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		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83636</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
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				<updated>2025-07-04T11:17:14Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: &lt;/p&gt;
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{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
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{{flavour|If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
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''The Knight of GnIE, if you will.''}}&lt;br /&gt;
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This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
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The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
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'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
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I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
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If you want to see my gameplay from this character, you can watch the [https://youtu.be/9PdgSk-usDY first gameplay video from the streak].&lt;br /&gt;
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     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
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=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
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Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
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'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
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'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
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So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
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That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
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Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
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     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
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''So, this character is designed to do a few key things:''&lt;br /&gt;
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'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
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'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
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'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
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With that in mind, how does this specific combo achieve this?&lt;br /&gt;
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=Why Gnoll?=&lt;br /&gt;
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Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
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It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
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But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
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The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
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This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
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However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
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The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
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For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
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     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
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[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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=Why Ice Elementalist?=&lt;br /&gt;
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Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
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* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses evasion shouldn't be underestimated in the early game. While Ramparts does check armour, most of your early game threats rely on evasiveness to kill you - this lets you bypass evasion and kill them first!  Having an AOE in the starting book can’t be underestimated either, as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based. Other top starting books are either less efficient, have no AOE, or lack summons.&lt;br /&gt;
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* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
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* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
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[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
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'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
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'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
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'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
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In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
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That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
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=Current God Meta=&lt;br /&gt;
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Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
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The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
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No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
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However, we can have our cake and eat it too.&lt;br /&gt;
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You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
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Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
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=So, Why Force Ashenzari?=&lt;br /&gt;
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There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
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For the Gnoll, it’s Ashenzari.&lt;br /&gt;
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Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
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Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
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As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
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This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
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[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
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Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
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In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
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'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
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'''2.''' Let you see through invisibility early.&lt;br /&gt;
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'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
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'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
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'''5.''' Remove Malevolent Forces.&lt;br /&gt;
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Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
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It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
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In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
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=Summary Of The Build=&lt;br /&gt;
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The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
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It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
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[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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=How Do You Play This Character?=&lt;br /&gt;
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If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
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This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
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In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
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'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
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'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
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'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
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'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
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'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
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'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
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'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
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'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
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'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
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'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
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'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
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 &lt;br /&gt;
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=General Branch Order For This Character:=&lt;br /&gt;
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'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
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Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
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I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
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=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
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'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
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'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
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'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
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=What Spells To Watch For?=&lt;br /&gt;
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Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
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'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
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I also have a video explaining my Top 10 spells for 0.33, you can [https://youtu.be/x58048NRGDA watch it here!]&lt;br /&gt;
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&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
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If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode. But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
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[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83635</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83635"/>
				<updated>2025-07-04T11:13:32Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: &lt;/p&gt;
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{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
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{{flavour|If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
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''The Knight of GnIE, if you will.''}}&lt;br /&gt;
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This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
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The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
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'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
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I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
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If you want to see my gameplay from this character, you can watch the [https://youtu.be/9PdgSk-usDY first gameplay video from the streak].&lt;br /&gt;
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     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
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&lt;br /&gt;
=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
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Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
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'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
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'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
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So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
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That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
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Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
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     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
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''So, this character is designed to do a few key things:''&lt;br /&gt;
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'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
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'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
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'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
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With that in mind, how does this specific combo achieve this?&lt;br /&gt;
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=Why Gnoll?=&lt;br /&gt;
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Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
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It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
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But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
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The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
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This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
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However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
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The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
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For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
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     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
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[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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=Why Ice Elementalist?=&lt;br /&gt;
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Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
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* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses evasion shouldn't be underestimated in the early game. While Ramparts does check armour, most of your early game threats rely on evasiveness to kill you - this lets you bypass evasion and kill them first!  Having an AOE in the starting book can’t be underestimated either, as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based. Other top starting books are either less efficient, have no AOE, or lack summons.&lt;br /&gt;
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* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
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* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
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[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
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'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
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'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
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'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
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In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
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That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
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=Current God Meta=&lt;br /&gt;
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Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
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The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
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No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
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However, we can have our cake and eat it too.&lt;br /&gt;
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You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
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Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
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=So, Why Force Ashenzari?=&lt;br /&gt;
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There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
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For the Gnoll, it’s Ashenzari.&lt;br /&gt;
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Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
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Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
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As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
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This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
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[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
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Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
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In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
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'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
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'''2.''' Let you see through invisibility early.&lt;br /&gt;
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'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
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'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
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'''5.''' Remove Malevolent Forces.&lt;br /&gt;
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Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
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It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
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In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
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=Summary Of The Build=&lt;br /&gt;
&lt;br /&gt;
The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
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It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
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&lt;br /&gt;
[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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=How Do You Play This Character?=&lt;br /&gt;
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If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
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This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
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In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
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'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
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'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
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'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
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'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
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'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
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'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
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'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
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'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
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'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
&lt;br /&gt;
'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
&lt;br /&gt;
'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=General Branch Order For This Character:=&lt;br /&gt;
&lt;br /&gt;
'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
&lt;br /&gt;
Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
&lt;br /&gt;
I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
&lt;br /&gt;
'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
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'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
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'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
=What Spells To Watch For?=&lt;br /&gt;
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Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
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'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also have a video explaining my Top 10 spells for 0.33, you can [https://youtu.be/x58048NRGDA watch it here!]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
&lt;br /&gt;
If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode. But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
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[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83634</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83634"/>
				<updated>2025-07-04T11:12:49Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Added link to gameplay video&lt;/p&gt;
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{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
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{{flavour|If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
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''The Knight of GnIE, if you will.''}}&lt;br /&gt;
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This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
&lt;br /&gt;
The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
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'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
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I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
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If you want to see my gameplay from this character, you can watch the [https://youtu.be/9PdgSk-usDY first gameplay video from the streak].&lt;br /&gt;
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     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
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&lt;br /&gt;
=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
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'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
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'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
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So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
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That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
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Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
&lt;br /&gt;
     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
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''So, this character is designed to do a few key things:''&lt;br /&gt;
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'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
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'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
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'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
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&lt;br /&gt;
With that in mind, how does this specific combo achieve this?&lt;br /&gt;
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=Why Gnoll?=&lt;br /&gt;
&lt;br /&gt;
Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
&lt;br /&gt;
It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
&lt;br /&gt;
But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
&lt;br /&gt;
The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
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This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
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However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
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The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
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For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
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     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
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&lt;br /&gt;
[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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=Why Ice Elementalist?=&lt;br /&gt;
&lt;br /&gt;
Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
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* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses evasion shouldn't be underestimated in the early game. While Ramparts does check armour, most of your early game threats rely on evasiveness to kill you - this lets you bypass evasion and kill them first!  Having an AOE in the starting book can’t be underestimated either, as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based. Other top starting books are either less efficient, have no AOE, or lack summons.&lt;br /&gt;
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* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
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* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
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[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
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'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
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'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
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'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
&lt;br /&gt;
In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
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That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
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=Current God Meta=&lt;br /&gt;
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Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
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The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
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No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
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However, we can have our cake and eat it too.&lt;br /&gt;
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You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
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Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
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=So, Why Force Ashenzari?=&lt;br /&gt;
&lt;br /&gt;
There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
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For the Gnoll, it’s Ashenzari.&lt;br /&gt;
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Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
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Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
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As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
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This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
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&lt;br /&gt;
[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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&lt;br /&gt;
Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
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Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
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In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
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'''2.''' Let you see through invisibility early.&lt;br /&gt;
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'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
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'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
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'''5.''' Remove Malevolent Forces.&lt;br /&gt;
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Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
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It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
&lt;br /&gt;
In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
&lt;br /&gt;
=Summary Of The Build=&lt;br /&gt;
&lt;br /&gt;
The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
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It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
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&lt;br /&gt;
[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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&lt;br /&gt;
=How Do You Play This Character?=&lt;br /&gt;
&lt;br /&gt;
If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
&lt;br /&gt;
This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
&lt;br /&gt;
In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
&lt;br /&gt;
'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
&lt;br /&gt;
'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
&lt;br /&gt;
'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
&lt;br /&gt;
'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=General Branch Order For This Character:=&lt;br /&gt;
&lt;br /&gt;
'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
&lt;br /&gt;
Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
&lt;br /&gt;
I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
&lt;br /&gt;
'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
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'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=What Spells To Watch For?=&lt;br /&gt;
&lt;br /&gt;
Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
&lt;br /&gt;
'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
&lt;br /&gt;
I also have a video explaining my Top 10 spells for 0.33, you can [https://youtu.be/x58048NRGDA watch it here!]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
&lt;br /&gt;
If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode. But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83627</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83627"/>
				<updated>2025-06-27T06:36:44Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
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{{flavour|If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
&lt;br /&gt;
''The Knight of GnIE, if you will.''}}&lt;br /&gt;
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&lt;br /&gt;
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This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
&lt;br /&gt;
The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
&lt;br /&gt;
'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
&lt;br /&gt;
I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
&lt;br /&gt;
If you want to see my gameplay from this character, you can watch the [https://youtu.be/9PdgSk-usDY first gameplay video from the streak].&lt;br /&gt;
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&lt;br /&gt;
     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
&lt;br /&gt;
'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
&lt;br /&gt;
'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
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That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
&lt;br /&gt;
Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
&lt;br /&gt;
     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
&lt;br /&gt;
''So, this character is designed to do a few key things:''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
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'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
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'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that in mind, how does this specific combo achieve this?&lt;br /&gt;
&lt;br /&gt;
=Why Gnoll?=&lt;br /&gt;
&lt;br /&gt;
Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
&lt;br /&gt;
It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
&lt;br /&gt;
But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
&lt;br /&gt;
The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
&lt;br /&gt;
This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
&lt;br /&gt;
However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
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The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
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For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
&lt;br /&gt;
     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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&lt;br /&gt;
=Why Ice Elementalist?=&lt;br /&gt;
&lt;br /&gt;
Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
&lt;br /&gt;
* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses evasion shouldn't be underestimated in the early game. While Ramparts does check armour, most of your early game threats rely on evasiveness to kill you - this lets you bypass evasion and kill them first!  Having an AOE in the starting book can’t be underestimated either, as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based. Other top starting books are either less efficient, have no AOE, or lack summons.&lt;br /&gt;
&lt;br /&gt;
* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
&lt;br /&gt;
* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
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&lt;br /&gt;
[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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&lt;br /&gt;
Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
&lt;br /&gt;
'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
&lt;br /&gt;
'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
&lt;br /&gt;
'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
&lt;br /&gt;
In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
&lt;br /&gt;
That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
&lt;br /&gt;
=Current God Meta=&lt;br /&gt;
&lt;br /&gt;
Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
&lt;br /&gt;
The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
&lt;br /&gt;
No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
&lt;br /&gt;
However, we can have our cake and eat it too.&lt;br /&gt;
&lt;br /&gt;
You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
&lt;br /&gt;
Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
&lt;br /&gt;
=So, Why Force Ashenzari?=&lt;br /&gt;
&lt;br /&gt;
There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
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For the Gnoll, it’s Ashenzari.&lt;br /&gt;
&lt;br /&gt;
Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
&lt;br /&gt;
Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
&lt;br /&gt;
As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
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This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
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&lt;br /&gt;
[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
&lt;br /&gt;
Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
&lt;br /&gt;
In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Let you see through invisibility early.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Remove Malevolent Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
&lt;br /&gt;
It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
&lt;br /&gt;
In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
&lt;br /&gt;
=Summary Of The Build=&lt;br /&gt;
&lt;br /&gt;
The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Do You Play This Character?=&lt;br /&gt;
&lt;br /&gt;
If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
&lt;br /&gt;
This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
&lt;br /&gt;
In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
&lt;br /&gt;
'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
&lt;br /&gt;
'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
&lt;br /&gt;
'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
&lt;br /&gt;
'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=General Branch Order For This Character:=&lt;br /&gt;
&lt;br /&gt;
'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
&lt;br /&gt;
Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
&lt;br /&gt;
I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
&lt;br /&gt;
'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=What Spells To Watch For?=&lt;br /&gt;
&lt;br /&gt;
Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
&lt;br /&gt;
'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
&lt;br /&gt;
If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode. But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83626</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83626"/>
				<updated>2025-06-27T06:26:21Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Clarify Ice Spells&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
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{{flavour|If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
&lt;br /&gt;
''The Knight of GnIE, if you will.''}}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
&lt;br /&gt;
The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
&lt;br /&gt;
'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
&lt;br /&gt;
I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
&lt;br /&gt;
If you want to see my gameplay from this character, you can watch the [https://youtu.be/9PdgSk-usDY first gameplay video from the streak].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
&lt;br /&gt;
'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
&lt;br /&gt;
'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
&lt;br /&gt;
That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
&lt;br /&gt;
Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
&lt;br /&gt;
     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
&lt;br /&gt;
''So, this character is designed to do a few key things:''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that in mind, how does this specific combo achieve this?&lt;br /&gt;
&lt;br /&gt;
=Why Gnoll?=&lt;br /&gt;
&lt;br /&gt;
Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
&lt;br /&gt;
It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
&lt;br /&gt;
But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
&lt;br /&gt;
The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
&lt;br /&gt;
This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
&lt;br /&gt;
However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
&lt;br /&gt;
The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
&lt;br /&gt;
For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
&lt;br /&gt;
     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why Ice Elementalist?=&lt;br /&gt;
&lt;br /&gt;
Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
&lt;br /&gt;
* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses evasion shouldn't be underestimated in the early game. While Ramparts does check armour, most of your early game threats rely on evasion to kill you - this lets you kill them first!  Having an AOE in the starting book can’t be underestimated either, as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based. Other top starting books are either less efficient, have no AOE, or lack summons.&lt;br /&gt;
&lt;br /&gt;
* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
&lt;br /&gt;
* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
&lt;br /&gt;
'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
&lt;br /&gt;
'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
&lt;br /&gt;
'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
&lt;br /&gt;
In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
&lt;br /&gt;
That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
&lt;br /&gt;
=Current God Meta=&lt;br /&gt;
&lt;br /&gt;
Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
&lt;br /&gt;
The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
&lt;br /&gt;
No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
&lt;br /&gt;
However, we can have our cake and eat it too.&lt;br /&gt;
&lt;br /&gt;
You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
&lt;br /&gt;
Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
&lt;br /&gt;
=So, Why Force Ashenzari?=&lt;br /&gt;
&lt;br /&gt;
There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
&lt;br /&gt;
For the Gnoll, it’s Ashenzari.&lt;br /&gt;
&lt;br /&gt;
Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
&lt;br /&gt;
Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
&lt;br /&gt;
As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
&lt;br /&gt;
This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
&lt;br /&gt;
Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
&lt;br /&gt;
In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Let you see through invisibility early.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Remove Malevolent Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
&lt;br /&gt;
It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
&lt;br /&gt;
In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
&lt;br /&gt;
=Summary Of The Build=&lt;br /&gt;
&lt;br /&gt;
The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Do You Play This Character?=&lt;br /&gt;
&lt;br /&gt;
If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
&lt;br /&gt;
This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
&lt;br /&gt;
In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
&lt;br /&gt;
'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
&lt;br /&gt;
'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
&lt;br /&gt;
'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
&lt;br /&gt;
'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=General Branch Order For This Character:=&lt;br /&gt;
&lt;br /&gt;
'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
&lt;br /&gt;
Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
&lt;br /&gt;
I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
&lt;br /&gt;
'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=What Spells To Watch For?=&lt;br /&gt;
&lt;br /&gt;
Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
&lt;br /&gt;
'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
&lt;br /&gt;
If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode. But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=83586</id>
		<title>Potion of cancellation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=83586"/>
				<updated>2025-06-14T05:05:15Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of cancellation&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A potion which ends most magical effects, good or bad, affecting one who drinks it. It also reduces magical contamination.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of cancellation''' immediately ends nearly all [[status effects]] you may be enjoying/suffering from. It also removes 1000-5000 points of [[magic contamination]]. The potion's description lists all your current status effects that can be removed by the potion.&lt;br /&gt;
&lt;br /&gt;
==Dispellable Effects==&lt;br /&gt;
These are also the effects that can be ended from [[Quicksilver Bolt]] (including the [[wand of quicksilver]]) and [[Yara's Violent Unravelling]]. The list of all affected [[status effect]]s is as follows:&amp;lt;ref&amp;gt;{{source ref|0.29.0|duration-data.h|L159}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===The Bad===&lt;br /&gt;
*Many action disabling effects:&lt;br /&gt;
**[[Bad form]]s&lt;br /&gt;
**-[[Blink]]&lt;br /&gt;
**[[Confusion]]&lt;br /&gt;
**[[Dimension Anchor]] (-Tele)&lt;br /&gt;
**[[Cause Fear|Fear]]&lt;br /&gt;
**[[Mesmerise]]d&lt;br /&gt;
**[[Miscast effects|Locked Down]] (Stuck)&lt;br /&gt;
**[[Petrify]]ing&lt;br /&gt;
**[[Silence]] (when used on the source of the aura; e.g. the potion works if you cast the spell, but not if an enemy cast the spell)&lt;br /&gt;
*Many debuffs:&lt;br /&gt;
**[[Corona]]&lt;br /&gt;
**[[Acid#Corrosion|Corroded]]&lt;br /&gt;
**[[Slow]]&lt;br /&gt;
**[[Vertigo]]&lt;br /&gt;
**[[Weak|Weakness]]&lt;br /&gt;
**[[Frozen]]&lt;br /&gt;
*Elemental [[vulnerability|vulnerabilities]]:&lt;br /&gt;
**[[Fire]] vulnerability (rF-)&lt;br /&gt;
**[[Strip Willpower]] (Will-)&lt;br /&gt;
**[[Virulence]] (rPois-)&lt;br /&gt;
**[[Scroll of vulnerability|Weak-willed]] (Will 1/2)&lt;br /&gt;
*Other effects:&lt;br /&gt;
**[[Flayed ghost|Flayed]]&lt;br /&gt;
**[[Doom hound|Howl]]&lt;br /&gt;
**[[Sap Magic]]&lt;br /&gt;
**[[Sentinel's Mark]]&lt;br /&gt;
**[[Sticky Flame]] (Fire)&lt;br /&gt;
&lt;br /&gt;
===The Good===&lt;br /&gt;
*[[Teleport]]ing&lt;br /&gt;
*Most effects available from [[potion]]s, excluding [[berserk]]:&lt;br /&gt;
**[[Potion of attraction|Attraction]]&lt;br /&gt;
**[[Potion of ambrosia|Ambrosia]]&lt;br /&gt;
**[[Brilliance]]&lt;br /&gt;
**[[Haste]]&lt;br /&gt;
**[[Invisible]]&lt;br /&gt;
**[[Might]]&lt;br /&gt;
**[[Resistance]]&lt;br /&gt;
**[[Agility]] (formerly from a [[potion of agility|potion]])&lt;br /&gt;
*[[Necromancy]] spells:&lt;br /&gt;
**[[Animate Dead]]&lt;br /&gt;
**[[Death Channel]]&lt;br /&gt;
*Certain other spells:&lt;br /&gt;
**[[Confusing Touch]]&lt;br /&gt;
**[[Disjunction]]&lt;br /&gt;
**[[Leda's Liquefaction|Liquefying]]&lt;br /&gt;
**[[Olgreb's Toxic Radiance]]&lt;br /&gt;
**[[Ozocubu's Armour]]&lt;br /&gt;
**[[Portal Projectile]]&lt;br /&gt;
**[[Swiftness]]&lt;br /&gt;
**[[Wereblood]]&lt;br /&gt;
&lt;br /&gt;
===Resistant Status Effects===&lt;br /&gt;
Rather than being dispelled outright, these status effects will have their duration set to 1 turn.&lt;br /&gt;
*[[Flight]]&lt;br /&gt;
*All [[Transmutations]] not listed above&lt;br /&gt;
&lt;br /&gt;
===Monster Status Effects===&lt;br /&gt;
These statuses can be cancelled normally, but are either exclusive to monsters, or a player wouldn't be able to act while in the status (where a monster's [[Quicksilver Bolt]] can end it).&lt;br /&gt;
&lt;br /&gt;
*[[Antimagic]] (only a status for monsters)&lt;br /&gt;
*[[Bind Souls]], [[Simulacrum]]&lt;br /&gt;
*[[Inner Flame]]&lt;br /&gt;
*[[Repel Missiles]]&lt;br /&gt;
*[[Word of Recall]]&lt;br /&gt;
*[[Paralysis]]&lt;br /&gt;
*[[Petrify|Petrified]] &lt;br /&gt;
*[[Sleep]]&lt;br /&gt;
&lt;br /&gt;
==Unaffected Status Effects==&lt;br /&gt;
===The Bad===&lt;br /&gt;
*[[Draining]]&lt;br /&gt;
*[[Barbs]]&lt;br /&gt;
*No Potions / No Scrolls&lt;br /&gt;
*[[Poison]]&lt;br /&gt;
*Action cooldowns:&lt;br /&gt;
**-[[Berserk]]&lt;br /&gt;
**-[[Death's Door|DDoor]]&lt;br /&gt;
**[[Exhaustion]]&lt;br /&gt;
**-[[Barachi|Hop]]&lt;br /&gt;
&lt;br /&gt;
===The Good===&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*[[Death's Door]]&lt;br /&gt;
*[[Dragon's Call]]&lt;br /&gt;
*[[Maxwell's Capacitive Coupling]] (though it ends if you do anything but wait)&lt;br /&gt;
*[[Powered By Death]]&lt;br /&gt;
*[[Polar Vortex]]&lt;br /&gt;
*[[Thunderdome#Quad damage|Quad Damage]]&lt;br /&gt;
*All [[god]]-granted status effects&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Potions of cancellation are rare, but quite useful. It can remove many dangerous status effects, such as [[Petrify]]. [[Mark]], and [[bad form]]s. It can also remove contamination in a pinch.&lt;br /&gt;
&lt;br /&gt;
Note that cancellation will also remove many useful statuses, such as Haste and Tele, so be careful. This makes monsters with Quicksilver Bolt some of the more dangerous foes in the game.&lt;br /&gt;
&lt;br /&gt;
Potions of cancellation aren't common, so try to conserve them if you can afford to. The following statuses may be ended via other sources:&lt;br /&gt;
*[[Confusion]] - quaffing a [[potion of curing]]&lt;br /&gt;
*[[Teleport]] - reading another [[scroll of teleportation]]&lt;br /&gt;
*[[Slow]] - negated by [[haste]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The list of the cancellable effects was added to the potion's description in [[0.27]].&lt;br /&gt;
*Potions of cancellation were added in [[0.15]], partially taking the role of [[scrolls of vulnerability]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=83585</id>
		<title>Potion of cancellation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=83585"/>
				<updated>2025-06-14T05:04:07Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of cancellation&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A potion which ends most magical effects, good or bad, affecting one who drinks it. It also reduces magical contamination.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of cancellation''' immediately ends nearly all [[status effects]] you may be enjoying/suffering from. It also removes 1000-5000 points of [[magic contamination]]. The potion's description lists all your current status effects that can be removed by the potion.&lt;br /&gt;
&lt;br /&gt;
==Dispellable Effects==&lt;br /&gt;
These are also the effects that can be ended from [[Quicksilver Bolt]] (including the [[wand of quicksilver]]) and [[Yara's Violent Unravelling]]. The list of all affected [[status effect]]s is as follows:&amp;lt;ref&amp;gt;{{source ref|0.29.0|duration-data.h|L159}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===The Bad===&lt;br /&gt;
*Many action disabling effects:&lt;br /&gt;
**[[Bad form]]s&lt;br /&gt;
**-[[Blink]]&lt;br /&gt;
**[[Confusion]]&lt;br /&gt;
**[[Dimension Anchor]] (-Tele)&lt;br /&gt;
**[[Cause Fear|Fear]]&lt;br /&gt;
**[[Mesmerise]]d&lt;br /&gt;
**[[Miscast effects|Locked Down]] (Stuck)&lt;br /&gt;
**[[Petrify]]ing&lt;br /&gt;
**[[Silence]] (when used on the source of the aura; e.g. the potion works if you cast the spell, but not if an enemy cast the spell)&lt;br /&gt;
*Many debuffs:&lt;br /&gt;
**[[Corona]]&lt;br /&gt;
**[[Acid#Corrosion|Corroded]]&lt;br /&gt;
**[[Slow]]&lt;br /&gt;
**[[Vertigo]]&lt;br /&gt;
**[[Weak|Weakness]]&lt;br /&gt;
**[[Frozen]]&lt;br /&gt;
*Elemental [[vulnerability|vulnerabilities]]:&lt;br /&gt;
**[[Fire]] vulnerability (rF-)&lt;br /&gt;
**[[Strip Willpower]] (Will-)&lt;br /&gt;
**[[Virulence]] (rPois-)&lt;br /&gt;
**[[Scroll of vulnerability|Weak-willed]] (Will 1/2)&lt;br /&gt;
*Other effects:&lt;br /&gt;
**[[Flayed ghost|Flayed]]&lt;br /&gt;
**[[Doom hound|Howl]]&lt;br /&gt;
**[[Sap Magic]]&lt;br /&gt;
**[[Sentinel's Mark]]&lt;br /&gt;
**[[Sticky Flame]] (Fire)&lt;br /&gt;
&lt;br /&gt;
===The Good===&lt;br /&gt;
*[[Teleport]]ing&lt;br /&gt;
*Most effects available from [[potion]]s, excluding [[berserk]]:&lt;br /&gt;
**[[Potion of attraction|Attraction]]&lt;br /&gt;
**[[Potion of ambrosia|Ambrosia]]&lt;br /&gt;
**[[Brilliance]]&lt;br /&gt;
**[[Haste]]&lt;br /&gt;
**[[Invisible]]&lt;br /&gt;
**[[Might]]&lt;br /&gt;
**[[Resistance]]&lt;br /&gt;
**[[Agility]] (formerly from a [[potion of agility|potion]])&lt;br /&gt;
*[[Necromancy]] spells:&lt;br /&gt;
**[[Animate Dead]]&lt;br /&gt;
**[[Death Channel]]&lt;br /&gt;
*Certain other spells:&lt;br /&gt;
**[[Confusing Touch]]&lt;br /&gt;
**[[Disjunction]]&lt;br /&gt;
**[[Leda's Liquefaction|Liquefying]]&lt;br /&gt;
**[[Olgreb's Toxic Radiance]]&lt;br /&gt;
**[[Ozocubu's Armour]]&lt;br /&gt;
**[[Portal Projectile]]&lt;br /&gt;
**[[Swiftness]]&lt;br /&gt;
**[[Wereblood]]&lt;br /&gt;
&lt;br /&gt;
===Resistant Status Effects===&lt;br /&gt;
Rather than being dispelled outright, these status effects will have their duration set to 1 turn.&lt;br /&gt;
*[[Flight]]&lt;br /&gt;
*All [[Transmutations]] not listed above&lt;br /&gt;
&lt;br /&gt;
===Monster Status Effects===&lt;br /&gt;
These statuses can be cancelled normally, but are either exclusive to monsters, or a player wouldn't be able to act while in the status (where a monster's [[Quicksilver Bolt]] can end it).&lt;br /&gt;
&lt;br /&gt;
*[[Antimagic]] (only a status for monsters)&lt;br /&gt;
*[[Bind Souls]], [[Simulacrum]]&lt;br /&gt;
*[[Inner Flame]]&lt;br /&gt;
*[[Repel Missiles]]&lt;br /&gt;
*[[Word of Recall]]&lt;br /&gt;
*[[Paralysis]]&lt;br /&gt;
*[[Petrify|Petrified]] &lt;br /&gt;
*[[Sleep]]&lt;br /&gt;
*[[Frozen]] (such as the status from [[Hoarfrost cannon]] bullets)&lt;br /&gt;
&lt;br /&gt;
==Unaffected Status Effects==&lt;br /&gt;
===The Bad===&lt;br /&gt;
*[[Draining]]&lt;br /&gt;
*[[Barbs]]&lt;br /&gt;
*No Potions / No Scrolls&lt;br /&gt;
*[[Poison]]&lt;br /&gt;
*Action cooldowns:&lt;br /&gt;
**-[[Berserk]]&lt;br /&gt;
**-[[Death's Door|DDoor]]&lt;br /&gt;
**[[Exhaustion]]&lt;br /&gt;
**-[[Barachi|Hop]]&lt;br /&gt;
&lt;br /&gt;
===The Good===&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*[[Death's Door]]&lt;br /&gt;
*[[Dragon's Call]]&lt;br /&gt;
*[[Maxwell's Capacitive Coupling]] (though it ends if you do anything but wait)&lt;br /&gt;
*[[Powered By Death]]&lt;br /&gt;
*[[Polar Vortex]]&lt;br /&gt;
*[[Thunderdome#Quad damage|Quad Damage]]&lt;br /&gt;
*All [[god]]-granted status effects&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Potions of cancellation are rare, but quite useful. It can remove many dangerous status effects, such as [[Petrify]]. [[Mark]], and [[bad form]]s. It can also remove contamination in a pinch.&lt;br /&gt;
&lt;br /&gt;
Note that cancellation will also remove many useful statuses, such as Haste and Tele, so be careful. This makes monsters with Quicksilver Bolt some of the more dangerous foes in the game.&lt;br /&gt;
&lt;br /&gt;
Potions of cancellation aren't common, so try to conserve them if you can afford to. The following statuses may be ended via other sources:&lt;br /&gt;
*[[Confusion]] - quaffing a [[potion of curing]]&lt;br /&gt;
*[[Teleport]] - reading another [[scroll of teleportation]]&lt;br /&gt;
*[[Slow]] - negated by [[haste]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The list of the cancellable effects was added to the potion's description in [[0.27]].&lt;br /&gt;
*Potions of cancellation were added in [[0.15]], partially taking the role of [[scrolls of vulnerability]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=83584</id>
		<title>Potion of cancellation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=83584"/>
				<updated>2025-06-14T05:03:06Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: added frozen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of cancellation&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A potion which ends most magical effects, good or bad, affecting one who drinks it. It also reduces magical contamination.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of cancellation''' immediately ends nearly all [[status effects]] you may be enjoying/suffering from. It also removes 1000-5000 points of [[magic contamination]]. The potion's description lists all your current status effects that can be removed by the potion.&lt;br /&gt;
&lt;br /&gt;
==Dispellable Effects==&lt;br /&gt;
These are also the effects that can be ended from [[Quicksilver Bolt]] (including the [[wand of quicksilver]]) and [[Yara's Violent Unravelling]]. The list of all affected [[status effect]]s is as follows:&amp;lt;ref&amp;gt;{{source ref|0.29.0|duration-data.h|L159}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===The Bad===&lt;br /&gt;
*Many action disabling effects:&lt;br /&gt;
**[[Bad form]]s&lt;br /&gt;
**-[[Blink]]&lt;br /&gt;
**[[Confusion]]&lt;br /&gt;
**[[Dimension Anchor]] (-Tele)&lt;br /&gt;
**[[Cause Fear|Fear]]&lt;br /&gt;
**[[Mesmerise]]d&lt;br /&gt;
**[[Miscast effects|Locked Down]] (Stuck)&lt;br /&gt;
**[[Petrify]]ing&lt;br /&gt;
**[[Silence]] (when used on the source of the aura; e.g. the potion works if you cast the spell, but not if an enemy cast the spell)&lt;br /&gt;
*Many debuffs:&lt;br /&gt;
**[[Corona]]&lt;br /&gt;
**[[Acid#Corrosion|Corroded]]&lt;br /&gt;
**[[Slow]]&lt;br /&gt;
**[[Vertigo]]&lt;br /&gt;
**[[Weak|Weakness]]&lt;br /&gt;
**[[Frozen]]&lt;br /&gt;
*Elemental [[vulnerability|vulnerabilities]]:&lt;br /&gt;
**[[Fire]] vulnerability (rF-)&lt;br /&gt;
**[[Strip Willpower]] (Will-)&lt;br /&gt;
**[[Virulence]] (rPois-)&lt;br /&gt;
**[[Scroll of vulnerability|Weak-willed]] (Will 1/2)&lt;br /&gt;
*Other effects:&lt;br /&gt;
**[[Flayed ghost|Flayed]]&lt;br /&gt;
**[[Doom hound|Howl]]&lt;br /&gt;
**[[Sap Magic]]&lt;br /&gt;
**[[Sentinel's Mark]]&lt;br /&gt;
**[[Sticky Flame]] (Fire)&lt;br /&gt;
&lt;br /&gt;
===The Good===&lt;br /&gt;
*[[Teleport]]ing&lt;br /&gt;
*Most effects available from [[potion]]s, excluding [[berserk]]:&lt;br /&gt;
**[[Potion of attraction|Attraction]]&lt;br /&gt;
**[[Potion of ambrosia|Ambrosia]]&lt;br /&gt;
**[[Brilliance]]&lt;br /&gt;
**[[Haste]]&lt;br /&gt;
**[[Invisible]]&lt;br /&gt;
**[[Might]]&lt;br /&gt;
**[[Resistance]]&lt;br /&gt;
**[[Agility]] (formerly from a [[potion of agility|potion]])&lt;br /&gt;
*[[Necromancy]] spells:&lt;br /&gt;
**[[Animate Dead]]&lt;br /&gt;
**[[Death Channel]]&lt;br /&gt;
*Certain other spells:&lt;br /&gt;
**[[Confusing Touch]]&lt;br /&gt;
**[[Disjunction]]&lt;br /&gt;
**[[Leda's Liquefaction|Liquefying]]&lt;br /&gt;
**[[Olgreb's Toxic Radiance]]&lt;br /&gt;
**[[Ozocubu's Armour]]&lt;br /&gt;
**[[Portal Projectile]]&lt;br /&gt;
**[[Swiftness]]&lt;br /&gt;
**[[Wereblood]]&lt;br /&gt;
&lt;br /&gt;
===Resistant Status Effects===&lt;br /&gt;
Rather than being dispelled outright, these status effects will have their duration set to 1 turn.&lt;br /&gt;
*[[Flight]]&lt;br /&gt;
*All [[Transmutations]] not listed above&lt;br /&gt;
&lt;br /&gt;
===Monster Status Effects===&lt;br /&gt;
These statuses can be cancelled normally, but are either exclusive to monsters, or a player wouldn't be able to act while in the status (where a monster's [[Quicksilver Bolt]] can end it).&lt;br /&gt;
&lt;br /&gt;
*[[Antimagic]] (only a status for monsters)&lt;br /&gt;
*[[Bind Souls]], [[Simulacrum]]&lt;br /&gt;
*[[Inner Flame]]&lt;br /&gt;
*[[Repel Missiles]]&lt;br /&gt;
*[[Word of Recall]]&lt;br /&gt;
*[[Paralysis]]&lt;br /&gt;
*[[Petrify|Petrified]] &lt;br /&gt;
*[[Sleep]]&lt;br /&gt;
*[[Frozen]] (Status from [[Hoarfrost Cannon]]&lt;br /&gt;
&lt;br /&gt;
==Unaffected Status Effects==&lt;br /&gt;
===The Bad===&lt;br /&gt;
*[[Draining]]&lt;br /&gt;
*[[Barbs]]&lt;br /&gt;
*No Potions / No Scrolls&lt;br /&gt;
*[[Poison]]&lt;br /&gt;
*Action cooldowns:&lt;br /&gt;
**-[[Berserk]]&lt;br /&gt;
**-[[Death's Door|DDoor]]&lt;br /&gt;
**[[Exhaustion]]&lt;br /&gt;
**-[[Barachi|Hop]]&lt;br /&gt;
&lt;br /&gt;
===The Good===&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*[[Death's Door]]&lt;br /&gt;
*[[Dragon's Call]]&lt;br /&gt;
*[[Maxwell's Capacitive Coupling]] (though it ends if you do anything but wait)&lt;br /&gt;
*[[Powered By Death]]&lt;br /&gt;
*[[Polar Vortex]]&lt;br /&gt;
*[[Thunderdome#Quad damage|Quad Damage]]&lt;br /&gt;
*All [[god]]-granted status effects&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Potions of cancellation are rare, but quite useful. It can remove many dangerous status effects, such as [[Petrify]]. [[Mark]], and [[bad form]]s. It can also remove contamination in a pinch.&lt;br /&gt;
&lt;br /&gt;
Note that cancellation will also remove many useful statuses, such as Haste and Tele, so be careful. This makes monsters with Quicksilver Bolt some of the more dangerous foes in the game.&lt;br /&gt;
&lt;br /&gt;
Potions of cancellation aren't common, so try to conserve them if you can afford to. The following statuses may be ended via other sources:&lt;br /&gt;
*[[Confusion]] - quaffing a [[potion of curing]]&lt;br /&gt;
*[[Teleport]] - reading another [[scroll of teleportation]]&lt;br /&gt;
*[[Slow]] - negated by [[haste]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The list of the cancellable effects was added to the potion's description in [[0.27]].&lt;br /&gt;
*Potions of cancellation were added in [[0.15]], partially taking the role of [[scrolls of vulnerability]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frozen&amp;diff=83583</id>
		<title>Frozen</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frozen&amp;diff=83583"/>
				<updated>2025-06-14T05:01:52Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: added hoarfrost cannon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|You are covered in ice, and your movement speed is reduced.}}&lt;br /&gt;
&lt;br /&gt;
'''Frozen''' is a [[status effect]] that increases its victim's [[movement]] delay by 3 aut, leaving their action speed unaffected. This makes escape significantly more difficult, and makes manoeuvring around the battlefield significantly more costly. The duration of the effect is 2-4 turns. This status is not impacted by cold resistance.&lt;br /&gt;
&lt;br /&gt;
This status effect also works on [[monster]]s, showing the description ''encased in ice'' when active.&lt;br /&gt;
&lt;br /&gt;
Frozen can be inflicted by:&lt;br /&gt;
*[[Qazlal Stormbringer]]'s [[cold]]-elemental Upheaval ability.&lt;br /&gt;
*The [[Glaciate]] spell.&lt;br /&gt;
*The [[Flash Freeze]] spell.&lt;br /&gt;
*The [[Creeping Frost]] spell.&lt;br /&gt;
*The [[Hoarfrost Bullet]] from [[Hoarfrost cannon]] spell&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|Frozen will increase move delay by 50% for players and 100% for monsters. Its duration will also increase to 3-5 turns.}}&lt;br /&gt;
*Frozen was added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83579</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83579"/>
				<updated>2025-06-13T04:11:01Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Added link to gameplay video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
&lt;br /&gt;
''The Knight of GnIE, if you will.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
&lt;br /&gt;
The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
&lt;br /&gt;
'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
&lt;br /&gt;
I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
&lt;br /&gt;
If you want to see my gameplay from this character, you can watch the [https://youtu.be/9PdgSk-usDY first gameplay video from the streak].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
&lt;br /&gt;
'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
&lt;br /&gt;
'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
&lt;br /&gt;
That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
&lt;br /&gt;
Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
&lt;br /&gt;
     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
&lt;br /&gt;
''So, this character is designed to do a few key things:''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that in mind, how does this specific combo achieve this?&lt;br /&gt;
&lt;br /&gt;
=Why Gnoll?=&lt;br /&gt;
&lt;br /&gt;
Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
&lt;br /&gt;
It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
&lt;br /&gt;
But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
&lt;br /&gt;
The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
&lt;br /&gt;
This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
&lt;br /&gt;
However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
&lt;br /&gt;
The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
&lt;br /&gt;
For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
&lt;br /&gt;
     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why Ice Elementalist?=&lt;br /&gt;
&lt;br /&gt;
Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
&lt;br /&gt;
* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses defenses. Other top starting books, such as conjurations, have AC checking damage skills and no summons. For the IE, having an AOE in the starting book can’t be underestimated as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based.&lt;br /&gt;
&lt;br /&gt;
* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
&lt;br /&gt;
* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
&lt;br /&gt;
'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
&lt;br /&gt;
'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
&lt;br /&gt;
'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
&lt;br /&gt;
In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
&lt;br /&gt;
That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
&lt;br /&gt;
=Current God Meta=&lt;br /&gt;
&lt;br /&gt;
Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
&lt;br /&gt;
The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
&lt;br /&gt;
No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
&lt;br /&gt;
However, we can have our cake and eat it too.&lt;br /&gt;
&lt;br /&gt;
You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
&lt;br /&gt;
Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
&lt;br /&gt;
=So, Why Force Ashenzari?=&lt;br /&gt;
&lt;br /&gt;
There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
&lt;br /&gt;
For the Gnoll, it’s Ashenzari.&lt;br /&gt;
&lt;br /&gt;
Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
&lt;br /&gt;
Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
&lt;br /&gt;
As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
&lt;br /&gt;
This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
&lt;br /&gt;
Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
&lt;br /&gt;
In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Let you see through invisibility early.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Remove Malevolent Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
&lt;br /&gt;
It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
&lt;br /&gt;
In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
&lt;br /&gt;
=Summary Of The Build=&lt;br /&gt;
&lt;br /&gt;
The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Do You Play This Character?=&lt;br /&gt;
&lt;br /&gt;
If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
&lt;br /&gt;
This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
&lt;br /&gt;
In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
&lt;br /&gt;
'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
&lt;br /&gt;
'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
&lt;br /&gt;
'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
&lt;br /&gt;
'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=General Branch Order For This Character:=&lt;br /&gt;
&lt;br /&gt;
'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
&lt;br /&gt;
Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
&lt;br /&gt;
I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
&lt;br /&gt;
'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=What Spells To Watch For?=&lt;br /&gt;
&lt;br /&gt;
Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
&lt;br /&gt;
'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
&lt;br /&gt;
If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode. But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=To_hit&amp;diff=83156</id>
		<title>To hit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=To_hit&amp;diff=83156"/>
				<updated>2025-04-30T22:08:51Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Fixed outdated note on repel missiles by combining melee and ranged sections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
'''To hit''' (short for 'chance to hit') is the probability that an attack will hit a target. It is one of the two key factors in determining the success of an attack, the other being damage.&lt;br /&gt;
&lt;br /&gt;
The to hit can be calculated for melee and ranged attacks, and is calculated differently for players and monsters.  The largest factors for players are weapon (or unarmed) skill and fighting skill - with good training on both skills and decent dexterity, it should be rare to miss most targets.&lt;br /&gt;
&lt;br /&gt;
==To-hit vs EV==&lt;br /&gt;
The higher an attack's to-hit is compared to the opponent's [[evasion]], the more likely the attack is to land:&amp;lt;ref&amp;gt;{{source ref|0.30.0|attack.cc|1197}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*2.5% of the time, the attack misses regardless of the attack's to-hit or the defender's EV.&lt;br /&gt;
*2.5% of the time, the attack hits regardless of the attack's to-hit or the defender's EV.&lt;br /&gt;
*Else, the game checks if &amp;lt;code&amp;gt;1d(to-hit + 1) - 1 ≥ 2d(2 * EV - 1)/2&amp;lt;/code&amp;gt;. If this equation is true, then the attack hits. Otherwise the attack misses.&lt;br /&gt;
&lt;br /&gt;
==Player To Hit (Weapons)==&lt;br /&gt;
The player's to-hit in melee and ranged combat is determined by the following factors:&lt;br /&gt;
&lt;br /&gt;
====Base Value====&lt;br /&gt;
*Start with &amp;lt;code&amp;gt;14 + dex/2 + 1d(Fighting + 1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
*Add &amp;lt;code&amp;gt;1d(weapon skill + 1) -1 &amp;lt;/code&amp;gt; (number from 0 to weapon skill).&lt;br /&gt;
*Add weapon base accuracy. (Unarmed has +2, or +4 with [[Claws]])&lt;br /&gt;
*Add weapon [[enchant]]ment and any [[slaying]] bonuses.&lt;br /&gt;
&lt;br /&gt;
====Other modifiers====&lt;br /&gt;
*If in wisp, fungus, pig, or non-vampire bat form, add &amp;lt;code&amp;gt;[1d(XL * 100 + 100) / 100] - 1&amp;lt;/code&amp;gt; instead of using your weapon skill above.&lt;br /&gt;
*Subtract 5 for [[vertigo]].&lt;br /&gt;
*If you have the eyeballs mutation, add &amp;lt;code&amp;gt;2 * eyeballs_level + 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Roll====&lt;br /&gt;
*Take this total and roll &amp;lt;code&amp;gt;1d(total) - 1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Post Roll====&lt;br /&gt;
*Subtract 5 from wearing the [[Amulet of the Air]] or if you [[Ru#Sacrifices|Sacrificed Eye]] for Ru.&lt;br /&gt;
*Subtract 5 if confused.&lt;br /&gt;
*Subtract 6 if you cannot see the target (invisibility).&lt;br /&gt;
*Add 2 + roll between 0 and 7 if the target is backlit ([[Corona]], [[Sticky Flame]], or under a [[halo]]).&lt;br /&gt;
*Subtract 2 + roll between 0 and 3 if the target is in umbra and you do not have night vision (from Dithmenos &amp;amp; Yredelemnul).&lt;br /&gt;
*The [[Confusing Touch]] spell grants +0 to +(DEX-1).&lt;br /&gt;
*Being in the following forms grant bonuses:&lt;br /&gt;
**[[Statue Form]]: 0 to +8&lt;br /&gt;
**[[Dragon Form]]: 0 to +9&lt;br /&gt;
**[[Necromutation|Lich form]]: 0 to +9&lt;br /&gt;
**[[Ice Form]]: 0 to +9&lt;br /&gt;
**[[Spider Form]]: 0 to +9&lt;br /&gt;
**[[Bat Form]]: 0 to +11&lt;br /&gt;
**[[Blade Hands]]: 0 to +11&lt;br /&gt;
**[[Fungus Form]]: 0 to +9&lt;br /&gt;
**[[Tree Form]]: 0 to +9&lt;br /&gt;
**[[Wisp Form]]: 0 to +9&lt;br /&gt;
&lt;br /&gt;
==Monster To Hit==&lt;br /&gt;
A monster's to hit is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
===Base Value===&lt;br /&gt;
The base value is 18.&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
Monsters with the [[Fighter flag|Fighter class flag]] get a bonus of +(2.5 * [[HD]]). Other monsters get +(1.5 * HD). Decimals are rounded down.&lt;br /&gt;
&lt;br /&gt;
===Situational Modifiers===&lt;br /&gt;
*An aquatic monster &amp;quot;using the terrain to its advantage&amp;quot; gets +5.&lt;br /&gt;
*A monster wielding a weapon receives that weapon's inherent and magical to hit modifiers.&lt;br /&gt;
*A [[confused]] monster gets -5.&lt;br /&gt;
*A monster attacking a [[Corona|backlit]] defender gets +2 to +9.&lt;br /&gt;
*A monster attacking an invisible target (when they cannot see invisible) suffers a penalty to its to hit number, 35% in melee and 50% at range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_mechanics]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demigod&amp;diff=83132</id>
		<title>Demigod</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demigod&amp;diff=83132"/>
				<updated>2025-04-30T10:45:05Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Demigods are mortals with some divine or angelic ancestry, however distant. Demigods look more or less like members of their mortal part's species, but they are extremely robust and can draw on great supplies of magical energy. &lt;br /&gt;
&lt;br /&gt;
They are able to sculpt their attributes to a far greater extent than any other species, gaining substantial boosts to their choice of Strength, Intelligence or Dexterity as they gain experience. On the downside, they advance more slowly in experience than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worship any god.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*'''[[Forlorn]]''': Demigods cannot worship any [[god]]s.&lt;br /&gt;
*'''[[High MP]] 1''': Demigods have +10% MP than average.&lt;br /&gt;
*'''Divine Attributes:''' Instead of the usual +2 stat points per 6 levels, Demigods gain +4 stat points every 3 levels.&lt;br /&gt;
&lt;br /&gt;
Demigods have a base [[Strength]] of 9, [[Intelligence]] of 10, and [[Dexterity]] of 9 (before Background modifiers). They have two extra base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Adventurers:''' [[Shapeshifter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their religious restriction, Demigods are prohibited from becoming [[Monk]]s or zealots ([[Berserker]]s, [[Chaos Knight]]s, or [[Cinder Acolyte]]s).&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Four stat points of your choice, of the same attribute, every third level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment and Skills==&lt;br /&gt;
Demigods receive the equipment and skills listed for their chosen background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Demigods can be difficult to play, due to the lack of deity. They are ''simple'' - not having to choose a god does make the game less complex. However, gods are a reliable crutch in an otherwise random game. Specifically, Demigods cannot have divine abilities, which are otherwise great tools for escaping trouble. On the plus side, Demigods have high HP/MP pools and amazing attribute growth. A late game, 50 intelligence caster or 40 [[EV]] melee fighter is no slouch in combat.&lt;br /&gt;
&lt;br /&gt;
Their slow leveling is often overstated as a con. A -2 XP aptitude is indeed the slowest of any race, but as level costs are exponential, Demigods are rarely more than 1-2 levels behind. It does make [[spell level]]s harder to obtain, but with great potential INT and high MP, they don't struggle as casters.&lt;br /&gt;
 &lt;br /&gt;
{{species_aptitudes|Demigod}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The Dungeon Overview screen (Ctrl+O) doesn't display known altars for Demigods, as it is of no use to them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Demigods were unaffected by the global attribute gain/level change in [[0.28]] (every other species receives +2 stat every 6 levels).&lt;br /&gt;
*Prior to [[0.27]], Demigod base attributes were 11/12/11, and received +2 to their stat of choice every 3 levels.&lt;br /&gt;
*Prior to [[0.19]], Demigods could start the game as [[Monk]]s. Also, they had innate [[sustain abilities]].&lt;br /&gt;
*Prior to [[0.17]], Demigods didn't have an innate High MP mutation, although they got a similar percentage bonus from their MP aptitude.&lt;br /&gt;
*Prior to [[0.16]], Demigods gained one random stat every second level instead of gaining two stats of their choice every third level. They also lacked innate sustain abilities.&lt;br /&gt;
 &lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Phantom&amp;diff=83128</id>
		<title>Phantom</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Phantom&amp;diff=83128"/>
				<updated>2025-04-29T22:36:50Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Removed incorrect statement in Tip &amp;amp; Tricks regarding the blink never triggering as an AOO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Phantoms''' are irritating [[undead]] spirits that harass young adventurers, [[blink]]ing themselves and taking your character with them on melee attack. They have surprisingly high [[HP]] and damage output for a monster found in the early [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*A phantom is essentially a walking [[dispersal trap]], which has the potential to be very dangerous. For example, you could be hit once and be trapped between the phantom and an [[ogre]]. They can also prevent you from going up stairs, making escape risky. Always try to fight them in explored and cleared areas. &lt;br /&gt;
*Phantoms are worth a lot of [[XP]] for such early monsters, so try to take them out if you are able. Just be careful about it; mashing [[Tab]] will almost certainly result in dangerous missteps, and make sure not to retreat into areas you haven't explored yet!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], phantoms dealt 10 base damage with their melee attacks.&lt;br /&gt;
*Prior to [[0.27]], phantoms would [[blink]] randomly and independently, instead of blinking with you on a melee hit.&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83092</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83092"/>
				<updated>2025-04-27T01:38:48Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Edit from Reddit leftovers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
&lt;br /&gt;
''The Knight of GnIE, if you will.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
&lt;br /&gt;
The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
&lt;br /&gt;
'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
&lt;br /&gt;
I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
&lt;br /&gt;
'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
&lt;br /&gt;
'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
&lt;br /&gt;
That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
&lt;br /&gt;
Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
&lt;br /&gt;
     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
&lt;br /&gt;
''So, this character is designed to do a few key things:''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that in mind, how does this specific combo achieve this?&lt;br /&gt;
&lt;br /&gt;
=Why Gnoll?=&lt;br /&gt;
&lt;br /&gt;
Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
&lt;br /&gt;
It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
&lt;br /&gt;
But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
&lt;br /&gt;
The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
&lt;br /&gt;
This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
&lt;br /&gt;
However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
&lt;br /&gt;
The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
&lt;br /&gt;
For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
&lt;br /&gt;
     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why Ice Elementalist?=&lt;br /&gt;
&lt;br /&gt;
Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
&lt;br /&gt;
* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses defenses. Other top starting books, such as conjurations, have AC checking damage skills and no summons. For the IE, having an AOE in the starting book can’t be underestimated as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based.&lt;br /&gt;
&lt;br /&gt;
* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
&lt;br /&gt;
* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
&lt;br /&gt;
'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
&lt;br /&gt;
'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
&lt;br /&gt;
'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
&lt;br /&gt;
In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
&lt;br /&gt;
That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
&lt;br /&gt;
=Current God Meta=&lt;br /&gt;
&lt;br /&gt;
Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
&lt;br /&gt;
The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
&lt;br /&gt;
No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
&lt;br /&gt;
However, we can have our cake and eat it too.&lt;br /&gt;
&lt;br /&gt;
You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
&lt;br /&gt;
Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
&lt;br /&gt;
=So, Why Force Ashenzari?=&lt;br /&gt;
&lt;br /&gt;
There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
&lt;br /&gt;
For the Gnoll, it’s Ashenzari.&lt;br /&gt;
&lt;br /&gt;
Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
&lt;br /&gt;
Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
&lt;br /&gt;
As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
&lt;br /&gt;
This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
&lt;br /&gt;
Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
&lt;br /&gt;
In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Let you see through invisibility early.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Remove Malevolent Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
&lt;br /&gt;
It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
&lt;br /&gt;
In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
&lt;br /&gt;
=Summary Of The Build=&lt;br /&gt;
&lt;br /&gt;
The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Do You Play This Character?=&lt;br /&gt;
&lt;br /&gt;
If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
&lt;br /&gt;
This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
&lt;br /&gt;
In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
&lt;br /&gt;
'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
&lt;br /&gt;
'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
&lt;br /&gt;
'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
&lt;br /&gt;
'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=General Branch Order For This Character:=&lt;br /&gt;
&lt;br /&gt;
'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
&lt;br /&gt;
Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
&lt;br /&gt;
I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
&lt;br /&gt;
'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=What Spells To Watch For?=&lt;br /&gt;
&lt;br /&gt;
Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
&lt;br /&gt;
'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
&lt;br /&gt;
If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode. But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Inner_Flame&amp;diff=83085</id>
		<title>Inner Flame</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Inner_Flame&amp;diff=83085"/>
				<updated>2025-04-26T08:08:47Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
'''Inner Flame''' is a [[status effect]] and level 3 [[Hexes]]/[[Fire Magic]] spell. When a monster hit by Inner Flame is damaged, it takes fire damage, and on death, it explodes.&lt;br /&gt;
&lt;br /&gt;
[[Fire Elementalist]]s and [[Hexslinger]]s start with this spell. A [[scroll of immolation]] can also inflict the Inner Flame status.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Spell== &lt;br /&gt;
If you overcome the target's [[willpower]], the spell inflicts the Inner Flame status for 25 to 35 turns. It is [[smite-targeted]], so can affect any target in your [[line of sight]]. Allies are not turned hostile if you affect them (but the [[good god]]s may get angry - see the [[#Oddities|Oddities]] section for details).&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Whenever the afflicted target is injured, a flaming cloud is generated at their position for three turns. On death, the victim will explode like a [[Fireball]], dealing heavy fire damage to all adjacent squares and leaving clouds of fire. The amount of damage and radius of the explosion is dependent on the monster's [[size]]:&lt;br /&gt;
&lt;br /&gt;
*Tiny monsters have a radius 1 explosion and deal 3d15 damage.&lt;br /&gt;
*Little through large monsters (i.e. most creatures in the game) have a radius 1 explosion and deal 3d20 damage.&lt;br /&gt;
*Giant monsters have a radius 2 explosion and deal 3d25 damage.&lt;br /&gt;
&lt;br /&gt;
Note that the flame clouds deal 6-21 damage per turn, including the turn of the explosion. If a [[corpse]] would be created by the exploding monster, it is destroyed and leaves a spray of blood instead, as with a [[wand of mindburst]].&lt;br /&gt;
&lt;br /&gt;
Monsters with infinite [[willpower]] are immune to the inner flame status, even from a [[scroll of immolation]]. &lt;br /&gt;
&lt;br /&gt;
===Oddities===&lt;br /&gt;
Inner Flame interacts oddly with certain mechanics:&lt;br /&gt;
*[[Trample]] - When a trampling enemy kills a monster with Inner Flame, the victim is moved, then it explodes, then the trampler moves on to the new square. So if a trampler kills an inner flame foe, it won't get hit by a normal-size explosion.&lt;br /&gt;
*[[Quicksilver Bolt]] - The monster is damaged, then if killed, it explodes (before the status is dispelled).&lt;br /&gt;
*[[Ally]] betrayal - The [[good god]]s don't mind the act of inflicting Inner Flame on your allies. However, the flame clouds created by the status count as &amp;quot;your&amp;quot; damage, which ''does'' count towards ally betrayal. This means that, if you Inner Flame your ally and it doesn't die in 1 hit, the good gods will get angry. If the ally dies in 1 hit (i.e. before flame clouds are created), you don't get penance. Of course, if the explosion hits another ally in the vicinity, it does count towards penance.&lt;br /&gt;
**The ally itself won't get angry at the flame clouds; it will remain friendly until it dies.&lt;br /&gt;
**[[Summon Guardian Golem]]'s Inner Flame does not count at all. Even if the golem's explosion hits your own allies, you don't get penance.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Used correctly, Inner Flame can deal tremendous damage to multiple enemies early in the game. Used incorrectly, you'll probably blow yourself to bits. Regardless, [[fire resistance]] is heavily recommended in order to reduce the damage you take from a badly-timed kill, allowing you to survive things blowing up in your face. &lt;br /&gt;
&lt;br /&gt;
*The most obvious way to avoid blowing yourself up is to kill the afflicted monster from a distance. [[Fire Elementalist]]s have spells, [[Hexslinger]]s have a ranged weapon. Other classes can make use of similar methods; even an attack [[wand]] will do in a pinch, if you use Inner Flame on a weakened foe.&lt;br /&gt;
**Slowing or stopping your opponents, whether by use of spells like [[Slow]], [[Leda's Liquefaction]], and [[Petrify]], or through methods like throwing [[curare]] [[dart]]s or [[throwing net]]s, can give you enough time to run to a safe distance before setting your target off.&lt;br /&gt;
**Unlike in most situations, placing a harmful cloud in an Inner Flamed monster's path will ''not'' prevent them from closing to melee. Monsters will freely move from one harmful cloud to another, and the clouds of fire they generate when hit will be enough to convince them to charge into your defensive cloud banks.&lt;br /&gt;
&lt;br /&gt;
*The next best way is to Inner Flame your own allies; whether they be [[wand of charming|charmed]], [[summon]]ed, or [[undead]]. You can sit back while you '''t'''ell them to '''a'''ttack. Your allies won't get angry when they are afflicted by Inner Flame (though the [[good god]]s might - see [[#Oddities|Oddities]]).&lt;br /&gt;
&lt;br /&gt;
*If the target is behind some other creatures, make use of smite-targeted attacks (such as [[Portal Projectile]]) or one of the various piercing attacks ([[javelin]]s or [[bolt spells]]) to set it off in the midst of its fellows. Attack wands come in handy here.&lt;br /&gt;
&lt;br /&gt;
*You don't have to take advantage of the explosion for Inner Flame to be useful. The flame clouds (created on-hit) deal good damage, at least for the early game. Inner Flame an enemy, then attack from a distance.&lt;br /&gt;
&lt;br /&gt;
Inner Flame works best against a group of monsters, such as a band of [[list of orcs|orcs]], swarm of [[killer bee]]s, or herd of [[yak]]s. However, you can take advantage of the on-hit clouds against a single target, or ignite your own summons to take out a [[unique]].&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*[[Poison]] will continuously trigger the flame cloud effect. Combining Inner Flame with [[Poisonous Vapours]] or poison [[dart]]s works well.&lt;br /&gt;
*When a monster with Inner Flame explodes, they'll create long-lasting flame clouds. These can be used to block corridors, discouraging enemies from walking through.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], Inner Flame was not smite-targeted. It also had a power cap of 200.&lt;br /&gt;
*Prior to [[0.26]], corpse-leaving monsters would explode into [[chunk]]s.&lt;br /&gt;
*Prior to [[0.25]], monsters afflicted with Inner Flame did not generate clouds of flame on themselves when injured. Also, [[summon]]ed creatures could not be inflicted with Inner Flame.&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83084</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83084"/>
				<updated>2025-04-26T03:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
&lt;br /&gt;
''The Knight of GnIE, if you will.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
&lt;br /&gt;
The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
&lt;br /&gt;
'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
&lt;br /&gt;
I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
&lt;br /&gt;
'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
&lt;br /&gt;
'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
&lt;br /&gt;
That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
&lt;br /&gt;
Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
&lt;br /&gt;
     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
&lt;br /&gt;
''So, this character is designed to do a few key things:''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that in mind, how does this specific combo achieve this?&lt;br /&gt;
&lt;br /&gt;
=Why Gnoll?=&lt;br /&gt;
&lt;br /&gt;
Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
&lt;br /&gt;
It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
&lt;br /&gt;
But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
&lt;br /&gt;
The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
&lt;br /&gt;
This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
&lt;br /&gt;
However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
&lt;br /&gt;
The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
&lt;br /&gt;
For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
&lt;br /&gt;
     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why Ice Elementalist?=&lt;br /&gt;
&lt;br /&gt;
Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
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* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses defenses. Other top starting books, such as conjurations, have AC checking damage skills and no summons. For the IE, having an AOE in the starting book can’t be underestimated as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based.&lt;br /&gt;
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* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
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* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
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[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
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'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
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'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
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'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
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In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
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That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
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=Current God Meta=&lt;br /&gt;
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Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
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The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
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No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
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However, we can have our cake and eat it too.&lt;br /&gt;
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You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
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Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
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=So, Why Force Ashenzari?=&lt;br /&gt;
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There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
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For the Gnoll, it’s Ashenzari.&lt;br /&gt;
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Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
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Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
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As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
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This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
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[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
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Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
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In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
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'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
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'''2.''' Let you see through invisibility early.&lt;br /&gt;
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'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
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'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
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'''5.''' Remove Malevolent Forces.&lt;br /&gt;
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Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
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It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
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In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
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=Summary Of The Build=&lt;br /&gt;
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The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
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It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
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[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
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=How Do You Play This Character?=&lt;br /&gt;
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If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
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This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
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In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
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'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
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'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
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'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
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'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
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'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
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'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
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'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
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'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
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'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
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'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
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'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
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=General Branch Order For This Character:=&lt;br /&gt;
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'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
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Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
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I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
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=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
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'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
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'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
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'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
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=What Spells To Watch For?=&lt;br /&gt;
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Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
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'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
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=Conclusions=&lt;br /&gt;
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Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
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If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode (which, notably, isn’t something anyone said to me BEFORE I demonstrated how good this is). But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
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When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
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[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83083</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83083"/>
				<updated>2025-04-25T23:10:46Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Proofing edit&lt;/p&gt;
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If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
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''The Knight of GnIE, if you will.''&lt;br /&gt;
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This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1st win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
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The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
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'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
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I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
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     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
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=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
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Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
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'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
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'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
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So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
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That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
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Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
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     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
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''So, this character is designed to do a few key things:''&lt;br /&gt;
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'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
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'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
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'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
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With that in mind, how does this specific combo achieve this?&lt;br /&gt;
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=Why Gnoll?=&lt;br /&gt;
&lt;br /&gt;
Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
&lt;br /&gt;
It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
&lt;br /&gt;
But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
&lt;br /&gt;
The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
&lt;br /&gt;
This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
&lt;br /&gt;
However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
&lt;br /&gt;
The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
&lt;br /&gt;
For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
&lt;br /&gt;
     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why Ice Elementalist?=&lt;br /&gt;
&lt;br /&gt;
Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
&lt;br /&gt;
* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses defenses. Other top starting books, such as conjurations, have AC checking damage skills and no summons. For the IE, having an AOE in the starting book can’t be underestimated as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based.&lt;br /&gt;
&lt;br /&gt;
* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
&lt;br /&gt;
* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
&lt;br /&gt;
'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
&lt;br /&gt;
'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
&lt;br /&gt;
'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
&lt;br /&gt;
In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
&lt;br /&gt;
That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
&lt;br /&gt;
=Current God Meta=&lt;br /&gt;
&lt;br /&gt;
Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
&lt;br /&gt;
The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
&lt;br /&gt;
No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
&lt;br /&gt;
However, we can have our cake and eat it too.&lt;br /&gt;
&lt;br /&gt;
You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
&lt;br /&gt;
Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
&lt;br /&gt;
=So, Why Force Ashenzari?=&lt;br /&gt;
&lt;br /&gt;
There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
&lt;br /&gt;
For the Gnoll, it’s Ashenzari.&lt;br /&gt;
&lt;br /&gt;
Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
&lt;br /&gt;
Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
&lt;br /&gt;
As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
&lt;br /&gt;
This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
&lt;br /&gt;
Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
&lt;br /&gt;
In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Let you see through invisibility early.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Remove Malevolent Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
&lt;br /&gt;
It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
&lt;br /&gt;
In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
&lt;br /&gt;
=Summary Of The Build=&lt;br /&gt;
&lt;br /&gt;
The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Do You Play This Character?=&lt;br /&gt;
&lt;br /&gt;
If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
&lt;br /&gt;
This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
&lt;br /&gt;
In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
&lt;br /&gt;
'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
&lt;br /&gt;
'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
&lt;br /&gt;
'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
&lt;br /&gt;
'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=General Branch Order For This Character:=&lt;br /&gt;
&lt;br /&gt;
'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
&lt;br /&gt;
Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
&lt;br /&gt;
I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
&lt;br /&gt;
'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=What Spells To Watch For?=&lt;br /&gt;
&lt;br /&gt;
Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
&lt;br /&gt;
'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
&lt;br /&gt;
If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode (which, notably, isn’t something anyone said to me BEFORE I demonstrated how good this is). But to this I say: YES, the goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83082</id>
		<title>Draconius’ GnIE^Ash: Win Consistency through Tactical Maximalism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconius%E2%80%99_GnIE%5EAsh:_Win_Consistency_through_Tactical_Maximalism&amp;diff=83082"/>
				<updated>2025-04-25T23:07:30Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Add graphs, edit formatting, correct Ash piety levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{version033}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
&lt;br /&gt;
If you're looking for one of the most consistently winning combos in .32/.33, I bring you the Gnoll Ice Elementalist of Ash. &lt;br /&gt;
&lt;br /&gt;
''The Knight of GnIE, if you will.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a mixture of guide and theory-crafting overview for a character which I have now run on at least a 30-win streak. While this may very well help you get a 1^(st) win; at the forefront of mind is consistency between runs, and how to optimally reduce random chance from the list of factors that can lead to our death.&lt;br /&gt;
&lt;br /&gt;
The main reason I started running GnIE^Ash was to test a claim I had made on the r/dcss subreddit last year some time: that Gnoll Ice Elementalist is currently so strong in the early game that you could afford to wait to choose the optimal god (against current meta regarding god selection), and further, that the optimal god for Gnoll is Ash (with no other god coming close). It results in a character that keeps you above the difficulty curve at all points in the game. In other words, it skews your probabilities enough that you can survive a bad engagement, have answers to the surprise threats or avoid surprises altogether, smooth some of the RNG spikes, and simply be prepared for any threat the game can throw at you - and it does so better than most, if not all, other characters.&lt;br /&gt;
&lt;br /&gt;
'''To put it yet another way: the strategy is to maximally expand your tactical space, giving you options and outs to handle every situation. This is what makes the GnIE^Ash special.'''&lt;br /&gt;
&lt;br /&gt;
I’ll go a little broad to explain some of the decision-making when I was theory-crafting this, talk generally about what spells and items are worth watching for, and mention other things you might consider.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     Note: assume the “goal” is to win with the highest possible consistency. Any references to “Best” can also be considered to mean “Best for at least [a particular type of player] where this category is one of several that Draconius personally fits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What Kills Characters In General, And This Character Specifically?=&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, there is one major thing that kills each kind of player:&lt;br /&gt;
&lt;br /&gt;
'''1.''' For new players, failing to defensively use items and escape skills soon enough is the most important factor.&lt;br /&gt;
&lt;br /&gt;
'''2.''' For experienced players playing at a high level, being out of options to deal with the situation should be the only thing expected to kill your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, when does this happen? Almost always in the early Dungeon.&lt;br /&gt;
&lt;br /&gt;
That’s why you will see streakers almost unanimously agree the early dungeon is the hardest part of the game – there’s a scarcity of options available to deal with whatever situation they’re presented with.&lt;br /&gt;
&lt;br /&gt;
Newer players often blame for their deaths on RNG, and Malevolent Forces in particular. Getting shafted on D4 to D8 with very few options often feels unfair, and I think everyone understands why some people think it’s bad design. Despite the fact that successfully returning to D4 feels like a rewarding victory that gets your blood pumping, and makes you feel you really “earned” your win, there’s no denying that '''these situations spike the difficulty and likelihood of interacting with above-the-curve threats for your character.'''&lt;br /&gt;
&lt;br /&gt;
     A quick definition: I’ll talk a decent amount about curves. I’m using this as shorthand to give you a visualization for how I see the game. Each area of the game has a particular range of difficulty that should be expected (this also includes possible out-of-depth monsters). Overall, there is a non-linear difficulty curve that arcs through the dungeon, curves through the Lair, back to the Dungeon, and so on through the branches. Likewise, each possible character combination has a power curve that ebbs and flows through different parts of the game. The Gnoll species, for a relevant example, has a U- or V-shaped curve.&lt;br /&gt;
&lt;br /&gt;
''So, this character is designed to do a few key things:''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Remain “above the curve” of the floor I’m on, from D:1 to the end of the game.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Reduce RNG by the maximum amount possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Always have the maximum options available at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that in mind, how does this specific combo achieve this?&lt;br /&gt;
&lt;br /&gt;
=Why Gnoll?=&lt;br /&gt;
&lt;br /&gt;
Gnoll is, in some sense, the weakest part of this combo while also being the most run-defining. Some disagree with me on this, but I think it’s probably B tier for most background and god pairings. Gnoll is in a strange place and unlike any other species by a wide margin, and this is the reason I pick it: the high aptitudes and the divided experience gimmick. This is also a nice feature for new players who can learn the rest of the game while bypassing the somewhat challenging skill mini-game.&lt;br /&gt;
&lt;br /&gt;
It takes a bit of a mindset shift to understand why this character feels so different. I think most other characters can be considered to be playing a role: “I’m playing the elf blaster caster” or “I’m the melee brute”, etc.&lt;br /&gt;
&lt;br /&gt;
But I see Gnolls as playing the board, the dungeon itself, like a game of chess. You don’t know what pieces are on the board; but you will be able to select among them all, crafting whatever character you think can get across the finish line on the fly. The game becomes a puzzle more than anything.&lt;br /&gt;
&lt;br /&gt;
The downside to Gnolls is that they fall off rather dramatically in the mid-game. This is due to both lack of focused experience points, and that the limited experience available in early dungeon is spread very thinly to all skills.&lt;br /&gt;
&lt;br /&gt;
This is actually a massive advantage to the early game. Specifically, Gnolls start with “Bonus” levels in their selected starting specialty, thanks to the abnormally high aptitudes. This means you can cast your full starting book almost right away, and that you remain “Above the difficulty curve” for quite a while before falling off in Lair. This is where most regular Gnolls will die.&lt;br /&gt;
&lt;br /&gt;
However, if we can get past this mid-game slump, Gnolls are the only species in a 3-rune game that can reasonably expect to cast any spell in any school, all at the same time.&lt;br /&gt;
&lt;br /&gt;
The overwhelming power of this can’t be overstated, but more on that later.&lt;br /&gt;
&lt;br /&gt;
For now, suffice it to say that Gnolls have an early game power that is nearly on par with Trolls or Minotaurs, with the ability to cast spells efficiently (which gives more versatility, i.e. more options).&lt;br /&gt;
&lt;br /&gt;
     Note on graphs: The Y-axis is my estimation of the power level relative to the average dungeon difficulty (represented as a flat 0-line). The X-axis notes different points during a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gn Graph.png|500px|thumb|center|alt text|Gnoll Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why Ice Elementalist?=&lt;br /&gt;
&lt;br /&gt;
Ice Elementalist is my choice for the strongest starting book in .32 and .33. In the most recent versions of the game, this starting book allows you to learn 2 direct damage spells, one of which is AOE, a summon with important early game resists, and one of the single best defensive buff spells in the game. Let’s break it down.&lt;br /&gt;
&lt;br /&gt;
* '''Freeze + Frozen Ramparts''': Elemental damage that bypasses defenses. Other top starting books, such as conjurations, have AC checking damage skills and no summons. For the IE, having an AOE in the starting book can’t be underestimated as this is the spell that will carry you through the Lair if you need it to. It’s also mana efficient, doing damage every turn for its duration. The only comparable early-game spells, in this sense, are poison-based.&lt;br /&gt;
&lt;br /&gt;
* '''Ozocubu's Armour''': A massive armour buff for casters. How many buffs are even left in the game at this point? Stand still, armour up, and do passive AOE damage while you use your weapon of choice – it allows for a flurry of damage that pairs perfectly with your defenses, all in one book.&lt;br /&gt;
&lt;br /&gt;
* '''Ice Beast''': This summon is better than almost all the summoner’s starting book, and for only 3 mana. Summons are widely believed to be among the strongest things in the game for all the utility they offer. Notably, our icy friend also does partial cold damage and has multiple resists, giving it a distinct advantage over the competitor book’s doggo summon (Call Canine Familiar) at the same cost. It body blocks, swaps you out of danger, and can be easily resummoned to solo most dangerous enemies of the early dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:IE Graph.png|500px|thumb|center|alt text|Ice Elementalist Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some may suggest other starts are better, such as Summoner or Conjurer. Both of these books are quite good, no doubt.&lt;br /&gt;
&lt;br /&gt;
'''Summoner''' did at least start with Lightning Spire in its book recently, an incredible spell that can carry through midgame better than Frozen Ramparts. The trouble is that it’s a dual school spell and level 4, taking longer to come online. Given that the most difficult section of the game is D1-10, waiting to get your good spell online is a problem. Now that’s been moved into Forgecraft, Eringya's Surprising Crocodile and the new dino egg have taken it’s place.The croc might be the new best spell at 4 mana, and it remains useful all game. This puts Summoner into my #2 spot. My problem with this book is that IE does summoning well enough, plus it has direct damage and AOE which are both added versatility in the very early game.&lt;br /&gt;
&lt;br /&gt;
'''Conjurer''' gives you ranged attacks, an AOE, and some mixed utility. Fulminant Prism can carry much of the game, but it has lower mana efficiency than Frozen Ramparts - a major detriment to the early game. Iskenderun's Mystic Blast might be one of the best early game utilities, and so together these spells lead me to put conjurer in the #3 spot, down 1 spot in .33 only because the Croc summon is just a better disengage than mystic blast. Plus, Prism makes for a shoddy summon, there’s no buff, all the damage is hindered by AC, and the mana efficiency in the early game makes you depend on Searing Ray instead of your better spells for quite a while.&lt;br /&gt;
&lt;br /&gt;
'''Forgecraft''' could also be in the running, and it certainly overlaps considerably with what IE is doing (both with summons and wall tiles that deal damage). My feeling from limited play experience and some theory crafting suggests it’s either a weaker version of IE (due to lack of buffs and elemental damage), or a similar power level with different flavour. I could be convinced either way.&lt;br /&gt;
&lt;br /&gt;
In summary, we go with IE because it covers all the bases better, more efficiently, and with fewer gimmicks (looking at you, Forgecraft) than any other book. You could easily argue the options above if your playstyle favours them. What I don’t think are in the running are Hunter or the melee starts. Now I’m sure many will take issue with this, but to me it’s as simple as the fact that early dungeon monster EV is the biggest variable leading to bad RNG spikes. If you can’t damage the thing(s) killing you, death is inevitable over a long enough set of trials. IE doesn’t have that issue.&lt;br /&gt;
&lt;br /&gt;
That said, this is the most flexible aspect of our character if you want to play around with different starts.&lt;br /&gt;
&lt;br /&gt;
=Current God Meta=&lt;br /&gt;
&lt;br /&gt;
Not since DDFi^Mak was the top build have I read a strong argument, or even a suggestion from a streaker, that forcing a particular god to create a specific build could be the optimal play. I’m going to suggest that here.&lt;br /&gt;
&lt;br /&gt;
The current meta is to take the first viable god you find, with some even arguing to roll the dice on faded alters. The argument is essentially that building piety early and often gives you access to one of the strongest resources in the game.&lt;br /&gt;
&lt;br /&gt;
No question, this is essentially correct on most characters. A god will often give you that edge to avoid an otherwise certain death.&lt;br /&gt;
&lt;br /&gt;
However, we can have our cake and eat it too.&lt;br /&gt;
&lt;br /&gt;
You don't have to actually wait until D10 for a guaranteed Ash alter, you can just pick TSO/Ely/Zin when you first see them and abuse their early abilities until you reach Ash to convert. This happens in better than half the games (and you can see why, you now have a 4/21 chance per alter to find an acceptable god by D10 where 3/4 of those chances are the ‘good’ gods).&lt;br /&gt;
&lt;br /&gt;
Know their strengths, and use the 2-pips of piety you’re likely to have early as often as you see fit. TSO’s divine shield is my top pick in the early dungeon, and TSO also covers invisible enemies, but Zin’s Vitalization is a close second and has saved at least 1 game on my current streak. I’d rather not have Ely when I’m only likely to get 2-pips before abandoning, but you take what you get.&lt;br /&gt;
&lt;br /&gt;
=So, Why Force Ashenzari?=&lt;br /&gt;
&lt;br /&gt;
There are some gods that make the build. For the DDFi, it was Makhleb who unlocked the absurd potential for highly consistent wins.&lt;br /&gt;
&lt;br /&gt;
For the Gnoll, it’s Ashenzari.&lt;br /&gt;
&lt;br /&gt;
Ash’s curve starts at 0 and rises exponentially through a 3-rune game. If you played long enough, it would be an inversion of the Ice Elementalist starting book. Together, you can view Gnoll as carrying the early-game (up to D8), Ice Elementalist locking in the late-early-game (through early Lair), and Ash picking up the mid- to late-game. A character that remains consistently above the difficulty curve of the dungeon from start to finish.&lt;br /&gt;
&lt;br /&gt;
Ash’s contribution to this strength comes largely from their curse system.&lt;br /&gt;
&lt;br /&gt;
As the Gnoll’s skill levels drop off dramatically, due to the distributed experience sharing, Ash takes that trickle of experience and amplifies it tremendously – pushing your effective aptitudes into the double digits. Moreover, thanks to the interaction between Ash and Gnoll, we are uniquely positioned to cast multi-school spells very early and continue casting all the best spells straight through Level 8 in a standard game, Level 9 if we decide to farm 1-2 extra zones or 10-ish floors of Zig.&lt;br /&gt;
&lt;br /&gt;
This takes Gnoll from being ABLE to use any item/spell, to being GOOD with every item and spell – completely unlocking our tactical toolbox. The challenge then is selecting the right tool for the job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Graph.png|500px|thumb|center|alt text|Ash Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, if those skill boosts were the only thing Ash gave us, then you could make an argument that both Cheibriados and Vehumet are equally valid options (and I’m not saying they’re invalid, just that you can do better).&lt;br /&gt;
&lt;br /&gt;
Veh’s wizardry effect somewhat mimics Ash’s curse buffs (with no benefit to your defenses, notably), and Chei’s gift of attribute points will do something similar but to a lesser extent; but you would be missing out on the other critical benefits Ash offers to someone who wants to win consistently.&lt;br /&gt;
&lt;br /&gt;
In addition to putting your power level above the curve starting at midgame and persisting through 3-runes, '''Ash will:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Negate the identification mini-game and give you access to all your resources at 1-pip, far before any other character would have them.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Let you see through invisibility early.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Essentially replace 3-pips of Willpower when combined with having summons to block banishers.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Help you predict and plan for enemies behind walls, eliminating surprise encounters.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Remove Malevolent Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just how important are these things? If this were all Ash offered, I would still pick it over several other gods (for streaking). This is a major area where the consistency aspect of our build comes in, or more accurately, ''I might call this RNG smoothing.''&lt;br /&gt;
&lt;br /&gt;
It ensures you have all your options available and identified, earlier than any other god. Plus, Ash removes a whole range of difficulty spikes that come from the above challenges.&lt;br /&gt;
&lt;br /&gt;
In summary, Ash is the god that best removes RNG from the game. Ash keeps Gnoll’s high early game advantage strong through its otherwise weak midgame, then makes for a wombo-combo in the end game, and it does so better than the other options.&lt;br /&gt;
&lt;br /&gt;
=Summary Of The Build=&lt;br /&gt;
&lt;br /&gt;
The end result of this strategy is a character that remains above the curve from D1 to Zot and back again. You will need to be tactical and cautious in the early game, develop your endgame plan, then snowball into the multi-school killing force that only Gnoll can pull off in a 3-rune game.&lt;br /&gt;
&lt;br /&gt;
It’s beyond debate that Gn has the largest tactical space. I’m arguing that Ash maximizes that. We then pick Ice Elementalist as our start because it gives us the greatest ability to answer early game threats of any start, in my opinion. I’ve argued against some other contenders, but this is clearly the part of this build with the most flexibility to make it your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Combined Graph.png|500px|thumb|center|alt text|Combined Character Power Curve for Early-, Mid-, and Late-Game. (0-line is the dungeon difficulty curve linearized).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Do You Play This Character?=&lt;br /&gt;
&lt;br /&gt;
If you find good gear on this character you just use it, no matter the skill it requires, and that makes both the strategic space (as it applies to items, spells, etc.) and tactical space larger than you have on other characters – you now have to choose the correct answer in the moment from every possible skill tree, item, and spell that generates in your game.&lt;br /&gt;
&lt;br /&gt;
This makes the character tactically quite difficult perhaps, but easier if you already have a grasp of the game because you can select among all the best answers. If nothing else, it will help teach you the game faster by letting you survive edge encounters more often.&lt;br /&gt;
&lt;br /&gt;
In general, I play this character either as a battle mage or a tanky blaster caster. You can do whatever suits your fancy, changing on the fly if you want to, and that’s what’s so fun about this start.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So let’s work on opening up that tactical decision space:'''&lt;br /&gt;
&lt;br /&gt;
'''1.''' Play D1-D2 without using O. Gn is strong enough to survive the challenge, IE has a damage type which solves for the greatest challenge here: enemies with high EV.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Get to level 3 so you can get all your spells online, then travel around with your summon until you get more survivability. You can expect this on D2 at the latest. Take care with summing when the red 9-10% failure rate is showing, as this may result in Nameless Horrors (which you can easily defeat when it’s alone). I suggest summoning just before the fight as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Start each fight with your summon out, positioning in hallways or at least near walls, and using both Ozo Armour + Frozen Ramparts. This is 9 mana total, don’t worry, you have enough to manage; but you should also look for a weapon with reach or range so you can attack without moving while your DOT/summons tick.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Your goal is to find Ash ASAP, but if you find one of the good goods first, take them (TSO works especially well on a GnIE since the shield pairs with our close-range spells).&lt;br /&gt;
&lt;br /&gt;
'''5.''' Rush Ash’s curses from here until 4-pips of piety. What you get doesn’t matter, just take it so you can get your power spikes at 1- and 4-pips. Keep in mind that some of these curses will be broken later to be replaced with better gear/curses. This is part of the strategic challenge of Gn^Ash – it’s a balancing act of what you want to keep and what you consider sacrificial.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Do the standard identification minigame until you have Ash's first pip of piety online. 1-pip identifies all items from here on, then you can cruise quite a lot more. This is where our tactical options start to bloom and should be considered a massive power spike. Usually, I just get identification scrolls online, search for curing, then use that and whatever else my ID scrolls find while I wait for Ash piety.&lt;br /&gt;
&lt;br /&gt;
'''7.''' By 4-pips of Ash piety, you can now relax as you’ve nullified malevolence traps, invisible enemies, most will-based attacks, and the main weakness of the Gnoll – its mid-game power slump by using a combination of your starting book and whatever your curses have boosted.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Your goal now is 2-fold:&lt;br /&gt;
* Optimize gear/curses while always keeping 4-pips of piety. I suggest selecting mostly curses of Elements, Companions, and Introspection while getting just 1 curse on all defenses, other spell schools, and Devices. Adjust based on the spells or items you find.&lt;br /&gt;
* Find your mid- and end-game spell books. More on that below. Then tackle branches depending on your selection of spells, items, and resists.&lt;br /&gt;
&lt;br /&gt;
'''9.''' Once you have your full piety and end-game spells, it’s just a matter of execution. You’ll find that getting to Ash-4 pips is the scariest part of the game, but after that you don’t really need anything specific until lair is done (IE is good enough on its own). After that, you should have something usable from the floor for the next section.&lt;br /&gt;
&lt;br /&gt;
'''10.''' Just know what you need for each branch, use the wiki. S-branches need poison resist and usually 1 or 2 others. Vaults need electrical resistance, so does Elf, and so on. Just check the boxes before going to the next branch. Ash and IE will cover you on everything you need for D1-15 (except for dragons), Lair (again, except for dragons), and Orc where you will hope to have at least one other AOE spell – more on that below.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=General Branch Order For This Character:=&lt;br /&gt;
&lt;br /&gt;
'''D10 : L5 : D15/Orc2 : 2 S-Runes : V4 : Elf 3/Depths 4 : Slime Rune : Dive Zot'''&lt;br /&gt;
&lt;br /&gt;
Make choices based on resistances and spell set. If you’re not ready for one of the S branches, you can easily sub in Vaults 4, just watch for the damage you don’t resist and be ready to run. You can also add Crypt either instead of Elf (in the case that you have more rN than elemental resists), or do both if you still need more loot after the 3^(rd) rune.&lt;br /&gt;
&lt;br /&gt;
I’ve tested Slime versus V5 on this character, and even with Immolation, or the preferred Hellfire Mortar, I’m now convinced that Slime is the safer of the two runes by a wide margin. YMMV.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Need Spells Or Loot? Here’s What I Suggest:=&lt;br /&gt;
&lt;br /&gt;
'''1.''' You can always rush Orc 2 before finishing D15 if you feel better about your AOE than you do about your ability to handle the undead and dragons.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Always be looking for the next end vault. If I have good elemental resists after S-branches, then I’m thinking of taking Elf 3 for the next power boost. If not, then I go vaults and then even depths before Elf, Crypt or 3^(rd) rune. I just ask, what is my character good at right now, then go for the loot in that area, then ask the question again.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Note on Evocables: These are extremely strong on our character, and they’re always leveled to a higher degree than most other characters will have. This means wands remain strong the whole game, and an early rechargeable can offer great value through the whole game. I will usually buy an early lightning rod over any other offensive item or spell given the usual price. Gell’s Gravitambourine is even better if you find if for a fair price.&lt;br /&gt;
* The only guaranteed evocable happens to be perfect for us: The Horn of Geryon.&lt;br /&gt;
* If you lack summons before Zot, dip into Hell and pick this up. It’s easier than Zot and gives you multiple summons, partially mimicking Summon Horrible Things (my favourite end-game spell).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=What Spells To Watch For?=&lt;br /&gt;
&lt;br /&gt;
Gnoll of Ash can use any spell in the game, here are some of the best for winning constantly:&lt;br /&gt;
&lt;br /&gt;
'''1.''' Standard good stuff for every game: Blink or Passage of Golubria, Yara’s Violent Unravelling, Irradiate, Mephitic Cloud.&lt;br /&gt;
* These are useful all game. You may not use them a ton, but when you do it’s going to feel very impactful. Always be on the lookout for a Yara’s target, the malmutate on enemies is a direct buff to our summons.&lt;br /&gt;
'''2.''' Around Lair and Orc: Freezing cloud or Refrigeration, Olgreb's Toxic Radiance, Hoarfrost cannon.&lt;br /&gt;
* These are mid-game carries, useful until you have late-game spells and can then be forgotten to clear up spell slots. Can carry Lair, Orc, and S-branches.&lt;br /&gt;
'''3.''' ''Special Note:'' Hellfire Mortar is probably the best spell in the game right now largely because it has high utility, high damage, and high efficiency.&lt;br /&gt;
* At 2 piercing shots per turn, this spell is incredibly turn-efficient and will out-damage anything else you could be doing for quite a long time.&lt;br /&gt;
* You can use it to block entry ways up to and including the Zot lungs, where enemies will just stare at it while they burn. Even OOFs can be blocked and killed by this thing.&lt;br /&gt;
* Pair it with flying and you never have to worry about trapped Zot lungs, ground traps, or hidden loot again.&lt;br /&gt;
* Take this spell every game you find it, it’s surprisingly common and especially easy to get online with a Gnoll of Ash. If anything needs a nerf, this is it.&lt;br /&gt;
'''4.''' End-game Summons: Summon Horrible Things, Spellforged Servitor, Haunt, Sphinx Sisters (the newest addition to this list, it can solo OOFs on our character!)&lt;br /&gt;
* These are my primary goals because they carry and defend our character straight through the orb run, everything else is basically icing on the cake.&lt;br /&gt;
'''5.''' End-game Elemental Spells: Bombard/LCS, Ignition, Refrigeration/Polar Vortex, MCC&lt;br /&gt;
* As a summoner first and foremost, we still like to have direct damage for abjuration monsters, targeted damage onto especially dangerous baddies, and the general utility of using AOE first, then summons to clean up.&lt;br /&gt;
'''6.''' Get a good mix of summons and elemental damage so that you always have answers to problems. Body blockers, tanks, and direct damage should be top of mind, then utility, and movement spells should be on the radar from D1.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Conclusions=&lt;br /&gt;
&lt;br /&gt;
Part build guide, part post-hoc theory crafting explanation. Either way, I hope you enjoyed it and maybe want to give the GnIE^Ash a try – especially if you’re looking to make your wins more consistent or even just get the first one!&lt;br /&gt;
&lt;br /&gt;
If there’s a legit criticism of this character, it may be too much better than other characters. I have even been accused of playing the game on easy mode (which, notably, isn’t something anyone said to me BEFORE I demonstrated how good this is). But to this I say: YES, the entire goal was to find and playtest one of the best characters in the game for streaking, and I believe I’ve now proven its worth. This isn’t to say that it’s necessarily the “best” or “optimal” build. I don’t think we have the tools to determine that for a game as complex as DCSS just yet. I do know for certain that this character has made me a far more consistent player, and I think it will do the same for you.&lt;br /&gt;
&lt;br /&gt;
When you get it right, the GnIE^Ash gives you that snowballing power fantasy sought by many in games like this – and DCSS really makes you feel like you’ve earned it by the time you’re blazing through Zot!&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Combined_Graph.png&amp;diff=83081</id>
		<title>File:Combined Graph.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Combined_Graph.png&amp;diff=83081"/>
				<updated>2025-04-25T22:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: For Draconius' guide, combined power curve&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For Draconius' guide, combined power curve&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Ash_Graph.png&amp;diff=83080</id>
		<title>File:Ash Graph.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Ash_Graph.png&amp;diff=83080"/>
				<updated>2025-04-25T22:25:37Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: For Draconius' guide, Ash power curve&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For Draconius' guide, Ash power curve&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:IE_Graph.png&amp;diff=83079</id>
		<title>File:IE Graph.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:IE_Graph.png&amp;diff=83079"/>
				<updated>2025-04-25T22:25:13Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: For Draconius' guide, IE power curve&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For Draconius' guide, IE power curve&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Gn_Graph.png&amp;diff=83078</id>
		<title>File:Gn Graph.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Gn_Graph.png&amp;diff=83078"/>
				<updated>2025-04-25T22:23:44Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: For Draconius' guide, Gnoll power curve&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For Draconius' guide, Gnoll power curve&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	</feed>