of Frigorific Hexes (You found it on level 27 of a ziggurat)
175286 | Pan      | Noticed Kuyrghuto the pandemonium lord
175288 | Pan      | Killed Kuyrghuto the pandemonium lord
175303 | Pan      | Identified the +6,+3 dagger of the Slime-mold {stab, rPois Dex+3 Int-3} (You found it in Pandemonium)
175851 | Pan      | Entered the realm of Mnoleg.
175931 | Pan      | Noticed Mnoleg
176021 | Pan      | Killed Mnoleg
176934 | Pan      | Got a glowing rune of Zot
177078 | Pan      | Identified the ring "Bruem" (You took it off a crimson imp in Pandemonium)
177115 | Pan      | Reduced skill Crossbows to level 1
177120 | Pan      | Noticed Muets the pandemonium lord
177122 | Pan      | Killed Muets the pandemonium lord
177149 | Pan      | Got a rare book
177150 | Pan      | Identified the Collected Works on Assistive Evil (You found it in Pandemonium)
177457 | D:24     | Escaped the Pandemonium.
178215 | Orc:4    | Bought a shiny dwarven large shield for 207 gold pieces
178879 | Pan      | Entered Pandemonium
179376 | Pan      | Reached skill level 15 in Armour
179409 | Pan      | Noticed Voasel the pandemonium lord
179409 | Pan      | Killed Voasel the pandemonium lord
179409 | Pan      | Reached skill level 15 in Throwing
179632 | Pan      | Noticed Qeqiuxke the pandemonium lord
179644 | Pan      | Killed Qeqiuxke the pandemonium lord
179696 | Pan      | Got a glistering book
179698 | Pan      | Identified Crymehei's Catalogue of Flying Talismans (You found it in Pandemonium)
179738 | Pan      | Found an exit through the horrors of the Abyss.
180429 | Pan      | Noticed Chuqodgh the pandemonium lord
180441 | Pan      | Killed Chuqodgh the pandemonium lord
180444 | D:24     | Escaped the Pandemonium.
180460 | Pan      | Entered Pandemonium
180953 | Pan      | Noticed Plaojiups the pandemonium lord
180953 | Pan      | Killed Plaojiups the pandemonium lord
181470 | Pan      | Entered the realm of Cerebov.
181523 | Pan      | Identified the cursed -2 leather armour of Trial and Error
182407 | Pan      | Noticed Cerebov
182656 | Pan      | Got a yellowed book
182658 | Pan      | Identified the Reference Book on Attacks and Stones (You found it in Pandemonium)
183646 | Pan      | Got a fiery rune of Zot
183680 | Pan      | Noticed Ivuotwui the pandemonium lord
183719 | Pan      | Killed Ivuotwui the pandemonium lord
183733 | Pan      | Reached skill level 10 in Necromancy
184016 | D:24     | Escaped the Pandemonium.
184885 | Pan      | Entered Pandemonium
185340 | Pan      | Noticed Woadung the pandemonium lord
185347 | Pan      | Killed Woadung the pandemonium lord
185531 | Pan      | Entered the realm of Gloorx Vloq.
185556 | Pan      | Reduced skill Axes to level 10
185656 | Pan      | Noticed Gloorx Vloq
185656 | Pan      | Killed Gloorx Vloq
185993 | Pan      | Got a dark rune of Zot
186993 | Pan      | Noticed Clokiz the pandemonium lord
186999 | Pan      | Killed Clokiz the pandemonium lord
187046 | Pan      | Identified the cursed +4,+5 dagger of the Dead {venom, Str-2 Dex+3 Stlth++} (You found it in Pandemonium)
187060 | D:24     | Escaped the Pandemonium.
187986 | Tar:1    | Entered Level 1 of Tartarus
188062 | Tar:2    | Reduced skill Axes to level 5
189108 | Tar:7    | Entered Level 7 of Tartarus
189141 | Tar:7    | Reached skill level 5 in Axes
189404 | Tar:7    | Identified the +0 mottled dragon armour of Twousmyi
189542 | Tar:7    | Got a levitating book
189545 | Tar:7    | Identified the Incunabulum of Snow (You found it on level 7 of Tartarus)
189553 | Tar:7    | Identified the +1 leather armour "Bogata"
189553 | Tar:7    | Identified the ring of Kinuob
190348 | Tar:2    | Reached skill level 10 in Axes
191084 | Tar:7    | Got an engraved book
191087 | Tar:7    | Identified Choedgheg's Incunabulum of Noxious Battle Magic (You found it on level 7 of Tartarus)
191101 | Tar:7    | Got a sparkling book
191103 | Tar:7    | Got a yellowed book
191109 | Tar:7    | Identified Nim Dougecra's Catalogue of Arcane Weapons (You found it on level 7 of Tartarus)
191109 | Tar:7    | Identified Clubleowan's Almanac of Attacks (You found it on level 7 of Tartarus)
191894 | Tar:7    | Noticed Ereshkigal
191956 | Tar:7    | Got a bone rune of Zot
192025 | Hell     | Gained mutation: Your mind is acute (Int +1). [potion of gain intelligence]
192157 | Geh:1    | Entered Level 1 of Gehenna
193523 | Geh:6    | Reached skill level 15 in Short Blades
193562 | Geh:6    | Reduced skill Axes to level 10
193635 | Geh:7    | Entered Level 7 of Gehenna
193945 | Geh:7    | Reached skill level 27 in Spellcasting
193987 | Geh:7    | Reached skill level 15 in Long Blades
194311 | Geh:7    | Got a yellowed book
194394 | Geh:7    | Identified Sif Muna's Handbook of the Oath (You found it on level 7 of Gehenna)
195311 | Lair:2   | Learned a level 6 spell: Deflect Missiles
195319 | Lair:2   | Learned a level 6 spell: Haste
195596 | Lair:7   | Gained mutation: Your mind is acute (Int +2). [potion of gain intelligence]
196273 | Geh:7    | Noticed Asmodeus
196351 | Geh:7    | Killed Asmodeus
196473 | Geh:7    | Got an obsidian rune of Zot
197604 | Dis:1    | Entered Level 1 of the Iron City of Dis
197642 | Dis:1    | Paralysed by the effects of Hell for 2 turns
198951 | Dis:7    | Entered Level 7 of the Iron City of Dis
199210 | Dis:7    | Reduced skill Axes to level 5
200514 | Dis:7    | Noticed the Serpent of Hell
200516 | Dis:7    | Killed the Serpent of Hell
200562 | Dis:7    | Got an iron rune of Zot
200577 | Dis:7    | Noticed Dispater
200577 | Dis:7    | Killed Dispater
200579 | Dis:7    | Reduced skill Axes to level 1
201109 | Dis:7    | Identified the ring "Gaduad"
201109 | Dis:7    | Identified the ring of Desertification
201192 | Coc:1    | Entered Level 1 of Cocytus
201731 | Coc:7    | Entered Level 7 of Cocytus
201983 | Coc:7    | Identified the cursed -1 robe of Folly
202704 | Coc:7    | Noticed Antaeus
203223 | Coc:7    | Got an icy rune of Zot
203957 | D:26     | Voluntarily entered the Abyss.
204459 | Abyss    | Found a bloodstained altar of Trog.
204751 | Abyss    | Found a shimmering altar of Xom.
204944 | Abyss    | Found a corrupted altar of Lugonu.
204981 | Abyss    | Found a basalt altar of Yredelemnul.
205071 | Abyss    | Found a corrupted altar of Lugonu.
205271 | Abyss    | Found a corrupted altar of Lugonu.
205823 | Abyss    | Found a bloodstained altar of Trog.
205829 | Abyss    | Found a snail-covered altar of Cheibriados.
206263 | Abyss    | Found a glowing golden altar of the Shining One.
206282 | Abyss    | Found a glowing golden altar of the Shining One.
206423 | Abyss    | Got an abyssal rune of Zot
206533 | D:26     | Escaped the Abyss.
207238 | Tomb:3   | Got a golden rune of Zot
207441 | Vaults:8 | Got a silver rune of Zot
207968 | Orc:1    | Noticed Gastronok
208070 | Orc:1    | Killed Gastronok
208383 | Orc:1    | Bought a scroll of fog for 56 gold pieces
208383 | Orc:1    | Bought a scroll of fog for 56 gold pieces
208383 | Orc:1    | Bought a potion of restore abilities for 84 gold pieces
208644 | Spider:5 | Got a gossamer rune of Zot
208900 | Swamp:5  | Got a decaying rune of Zot
209568 | Zot:1    | Entered Level 1 of the Realm of Zot
209736 | Zot:4    | Noticed a curse toe
209767 | Zot:4    | Killed a curse toe
209856 | Zot:5    | Entered Level 5 of the Realm of Zot
210002 | Zot:5    | Noticed a curse toe
210045 | Zot:5    | Killed a curse toe
210404 | Zot:5    | Noticed an ancient lich
210408 | Zot:5    | Killed an ancient lich
210442 | Zot:5    | Noticed an ancient lich
210473 | Zot:5    | Killed an ancient lich
210537 | Zot:5    | Noticed a Killer Klown
210585 | Zot:5    | Noticed an orb of fire
210587 | Zot:5    | Killed a Killer Klown
210678 | Zot:5    | Noticed an ancient lich
210690 | Zot:5    | Noticed a Killer Klown
210693 | Zot:5    | Killed an orb of fire
210694 | Zot:5    | Noticed an ancient lich
210695 | Zot:5    | Noticed an orb of fire
210696 | Zot:5    | Killed a Killer Klown
210700 | Zot:5    | Killed an ancient lich
210703 | Zot:5    | Killed an orb of fire
210706 | Zot:5    | Noticed an ancient lich
210726 | Zot:5    | Killed an ancient lich
210737 | Zot:5    | Killed an ancient lich
210751 | Zot:5    | Noticed an orb of fire
210853 | Zot:5    | Noticed an orb of fire
210903 | Zot:5    | Killed an orb of fire
211135 | Zot:5    | Got the Orb of Zot
211253 | Zot:5    | Noticed Cowkiax the pandemonium lord
211559 | D:27     | Noticed Bracomal the pandemonium lord
211572 | D:27     | Noticed Usyd the pandemonium lord
211588 | D:27     | Killed Bracomal the pandemonium lord
211629 | D:27     | Noticed Lusug the pandemonium lord
211939 | D:11     | Noticed Dout the pandemonium lord
212125 | D:$      | Escaped with the Orb!
             

Spider Stomper

Posts: 206

Joined: Thursday, 28th July 2011, 06:11

Post Saturday, 13th July 2013, 07:03

The Silent Assasin: a Conduct on Playing a VpEn of Ashenzari

Conclusions and Acknowledgements:

Man, I'm so glad that this is over. It really turned out into a major project, and a huge time sink, for me.

I tried to demonstrate how strong a somewhat arch-type of build was possible in DCSS. Most of the time you read about optimal cookie-cutter builds, or how to transform a starting race/background into one. Not saying this character type isn't, I believe I showed how capable it can actually be. (Remember; stabs are one-hit kills!)

The character type is actually quite simple. No super weapon (or gear) is required, then once you have some confidence with your stealth abilities, and a little experience with using the hexes school in aiding to set up some stabs, then the final major area of keeping everything quiet in the dungeon eventually just makes it all fall into place. I stress being quiet a lot, because that means the monsters stay in place, and allows you to control how the game flows. Then you can plan (set-up) the stabs and avoid taking any damage in return.

I talked about a lot of stuff, trying to give ideas and maybe stem the imagination, so that you may try new things and enhance your own enjoyment of playing the game. The game is completely playable with whatever information is provided in the documentation. No need to spoil yourself. Like I don't know what everything does, nor all of the game mechanics. But once I get comfortable with a particular character, and learn its relative limitations, then it will be either a major blunder on my part, or trying to force the character in doing something they're not suited for, that will cause a death.

I went through quite some lengths in trying out some different ideas, as well as doing some extreme stuff (like the two ziggurats and the, -2,-4 dagger on Zot monsters at the end). This was to prove some points. Hopefully you shouldn't have to go through any of these, as the work has already been done above.

Some things that you might be curious about:

- The throwing nets I got from traps by disarming them.

- Four blink scrolls were used the entire game; 1. Read identification when it was unknown. 2. To get a stab on Boris in the Swamp. 3. and 4. To extricate myself from, and then escape a holy being ziggurat level. (Oh yes, I also used 6x blink scrolls to get access to a treasure trove.) You will notice that I never learned the Blink spell either. So the idea of not placing yourself in any dangerous position, and to kill while taking no damage in return, can be surmised from the amount of "blinks" actually required (looks like two total, #3 and #4).

- Haste was used maybe 10 to 12 times the entire game on my character itself. And I even dropped it from the spell set for quite a long time. Haste was used much more liberally on minions though, often to quite amusing effects.

- Summon Butterflies was never cast.

- No spells that do any type of direct damage to a monster was ever memorized.

- With all the extra experience, after clearing out the areas of the first three runes, I eventually developed this character into a melee hybrid. I needed somewhere to put the experience - the game won't let you shut off all the skills, you need at least one active. Melee was never my preferred choice in killing monsters, even after I technically could. I stayed true to the game play style outlined in the original post.

- I missed just one stab all game, the one on Asmodeus. But now I think that I might have not had a dagger in hand at the time, but instead the artefact short sword of Cowardice. (I can't see any other explanation on why I missed it.)



It is too bad that I have such limited knowledge in computer stuff, else I would make a video of such a character. However, I do have some good news in this regard, and that is that ZoFy has made a short one which demonstrates a good number of the things I tried to describe in this thread. You can view it here: ZoFy's DsAs in Zot 5. He demonstrates the uses of the spells of; Darkness, Silence, Invisibility, and Ashenzari's astral sight ability to determine what exactly is coming up. Also, take particular notice of how he uses Passwall to cut corners and limit the monsters viewing time of him in open terrain.



I'd like to thank the people who sent me messages concerning this work, as well as those that encouraged me to complete it.


And finally: A big thank you to the people responsible for programing and developing DCSS as a game that can be enjoyed by so many ordinary people, like me.
:)

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Post Saturday, 13th July 2013, 09:51

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

At that point using any short blade whoud do the same amount of bonus damage, be it a dagger of a short sword.
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Post Tuesday, 16th July 2013, 15:22

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Trying to make a VpEn with this one as a 'model', I have a concern about stats.
Your final character has amazing 20/37/34 stats
Respective bonuses from equipment + mutations are 6/9/14, which makes naked 14/28/20 (total 62).
9 points from every 3 levels, and vampires seems not to earn other automatic stat points
Starting stats are 7/17/14 (total 38)
38 + 9 = 47 and 62 - 47 = 15
So my question is, where the hell did you find those 15 stat points ??

NB : I play 0.12 and your dump is from 0.11, maybe vampires used to get other stat points...
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Fastest Hell runes (enter Hell branch -> get the rune)
Icy : 56 / Iron : 126 / Obsidian : 215 / Bone : 125

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Post Wednesday, 17th July 2013, 03:04

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Hi mopl,

Hmmm....
Good question, now I have to dissect the character some (good thing I posted several morgues)...
Looks like I went with my traditional; +2 strength, +4 intelligence, +3 dexterity, on the nine level ups...
Your count on the mutations and gear checks out...
Okay, found what you're looking for:
  Code:
@: regenerating slowly, mighty, brilliant, agile, very slightly contaminated,
extraordinarily resistant to hostile enchantments, extremely stealthy

mighty = potion of might
brilliant = potion of brilliance
agile - potion of agility

That's me having quaffed the relative potions. I'm at the end of the 'orb escape run', so I drink whichever ones I haven't used all game on the run up through the dungeon - cause there's no tomorrow any ways. (By the way: The reason I'm listed as 'extremely stealthy', instead of 'uncannily stealthy', is because I have the orb in possession.)



Concerning stats in general:

Yes, those are amazing, but that is from having completed a fully runed game - plus - 2x complete ziggurats. That's not normal, especially for this type of character, as ziggurats aren't "stealth & stab" friendly.
For a more realistic set of stats, look at this morgue instead.
Now, this character does not depend on, outstanding weapons, gear, or even stats to be successful. Quite the contrary in fact, if you read through what I wrote in the thread, just a few skills, passive god abilities, and a planned approach (attitude) to clearing out areas.


(I have since upgraded to version 12.2, and vampires still have the same dismal 9 stat increases. At least we can choose where they go. ;) )

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mopl
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Post Wednesday, 17th July 2013, 12:34

Re: The Silent Assasin: a Conduct on Playing a VpEn of Ashen

Thx for answer. As you can see, I'm not done yet with VpEn !
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Fastest Hell runes (enter Hell branch -> get the rune)
Icy : 56 / Iron : 126 / Obsidian : 215 / Bone : 125

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