I've recently rolled a VpEn, who died shamefully on Tomb:2, and I too need some advice, although for late-end game
Anyway, I can firstly give some some advices about I learned from the first part of the game. They're mainly focused on VpEn:
- as said by eeviac, first thing to learn is to pick your fights. This is probably the most important lesson to know and respect: the starting abilities, items and spells of the class make easy for them to select the foes to approach and kill quickly and very hard to survive in a extended fight. In others words, once the enemies are waked up you are going to have big trouble. This rule apply against both single-strong opponent and large pack of enemies.
In the fist case, always consider if is worthy to risk you life trying to stab a powerful opponent: he could wake up when you're two tiles away, or you couldn't instant-stab it. In both situation a stealthy character isn't probably going to survive. In this case is usually better to leave him sleeping and return to kill him when you are higher-level and with better spells. I've lost a VpEn with GREAT equipment to learn that
- Sometimes you can't sleep-stab a large number of relative weak enemies. In this case, it's usually safe to stab your opponents as long as stealth allows it, then finish them using your disabling spells. Always retreat until you can fight in corridor or stair-dance, and don't wait to run away until you're out of mana and almost dead: for example, confuse is a great spell to disable one enemy and block a corridor, but it can always be resisted so you could need a couple of turns and some mana to safely retreat!
Moreover, if you meet one pack where the stronger enemies (orc warriors of priest, for example) are behind the weaker ones, it's much better to find another router to approach firstly the stronger ones.
- Sp can be less selective about the enemies to face: their insane speed and evasion let them to face even strong fighter-type opponent without too much worries. On the other hand, I believe that VpEn should always stay at least at thirsty state, because rpois is great to have early on, the stealth bonus is useful and the bat-transformation is the best way they have to escape from danger
- about training: I've found that an hybrid like an En equally needs all the skill he uses. So, I only disable uc for Vp and focus on Spellcasting until I can memorize Confusion. Then, I'd keep all the skill active. Maybe Stealth could be disabled after it has reached 10, until Lair and Orc are cleared, but I don't believe it's so important. The only other exception is if you want invisiblity earlier (but it shouldn't be really necessary until lair:7), so maybe focus on hexes at a certain point could be worthy.
- invisibility is all you need for mid-game, in later part you should add some other spell, as Alistair's Intoxication, or Mass Confusion.
Now, my question: I've already cleared all the easier ending branches of the dungeon (Elf, Vault, Slimes, Shoal, Swamp and Zot), where there are a lot of spells useful to disable enemies when stealth fails.
However, I couldn't imagine a wat to rely on stabbing as the main way to kill enemies in area like Tomb and later, where enemies can't be reliably approached with stealth (even being uncannily stealthy!) and who can't be confused by spells, being piratically immune to everything. So, does a strategy which allow a stealthy character to rely on stabbing in late-end game exist?