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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Soyweiser</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Soyweiser"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Soyweiser"/>
		<updated>2026-05-07T22:22:26Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Darkness&amp;diff=19696</id>
		<title>Darkness</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Darkness&amp;diff=19696"/>
				<updated>2013-09-24T19:32:01Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: Added book.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|level=7&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Dreams]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell dims the light of the dungeon, reducing the range of vision. The area affected is quite large and it doesn't have sharp edges, thus the effect is unlikely to alert anyone not very close to the caster.}}&lt;br /&gt;
&lt;br /&gt;
'''Darkness''' is a level 7 [[Hexes]] spell which reduces the [[LOS]] that creatures can see you (and that you can see other creatures) by 25%. Under normal circumstances, this reduces LOS by two tiles. When combined with a [[lantern of shadows]] or the [[demonspawn]] [[Demonspawn_mutations#Nightstalker|nightstalker]] mutation, the spell only reduces LOS by one tile more.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Darkness is an excellent spell for situations where you don`t want to be seen, obviously. It makes it easier to move into range for [[stabbing]], helps when fleeing from monsters at the edge of your LOS, forces ranged enemies to move closer to you, and generally reduces the amount of attention you attract simply by keeping you out of sight.&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Magic_points&amp;diff=19559</id>
		<title>Talk:Magic points</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Magic_points&amp;diff=19559"/>
				<updated>2013-09-19T18:07:30Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: Created page with &amp;quot;==Missing image== The page seems to be missing an image. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Missing image==&lt;br /&gt;
The page seems to be missing an image. --[[User:Soyweiser|Soyweiser]] ([[User talk:Soyweiser|talk]]) 20:07, 19 September 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampiric_Draining&amp;diff=19442</id>
		<title>Vampiric Draining</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampiric_Draining&amp;diff=19442"/>
				<updated>2013-09-17T15:50:23Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: Bug has been fixed in 0.13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Vampiric Draining&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Necromancy}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Necromancy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb.&lt;br /&gt;
&lt;br /&gt;
However, attempting to drain an undead or demonic creature will backfire on the caster.}}&lt;br /&gt;
&lt;br /&gt;
'''Vampiric Draining''' is a level 3 [[Necromancy]] spell which deals [[negative energy]] damage to an adjacent monster and heals you for half the damage dealt (in [[0.12|0.12 and earlier]] you can never heal the last HP). This spell does not effect certain monsters. Casting it on plants, constructs, or monsters with [[life protection]] will do nothing, while targeting demonic or undead monsters will seriously injure the caster (2d39/2 + 9 HP) (The game warns you about this beforehand). &lt;br /&gt;
&lt;br /&gt;
The spell can only be cast in melee range, and strong monsters can often injure you for more than you are healed. It has a fairly high damage output and utility for a 3rd level spell, and it can be used by bloodless [[vampire]]s and [[deep dwarves]] for [[healing]].&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Vampiric Draining&lt;br /&gt;
 |formula = 3 + (2d9/2) + (d(power)/7)&lt;br /&gt;
 |maxdmg = 5-40 Negative Energy&lt;br /&gt;
 |maxsp = 200&lt;br /&gt;
 |range = 1&lt;br /&gt;
 |target = Touch}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Although [[butterflies]] offer no XP benefits, they can be drained for health like any other living thing. Use 'Z' to cast the spell even though the game prompts you that there are no legal targets.&lt;br /&gt;
*Summoned monsters will take damage from the spell normally, but offer no healing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
− In versions [[0.12]] and earlier there was a bug that made the last HP unhealable by this spell.&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampiric_Draining&amp;diff=14125</id>
		<title>Vampiric Draining</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampiric_Draining&amp;diff=14125"/>
				<updated>2013-05-27T12:38:19Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Vampiric Draining&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Necromancy}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Necromancy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb. However, attempting to drain an undead or demonic creature will backfire on the caster.}}&lt;br /&gt;
&lt;br /&gt;
'''Vampiric Draining''' is a level 3 [[Necromancy]] spell which deals [[negative energy]] damage to an adjacent monster and heals you for half the damage dealt. This spell can only be cast effectively on certain kinds of monsters. Casting it on plants, constructs, or monsters with [[life protection]] will do nothing, while targeting demonic or undead monsters will seriously injure the caster (2d39/2 + 9 HP) (thankfully the game warns you about this beforehand). Also bear in mind that the spell can only be cast in melee range, and strong monsters can often injure you for more than you are healed. Still, it has fairly high damage output and utility for a 3rd level spell, and it can be used by bloodless [[vampire]]s and [[deep dwarf|deep dwarves]] for [[healing]].&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Vampiric Draining&lt;br /&gt;
 |formula = 3 + (2d9/2) + (d(power)/7)&lt;br /&gt;
 |maxdmg = 5-40 Negative Energy&lt;br /&gt;
 |maxsp = 200&lt;br /&gt;
 |range = 1&lt;br /&gt;
 |target = Touch}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Although [[butterflies]] offer no XP benefits, they can be drained for health like any other living thing. Use 'Z' to cast the spell even though the game prompts you that there are no legal targets.&lt;br /&gt;
*Summoned monsters will take damage from the spell normally, but offer no healing.&lt;br /&gt;
==History==&lt;br /&gt;
In versions 0.12 and earlier there was a bug that made the last HP unhealable by this spell.&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ensorcelled_Hibernation&amp;diff=14124</id>
		<title>Ensorcelled Hibernation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ensorcelled_Hibernation&amp;diff=14124"/>
				<updated>2013-05-27T12:37:01Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Ensorcelled Hibernation&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2={{Ice Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Maledictions]] &lt;br /&gt;
*[[Book of Dreams]]&lt;br /&gt;
*[[Book of Ice]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell attempts to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.}}&lt;br /&gt;
&lt;br /&gt;
[[Ensorcelled Hibernation]] is a level 2 [[Hexes]]/[[Ice Magic]] spell which knocks out a single target for a short time, allowing you to flee or [[stab]] them more easily. Although hibernating monsters receive a penalty to their checks against your [[Stealth]] score, they may still awaken as normal as you spend time in their [[LOS]] or make [[noise]], and successfully injuring a hibernating monster wakes it immediately. It is a very common spell for [[enchanter]]s to learn, but can be useful for others. Especially in the [[Lair]] and the [[Swamp]] it is an absolutely useful tool.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled Hibernation can affect [[natural]], [[demonic]], and [[holy]] creatures, but not those that are [[cold]] resistant or [[berserk]]. It is also subject to [[magic resistance]]. If the spell cannot be used on a creature it says, &amp;quot;the foo is unaffected&amp;quot;, if it resists it can be effected by the spell. But it might take a few tries.&lt;br /&gt;
&lt;br /&gt;
A sleeping monster that is also confused starts to sleepwalk.&lt;br /&gt;
&lt;br /&gt;
Monsters that awaken from this spell become &amp;quot;sleep wary&amp;quot; and cannot be placed in hibernation again for a few dozen turns.&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Huggz%27s_Spriggan_Enchanter_guide&amp;diff=14123</id>
		<title>ARCHIVED Huggz's Spriggan Enchanter guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Huggz%27s_Spriggan_Enchanter_guide&amp;diff=14123"/>
				<updated>2013-05-27T12:35:39Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version010}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Spriggan Enchanters use stealth and stabbing to ninja their way to victory. A very popular choice among ''Crawl'' players, Spriggan Enchanters are also known for being used in both time- and turn-count [[Speed running|speedruns]]. &lt;br /&gt;
&lt;br /&gt;
This guide has been updated for 0.10 and is largely based on the guide by hyperbolic. For the latest guide by hyperbolic, see [http://crawl.develz.org/info/index.php?q=hyperbolic this link].&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Approximate goals are as follows:&lt;br /&gt;
&lt;br /&gt;
# 8 [[Stabbing]] (and 6 [[Spellcasting]] if you want to eliminate the EH hunger cost).&lt;br /&gt;
# 10 [[Dodging]] and [[Stealth]]. [[Hexes]] to 13 or until you get [[Invisibility]] to 6% fail. Turn off Hexes after this. &lt;br /&gt;
# 12 Stabbing, 15 Dodging/Stealth, 6 [[Fighting]], and enough [[Short Blades]] for min delay. &lt;br /&gt;
# 27 Stealth, 10 Fighting, and whatever spell skills you want.&lt;br /&gt;
# Other skills you will need at some point: [[Traps &amp;amp; Doors]] between 7-10 by the time you get to the vaults, [[Spellcasting]] to reduce hunger, some [[Evocations]], and 9 [[Shields]] to remove the shield penalty once you get a buckler.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Train Strength to about 8 for carry capacity, then train Int (spellcasting).  &lt;br /&gt;
&lt;br /&gt;
==Spells== &lt;br /&gt;
*From the starting book: [[Ensorcelled Hibernation | EH]], [[Confuse]], [[Invisibility]] (and [[Sure Blade]] to train Charms or if you want better melee). &lt;br /&gt;
*When you find them: other generally good spells like [[Haste]], [[Repel Missiles]], [[Regeneration]], [[Dispel Undead]], [[Apportation]], [[Blink]], [[Control Teleport]], [[Phase Shift]], [[Controlled Blink]], etc.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons: Any short blade will work for stabbing, but switch to a dagger when possible. Short blades, compared to other weapon schools, gain a large bonus to damage when stabbing, and daggers get an especially large bonus. For regular melee, early on look for [[electricity]] and [[venom]] weapons. Later look for a [[quick blade]] and/or [[pain brand]] a weapon with Kiku. [[Distortion]] is nice also.&lt;br /&gt;
*Buckler: Train shields to 9 to avoid penalties. If possible, one of rF+, rC+, resistance, protection, poison resistance - but rN+ and reflection are better than nothing.&lt;br /&gt;
*Rings of slaying for melee, rings of protection (or evasion), rF+ or rC+ rings if you don't have the resist, or rF++ if you go into Zot. Swaps include teleport control, protection from magic, poison resistance, life protection; anything that you may want to swap to if &amp;lt;situation&amp;gt; presented itself.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
Quick guide: Ash, Jiyva, Kiku, Lugonu, Makhleb, and Nemelex are all great choices. &lt;br /&gt;
&lt;br /&gt;
[[Spriggan]] [[Enchanter|Enchanters]] are compatible with a wide range of gods! Here are some good choices:&lt;br /&gt;
&lt;br /&gt;
*[[Okawaru]] offers two abilities: [[Heroism]], which slightly improves your melee combat performance, and [[Finesse]], which greatly increases your attack speed. Also, you will eventually gain god gifts of branded / artifact short blades and various kinds of spriggan-suitable armour, which can really help fill your missing resistances.&lt;br /&gt;
*[[Makhleb]] offers two abilities that allow you to ignore magic skills entirely: elemental direct damage blasts and powerful demon summoning for when things get out of hand. If you use Makhleb, train Invocations to 10 before using his summons to greatly reduce their chance of arriving hostile, and always have an escape route lined up. Never use his summons as a last-ditch attempt to escape, but rather as soon as you see that a monster that is likely to be nasty. These abilities cost HP rather than MP, which spriggans unfortunately do not have huge amounts of, but he also restores your HP with each kill.&lt;br /&gt;
*[[Vehumet]] can work well for an SpEn that wants to become an offensive spellcaster by the time most monsters start resisting hexes. Vehumet will gift books with Conjurations and Summoning spells, guaranteeing you actually find them; he also makes offensive spells easier, cheaper, and more powerful, all of which a Spriggan will need to overcome low aptitudes. You can train piety while still stabbing monsters.&lt;br /&gt;
*[[Nemelex Xobeh]], as his decks provide an answer to situations not covered by stealthy backstabbing. Evocations will be a major part of a SpEn of Nemelex's skillset.&lt;br /&gt;
*[[Kikubaaqudgha]] adds Necromancy, gives one of the best books in the game and brands your sabre with pain, so your spriggan can take most living things in direct melee. Keep Necromancy trained and learn Pain, Vampiric Draining, Regeneration, Dispel Undead, Agony, and Borgnjor's Revivification. You'll need to come up with some other means of killing demons, however.&lt;br /&gt;
*[[Ashenzari]] allows SpEns to radically alter their skillset once Hexes-resistant monsters become more common, by redirecting their existing Hexes, Stabbing, Short Blades etc. skills into offensive spell schools (melee SpEn are most likely better off with another god, as it is impossible to reskill into Fighting and Ashenzari provides no melee damage bonus). Possible choices are Poison/Conjurations, for Poison Arrow, or Air for Airstrike and Tornado, depending of course on luck with spellbook finds.&lt;br /&gt;
*[[Jiyva]] is an interesting option; although you can only access it in the late game, Jiyva's mutations can fill in a lot of your missing resistances, and the slime allies it creates can at the very least provide useful distractions for more substantial opponents. A spriggan with high dexterity and several natural weapon mutations could conceivably become a decent Unarmed Combat fighter, but that requires a lot of training outside of your strengths. Just be careful establishing your food stash; the last thing you want is for a jelly to eat all your honeycombs and bread rations. Prior to serving Jiyva, you could also serve one of the other gods with survivable wrath. Spending the early game serving Okawaru can provide you with some nice artifacts, for instance, or Kiku could pain brand your saber.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Even more than other character builds, use your stealth and do not immediately engage monsters when you first see them. Evaluate whether or not to leave the monster(s) alone for the time being. You may also explore alternatives routes to particular sleeping monsters, to minimize the number of turns that you are exposed while going in for the kill. &lt;br /&gt;
*[[Ensorcelled Hibernation]]: At level 2, get Ensorcelled Hibernation (EH) and use it on monsters when they are adjacent to you. Note that EH at low power will often take several casts to succeed. If the monster is potentially dangerous, use EH with one space between you and the monster and move in for the stab when they fall asleep. Cast EH from too far and they will wake up before you get to them. Since you are faster than most monsters you can also easily kite them until EH works. &lt;br /&gt;
*[[Confuse]]: EH does not work on cold resistant monsters and undead, as well as monsters who have recently been ensorcelled. Wou can tell that EH does not work at the time because you will get the message &amp;quot;&amp;lt;foo&amp;gt; is unaffected&amp;quot; instead of &amp;quot;&amp;lt;foo&amp;gt; resists&amp;quot; In this case, you can also confuse them and stab them while they are not looking.&lt;br /&gt;
*Confuse can also be combined with EH; cast Confuse on them from outside melee range and then Ensorcelled Hibernation, and wait for them to walk next to you while sleeping. &lt;br /&gt;
*[[Invisibility]]: Once you get Invisibility, use it against any monster that is hard to put back to sleep or in a group. Slime creatures and packs of orcs are perfect targets for this, as are ugly things. The orc mines and blade can be trivialised with Invisibility.&lt;br /&gt;
*In the late game, enemies with with high MR and see invisibility become more common. It will be near impossible to fight your way to some runes of Zot or the Orb of Zot relying only on the Hexes/Stabbing combo. Your choice of god may provide you with alternatives means of offense. Alternatively, the high EV and movement speed bonus of spriggans makes them excellent at stealing runes/the Orb without killing the branch end guardians.&lt;br /&gt;
&lt;br /&gt;
==Sample Characters==&lt;br /&gt;
*[http://crawl.develz.org/morgues/0.10/78291/morgue-78291-20120311-031841.txt 78291: SpEn best realtime speedrun in the 0.10 tournament (01:28:55, 19956 turns)]&lt;br /&gt;
*[http://crawl.develz.org/morgues/0.10/jeanjacques/morgue-jeanjacques-20120309-174901.txt jeanjacques: SpEn best turn-count speedrun in the 0.10 tournament (03:01:45, 18437 turns)]&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
*[http://crawl.develz.org/info/index.php?q=hyperbolic hyperbolic's 0.12 SpEn Guide]&lt;br /&gt;
*[https://crawl.develz.org/tavern/viewtopic.php?f=6&amp;amp;t=1476 SpEn Tavern Discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Huggz%27s_Spriggan_Enchanter_guide&amp;diff=14122</id>
		<title>ARCHIVED Huggz's Spriggan Enchanter guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Huggz%27s_Spriggan_Enchanter_guide&amp;diff=14122"/>
				<updated>2013-05-27T12:34:09Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: /* Other Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version010}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Spriggan Enchanters use stealth and stabbing to ninja their way to victory. A very popular choice among ''Crawl'' players, Spriggan Enchanters are also known for being used in both time- and turn-count [[Speed running|speedruns]]. &lt;br /&gt;
&lt;br /&gt;
This guide has been updated for 0.10 and is largely based on the guide by hyperbolic. For the latest guide by hyperbolic, see [http://crawl.develz.org/info/index.php?q=hyperbolic this link].&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Approximate goals are as follows:&lt;br /&gt;
&lt;br /&gt;
# 8 [[Stabbing]] (and 6 [[Spellcasting]] if you want to eliminate the EH hunger cost).&lt;br /&gt;
# 10 [[Dodging]] and [[Stealth]]. [[Hexes]] to 13 or until you get [[Invisibility]] to 6% fail. Turn off Hexes after this. &lt;br /&gt;
# 12 Stabbing, 15 Dodging/Stealth, 6 [[Fighting]], and enough [[Short Blades]] for min delay. &lt;br /&gt;
# 27 Stealth, 10 Fighting, and whatever spell skills you want.&lt;br /&gt;
# Other skills you will need at some point: [[Traps &amp;amp; Doors]] between 7-10 by the time you get to the vaults, [[Spellcasting]] to reduce hunger, some [[Evocations]], and 9 [[Shields]] to remove the shield penalty once you get a buckler.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Train Strength to about 8 for carry capacity, then train Int (spellcasting).  &lt;br /&gt;
&lt;br /&gt;
==Spells== &lt;br /&gt;
*From the starting book: [[Ensorcelled Hibernation | EH]], [[Confuse]], [[Invisibility]] (and [[Sure Blade]] to train Charms or if you want better melee). &lt;br /&gt;
*When you find them: other generally good spells like [[Haste]], [[Repel Missiles]], [[Regeneration]], [[Dispel Undead]], [[Apportation]], [[Blink]], [[Control Teleport]], [[Phase Shift]], [[Controlled Blink]], etc.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons: Any short blade will work for stabbing, but switch to a dagger when possible. Short blades, compared to other weapon schools, gain a large bonus to damage when stabbing, and daggers get an especially large bonus. For regular melee, early on look for [[electricity]] and [[venom]] weapons. Later look for a [[quick blade]] and/or [[pain brand]] a weapon with Kiku. [[Distortion]] is nice also.&lt;br /&gt;
*Buckler: Train shields to 9 to avoid penalties. If possible, one of rF+, rC+, resistance, protection, poison resistance - but rN+ and reflection are better than nothing.&lt;br /&gt;
*Rings of slaying for melee, rings of protection (or evasion), rF+ or rC+ rings if you don't have the resist, or rF++ if you go into Zot. Swaps include teleport control, protection from magic, poison resistance, life protection; anything that you may want to swap to if &amp;lt;situation&amp;gt; presented itself.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
Quick guide: Ash, Jiyva, Kiku, Lugonu, Makhleb, and Nemelex are all great choices. &lt;br /&gt;
&lt;br /&gt;
[[Spriggan]] [[Enchanter|Enchanters]] are compatible with a wide range of gods! Here are some good choices:&lt;br /&gt;
&lt;br /&gt;
*[[Okawaru]] offers two abilities: [[Heroism]], which slightly improves your melee combat performance, and [[Finesse]], which greatly increases your attack speed. Also, you will eventually gain god gifts of branded / artifact short blades and various kinds of spriggan-suitable armour, which can really help fill your missing resistances.&lt;br /&gt;
*[[Makhleb]] offers two abilities that allow you to ignore magic skills entirely: elemental direct damage blasts and powerful demon summoning for when things get out of hand. If you use Makhleb, train Invocations to 10 before using his summons to greatly reduce their chance of arriving hostile, and always have an escape route lined up. Never use his summons as a last-ditch attempt to escape, but rather as soon as you see that a monster that is likely to be nasty. These abilities cost HP rather than MP, which spriggans unfortunately do not have huge amounts of, but he also restores your HP with each kill.&lt;br /&gt;
*[[Vehumet]] can work well for an SpEn that wants to become an offensive spellcaster by the time most monsters start resisting hexes. Vehumet will gift books with Conjurations and Summoning spells, guaranteeing you actually find them; he also makes offensive spells easier, cheaper, and more powerful, all of which a Spriggan will need to overcome low aptitudes. You can train piety while still stabbing monsters.&lt;br /&gt;
*[[Nemelex Xobeh]], as his decks provide an answer to situations not covered by stealthy backstabbing. Evocations will be a major part of a SpEn of Nemelex's skillset.&lt;br /&gt;
*[[Kikubaaqudgha]] adds Necromancy, gives one of the best books in the game and brands your sabre with pain, so your spriggan can take most living things in direct melee. Keep Necromancy trained and learn Pain, Vampiric Draining, Regeneration, Dispel Undead, Agony, and Borgnjor's Revivification. You'll need to come up with some other means of killing demons, however.&lt;br /&gt;
*[[Ashenzari]] allows SpEns to radically alter their skillset once Hexes-resistant monsters become more common, by redirecting their existing Hexes, Stabbing, Short Blades etc. skills into offensive spell schools (melee SpEn are most likely better off with another god, as it is impossible to reskill into Fighting and Ashenzari provides no melee damage bonus). Possible choices are Poison/Conjurations, for Poison Arrow, or Air for Airstrike and Tornado, depending of course on luck with spellbook finds.&lt;br /&gt;
*[[Jiyva]] is an interesting option; although you can only access it in the late game, Jiyva's mutations can fill in a lot of your missing resistances, and the slime allies it creates can at the very least provide useful distractions for more substantial opponents. A spriggan with high dexterity and several natural weapon mutations could conceivably become a decent Unarmed Combat fighter, but that requires a lot of training outside of your strengths. Just be careful establishing your food stash; the last thing you want is for a jelly to eat all your honeycombs and bread rations. Prior to serving Jiyva, you could also serve one of the other gods with survivable wrath. Spending the early game serving Okawaru can provide you with some nice artifacts, for instance, or Kiku could pain brand your saber.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Even more than other character builds, use your stealth and do not immediately engage monsters when you first see them. Evaluate whether or not to leave the monster(s) alone for the time being. You may also explore alternatives routes to particular sleeping monsters, to minimize the number of turns that you are exposed while going in for the kill. &lt;br /&gt;
*Ensorcelled Hibernation: At level 2, get Ensorcelled Hibernation (EH) and use it on monsters when they are adjacent to you. Note that EH at low power will often take several casts to succeed. If the monster is potentially dangerous, use EH with one space between you and the monster and move in for the stab when they fall asleep. Cast EH from too far and they will wake up before you get to them. Since you are faster than most monsters you can also easily kite them until EH works. &lt;br /&gt;
*Confuse: EH does not work on cold resistant monsters and undead, as well as monsters who have recently been ensorcelled. Wou can tell that EH does not work at the time because you will get the message &amp;quot;&amp;lt;foo&amp;gt; is unaffected&amp;quot; instead of &amp;quot;&amp;lt;foo&amp;gt; resists&amp;quot; In this case, you can also confuse them and stab them while they are not looking.&lt;br /&gt;
*Confuse can also be combined with EH; cast Confuse on them from outside melee range and then Ensorcelled Hibernation, and wait for them to walk next to you while sleeping. &lt;br /&gt;
*Invisibility: Once you get Invisibility, use it against any monster that is hard to put back to sleep or in a group. Slime creatures and packs of orcs are perfect targets for this, as are ugly things. The orc mines and blade can be trivialised with Invisibility.&lt;br /&gt;
*In the late game, enemies with with high MR and see invisibility become more common. It will be near impossible to fight your way to some runes of Zot or the Orb of Zot relying only on the Hexes/Stabbing combo. Your choice of god may provide you with alternatives means of offense. Alternatively, the high EV and movement speed bonus of spriggans makes them excellent at stealing runes/the Orb without killing the branch end guardians.&lt;br /&gt;
&lt;br /&gt;
==Sample Characters==&lt;br /&gt;
*[http://crawl.develz.org/morgues/0.10/78291/morgue-78291-20120311-031841.txt 78291: SpEn best realtime speedrun in the 0.10 tournament (01:28:55, 19956 turns)]&lt;br /&gt;
*[http://crawl.develz.org/morgues/0.10/jeanjacques/morgue-jeanjacques-20120309-174901.txt jeanjacques: SpEn best turn-count speedrun in the 0.10 tournament (03:01:45, 18437 turns)]&lt;br /&gt;
&lt;br /&gt;
==Other Links==&lt;br /&gt;
*[http://crawl.develz.org/info/index.php?q=hyperbolic hyperbolic's 0.12 SpEn Guide]&lt;br /&gt;
*[https://crawl.develz.org/tavern/viewtopic.php?f=6&amp;amp;t=1476 SpEn Tavern Discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Deep_Dwarf&amp;diff=14079</id>
		<title>Deep Dwarf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Deep_Dwarf&amp;diff=14079"/>
				<updated>2013-05-24T10:44:55Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: /* Damage Reduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
'''Deep Dwarves''' are related to the now-extinct [[Mountain Dwarves]], but unlike their cousins, they never left their underground homelands. Living there for countless generations turned them pale and made them lose all ability to heal naturally. On the other hand, they are tougher than most living species, and their empathy with the earth allows them to sense much of their surroundings, including the layout of [[Dungeon]] passages. They are highly spiritual beings, often mistaken for actual spirits by outsiders.&lt;br /&gt;
&lt;br /&gt;
Given their lack of natural healing, few Deep Dwarves venture out for adventures or even combat. Those who do have learned to ''always'' bring a [[wand of healing]] with them, and many also turn to [[choosing a god|divine assistance]].&lt;br /&gt;
&lt;br /&gt;
Naturally, Deep Dwarves are quite adept at all arts of avoiding attacks, but not particularly gifted in the other arts of war. Those who have to defend their ground most often go with ranged weapons (preferring [[sling]]s or [[crossbow]]s over [[bow]]s, which are too unwieldy for them), or rely on magic. They are most at home with [[Earth Magic]] and [[Necromancy]].&lt;br /&gt;
&lt;br /&gt;
Like all Dwarves, Deep Dwarves are gifted smiths and artificers, and gain bonuses from dwarven equipment. In addition, Deep Dwarves can recharge [[wand]]s, [[rod]]s, and other gadgets by infusing them with a bit of their magical essence. This essence is permanently lost, however, so recharging is never done lightly.&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Bad mutations#Slow Healing|Slow Healing 3]]: Deep Dwarves cannot [[heal]] lost HP or attributes naturally, nor benefit from any form of regeneration (including the [[Regeneration]] spell).&lt;br /&gt;
*Deep Dwarves will not passively regain MP if wearing an [[amulet of guardian spirit]].&lt;br /&gt;
*[[Good_mutations#Passive Mapping|Passive Mapping 1]]. This is upgraded to rank 2 at level 9 and rank 3 at level 18.&lt;br /&gt;
*Damage Reduction (also known as &amp;quot;damage shaving&amp;quot;): Deep Dwarves suffer less damage from every source. Among other things, this generally negates the effects of being [[poison]]ed.&lt;br /&gt;
*Deep Dwarves receive bonuses from dwarven weapons and armor, in addition to the bonuses this equipment already provides from its superior construction.&lt;br /&gt;
*Device Recharging: Deep Dwarves can recharge wands and rods at the cost of 1 permanent MP.&lt;br /&gt;
[[File:Device recharge.png]] {{flavour|At the permanent loss of one magic point recharge a wand or rod.}}&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Deep Dwarves gain a Strength or Intelligence (equal chance) increase every 4 levels starting at level 4.&lt;br /&gt;
*Deep Dwarves have 20% more HP than average.&lt;br /&gt;
*Deep Dwarves have average MP.&lt;br /&gt;
*Deep Dwarves gain 6 magic resistance per level.&lt;br /&gt;
*At level 14, Deep Dwarves gain [[Life Protection|Life Protection 1]].&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
The formula for Deep Dwarves' damage reduction is 1d(2 + (1d(1 + experience level / 3) - 1)). This is applied against all damage they receive, even against attacks that are normally irresistible like [[smiting]] or [[hellfire]]. The table below only lists selected levels; unlisted levels also see small increments in damage reduction. It is not applied to damage from spell activation sources, such as [[Makhleb]]'s abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
!Level !! Damage reduced&lt;br /&gt;
|-&lt;br /&gt;
|1 &amp;amp; 2 || 1-2 (avg. 1.5)&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1-3 (avg. 1.75)&lt;br /&gt;
|-&lt;br /&gt;
|8 || 1-4 (avg. 2)&lt;br /&gt;
|-&lt;br /&gt;
|11 || 1-5 (avg. 2.25)&lt;br /&gt;
|-&lt;br /&gt;
|14 || 1-6 (avg. 2.5)&lt;br /&gt;
|-&lt;br /&gt;
|17 ||1-7 (avg. 2.75)&lt;br /&gt;
|-&lt;br /&gt;
|20 || 1-8 (avg. 3)&lt;br /&gt;
|-&lt;br /&gt;
|23 || 1-9 (avg. 3.25)&lt;br /&gt;
|-&lt;br /&gt;
|26 || 1-10 (avg. 3.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Deep Dwarves start with the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*Deep Dwarves start with a [[wand of healing]] (5 charges).&lt;br /&gt;
*All weapons and armor are of dwarven quality, where such variants exist.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are an easy species to play so long as you quickly find a renewable source of healing. They have powerful damage shaving, which makes them immune to most damage-over-time attacks (such as poison). Starting the game with healing wands identified is also nice. They have decent aptitudes for a fighter-mage hybrid. Due to their lack of healing, they must choose their [[god]] and background with great care. Despite avoiding the loss of HP healing from [[sickness]] (since they have nothing to lose), their inability to naturally recover from ability score loss actually makes sickness a much bigger deal than for most races.&lt;br /&gt;
&lt;br /&gt;
Towards the late game, the lack of natural healing becomes much more significant. Vaults:8 and Zot:5, among other locations, can severely strain your supply of potions or piety (for divine healing). However, full-HP Deep Dwarves are also much more capable of surviving battles in these places, because they take much less damage from things such as [[orbs of fire]]. The extended endgame is a different matter: while [[torment]] poses less of a direct danger to deep dwarves, damage from it can be very difficult to repair.  Places such as [[Hell]] and [[Pandemonium]] will see you being tormented with considerable regularity, and this will rapidly deplete your supply of healing if you're not careful.&lt;br /&gt;
&lt;br /&gt;
{{aptitudes&lt;br /&gt;
|arm = 1&lt;br /&gt;
|ddg = 1&lt;br /&gt;
|sth = 3&lt;br /&gt;
|stb = -1&lt;br /&gt;
|shd = 1&lt;br /&gt;
|t&amp;amp;d = 1&lt;br /&gt;
|inv = 3&lt;br /&gt;
|evo = 4&lt;br /&gt;
|exp = -1&lt;br /&gt;
|fgt = -1&lt;br /&gt;
|sbl = -1&lt;br /&gt;
|lbl = 0&lt;br /&gt;
|axs = 1&lt;br /&gt;
|m&amp;amp;f = 0&lt;br /&gt;
|pla = -1&lt;br /&gt;
|stv = -1&lt;br /&gt;
|u_c = -1&lt;br /&gt;
|thr = -1&lt;br /&gt;
|slg = 1&lt;br /&gt;
|bws = -3&lt;br /&gt;
|crb = 1&lt;br /&gt;
|spc = -2&lt;br /&gt;
|coj = -1&lt;br /&gt;
|hex = -2&lt;br /&gt;
|cha = -1&lt;br /&gt;
|sum = -1&lt;br /&gt;
|nec = 1&lt;br /&gt;
|trl = 1&lt;br /&gt;
|trm = -1&lt;br /&gt;
|fir = -1&lt;br /&gt;
|ice = -1&lt;br /&gt;
|air = -3&lt;br /&gt;
|ear = 3&lt;br /&gt;
|poi = -2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Initially, you start with a wand of healing, and the ability to recharge at the cost of one max MP. Use it. You're not going to regain that lost health naturally, so whenever your HP is at least 20 points or so below maximum, heal. Don't be afraid to use the recharging ability - it is better to end with 45 max MP instead of 50 than it is to die. Once you've identified [[potions of heal wounds]], you should use them before the wand, as they can break, and using them means you won't have to sacrifice as many MP to charge your wand. Save [[potions of curing]] for situations where you have a negative status effect, such as [[rot]] or [[confusion]] - using them to simply heal HP is wasteful. Use the wand instead, charging it if necessary.&lt;br /&gt;
&lt;br /&gt;
Later on, you will need a source of renewable healing, in addition to the usual means of non-renewable (consumable) healing. Consumable healing will quickly be exhausted if you don't find another way to heal. There are only a few ways to go about this:&lt;br /&gt;
&lt;br /&gt;
===Healing Through [[Necromancy]]===&lt;br /&gt;
Deep Dwarves cannot use the [[Regeneration]] spell, but they can use [[Vampiric Draining]]. This spell requires a living target in melee range to be effective; luckily, the game provides plenty of these. It is only found in the [[Book of Necromancy]], which can be obtained in three ways:&lt;br /&gt;
*By starting as a [[Necromancer]]&lt;br /&gt;
*By finding it randomly, often in a shop (one might also find a [[randart]] spellbook containing the same spell)&lt;br /&gt;
*While [[Kikubaaqudgha]] worshipers normally only have a 50% shot at getting Vampiric Draining, the fact that they can't cast Regeneration means that Deep Dwarves will always receive it at * piety.&lt;br /&gt;
&lt;br /&gt;
Gifted necromancers can also use [[Borgnjor's Revivification]] to heal, but this is as much of an emergency spell for Deep Dwarves as it is for any other character, given its cost in max HP.&lt;br /&gt;
&lt;br /&gt;
===Passive Divine Healing===&lt;br /&gt;
Two gods passively give HP for kills: &lt;br /&gt;
*[[Makhleb]] gives HP for killing most enemies. He is by far the more common choice, since his healing is useful everywhere, and his other abilities are useful to just about any character build. &lt;br /&gt;
*[[The Shining One]] gives HP on killing &amp;quot;evil&amp;quot; enemies (namely demons, undead, and many spellcasters). A Deep Dwarf doing the extended end game may well find TSO to be a better option than Makhleb, since virtually all of the enemies in [[Hell]] and [[Pandemonium]] are evil, and TSO gives a variety of useful abilities in fighting them.&lt;br /&gt;
&lt;br /&gt;
===Active Divine Healing===&lt;br /&gt;
Three gods have [[Invocations]] which can heal Deep Dwarves. All of these abilities cost piety, although to varying degrees.&lt;br /&gt;
*[[Elyvilon]] gives two healing abilities, Lesser and Greater Self-Healing. Both cost piety, but they are gained fairly early on (at * and *** piety, respectively), so most players will be unlikely to lose them. It is fairly easy to gain piety with Elyvilon by pacifying monsters, and to a lesser extent, sacrificing weapons. However, Ely's pacification abilities require [[Invocations]] skill to be most effective, and they both have steep food costs.&lt;br /&gt;
*[[Trog]] gives a regeneration ability at ** piety, Trog's Hand. Unlike all other forms of regeneration, this works on Deep Dwarves. The ability does not require Invocations to be effective - rather, it becomes more effective with increasing piety. One must be careful about using this as one's only means of healing - it can rapidly consume piety, making it and Trog's other abilities considerably less effective.&lt;br /&gt;
*[[Yredelemnul]] gives worshipers the ability to drain ambient lifeforce at **** piety. This ability is quite expensive, requires considerable Invocations investment (the max it can heal you is Invocation*2), and only works on living monsters. Taking Yred explicitly for this ability is inadvisable.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapons===&lt;br /&gt;
Vampiric weapons will heal Deep Dwarves when they hit a living target. Unfortunately, they are quite rare, and there is no way to guarantee that they will be on a useful weapon. An early vampiric weapon may give a Deep Dwarf more flexibility in god choice, however.&lt;br /&gt;
&lt;br /&gt;
===Non-Renewable Healing===&lt;br /&gt;
Deep Dwarves can also heal themselves through the following consumable means:&lt;br /&gt;
*Quaffing a [[potion of curing]] or [[potion of heal wounds]]&lt;br /&gt;
*Zapping a [[wand of healing]]&lt;br /&gt;
*The [[Elixir]] card, found in the Decks of War, Defense, and Changes. Unfortunately, none of these are gifted by [[Nemelex Xobeh]]. At low power, this card may only induce the Regeneration spell, which is a waste on Deep Dwarves.&lt;br /&gt;
*The Potion card, found in Decks of Wonders. At low power, this has a 54% chance of some form of HP healing (27% each of duplicating Potion of Heal Wounds or Potion of Curing). At higher power this chance drops off, as other non-healing effects also show up and dilute your odds. It hits a 21.6% chance of healing (10.8% of each potion type) at maximum power.&lt;br /&gt;
*The Alchemist card (Deck of Wonders) is the only card guaranteed at all power levels to give a healing effect that works on Deep Dwarves. It also robs you blind, but what use is money if you're dead?&lt;br /&gt;
*Xom will occasionally heal worshipers&lt;br /&gt;
*Drinking from a sparkling fountain gives a random potion effect, possibly including healing. This is generally a Bad Idea, given that other effects include [[rotting]] and [[mutations]].&lt;br /&gt;
&lt;br /&gt;
===So What Does All This Mean?===&lt;br /&gt;
All of this essentially means that Deep Dwarves are fairly limited in their choice of god. Necromancers have the most flexibility; since they start with Vampiric Draining, they can do reasonably well with any god they desire, although it is still advisable to pick one who gives renewable healing. All others, with the exception of those who get lucky and find a Book of Necromancy early on, are pretty much forced to choose between Makhleb, Elyvilon, Trog, and Kikubaaqudgha. Yredelemnul is a very iffy option, while The Shining One is only effective in the late game.&lt;br /&gt;
&lt;br /&gt;
At first glance, this might seem to make most of the religious classes off-limits for Deep Dwarves. However, this is not actually so:&lt;br /&gt;
*[[Berserker]]s already start with Trog&lt;br /&gt;
*[[Priest]]s can safely switch from Zin to Elyvilon. Even if they choose to go for Makhleb, Zin's wrath is quite survivable, even for a low-level character.&lt;br /&gt;
*[[Healer]]s already start with [[Elyvilon]]&lt;br /&gt;
*[[Chaos Knight]]s start with Xom. Xom is not incredibly hard to ditch, given that his wrath is simply the typical nasty things he already does to you when you're in &amp;quot;good&amp;quot; standing with him.&lt;br /&gt;
*[[Death Knight]]s start with Yredelemnul. They will probably want to change gods, but Yred's wrath is fairly tame. He causes necro miscasts and summons servants on you - but you outrun can all of them except for [[death cob]]s, which are extremely rare, and [[flying skull]]s, which are pathetic.&lt;br /&gt;
*[[Abyssal Knight]]s are the only religious class with significant trouble switching to another god. [[Lugonu]] does not give healing, and her wrath is extremely dangerous for low-level character: you will likely be [[Abyss]]ed repeatedly. With the removal of wrath dilution in [[0.11]], early DDAK will either have to get lucky and find sources of healing (ideally a vampiric weapon or a book of Necromancy) that let them stay with Lugonu, or simply survive her wrath.  Delaying the changeover as long you can reasonably keep charging the wand is a good idea: an XL12-13 character has a much greater chance of surviving Lugonu's wrath than an XL5 one.  It is better to be down 10 max MP in the endgame than to be dead.&lt;br /&gt;
&lt;br /&gt;
[[category: species]]&lt;br /&gt;
[[category: Dwarf]]&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=14078</id>
		<title>Makhleb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=14078"/>
				<updated>2013-05-24T10:44:22Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version010}}&lt;br /&gt;
&lt;br /&gt;
[[File:Makhleb_altar.png]] ''&amp;quot;Blood and souls for Makhleb!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Makhleb the Destroyer''' is the god of bloodshed and mortification of the flesh, as&lt;br /&gt;
well as the god of hell. Followers must constantly appease Makhleb with carnage, but stand to gain various powers of death and destruction, including the servitude of demonic monsters. The Destroyer appreciates blood sacrifices in the form of fresh corpses.&lt;br /&gt;
&lt;br /&gt;
Makhleb is considered an [[Evil#Evil_gods|evil]] god.  &lt;br /&gt;
&lt;br /&gt;
No [[background]] starts with this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Makhleb (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, undead, holy, or demonic beings (67% or more chance of +1 piety)&lt;br /&gt;
*Sacrificing [[corpse]]s by standing over them and [[praying]]. Makhleb only accepts fresh corpses, not rotting corpses, [[skeleton]]s, or [[chunk]]s. However, it is not necessary to be the one who actually killed the creature. (70% chance of +1 Piety).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity (lose 1 [[piety]] roughly every 320 turns)&lt;br /&gt;
*Abandoning him/her. Your penance counter will be set to 25, and you'll immediately suffer a random [[Conjurations]] or [[Summonings]] [[miscast effect]].&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Spawn of Chaos&amp;quot;&lt;br /&gt;
:*No abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Disciple of Annihilation&amp;quot;&lt;br /&gt;
:*'''Gain Health From Killing''' - When you kill a monster, gain health based on the hit dice of the killed monster.  Has a (piety - 30)/200 chance of happening. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fanfare of Bloodshed&amp;quot;&lt;br /&gt;
:*'''Minor Destruction''' - Hurl a beam of random destructive energy (flame, lightning, acid, pain or stone arrow). Damage and accuracy are based on your [[Invocations]] skill. (Costs 1 HP and 20-40 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fiendish&amp;quot;&lt;br /&gt;
:*'''Lesser Servant of Makhleb''' - Summons a [[neqoxec]], [[orange demon]], [[smoke demon]], [[hellwing]], or [[ynoxinul]] for a short time (an [[Abjuration]] duration between 2 and 6, with Invocations increasing the likelihood of achieving the maximum duration).  There is a small risk the demon will spawn hostile (4/(20 + 3*[[Invocations]]): 20% if untrained, 8% at Invocations level 10, and 4% at level 27); otherwise it is charmed. (Costs 4 HP, 50-100 Food, and 1-2 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Demolition [Species Name]&amp;quot;&lt;br /&gt;
:*'''Major Destruction''' - Hurl a large beam of random destructive energy (fire, lightning, sticky flame, iron shot, draining, fireball, or an orb of electricity). Damage and accuracy depend on your Invocations skill. It's roughly 3x as powerful as Minor Destruction. (Costs 6 HP, 100-200 Food, and 0-1 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Pandemonic&amp;quot;&lt;br /&gt;
:*'''Greater Servant of Makhleb''' - Summons an [[executioner]], [[cacodemon]], [[balrug]], [[blizzard demon]], or [[green death]],  with the same duration and risk of spawning hostile as Lesser Servant of Makhleb. (Costs 10 HP, 100-200 Food, and 5-8 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Champion of Chaos&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon desertion, you suffer a Conjurations or Summonings [[miscast effect]]. Every so often after that, you'll experience one of the two following events:&lt;br /&gt;
*1d(Experience Level/7) hostile Lesser Servants of Mahkleb are summoned. This is guaranteed to happen if your experience level is 7 or less, and becomes less likely as you gain levels.&lt;br /&gt;
*A hostile Greater Servant of Mahkleb is summoned.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Makhleb provides you with significant healing and cheap access to mid-power Conjurations and Summoning, making it an excellent god for melee characters (especially [[deep dwarf]] and [[vampire]] characters who have issues healing normally). Even so, most characters can benefit from the additional combat tools and HP restoration, and no species is too terrible at using Invocations. Since Makhleb accepts any kill and appreciates blood sacrifice, it is also one of the easiest gods to build piety for.&lt;br /&gt;
&lt;br /&gt;
Try to avoid using the Servant of Mahkleb abilities until you have an Invocations score in the double digits, when the hostility rate is below 8%. Even so, it's best not to rely too highly on demons when you're in extreme danger; even with Abjuration, a single poorly-timed [[smite]] can kill a wounded character. &lt;br /&gt;
&lt;br /&gt;
Summoned hellwings can cast [[Animate Dead]], turning corpses into permanent undead slaves for you. Unfortunately, you can't choose the demon you summon, but it's nice when it happens.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Deep dwarf damage shaving does not reduce the damage from Mahkleb abilities.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.8]], [[Chaos Knight]]s could select Mahkleb as a starting god.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], his Gain Health From Killing ability could also restore your MP. &lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]] [[Category:Chaotic Gods]] [[Category:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_recharging&amp;diff=14044</id>
		<title>Scroll of recharging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_recharging&amp;diff=14044"/>
				<updated>2013-05-23T12:50:19Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=Scroll of recharging&lt;br /&gt;
 |appearance=different&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |weight=2.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When read, a '''scroll of recharging''' will prompt you to select an item. If you select an item other than a [[rod]] or a [[wand]], nothing will happen and the scroll will not self-identify.&lt;br /&gt;
&lt;br /&gt;
If you select a rod, the rod will be improved in three ways.&lt;br /&gt;
*Its maximum MP capacity will increase by 1-2 (up to a maximum of 17).&lt;br /&gt;
*Its current MP will be completely restored.&lt;br /&gt;
*Its [[enchantment]] level will increase by 1-2 (up to a maximum of +9). This affects its melee capabilities and speeds up its MP regeneration rate.&lt;br /&gt;
&lt;br /&gt;
If you select a wand, the scroll will add charges to that wand, as shown in the following table:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Wand'''&lt;br /&gt;
| '''Charges Added'''&lt;br /&gt;
| '''Max Charges'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Wand of heal wounds|Heal wounds]]&amp;lt;br /&amp;gt;[[Wand of hasting|Hasting]]&amp;lt;br /&amp;gt;[[Wand of teleportation|Teleportation]]&amp;lt;br /&amp;gt;[[Wand of invisibility|Invisibility]]&amp;lt;br /&amp;gt;[[Wand of fireball|Fireball]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 2 - 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Wand of lightning|Lightning]]&amp;lt;br /&amp;gt; [[Wand of draining|Draining]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 2 - 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Wand of fire|Fire]]&amp;lt;br /&amp;gt; [[Wand of cold|Cold]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 2 - 13&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Wand of magic darts|Magic Darts]]&amp;lt;br /&amp;gt;[[Wand of flame|Flame]]&amp;lt;br /&amp;gt;[[Wand of frost|Frost]]&amp;lt;br /&amp;gt;[[Wand of disintegration|Disintegration]]&amp;lt;br /&amp;gt;[[Wand of digging|Digging]]&amp;lt;br /&amp;gt;[[Wand of polymorph other|Polymorph Other]]&amp;lt;br /&amp;gt;[[Wand of slowing|Slowing]]&amp;lt;br /&amp;gt;[[Wand of confusion|Confusion]]&amp;lt;br /&amp;gt;[[Wand of paralysis| Paralysis]]&amp;lt;br /&amp;gt;[[Wand of enslavement|Enslavement]]&amp;lt;br /&amp;gt;[[Wand of random effects|Random Effects]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 2 - 22&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
There are only three scrolls that prompt you to select an item from your inventory: this scroll, the [[scroll of identify]], and the [[scroll of enchant armor]]. Thus, when an unknown scroll prompts you to select an item from your inventory, it is best to select an unidentified wand or armor, in the hopes of not wasting the scroll. &lt;br /&gt;
&lt;br /&gt;
This process can help you narrow down which of the three scrolls is which. The scroll of identify will ID no matter which item you use it on, as long as the item was itself unidentified. As for the other two, there are only two scenarios: you match the enchant armor or recharging scroll to the correct item (in which case it will auto-ID), or you will guess wrong and &amp;quot;nothing happens&amp;quot; (and you will now know to use the scroll on the other item type, inscribing the scroll or simply making a mental note to yourself if necessary).&lt;br /&gt;
&lt;br /&gt;
When to use recharge scrolls, and on what, depends greatly upon a character's needs. If your character needs healing, recharge scrolls are probably best saved for healing wands. If your character has a high evocation skill, improving your permanent rods probably makes more sense than recharging temporary wands. If your character is not doing much with evocations, use the recharge scrolls as tactical recharges as necessary.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[http://r1gm.free.fr/Crawl/crawlSS_052_scrolls.txt E. Grasland's excellent spoiler on scrolls in 0.5.2]&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Troll&amp;diff=14010</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Troll&amp;diff=14010"/>
				<updated>2013-05-22T21:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the player [[species]]. For the monster, see [[Troll (monster)]]. If you were looking for monstrous trolls in general, see [[List of trolls]].''&lt;br /&gt;
&lt;br /&gt;
'''Trolls''' are like [[ogre]]s, but even nastier. They have thick, knobbly skins of any colour from putrid green to mucky brown and their mouths are full of ichor-dripping fangs. They also have fearsome claws, enormous strength, and the ability to regenerate from injuries. Their hunger for raw meat is just as fierce, much to the terror of anyone who crosses their path.&lt;br /&gt;
&lt;br /&gt;
While trolls have poor aptitudes for everything but clawing and smashing and hurling things, they don't actually ''need'' them. Trolls are horrific monsters with monstrous stats, and they make just as formidable adventurers, especially if they are wise enough not to stray from their traditional way of life - rending their next meal (and anything else that annoys them) limb from limb!&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Trolls have [[Good mutations#Shaggy Fur|fur]] and [[Good_mutations#Tough_Skin|very tough skin]] (AC +3).&lt;br /&gt;
*[[Good_mutations#Claws|Claws 3]]: Trolls have claws for hands. They also get a passive (hidden) to-hit bonus when using them. These claws can remove the heads of hydras.&lt;br /&gt;
*[[Gourmand]]: Trolls can eat [[chunk]]s of raw meat even when not [[hungry]].&lt;br /&gt;
*[[Good_mutations#Regeneration|Regeneration 2]]: Trolls heal very quickly.&lt;br /&gt;
*[[Bad_mutations#Fast_Metabolism|Fast Metabolism 3+]]: On top of the +3 hunger penalty from this mutation, trolls receive an additional +3 racial penalty directly. Trolls burn through satiation levels with lightning speed.&lt;br /&gt;
*[[Saprovore|Saprovore 2]]: Trolls can tolerate rotten meat, and have a reduced chance of getting [[sick]] from contaminated meat.&lt;br /&gt;
*Trolls can use [[giant club]]s and [[giant spiked club]]s (unlike smaller species), but their [[Size#Player Sizes|large]] bodies do not fit into any armour but [[robe]]s, [[cloak]]s, [[animal skin]]s, [[troll hide]]s, [[troll leather armour]]s, [[dragon armour|dragon hide]]s, or [[dragon armour]]s.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
Trolls are among the least versatile races in the game, preferring to become [[Fighter]]s, [[Gladiator]]s, [[Monk]]s, [[Hunter]]s, [[Berserker]]s, [[Death Knight]]s, [[Healer]]s, and [[Wizard]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Trolls gain a Strength increase every 3 levels starting at level 3.&lt;br /&gt;
*Trolls have 30% more HP than average.&lt;br /&gt;
*Trolls have 20% less MP than average.&lt;br /&gt;
*Trolls gain 3 magic resistance per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Trolls start with the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*Incompatible body armour is replaced by [[animal skin]] or [[robe]]s.&lt;br /&gt;
*Any [[helmet]] is removed.&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s, and trolls receive an extra ration.&lt;br /&gt;
*If their class does not start with [[Unarmed Combat]] skill ''and'' offers a choice of weapon, trolls have the extra option of &amp;quot;claws&amp;quot; (and Unarmed Combat skill).&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
Trolls are an extremely easy race in the early game, despite first appearances. They have the worst aptitudes in almost every skill, and hunger three times faster than average. However, trolls are actually highly effective as all-out [[Unarmed Combat]] attackers; they have a decent aptitude, the highest STR in the game, +6 bonus damage (from the Claws 3 mutation), a passive +4 [[to hit]] bonus, and they occasionally inflict the [[bleeding]] condition for 9% of a living monster's health per turn. They have few problems with food in the early game because they can eat chunks anytime with a trivial chance of becoming sick. Trolls have the highest survivability in the early game with high HP, passive AC bonus, and extremely fast healing - a Berserker is almost guaranteed to make it to the [[Lair]].&lt;br /&gt;
&lt;br /&gt;
Later on, however, trolls become one of the most difficult (and least won) races. Their horrible aptitudes for everything start to catch up with them: low Fighting means they have less HP than one might expect, low Spellcasting gives them fewer escape options, low Dodging and Armour mean poor defensive abilities, even if they do find decent gear. The phrase &amp;quot;glass cannon&amp;quot; very much applies to trolls at this point - they can hit hard, but are themselves fragile. Their ultra-fast metabolism can be difficult to work with even in branches that do have corpses, and make corpseless branches such as [[Pandemonium]] or even the [[Crypt]] difficult to impossible without the assistance of something like Kiku's delivery service. Additionally, trolls level extremely slowly, at the same rate as demigods - this, combined with their inability to even think of entering certain branches, means they are often very badly prepared for the later parts of the game.&lt;br /&gt;
&lt;br /&gt;
{{aptitudes&lt;br /&gt;
|arm = -2&lt;br /&gt;
|ddg = -2&lt;br /&gt;
|sth = -4&lt;br /&gt;
|stb = -2&lt;br /&gt;
|shd = -2&lt;br /&gt;
|t&amp;amp;d = -4&lt;br /&gt;
|inv = -1&lt;br /&gt;
|evo = -2&lt;br /&gt;
|exp = -1&lt;br /&gt;
|fgt = -2&lt;br /&gt;
|sbl = -2&lt;br /&gt;
|lbl = -2&lt;br /&gt;
|axs = -2&lt;br /&gt;
|m&amp;amp;f = -1&lt;br /&gt;
|pla = -2&lt;br /&gt;
|stv = -2&lt;br /&gt;
|u_c = 0&lt;br /&gt;
|thr = -1&lt;br /&gt;
|slg = -4&lt;br /&gt;
|bws = -4&lt;br /&gt;
|crb = -4&lt;br /&gt;
|spc = -5&lt;br /&gt;
|coj = -3&lt;br /&gt;
|hex = -4&lt;br /&gt;
|cha = -4&lt;br /&gt;
|sum = -3&lt;br /&gt;
|nec = -2&lt;br /&gt;
|trl = -3&lt;br /&gt;
|trm = -3&lt;br /&gt;
|fir = -3&lt;br /&gt;
|ice = -3&lt;br /&gt;
|air = -4&lt;br /&gt;
|ear = -1&lt;br /&gt;
|poi = -3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trolls have a few divine options for dealing with their shortcomings. [[Okawaru]]'s Heroism ability gives a boost to your Unarmed Combat skill, which greatly increases your already impressive melee capabilities. You can also use Heroism to give yourself a modicum of competence with an actual weapon, if you need to use one (like for fighting a [[hydra]] with a [[flaming]] weapon). Just be sure to save some corpses to sacrifice to maintain piety; whenever you have a choice, sacrifice the stronger monsters while eating the weaker ones.&lt;br /&gt;
&lt;br /&gt;
[[Trog]], being a god who despises magic, works wonderfully for Trolls, who are almost entirely crap with magic. [[Berserk]]ing, while it doesn't add much in terms of versatility, will increase your attack power to the point where you can just shred everything anyway. Brothers in Arms can give you helpful allies for the situations where just tearing into things yourself isn't quite enough, and Trog's Hand gives you a little more survivability for tough fights. Keep in mind, though that going berserk burns through lots of [[satiation]], which is compounded by your need to sacrifice corpses to Trog.&lt;br /&gt;
&lt;br /&gt;
[[Kikubaaqudgha]] can be called upon to give you food at any time, which allows you to explore places you normally wouldn't, such as [[The Crypt]]. Also, Trolls aren't entirely useless with [[Necromancy]], meaning you'll still be able to make some use out of Kiku's other abilities and the various Necromantic spells he'll give you.&lt;br /&gt;
&lt;br /&gt;
[[Nemelex Xobeh]], while seemingly an odd choice, can work rather well for Trolls. While their [[Evocations]] aptitude is poor, that's par for the course for a Troll, and the various decks you'll be getting your claws on can give you a great deal of much-needed versatility; you'll also be able to make better use of the various [[wand]]s and [[rod]]s you find lying around the dungeon. If you want to be a Troll that can use anything more than the most basic of magic, drawing the Shuffle card is one of the best ways to go about doing that.&lt;br /&gt;
&lt;br /&gt;
Letting slimes eat stuff for [[Jiyva]] will feed you, making him one of the best ways to offset your Trollish metabolism. Jiyva's mutation gifts can also provide valuable resistances and [[auxiliary attack]]s, and the various mutations that intefere with your armour have fewer downsides when you're too big to fit into most kinds of armour in the first place. Plus, your extremely high strength means you can carry more stuff with you, somewhat limiting the number of things you have to leave in a stash where they can be eaten by slimes.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
*[[Elynae's Troll Conjurer guide]] newbie-friendly, Chei, Oka, Makh, Veh&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Troll]]&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rod_of_venom&amp;diff=14009</id>
		<title>Rod of venom</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rod_of_venom&amp;diff=14009"/>
				<updated>2013-05-22T19:44:13Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: fixed spells.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version010}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = rod&lt;br /&gt;
 |name = rod of venom&lt;br /&gt;
 |cost = 750&lt;br /&gt;
 |weight = 13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This rod contains offensive and defensive spells of poison.}}&lt;br /&gt;
&lt;br /&gt;
This rod contains the following spells&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Spells'''&lt;br /&gt;
! '''Type'''&lt;br /&gt;
! '''Level'''&lt;br /&gt;
|-&lt;br /&gt;
| b - [[Olgreb's Toxic Radiance ]]&lt;br /&gt;
| [[Evocations]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| c - [[Poisonous Cloud]]&lt;br /&gt;
| [[Evocations]]&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| d - [[Poison Arrow]]&lt;br /&gt;
| [[Evocations]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These are very useful, although their hunger costs are considerable, given that their lowest offensive spell is level 5.  A rod of venom can rip through areas of the dungeon such as [[Elven Halls|Elf:5]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This rod used to contain.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Spells'''&lt;br /&gt;
! '''Type'''&lt;br /&gt;
! '''Level'''&lt;br /&gt;
|-&lt;br /&gt;
| a - [[Cure Poison]]&lt;br /&gt;
| [[Evocations]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| b - [[Venom Bolt]]&lt;br /&gt;
| [[Evocations]]&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| c - [[Poisonous Cloud]]&lt;br /&gt;
| [[Evocations]]&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| d - [[Poison Arrow]]&lt;br /&gt;
| [[Evocations]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Book_of_the_Warp&amp;diff=14002</id>
		<title>Talk:Book of the Warp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Book_of_the_Warp&amp;diff=14002"/>
				<updated>2013-05-22T18:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: Created page with &amp;quot;I have a version of this book in 0.12 with control teleport not the passage spell. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a version of this book in 0.12 with control teleport not the passage spell. --[[User:Soyweiser|Soyweiser]] 20:41, 22 May 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Book_of_the_Warp&amp;diff=14001</id>
		<title>Book of the Warp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Book_of_the_Warp&amp;diff=14001"/>
				<updated>2013-05-22T18:40:25Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version011}}&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Book of the Warp&lt;br /&gt;
 |cost = 990&lt;br /&gt;
 |weight = 7.0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A book of Translocations spells for experienced Warpers. Its shimmering pages exist on multiple dimensions at once, not all of which obey the usual rules of geometry. Some pages disappear when they're turned, while others appear out of nowhere, and others pass directly through the other pages or themselves. Some of the pages have three sides, or only one, or have fractional numbers of corners. The effect can be disconcerting.}}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Tile || Spell || Type || Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Recall.png]] || a - [[Recall]] || [[Summoning]]/[[Translocations]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Passage of golubria.png]] || b - [[Passage of Golubria]] || [[Translocations]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Phase shift.png]] || c - [[Phase Shift]] || [[Translocations]] || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warp weapon.png]] || d - [[Warp Weapon]] || [[Charms]]/[[Translocations]] || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dispersal.png]] || e - [[Dispersal]] || [[Translocations]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Controlled blink.png]] || f - [[Controlled Blink]] || [[Translocations]] || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Disjunction.png]] || g - [[Disjunction]] || [[Translocations]] || 8&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Vampiric_Draining&amp;diff=13763</id>
		<title>Talk:Vampiric Draining</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Vampiric_Draining&amp;diff=13763"/>
				<updated>2013-05-15T15:17:45Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: Created page with &amp;quot;It seems this spell cannot heal your last point of hp. So users of this get stuck at one hp lower than their max. Not 100% sure. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems this spell cannot heal your last point of hp. So users of this get stuck at one hp lower than their max. Not 100% sure. --[[User:Soyweiser|Soyweiser]] 17:17, 15 May 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ensorcelled_Hibernation&amp;diff=8628</id>
		<title>Ensorcelled Hibernation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ensorcelled_Hibernation&amp;diff=8628"/>
				<updated>2013-02-22T13:26:46Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Ensorcelled Hibernation&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2={{Ice Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Maledictions]] &lt;br /&gt;
*[[Book of Dreams]]&lt;br /&gt;
*[[Book of Ice]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell attempts to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.}}&lt;br /&gt;
&lt;br /&gt;
[[Ensorcelled Hibernation]] is a level 2 [[Hexes]]/[[Ice Magic]] spell which knocks out a single target for a short time, allowing you to flee or [[stab]] them more easily. Although hibernating monsters receive a penalty to their checks against your [[Stealth]] score, they may still awaken as normal as you spend time in their [[LOS]] or make [[noise]], and successfully injuring a hibernating monster wakes it immediately. It is a very common spell for [[enchanter]]s to learn, but can be useful for others.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled Hibernation can affect [[natural]], [[demonic]], and [[holy]] creatures, but not those that are [[cold]] resistant or [[berserk]]. It is also subject to [[magic resistance]].&lt;br /&gt;
&lt;br /&gt;
A sleeping monster that is also confused starts to sleepwalk.&lt;br /&gt;
&lt;br /&gt;
Monsters that awaken from this spell become &amp;quot;sleep wary&amp;quot; and cannot be placed in hibernation again for a few dozen turns.&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Confuse&amp;diff=8627</id>
		<title>Confuse</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Confuse&amp;diff=8627"/>
				<updated>2013-02-22T13:26:32Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: added sleepwalking note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article is about the confuse spell. For the confusion state see [[Confusion]].''&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Confuse&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of Hinderance]]&lt;br /&gt;
* [[Book of Maledictions]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell induces a state of bewilderment and confusion in a creature's mind.}}&lt;br /&gt;
&lt;br /&gt;
'''Confuse''' is a level 3 enchantments spell that causes [[confusion]] on a single target. [[Mass Confusion]] works on multiple creatures.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Unlike the lower-level enchantment [[Ensorcelled Hibernation]], Confuse does work on the undead, effectively neutralizing them so you can kill them or escape.&lt;br /&gt;
&lt;br /&gt;
A sleeping monster that is also confused starts to sleepwalk.&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frostbyte_the_Ice_Lord&amp;diff=18296</id>
		<title>Frostbyte the Ice Lord</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frostbyte_the_Ice_Lord&amp;diff=18296"/>
				<updated>2011-11-07T16:42:09Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: /* Frostbyte */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{diary}}&lt;br /&gt;
This is the diary of Frostbyte, a Deep Elf Ice Elementalist.&lt;br /&gt;
&lt;br /&gt;
I have awoken from my ancient slumber, again at the entrance to that accursed dungeon. Around me are the same stone walls I have seen life after life, and I examine my being to see what the great Lord Vehumet has granted me for a body. And elf. Perfect. The Ice Lord has risen once again.&lt;br /&gt;
&lt;br /&gt;
==The Beginning, again:==&lt;br /&gt;
&lt;br /&gt;
D1:&lt;br /&gt;
I have taken to wandering the upper dungeon as I know so well, slaughtering the weak vermin that live in the crevasses, feeding my power. Already I have learned to throw frost once again, and I am exhilarated at the power contained in the elf. Vehumet has treated me well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D2:&lt;br /&gt;
The hobgoblins have bred in the years of my absence! I was hunted through corridors until I turned to fight them, stealing their heat and freezing their bones so they died in their tracks. More power. Another spell. Ozocubu's Armor is such a useful one...too bad I had to kill the old fool before he created more spells of ice. We can't have anyone growing more powerful than the Ice Lord, can we?&lt;br /&gt;
&lt;br /&gt;
Jessica! Her magical darts were aimed poorly and only three bursts of frost were required to dispatch her. I was struck only by one dart, but it only made her flesh taste that much better. Her robe was slightly enchanted as well. Did I say HER robe? I meant MY robe.&lt;br /&gt;
&lt;br /&gt;
What's this? Some strange shrine has been build into the dungeon wall. I enter, cautiously, through the hall until I notice a small door at the end. I open it, half expecting treasure or another band of hobgoblins, and lo and behold there is an alter. To Sif Muna no less. How quaint. She is a vain god, only concerned with learning, not unleashing to true power spells behold. I freeze the alter before slamming the door on the pagan shrine.&lt;br /&gt;
&lt;br /&gt;
D3:&lt;br /&gt;
A snake presented some trouble, poisoning the poor elf's body, but it was only minor, and it was dispatched with ease. There were a few goodies lying around: Meat, gold, scrolls, potions, and it almost seems as if the snake was hording them. Strange.&lt;br /&gt;
&lt;br /&gt;
A sludge elf earth elementalist's ghost! The pale visage advanced but never cast spells, falling after receiving a few well-placed frost spells. The ghost muttered it's name just before it's destruction: &amp;quot;Tectonic.&amp;quot; I have not had pleasant experiences with ghosts, especially the ones whose bodies I once inhabited. I shiver at the memory of their hatred and torment, and move on. There is much to destroy.&lt;br /&gt;
&lt;br /&gt;
D4:&lt;br /&gt;
Finally! The temple! I almost trip in anticipation, ignoring the sleeping creatures all around me as I hurry down the stairs, searching for the altar of Vehumet. Soon, I found it, praying to Vehumet, thanking him for my new form, and asking for his gifts. He recognizes my voice, but he will not award me until I prove that this body can finish the task. I must retrieve the orb. It is the only way to be released from this accursed dungeon, to wreak havoc on the surface-dwellers! Vehumet's destruction will spread across the world, as the Hells freeze over! I stand motionless, giddy with anticipation. I pray one last time to Vehumet, and return to the dungeon, the consciousness of a god on my shoulders.&lt;br /&gt;
&lt;br /&gt;
I wander through the corridors, blasting every living (and undead, although I have not found any yet) creature within sight. Soon, I had wandered upon a shop! Good. I bought several items to be identified: A scroll of curse armor, a scroll of immolation, and a scroll of identify. Wonderful.&lt;br /&gt;
&lt;br /&gt;
On my way back from the shop, I notice the fountains by the temple are sparkling, flowing with an ancient magic. I must not have noticed it in my rush to greet Vehumet, but now I crave the magical water, and I drink deep and long from the fountains, lifting my head only after I felt the waters changing my very being. The world seemed slightly blurry, and I could not clear the sensation from my eyes. Not good. Then I noticed how much stronger I felt. So much more...robust. 20% more robust, to be in fact. Good. I move on, content with my find.&lt;br /&gt;
&lt;br /&gt;
D5:&lt;br /&gt;
Oh no! A centaur! And an orcish priest! I cannot fight them with the power I currently posses! I flee up the stairs, arrows thumping into my back, blood gushing on the steps as I falter at the top, collapsing into a pile of oozing, sticky blood. But I am alive. I drink a potion to cure the immediate injuries, and rest, thanking Vehumet that I am still alive. I go to another set of stairs and creep down, cautiously.&lt;br /&gt;
&lt;br /&gt;
Again, the orc is there! This time with a wizard! I dispatch them both with an Ice Bolt each, and look around for that accursed centaur, but he is nowhere to be found. I continue to creep along the walls, and as I round an outcropping I see the centaur, bow notched and aimed right at my head! I duck just in time for the arrow to whiz by, and I leap forwards, towards the beast, but it shys away, trying in vain to let go of it's bow so it can fight. I laugh. The monster had a cursed bow. How amusing. It died frozen to the wall with the bow still attached to its dead hands.&lt;br /&gt;
&lt;br /&gt;
More dungeon, more monsters. The only noteworthy events were: the quick killing of another centaur, a book, and a bug fight. The centaur is hardly worth mentioning, and his corpse, pinned to the wall by a spear of ice, is even less noteworthy, but the book was much more interesting. It had a teal-green cover, and upon opening it I was fire spells. How barbaric. I threw the book aside and continued on, until I was pinned on either side by an ant and a scorpion. In a panic, I zapped the ant with my wand, and it turned against the scorpion, mandibles clenching on the tail! A wand of enslavement! What luck! The scorpion tore the ant's head clean off, so I zapped it was well, ordering it to wander around as I made my escape. Smooth. This floor is clear, and there are a few more levels to go before I report back here. May Vehumet guild you to the destruction of others.&lt;br /&gt;
&lt;br /&gt;
==The Hordes Cometh:==&lt;br /&gt;
D8:&lt;br /&gt;
I continued my rain of destruction for just a little while longer until I heard what sounded like gibbering kobolds. Eager for the easy targets&lt;br /&gt;
they presented, I charged down a hallway at one poor sap, freezing him in midspeech where he stood. Suddenly, the dungeon went quiet. Not an echo,&lt;br /&gt;
not a scurry, not a noise. I turn to look down the doorway where he came from and froze myself, as the twenty or so Kobolds and big Kobolds stared back, then they screamed a bloodthirsy battlecry and charged forwards, all of them! I turned, ran for the stairs, the Kobolds right behind me when I had an idea.&lt;br /&gt;
I turned around at the end of the hall, zapping one of my wands at the closest kobold, and was exstatic to see a bolt of lightning shoot through him and the horde behind him, bouncing on a wall and coming back, shocking them again.&lt;br /&gt;
I felt the glee of slaughter again as I struck them with the bolts again and again and again, until the last few kobolds stood among their sizzling brethren, only to be skewered on ice bolts like chunks of meat. I dropped the wand, empty of charges, and laughed, Vehumet laughing beside me. I felt his pleasure and his gifts were bestowed upon me in haste.&lt;br /&gt;
It has begun. The Ice Lord has returned.&lt;br /&gt;
Exhilarated by my victory, I sped throught the rest of that dungon level, delivering an icy death to everything, EVERYTHING, that stood in my path. After much slaughter, I realized that something was amiss.&lt;br /&gt;
Slurp.&lt;br /&gt;
A jelly?&lt;br /&gt;
Slurp.&lt;br /&gt;
Slurp.&lt;br /&gt;
Slurp x 10.&lt;br /&gt;
NO! The Kobold army's weapons and armor! The jelly was  creating a horde of it's own! I ran back to the kobold corpes to find nothing -NOTHING- left.&lt;br /&gt;
In my fury I shouted and cursed, and a jelly appeared at the far end of the hallway, slurping towards me. I fired and Ice Bolt at it, splitting the thing in half, and I watched as the halves wriggeled.&lt;br /&gt;
Another jelly rounded the corner. And another. And another. Soon there were at least ten Jellies, and I fought fiercely, tearing them apart, freezing them, battering them with ice and cold until, at last, they all were dead.&lt;br /&gt;
By this time I had gained power, and a lot of it. I reveled in my newfound abilities, slaying Sigmund with little but a thought, taking his robe for my own (+2), cutting him up with his own sythe, and eating what was left.&lt;br /&gt;
I preceded down the stairs, victorious. But again I heard chattering. It was far too gutteral to be Kobold, so I assumed it must be orcish, and I rounded another corner to find another horde.&lt;br /&gt;
&lt;br /&gt;
D9:&lt;br /&gt;
The fight was brutal, grueling, and painful for both sides, but I emerged the victor, using their own warriors against them by enslaving them with my wand. Their kills fed my energy, and orc after orc fell until the room was silent.&lt;br /&gt;
But not entirely silent. Still, far off, I heard more gutteral noises. &amp;quot;Survivors,&amp;quot; I had thought foolishly, and I ran ahead, making much noise until I saw ANOTHER orcish army.&lt;br /&gt;
The orcs must have not forgotten me and my raids on their mines, long, long ago, and they fought ferociously again, but a new wand of cold proved to be quite effective against the horde.&lt;br /&gt;
Another horde was dead, and again I felt the surge of strength, and I went forward again, to more orcish noises to yet another horde. This one provided no threat whatsoever, and their corpses were flavored with sweet victory.&lt;br /&gt;
On I forged, until I came upon a break in the dungeon wall. An opening loomed, large and ominous, and I went inside to find lizards. Large, large, lizards. Komodo dragons, steam dragons, giant lizards, and giant iguanas all swarmed from the crevasse, and they were all met with icy blasts and screams of cold rage.&lt;br /&gt;
I stepped gingerly throught the fallen corpses to see a gaping hole in the floor, animal noises and oozing filth rose from the hole in a steam, and I took a deep breath, and headed in.&lt;br /&gt;
&lt;br /&gt;
My power is increasing. I can feel Vehumet's pride and ice in my veins as I stride forward, destruction filling my mind. This lair will prove no more difficult than fighting an angry child.&lt;br /&gt;
&lt;br /&gt;
==The Lair:==&lt;br /&gt;
&lt;br /&gt;
My prediction soon came true, and I was tearing throught the lair with no opposition. Not even hydras dare came within my range of sight, and as soon as they did, icy blasts sent them scurrying away, only to be pinned to a wall by an icy spear, sliding down the rough walls as it melted.&lt;br /&gt;
As I destroyed the lair, Vehumet's prescence grew, and he soon showered me with gifts of spellbooks and abilities. I learned Bolt of Cold, repel missiles, and detect traps from miscillanious spellbooks, and in no time I could feel sheets of ice sliding off me with a clink onto the stone below me, frost springing up in my footsteps and death in my eyes.&lt;br /&gt;
&lt;br /&gt;
I'm back.&lt;br /&gt;
&lt;br /&gt;
After reading a few scrolls I was given an abomination. I decided to name it &amp;quot;Hulk,&amp;quot; and it took to the name with vigor, smashing creatures not worth my attention, like rats or dogs.&lt;br /&gt;
However, after testing potions, I drank a potion of confusion, and I slapped Hulk in the process, angering the little thing. As soon as I had my wits about me I froze the abomination, but I miss Hulk.&lt;br /&gt;
A scroll of aquirement gave me a staff of cold, and sheer luck granted me a staff of energy, allowing me to switch between the two when casting spells.&lt;br /&gt;
A bazaar sold me a wand of healing, and I now felt invincible. My power was growing and growing, and the creatures of the dungeon outside were beginning to utter my name with dreaded aniticipation.&lt;br /&gt;
I'm heading back to the dungeon to slaughter a few innocents before preceding to the Swamps, where the first rune awaits me like it has so many times before.&lt;br /&gt;
I wish there were more to report, but the lair contained little but easy prey.&lt;br /&gt;
&lt;br /&gt;
==The Swamps:==&lt;br /&gt;
&lt;br /&gt;
S1:&lt;br /&gt;
After killing a few hapless monsters I barged into the Swamps, splashing around as if I owned the place. Could I not see that it's inhabitants had been given hundreds of years to recuperate from my last siege? I felt invincible after all this body had gone through, but that feeling vanished as a swamp worm sprung from the water to sink it's teeth into my torso, nearly ripping me apart. I barely killed it with a bolt of cold, and had I not frozen the monster immediately I would be just another set of bones in the shallows.&lt;br /&gt;
The mortality of this body struck me, and I steered clear from the water and murk, only stepping in after blasting every living creature in sight, and even then I tread cautiously.&lt;br /&gt;
I happened across a lava flow, boiling it's way through the swamps, and I killed it's residents. It was like shooting lava worms in a bauxite barrel.&lt;br /&gt;
With this floor clear, I continued downwards.&lt;br /&gt;
&lt;br /&gt;
S2:&lt;br /&gt;
The second floor was much like the first: Lots of water, worms, and hydras. Nothing special.&lt;br /&gt;
&lt;br /&gt;
S3:&lt;br /&gt;
As I was wandering the third floor, after shooting a few worms in the water, Vehumet decided to grant me his final book: Demonology. I stared at the book for some time, thinking, remembering. I had, before, learned from the book out of sheer curiosity, only to find out that the demons are not forever bound to you. I still remember the lightning ripping through me as I had died, and I did not want to repeat that experience. I almost through the book into the water, but refrained for no reason other than Abjuration, which the book contains. I have left it on the floor for now.&lt;br /&gt;
&lt;br /&gt;
Ah! A scroll of vorpalize weapon! I briefly considered vorpalizing my hands, but I doubted that it would have any effect, and I ended up dropping the sroll. Oh well. Maybe some day I will be able to turn my bare hands into ripping machines without the help of a spell. I'll still to shooting things instead, anyways.&lt;br /&gt;
&lt;br /&gt;
S4: There have always been a few things that I will forever remember, life after life. The crunch of frozen hydra flesh is not a good memory.&lt;br /&gt;
&lt;br /&gt;
S5: The final floor, if I remembered correctly. I used a scroll of magical mapping to find then den of hydras and dragons. Where they were, the run would be. I crept silently to the entrance, drank a potion of invisibility, and turned the entire den into a swirling vortex of ice and sleet. I repeated the spell until I could barely see through the blizzard, and all about me I could hear the screams of pain and the thudding of bodies to the floor. They did not see me, could not sense me, and they could only wander around in the vortex until the ice claimed their lives and robbed them of their warmth. When the storm had settled and the last dragons had fallen, I looked inside to see the chamber. The walls were smooth, as if they had been sand blasted (that must have been from the storm) and the torn carcasses of the dragons and hydras littered the floor like heavy, dead dolls. I made my way to the back of the room and picked up the glowing rune, elated to feel it's power once again.&lt;br /&gt;
&lt;br /&gt;
==The Snake Pits==&lt;br /&gt;
P1: The snake pits are a unique venture for me every time. While the screams of pain and agony remain as they were one hundred years ago, the Pit seems to twist and...slither... through the years. That being said, there were long hallways, begging to have lethal bolts of ice hurled down them upon unsuspecting foes, and I began to enjoy myself, seeing how many nagas I could coax into stepping into storms of ice and sleet.&lt;br /&gt;
&lt;br /&gt;
P2-P4:&lt;br /&gt;
Slaughter.&lt;br /&gt;
&lt;br /&gt;
P5:&lt;br /&gt;
Here came the tricky part. I knew the greater nagas were no easy prey. Filled with vile venom spells, usually hasted and having enormous amounts of health, I knew I had to kill them either one-by-one or all at once.&lt;br /&gt;
I decided to use a spell that I had learned earlier: Ozucubu's Refridgeration. Since this spell is widely unused, I will tell you what it does. It freezes the very air. Yes, as far as you can see, the air (and creatures) are frozen, their heat slain from their very bodies. And the best part? They won't even wake up. Knowing this, I crept quietly down the stairs, putting on protectors from the cold: rings, my staff, and cold resistant armor. As I reached the bottom of the stairs, I looked around in the gloom and saw nagas, row after row of them, resting in their ceremonial guard formations. I silently rested the butt of my staff on the floor, and sucked the heat from the room. They froze, silently and without notice, one after the other, their corpses falling into crunching heaps on the floor. Vehumet, greatly pleased with my choice of spell, granted me magic over and over, fueling my rapid theft of life and warmth. Soon, not a single naga stood, each dead on the floor, clutching their weapons with their eyes shut, as if in peaceful sleep. And there, in the back of the room, was another rune. The shifting serpentine pattern flowed across it's face, and I picked it up and regressed back to the dungeon, leaving in my wake an icy tomb.&lt;br /&gt;
&lt;br /&gt;
==The Dungeon==&lt;br /&gt;
The time had come for me to re-own what was once mine! I burst from the Lair, icy burst flying, and I tore my way through the dungeon, devastating the inhabitants with a vicious vengeance! How they screamed! The dungeon walls were stained with nevermelting ice, the corpses preserved under thick sheets like flies in amber, and I had no mercy. Not a soul stood in my way, and I destroyed everything all the way down to the twenty-seventh floor. I only stopped when the shifting purple gate of Zot halted my progress. I gazed at the gateway, and I could feel the orb calling to me, promising my release, begging to be freed as well, hinting at the wonderful consequences of freedom. I remembered that I needed a third rune, and, with a bit of longing, headed up the dungeon to the iron gate of the Vaults.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
V1-V7: &lt;br /&gt;
The creatures of the vault were as cold and hard as the metal walls themselves, and half as pleasant to look at. Yaktaurs, stone giants, endless zombies and skeletons, and slime creatures plagued me. My energies were consumed several times without eliminating the attacking hordes, and I was forced to retreat up the stairs each time, regenerating my magical energies before enchanting myself and tearing through the monsters below me. As for equipment, nothing was found. Nothing. A scroll of aquirement provided only a ring of levitation (my fourth one), and I dropped it in disgust. Hopefully I will be given something useful next time I use one of those scrolls.&lt;br /&gt;
&lt;br /&gt;
V8:&lt;br /&gt;
Again, here came the tricky part. The vaults were moderately difficult, but the final floor of the vaults was far more difficult than many branches of the dungeon combined. There were dragons of all sorts, even the rare Shadow Dragons, it had titans, hundreds of stone giants, and even more Yaktaurs. I knew this place to be deadly and dangerous. But even more dangerous for the unprepared were the guards. They themselves were a challenge to kill, with at least twenty or so surrounding the stairs, but even deadlier are their shouts of pain or surprise. Their cries can bring all kinds of horrible creatures from across the floor, and defeating them takes time, skill, and a whole lot of luck. I was determined to make sure they would never make a sound. Invisible again, I crept down the stairs, and, like in the Snake Pits, I froze them all in their sleep. Perfect. I swiftly entered the most secure vault, full of large, square rooms and wonderfully long hallways(did I mention that I enjoy hallways?), it also contained the most loot and prizes. I went down the long, two-wide corridor to the first treasure room and saw a horde of giants and yaktuars, with a titan and shadow dragon in the back. Luckily, in the front, were freezing wraiths, and the creatures behind them didn't want to shoot past them into me, so I froze the hallway with Refrigeration, killing all but the dragon and wraiths. Vehumet's satisfaction and magical energy empowered me enough to Ice Bolt the wraiths and dragon down without being touched, and I looted the rooms, stealing their treasures. Next came the grid of steel, full of giants. I had found a book of Divinations in the treasure vaults, and I learned several spells before proceeding, the first being detect creatures. Each giant in the grid was snuck up upon, and I stole their heat, killing them in their sleep like the guards. There was no treasure, and, unfortunately, no rune. I continued on to the third vault, shaped like a square doughnut, and retrieved it's treasure and killed it's guardians as well. Nothing interesting, but even worse, no rune. The last vault awaited me, it's giant vaulting ceilings echoing my footsteps through the large open space. I had died here once before. It was not a pretty death. I hugged the left wall, creeping like vermin along the smooth metal surface, engravings of the countless deaths of thieves periodically scraping along my back, until I saw the first corner. There was nothing guarding the gold and ring there, so I helped myself to them and moved along, creeping and creeping until I saw the first guardian. It was a stone giant, and he froze quickly, but not quick enough. He woke up, blinking frost form his eyelids, screaming in pain and fury, and it hurled a boulder at me before succumbing to the cold. Soon, the rest of the guards burst from the shadows, and I shrieked in terror. A lich. The very same that had killed me, and he had bred himself some dragon guards, a shadow dragon and storm dragon, each very unhappy to see me. I hasted myself and ran, screaming, to the stairwell, where I regained some of my courage and turned to face the first dragon, prepared to flee up the stairs at a moment's notice, and my first volley of ice bolts only moderatly wounded the shadow dragon. It shot a bolt of draining at me, and I dodged, firing several more bolts until the thing died on the cold floor. Next came the storm dragon, and soon it was lying beside the shadow dragon, huge bolts of ice sticking from it's back and chest. I felt drained, and fled up the stairs to recover my magic. Hasting and enchanting myself, I hesitantly stepped down the stairs to fight the lich. When I reached the bottom, he was not there. Odd. I took a step towards the large metal room. Nothing. Another step. Nothing. Another step. With a scream of hatred, the lich flung itself from behind the metal walls, firing an iron bolt at me that I barely dodged, the thick metal spear thumping into the soft iron wall behind me, and I unloaded everything I had on the lich. Bolts, coulds, and icy spells flew every which way, and the lich had only the time to try and turn invisible to run before the final spell shattered his bones. I stood, panting over the undead corpse, and I laughed. Crazed, raucous laughter reverberating off the harsh metal walls, and I strode forward to the rune, wedge in the corner at the far end of the room, and I took it, power and victory filling my mind like a drug. Power is such a wonderful thing.&lt;br /&gt;
&lt;br /&gt;
==The Slime Pits==&lt;br /&gt;
M1:&lt;br /&gt;
As much as I would have loved to dash into Zot and retrieve my Orb, I knew I did not have the power to do so. There was much to be gained before I reached my maximum potential, but I felt I was close. I remembered an ancient city of slime that was crumbling at the time of my last death, so I traveled there to kill the slimes without their organized resistance. On the first floor I found a book. A book of practical magic. Wonderful. I learned Selective amnesia and removed several spells that were clogging my memory. With all the space open for learning, I learned my ancient spell of destruction: Ice Storm. Giddy to use it once again, I stormed my way through the slime pits, all the way to floor 6.&lt;br /&gt;
&lt;br /&gt;
M6: The slime citadel still stood, so I decided to be a little more careful when attacking this time. I used Bolt of Cold for it's silent killing power, and I snuck as close as I could to the Royal Jelly, still encased in the ancient stone structure. As soon as I could see it, I hasted myself and froze it in it's sleep until it awakened, and I fled outside the citadel and awaited it's blind charge. And charge it did, popping from the corridors with a slurping noise, and it was met with and ice storm, ripping it apart and destroying the slimes it created instantly. Once more Ice Storm and it was dead, and in a blinding flash of light the citadel turned into glass, revealing the ancient treasures of the slime city, encased from the mindless jellies that roamed the Pits now. I disintigrated a single glass wall for each corner of the citadel, and reaped the rewards with fabulous jewelry, armor, scrolls, and artifacts. I was strong, but I knew I still wasn't strong enough.&lt;br /&gt;
&lt;br /&gt;
==The Hall of Blades==&lt;br /&gt;
B1: &lt;br /&gt;
The Halls were a shooting gallery. Ice Storm made so much noise that every dancing weapon from all around came to the sound, and none were able to survive one Ice Storm, and Vehumet fueled my magic, so eliminating every dancing weapon was a simple task. I left the halls, close to the power I knew was necessary. The final peak of power that a single body can hold.&lt;br /&gt;
&lt;br /&gt;
==The Crypt==&lt;br /&gt;
C1-5: &lt;br /&gt;
I have never been fond of the Crypt, and I am beginning to believe that the creatures of the Crypt spawn from the very walls themselves. Nevertheless, liches were simple to kill with Ice Storm, much less minor skeletons or zombies.&lt;br /&gt;
&lt;br /&gt;
==Zot==&lt;br /&gt;
Z1:&lt;br /&gt;
I was ready. I felt prepared. I had become quite adapt at Divinations, and everything in an entire floor could be revealed to me with but a thought. I boldly entered the gate and blinked in the dim colored glow of the walls. It was strange. I had never been within the realm of a god before, and the dragon god Zot was a strange one at that. Draconians and dragons populated the corridors, dispatched with two ice storms at the most. With my newfound third eye, I could kill many of them before they rounded a corridor to see me. It was a simple task killing the beasts, and even easier to kill electricity golems, who died with just one storm. I was taking no chances.&lt;br /&gt;
&lt;br /&gt;
Z2:&lt;br /&gt;
More draconians. I accidentally hit myself with one of my own storms, nearly killing me instantly. My wand of healing was able to save my life, but the scars will forever remain. I will be sure to never hit myself with this spell ever again.&lt;br /&gt;
&lt;br /&gt;
Z3: &lt;br /&gt;
Dragons, draconians and golems. It is becoming a normal (but tedious) cycle. Kill, eat, kill some more. One wonderful thing happened that was exceptionally lucky, to break my cycle. A white draconian normally receives minimal damage from the ice part of an ice storm, but this one seemed to be taking none at all from the elements, taking a full three storms to finally bring down. Curious, I examined his robe and found it to be a +2 robe of resistance! Perfect! I now resist the elements in their entirety. For good measure, I enchanted it to +3.&lt;br /&gt;
&lt;br /&gt;
Z4: &lt;br /&gt;
I have finally mastered spellcasting. Ice Magic, Conjurations, and Spellcasting are normally my specialties, but now they are my art form. I can cast many, many spells without hungering whatsoever, and only ice storm makes my tummy rumble after long chains of casting. I am one with ice and magic, a being infused of raw power and energies, and I am showing through the elf's body, shedding it like a husk. It is time.&lt;br /&gt;
&lt;br /&gt;
Z5:&lt;br /&gt;
I strode into the antechamber, blasting the guardians out of the air with bolts of cold. I detected every trap, every monster, every nook and cranny that the dungeon had to offer, and I could see them all. All those usurpers of my Orb, guarding it jealously because they themselves cannot use it or are bound to protect it, every one was within sight of my third eye. The second chamber, the one to the right, contained only a dragon, which was also dispatched with a bolt of cold. Not a noise had been made, not yet. The weaklings seemed to be hiding, cowering in the darkest corner, and as soon as I knew they were just out of sight range, I sent such a massive wave of icy explosions that Cocytus itself looked tame, even the great demon lords themselves would have look on with pity at the sheer magnitude of the blizzard that was fired at them. Orbs of fire, ancient liches, electricity golems,  Xtahua, and ancient ghosts of powerful explorers were torn to unregocnizable shreds as the storm ripped through them, boring a massive hole in the wall, leaving nothing but water and blood on the floor. I resisted the urge to laugh like I had over the corpse of the lich, and I turned to see it...the orb...shining and glistening on the shifting purple floor, the golden casing writhing like a hundred snakes as I picked it up, and let the laugh out of me as the demons rose from the floor. The demons were fast, but I was faster, hasted and fleeing up the stairs before they could take a swipe at me.&lt;br /&gt;
I ran like hell, ran as if the ground was trying to eat my itself(I'm sure it was).&lt;br /&gt;
&lt;br /&gt;
==Escape==&lt;br /&gt;
Z4: Up to Zot 4, and I kept going, up and up and up, only encountering a tentacled monstrosity on the way.&lt;br /&gt;
Z3: A demon lord of Pandemonium rose from the floor before me, only to be torn apart by two ice storms. I ran straight through the icy crystals, taking no heed to the cold.&lt;br /&gt;
Z2: Assyqur the pandemonium lord! RUN! Faster and faster I ran, wishing the elf was stronger.&lt;br /&gt;
Z1: A draconian! KILL!&lt;br /&gt;
D27:I could feel the orb's power taking hold of me! I felt the freedom! I felt I could shed the enchantment binding me to this place and escape!&lt;br /&gt;
D26:Paqy the pandemonium lord blocks my path! NO! I haste myself and kill the thing before it has a chance to move, my storm tore through the dungeon, disintigrating the demons in it's path, and I ran through it's wake, up to the next flight of stairs!&lt;br /&gt;
D25-23: The demons are were much more cautious after seeing one of their lords die so horribly, and they seemed to hold back, waiting, watching.&lt;br /&gt;
D22: I was almost to the next flight of stairs when the ground opened up before me and belched out Kha Saod the pandemonium lord, and it threw a firestorm at me, destroying my icy shields! I was nearly dead! If it were not for my robe I would have surely died. Firing storms back at the demon until it was dead, I hurried on, casting regeneration on myself to heal as I ran.&lt;br /&gt;
D21-3: Faster and faster I tore through the dungeon, lungs burning, legs on fire, and I was almost there!&lt;br /&gt;
D2: NO! Another demon lord! Thrud the pandemonium lord hit me with a storm, and I bolted down a corridor, and up the set of stairs to the first floor.&lt;br /&gt;
D1: This is it! I disintegrate my way to the final set of stairs and escape to the world above, free to destroy in the name of Vehumet. All fear the Ice Lord! I have arisen!&lt;br /&gt;
&lt;br /&gt;
==Frostbyte==&lt;br /&gt;
 Dungeon Crawl Stone Soup version 0.5 (crawl-ref) character file.&lt;br /&gt;
&lt;br /&gt;
1598415 Frostbyte the Annihilator (level 27, 87/87 HPs)&lt;br /&gt;
             Began as a Deep Elf Ice Elementalist on July 27, 2009.&lt;br /&gt;
             Was the Champion of Vehumet.&lt;br /&gt;
             Escaped with the Orb&lt;br /&gt;
             ... and 4 runes (of 4 types) on July 31, 2009!&lt;br /&gt;
             &lt;br /&gt;
             The game lasted 08:23:21 (157409 turns).&lt;br /&gt;
&lt;br /&gt;
Frostbyte the Annihilator (Deep Elf Ice Elementalist)                                                 Turns: 157409, Time: 08:23:21&lt;br /&gt;
&lt;br /&gt;
HP  87/87        AC 15     Str 10      Exp: 27/1673377 (18079)&lt;br /&gt;
MP  50/50        EV 22     Int 35      God: Vehumet ******&lt;br /&gt;
Gold 7157        SH  0     Dex 18      Spells: 18 memorised,  5 levels left&lt;br /&gt;
&lt;br /&gt;
Res.Fire  : + + +   See Invis. : .   j - staff of cold&lt;br /&gt;
Res.Cold  : + + +   Warding    : +   B - +3 robe {rC+ rF+}&lt;br /&gt;
Life Prot.: . . .   Conserve   : .   (no shield)&lt;br /&gt;
Res.Poison: .       Res.Corr.  : .   X - +1 helmet {Int+3}&lt;br /&gt;
Res.Elec. : +       Clarity    : .   Y - +1 cloak of Xoegioc {EV+5}&lt;br /&gt;
                                     n - +2 pair of dwarf gloves&lt;br /&gt;
Sust.Abil.: .       Rnd.Telep. : .   g - +2 pair of boots of the Assassin {+Inv Dex&lt;br /&gt;
Res.Mut.  : .       Ctrl.Telep.: .   P - amulet of Sin {cFly rElec AC+2}&lt;br /&gt;
Res.Slow  : .       Levitation : .   F - ring &amp;quot;Nonuve Tyfy&amp;quot; {rF++ AC-2 Str+3}&lt;br /&gt;
Saprovore : . . .   Ctrl.Flight: +   r - ring of protection from cold&lt;br /&gt;
&lt;br /&gt;
@: very slightly glowing, very quick, hasted, extremely resistant to magic, extremely stealthy&lt;br /&gt;
A: Str +1, Dex -1&lt;br /&gt;
a: Renounce Religion, Evoke Invisibility&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You escaped.&lt;br /&gt;
You worshipped Vehumet.&lt;br /&gt;
Vehumet was exalted by your worship.&lt;br /&gt;
You were not hungry.&lt;br /&gt;
&lt;br /&gt;
You visited 14 branches of the dungeon, and saw 87 of its levels.&lt;br /&gt;
You visited 1 Labyrinth.&lt;br /&gt;
You visited 2 portal chambers (including bazaars).&lt;br /&gt;
&lt;br /&gt;
You collected 10419 gold pieces.&lt;br /&gt;
You spent 3276 gold pieces at shops.&lt;br /&gt;
&lt;br /&gt;
Inventory:&lt;br /&gt;
&lt;br /&gt;
Hand weapons&lt;br /&gt;
 p - a +7,+7 dagger of venom (quivered)&lt;br /&gt;
 v - the +7,+6 Sceptre of Torment&lt;br /&gt;
   (You found it on level 4 of the Vaults)   &lt;br /&gt;
   This truly accursed weapon is an instrument of Hell.&lt;br /&gt;
   &lt;br /&gt;
Armour&lt;br /&gt;
 g - the +2 pair of boots of the Assassin (worn) {+Inv Dex+3 Stlth+}&lt;br /&gt;
   (You bought it in a shop in a bazaar)   &lt;br /&gt;
   Some soft boots.&lt;br /&gt;
   It affects your dexterity (+3).&lt;br /&gt;
   It lets you turn invisible.&lt;br /&gt;
   It makes you much more stealthy.&lt;br /&gt;
   These boots were specially designed by the Assassin's Guild.&lt;br /&gt;
 n - a +2 pair of dwarven gloves (worn)&lt;br /&gt;
 B - a +3 robe of resistance (worn)&lt;br /&gt;
 T - a +1 cloak of preservation&lt;br /&gt;
 X - a +1 helmet of intelligence (worn)&lt;br /&gt;
 Y - the +1 cloak of Xoegioc (worn) {EV+5}&lt;br /&gt;
   (You found it on level 7 of the Elven Halls)   &lt;br /&gt;
   It affects your evasion (+5).&lt;br /&gt;
Magical devices&lt;br /&gt;
 a - a wand of healing (3)&lt;br /&gt;
 h - a wand of disintegration (1)&lt;br /&gt;
 R - a wand of hasting (2)&lt;br /&gt;
Comestibles&lt;br /&gt;
 c - 3 bread rations&lt;br /&gt;
 d - 13 royal jellies&lt;br /&gt;
Scrolls&lt;br /&gt;
 t - 5 scrolls of teleportation&lt;br /&gt;
Jewellery&lt;br /&gt;
 e - an uncursed ring of magical power&lt;br /&gt;
 l - an uncursed amulet of resist corrosion&lt;br /&gt;
 m - an uncursed amulet of resist slowing&lt;br /&gt;
 q - the ring of Okawaru's Favour {+Inv MR Str+3 Acc+3 Dam+3}&lt;br /&gt;
   (You found it on level 6 of the Pits of Slime)   &lt;br /&gt;
   [ring of strength]&lt;br /&gt;
   It affects your strength (+3).&lt;br /&gt;
   It affects your accuracy (+3).&lt;br /&gt;
   It affects your damage-dealing abilities (+3).&lt;br /&gt;
   It increases your resistance to enchantments.&lt;br /&gt;
   It lets you turn invisible.&lt;br /&gt;
 r - a ring of protection from cold (left hand)&lt;br /&gt;
 w - an uncursed ring of sustenance&lt;br /&gt;
 x - an uncursed ring of wizardry&lt;br /&gt;
 y - an uncursed ring of levitation&lt;br /&gt;
 z - the ring of Enwec {Ice Dex+2}&lt;br /&gt;
   (You found it on level 12 of the Dungeon)   &lt;br /&gt;
   [ring of ice]&lt;br /&gt;
   It affects your dexterity (+2).&lt;br /&gt;
 C - an uncursed ring of protection from fire&lt;br /&gt;
 D - the brooch of Shielding {Ward AC+4 EV+4}&lt;br /&gt;
   (You bought it in a shop on level 2 of the Vaults)   &lt;br /&gt;
   A shield-shaped amulet.&lt;br /&gt;
   [amulet of warding]&lt;br /&gt;
   It affects your AC (+4).&lt;br /&gt;
   It affects your evasion (+4).&lt;br /&gt;
   Back in the good old days, every adventurer had one of these handy devices. &lt;br /&gt;
   That, and a pony.&lt;br /&gt;
 E - an uncursed ring of life protection&lt;br /&gt;
 F - the ring &amp;quot;Nonuve Tyfy&amp;quot; (right hand) {rF++ AC-2 Str+3}&lt;br /&gt;
   (You found it on level 5 of the Crypt)   &lt;br /&gt;
   [ring of protection]&lt;br /&gt;
   It affects your AC (-2).&lt;br /&gt;
   It affects your strength (+3).&lt;br /&gt;
   It greatly protects you from fire.&lt;br /&gt;
 G - an uncursed ring of sustain abilities&lt;br /&gt;
 I - the ring &amp;quot;Uhoryz&amp;quot; {AC+4 Str+2 Acc+3}&lt;br /&gt;
   (You found it on level 8 of the Vaults)   &lt;br /&gt;
   [ring of strength]&lt;br /&gt;
   It affects your strength (+2).&lt;br /&gt;
   It affects your AC (+4).&lt;br /&gt;
   It affects your accuracy (+3).&lt;br /&gt;
 J - an uncursed ring of wizardry&lt;br /&gt;
 K - an uncursed ring of poison resistance&lt;br /&gt;
 M - the amulet &amp;quot;Teashik&amp;quot; {+Rage Acc+4}&lt;br /&gt;
   (You found it on level 7 of the Elven Halls)   &lt;br /&gt;
   [amulet of rage]&lt;br /&gt;
   It affects your accuracy (+4).&lt;br /&gt;
 N - the amulet of the Four Winds {Clar rN+ MR}&lt;br /&gt;
   (You found it on level 7 of the Vaults)   &lt;br /&gt;
   [amulet of clarity]&lt;br /&gt;
   It protects you from negative energy.&lt;br /&gt;
   It increases your resistance to enchantments.&lt;br /&gt;
 P - the amulet of Sin (around neck) {cFly rElec AC+2}&lt;br /&gt;
   (You found it on level 7 of the Vaults)   &lt;br /&gt;
   [amulet of controlled flight]&lt;br /&gt;
   It affects your AC (+2).&lt;br /&gt;
   It insulates you from electricity.&lt;br /&gt;
 Q - the ring of Haos {Ice AC+1 Str+3 Int+4}&lt;br /&gt;
   (You found it on level 6 of the Elven Halls)   &lt;br /&gt;
   [ring of ice]&lt;br /&gt;
   It affects your AC (+1).&lt;br /&gt;
   It affects your strength (+3).&lt;br /&gt;
   It affects your intelligence (+4).&lt;br /&gt;
 U - the ring of Jealousy {+Tele Int+2 Dam+2 SInv}&lt;br /&gt;
   (You found it on level 5 of the Crypt)   &lt;br /&gt;
   [ring of see invisible]&lt;br /&gt;
   It affects your intelligence (+2).&lt;br /&gt;
   It affects your damage-dealing abilities (+2).&lt;br /&gt;
   It lets you teleport.&lt;br /&gt;
Books&lt;br /&gt;
 u - a book of Annihilations {god gift}   &lt;br /&gt;
   Spells                             Type                      Level&lt;br /&gt;
   *Iskenderun's Mystic Blast         Conjuration                  4&lt;br /&gt;
   Poison Arrow                       Conjuration/Poison           6&lt;br /&gt;
   Chain Lightning                    Conjuration/Air              8&lt;br /&gt;
   Lehudib's Crystal Spear            Conjuration/Earth            8&lt;br /&gt;
   *Ice Storm                         Conjuration/Ice              9&lt;br /&gt;
   Fire Storm                         Conjuration/Fire             9&lt;br /&gt;
   &lt;br /&gt;
Magical staves&lt;br /&gt;
 j - a staff of cold (weapon)&lt;br /&gt;
 s - a staff of energy&lt;br /&gt;
Orbs of Power&lt;br /&gt;
 A - the Orb of Zot&lt;br /&gt;
Miscellaneous&lt;br /&gt;
 b - a silver rune of Zot&lt;br /&gt;
 f - a serpentine rune of Zot&lt;br /&gt;
 i - a decaying rune of Zot&lt;br /&gt;
 o - the horn of Geryon&lt;br /&gt;
 L - a slimy rune of Zot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 You had 18079 experience left.&lt;br /&gt;
&lt;br /&gt;
   Skills:&lt;br /&gt;
 + Level 2 Staves&lt;br /&gt;
 - Level 10 Dodging&lt;br /&gt;
 + Level 11 Stealth&lt;br /&gt;
 + Level 2 Traps &amp;amp; Doors&lt;br /&gt;
 * Level 27 Spellcasting&lt;br /&gt;
 * Level 27 Conjurations&lt;br /&gt;
 + Level 15 Enchantments&lt;br /&gt;
 + Level 2 Necromancy&lt;br /&gt;
 + Level 1 Transmutations&lt;br /&gt;
 + Level 15 Divinations&lt;br /&gt;
 * Level 27 Ice Magic&lt;br /&gt;
 + Level 2 Air Magic&lt;br /&gt;
 + Level 1 Earth Magic&lt;br /&gt;
 + Level 5 Evocations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You had 5 spell levels left.&lt;br /&gt;
You knew the following spells:&lt;br /&gt;
&lt;br /&gt;
 Your Spells              Type           Power          Success   Level&lt;br /&gt;
a - Ozocubu's Refrigerat  Ice            ##########     Perfect     5&lt;br /&gt;
b - Bolt of Cold          Ice/Conj       ##########     Perfect     6&lt;br /&gt;
c - Ozocubu's Armour      Ice/Ench       #########.     Perfect     3&lt;br /&gt;
d - Iskenderun's Mystic   Conj           #########      Perfect     4&lt;br /&gt;
e - See Invisible         Ench/Divn      #########.     Perfect     4&lt;br /&gt;
f - Detect Traps          Divn           #######        Perfect     2&lt;br /&gt;
g - Detect Creatures      Divn           #######        Perfect     2&lt;br /&gt;
h - Regeneration          Ench/Necr      ########..     Excellent   3&lt;br /&gt;
i - Forescry              Divn           #########.     Excellent   5&lt;br /&gt;
j - Detect Curse          Divn           N/A            Perfect     3&lt;br /&gt;
k - Haste                 Ench           #########.     Excellent   6&lt;br /&gt;
l - Repel Missiles        Air/Ench       ########..     Excellent   2&lt;br /&gt;
m - Condensation Shield   Ice/Tmgr       #########.     Perfect     4&lt;br /&gt;
n - Identify              Divn           N/A            Excellent   6&lt;br /&gt;
o - Blink                 Tloc           N/A            Excellent   2&lt;br /&gt;
p - Magic Mapping         Erth/Divn      ######         Excellent   4&lt;br /&gt;
q - Borgnjor's Revivific  Necr           #######...     Great       5&lt;br /&gt;
z - Ice Storm             Ice/Conj       ##########     Excellent   9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overview of the Dungeon&lt;br /&gt;
&lt;br /&gt;
Branches:&lt;br /&gt;
Temple: D:4       Orc   : D:10      Elf   : Orc:4     Lair  : D:10   &lt;br /&gt;
Swamp : Lair:4    Slime : Lair:10   Snake : Lair:4    Hive  : D:12   &lt;br /&gt;
Vault : D:14      Blade : Vault:6   Crypt : Vault:2   Coc   : Hell   &lt;br /&gt;
Zot   : D:27      &lt;br /&gt;
&lt;br /&gt;
Altars:&lt;br /&gt;
Vehumet: Elf:1&lt;br /&gt;
Kikubaaqudgha: Crypt:5&lt;br /&gt;
Xom: D:12&lt;br /&gt;
Okawaru: Orc:4&lt;br /&gt;
Sif Muna: D:2&lt;br /&gt;
&lt;br /&gt;
Shops:&lt;br /&gt;
D:4: *  D:6: (  D:7: (  D:8: /(/  D:12: /  D:22: (  D:24: /  Elf:3: (  Lair:2: ?  Lair:3: =  Snake:1: *  Vault:1: [?!  Vault:2: ([[!=&lt;br /&gt;
Vault:4: (&lt;br /&gt;
&lt;br /&gt;
Portals:&lt;br /&gt;
Hell: D:21 D:22 D:23 D:24 D:25 D:26 D:27&lt;br /&gt;
Abyss: D:25&lt;br /&gt;
Pan: D:24 D:26 D:27&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                    Innate Abilities, Weirdness &amp;amp; Mutations&lt;br /&gt;
&lt;br /&gt;
Your muscles are strong (Str +1).&lt;br /&gt;
You are clumsy (Dex -1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Message History&lt;br /&gt;
&lt;br /&gt;
This wand has 2 charges left.&lt;br /&gt;
You hear a grinding noise.&lt;br /&gt;
This wand has 1 charge left.&lt;br /&gt;
There is a stone staircase leading up here.&lt;br /&gt;
Welcome back, Frostbyte the Deep Elf Ice Elementalist.&lt;br /&gt;
Vehumet says: Let it end in hellfire!&lt;br /&gt;
[Y]es or [N]o only, please.&lt;br /&gt;
&lt;br /&gt;
.%....................%...%.# #.&lt;br /&gt;
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                #.# #...........&lt;br /&gt;
                #.# #........##.&lt;br /&gt;
                #.# #####.#####.&lt;br /&gt;
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&lt;br /&gt;
There were no monsters in sight!&lt;br /&gt;
&lt;br /&gt;
Vanquished Creatures&lt;br /&gt;
  the royal jelly (Slime:6)&lt;br /&gt;
  2 orbs of fire (Zot:5)&lt;br /&gt;
  4 ancient liches&lt;br /&gt;
  Boris (D:22)&lt;br /&gt;
  A curse toe (Zot:3)&lt;br /&gt;
  2 demon lords&lt;br /&gt;
  2 Killer Klowns&lt;br /&gt;
  Margery (Hell)&lt;br /&gt;
  Geryon (D:27)&lt;br /&gt;
  Norris (D:27)&lt;br /&gt;
  The ghost of Polonius the Devastator, a great DrWz of Vehumet (Zot:1)&lt;br /&gt;
  3 electric golems&lt;br /&gt;
  Xtahua (Zot:5)&lt;br /&gt;
  Frederick (Zot:1)&lt;br /&gt;
  Saint Roka (D:22)&lt;br /&gt;
  The ghost of Beoghs Milkman the Hacker, a mighty HOPr of Beogh (Zot:5)&lt;br /&gt;
  18 acid blobs&lt;br /&gt;
  20 Orb Guardians (Zot:5)&lt;br /&gt;
  8 golden dragons&lt;br /&gt;
  2 curse skulls&lt;br /&gt;
  A titan (Vault:8)&lt;br /&gt;
  A quicksilver dragon (Vault:8)&lt;br /&gt;
  5 liches&lt;br /&gt;
  2 deep elf blademasters (Elf:7)&lt;br /&gt;
  7 storm dragons&lt;br /&gt;
  2 sphinxes (shapeshifter) (Vault:8)&lt;br /&gt;
  Agnes (Snake:1)&lt;br /&gt;
  5 sphinxes&lt;br /&gt;
  10 shadow dragons&lt;br /&gt;
  Duane (D:26)&lt;br /&gt;
  Frances (Snake:5)&lt;br /&gt;
  2 orc warlords&lt;br /&gt;
  A Balrug (Zot:5)&lt;br /&gt;
  Wayne (Elf:5)&lt;br /&gt;
  Francis (Snake:5)&lt;br /&gt;
  6 draconian monks&lt;br /&gt;
  6 frost giants&lt;br /&gt;
  2 draconian knights&lt;br /&gt;
  5 draconian scorchers&lt;br /&gt;
  9 skeletal dragons&lt;br /&gt;
  4 draconian zealots&lt;br /&gt;
  18 tentacled monstrosities&lt;br /&gt;
  3 draconian annihilators&lt;br /&gt;
  5 azure jellies&lt;br /&gt;
  The ghost of Frostbyte the Destroyer, a mighty DEIE of Vehumet (D:20)&lt;br /&gt;
  9 draconian shifters&lt;br /&gt;
  22 stone giants&lt;br /&gt;
  4 fire giants&lt;br /&gt;
  2 Pit Fiends (Zot:5)&lt;br /&gt;
  3 Blue Deaths&lt;br /&gt;
  7 deep elf annihilators (Elf:7)&lt;br /&gt;
  5 draconian callers&lt;br /&gt;
  Norbert (D:15)&lt;br /&gt;
  7 red draconians&lt;br /&gt;
  Jozef (Elf:2)&lt;br /&gt;
  4 deep elf death magi&lt;br /&gt;
  9 mottled draconians&lt;br /&gt;
  6 white draconians&lt;br /&gt;
  12 greater nagas (Snake:5)&lt;br /&gt;
  3 green draconians&lt;br /&gt;
  5 pale draconians&lt;br /&gt;
  3 purple draconians&lt;br /&gt;
  2 deep elf master archers (Elf:7)&lt;br /&gt;
  9 black draconians&lt;br /&gt;
  6 deep elf sorcerers (Elf:7)&lt;br /&gt;
  10 yellow draconians&lt;br /&gt;
  38 yaktaur captains&lt;br /&gt;
  Snorg (Swamp:1)&lt;br /&gt;
  A minotaur (Lab)&lt;br /&gt;
  The ghost of Zith the Destroyer, a powerful DEFE of Sif Muna (Swamp:3)&lt;br /&gt;
  3 vampire knights&lt;br /&gt;
  Azrael (D:15)&lt;br /&gt;
  18 dragons&lt;br /&gt;
  11 death cobs&lt;br /&gt;
  32 vault guards&lt;br /&gt;
  A minotaur (shapeshifter) (Elf:4)&lt;br /&gt;
  4 great orbs of eyes&lt;br /&gt;
  4 death oozes (Slime:6)&lt;br /&gt;
  A mummy priest (Crypt:2)&lt;br /&gt;
  2 salamanders (D:21)&lt;br /&gt;
  14 ice dragons&lt;br /&gt;
  Harold (D:13)&lt;br /&gt;
  A Cacodemon (Zot:5)&lt;br /&gt;
  Dissolution (Slime:6)&lt;br /&gt;
  A hydra (shapeshifter) (Vault:8)&lt;br /&gt;
  An ice dragon (shapeshifter) (Vault:5)&lt;br /&gt;
  5 deep elf demonologists (Elf:7)&lt;br /&gt;
  7 ogre-magi&lt;br /&gt;
  A titan zombie (Crypt:5)&lt;br /&gt;
  21 hydras&lt;br /&gt;
  10 grey snakes&lt;br /&gt;
  2 storm dragon zombies&lt;br /&gt;
  A shadow dragon skeleton (Crypt:5)&lt;br /&gt;
  3 death yaks (Lair:9)&lt;br /&gt;
  A deep elf high priest (Elf:7)&lt;br /&gt;
  4 griffons&lt;br /&gt;
  A griffon (shapeshifter) (D:19)&lt;br /&gt;
  21 centaur warriors&lt;br /&gt;
  2 frost giant skeletons&lt;br /&gt;
  10 stone giant skeletons&lt;br /&gt;
  A grey snake zombie (Crypt:3)&lt;br /&gt;
  A golden dragon zombie (Zot:3)&lt;br /&gt;
  An iron dragon skeleton (Crypt:1)&lt;br /&gt;
  A sun demon (Zot:1)&lt;br /&gt;
  A death drake (shapeshifter) (Vault:4)&lt;br /&gt;
  An orc high priest (Vault:8)&lt;br /&gt;
  A shadow dragon zombie (Crypt:1)&lt;br /&gt;
  An elephant slug (Lair:7)&lt;br /&gt;
  Nessos (Elf:2)&lt;br /&gt;
  21 giant amoebae&lt;br /&gt;
  A hill giant (shapeshifter) (Elf:3)&lt;br /&gt;
  A soul eater (Elf:7)&lt;br /&gt;
  4 iron golems (Crypt:5)&lt;br /&gt;
  2 shadow wraiths&lt;br /&gt;
  31 deep elf knights&lt;br /&gt;
  3 wizards&lt;br /&gt;
  15 deep trolls&lt;br /&gt;
  9 hell knights&lt;br /&gt;
  A giant amoeba (shapeshifter) (D:20)&lt;br /&gt;
  4 iron trolls&lt;br /&gt;
  66 skeletal warriors&lt;br /&gt;
  41 dancing weapons&lt;br /&gt;
  6 frost giant zombies&lt;br /&gt;
  6 naga warriors&lt;br /&gt;
  5 stone giant zombies&lt;br /&gt;
  18 hill giants&lt;br /&gt;
  6 flayed ghosts&lt;br /&gt;
  13 necromancers&lt;br /&gt;
  A swamp dragon (shapeshifter) (Vault:8)&lt;br /&gt;
  7 unseen horrors&lt;br /&gt;
  A hellion (Elf:7)&lt;br /&gt;
  3 iron troll skeletons&lt;br /&gt;
  26 orc knights&lt;br /&gt;
  2 orc sorcerers&lt;br /&gt;
  9 swamp dragons&lt;br /&gt;
  3 crystal golems (Crypt:5)&lt;br /&gt;
  Urug (D:16)&lt;br /&gt;
  11 guardian nagas (Snake:5)&lt;br /&gt;
  6 spectral warriors&lt;br /&gt;
  A spiny worm (shapeshifter) (Vault:7)&lt;br /&gt;
  4 spiny worms&lt;br /&gt;
  33 moths of wrath&lt;br /&gt;
  2 hydra skeletons&lt;br /&gt;
  3 draconians (shapeshifter)&lt;br /&gt;
  3 shining eyes&lt;br /&gt;
  8 red wasps&lt;br /&gt;
  2 vampire magi&lt;br /&gt;
  A mottled draconian zombie (Crypt:2)&lt;br /&gt;
  2 green draconian zombies&lt;br /&gt;
  5 wolf spiders&lt;br /&gt;
  3 beasts&lt;br /&gt;
  22 black snakes&lt;br /&gt;
  A dragon skeleton (Zot:1)&lt;br /&gt;
  12 draconian skeletons&lt;br /&gt;
  An iron troll zombie (Vault:7)&lt;br /&gt;
  A slime creature (shapeshifter) (D:23)&lt;br /&gt;
  2 giant brown frog skeletons&lt;br /&gt;
  A griffon skeleton (Vault:3)&lt;br /&gt;
  An orange demon (Elf:7)&lt;br /&gt;
  A queen ant (shapeshifter) (Vault:3)&lt;br /&gt;
  A guardian naga skeleton (Crypt:4)&lt;br /&gt;
  The ghost of Weston the Frost Mage, an experienced DEIE of Vehumet (D:6)&lt;br /&gt;
  28 giant brown frogs&lt;br /&gt;
  An eye of devastation (shapeshifter) (D:27)&lt;br /&gt;
  A reaper (Elf:7)&lt;br /&gt;
  4 eyes of devastation&lt;br /&gt;
  46 yaktaurs&lt;br /&gt;
  A hydra zombie (Vault:3)&lt;br /&gt;
  9 mimics&lt;br /&gt;
  A minotaur zombie (Crypt:3)&lt;br /&gt;
  10 rock trolls&lt;br /&gt;
  A trapdoor spider (D:13)&lt;br /&gt;
  142 slime creatures&lt;br /&gt;
  15 naga magi&lt;br /&gt;
  A rock troll (shapeshifter) (Vault:8)&lt;br /&gt;
  11 cyclopes&lt;br /&gt;
  A dragon zombie (Zot:5)&lt;br /&gt;
  5 guardian mummies (Crypt:2)&lt;br /&gt;
  A tormentor (D:19)&lt;br /&gt;
  3 very ugly things&lt;br /&gt;
  4 elves (shapeshifter)&lt;br /&gt;
  A komodo dragon (shapeshifter) (Vault:3)&lt;br /&gt;
  A griffon zombie (Vault:1)&lt;br /&gt;
  6 giant snails&lt;br /&gt;
  An iron devil (D:2)&lt;br /&gt;
  2 smoke demons&lt;br /&gt;
  90 ugly things&lt;br /&gt;
  2 humans (shapeshifter)&lt;br /&gt;
  10 komodo dragons&lt;br /&gt;
  20 trolls&lt;br /&gt;
  4 rock troll skeletons&lt;br /&gt;
  2 spiny worm zombies&lt;br /&gt;
  A deep troll skeleton (Vault:7)&lt;br /&gt;
  A redback (D:23)&lt;br /&gt;
  15 two-headed ogres&lt;br /&gt;
  7 hill giant zombies&lt;br /&gt;
  2 spiny frog skeletons (Crypt:2)&lt;br /&gt;
  4 queen bees&lt;br /&gt;
  2 giant brown frog zombies&lt;br /&gt;
  A queen ant zombie (Crypt:3)&lt;br /&gt;
  A grizzly bear (D:12)&lt;br /&gt;
  3 bumblebees (D:27)&lt;br /&gt;
  A grizzly bear (shapeshifter) (D:24)&lt;br /&gt;
  7 spiny frogs&lt;br /&gt;
  2 hungry ghosts&lt;br /&gt;
  65 yaks&lt;br /&gt;
  21 blink frogs&lt;br /&gt;
  4 blink frog skeletons&lt;br /&gt;
  16 brown oozes&lt;br /&gt;
  8 hippogriffs&lt;br /&gt;
  Sonja (D:13)&lt;br /&gt;
  30 giant goldfish&lt;br /&gt;
  Roxanne (D:20)&lt;br /&gt;
  A lindwurm skeleton (Crypt:4)&lt;br /&gt;
  2 rock troll zombies&lt;br /&gt;
  4 small abominations&lt;br /&gt;
  32 deep elf conjurers&lt;br /&gt;
  4 fire elementals (D:15)&lt;br /&gt;
  3 firedrakes&lt;br /&gt;
  5 yellow snakes&lt;br /&gt;
  A ynoxinul (Elf:7)&lt;br /&gt;
  A giant snail zombie (Vault:5)&lt;br /&gt;
  3 vampires&lt;br /&gt;
  14 giant slugs&lt;br /&gt;
  Eustachio (Snake:3)&lt;br /&gt;
  4 neqoxecs&lt;br /&gt;
  3 bears (D:12)&lt;br /&gt;
  24 deep elf summoners&lt;br /&gt;
  A griffon simulacrum (Vault:1)&lt;br /&gt;
  6 water elementals (Hell)&lt;br /&gt;
  50 deep elf fighters&lt;br /&gt;
  A yaktaur skeleton (Vault:7)&lt;br /&gt;
  5 manticores&lt;br /&gt;
  3 lava worms (Hell)&lt;br /&gt;
  2 lindwurm zombies&lt;br /&gt;
  A redback zombie (D:21)&lt;br /&gt;
  9 wraiths&lt;br /&gt;
  4 rock worms&lt;br /&gt;
  49 swamp worms&lt;br /&gt;
  2 cyclops skeletons (Vault:8)&lt;br /&gt;
  7 freezing wraiths&lt;br /&gt;
  30 ugly thing skeletons&lt;br /&gt;
  4 black bears&lt;br /&gt;
  16 giant blowflies&lt;br /&gt;
  38 insubstantial wisps&lt;br /&gt;
  4 soldier ants&lt;br /&gt;
  A black bear (shapeshifter) (Vault:3)&lt;br /&gt;
  7 hell hounds&lt;br /&gt;
  14 deep elf priests&lt;br /&gt;
  3 wyverns&lt;br /&gt;
  A giant blowfly zombie (Crypt:2)&lt;br /&gt;
  A yellow snake zombie (Crypt:3)&lt;br /&gt;
  58 ogres&lt;br /&gt;
  A komodo dragon zombie (D:16)&lt;br /&gt;
  A firedrake zombie (Crypt:2)&lt;br /&gt;
  A troll skeleton (D:16)&lt;br /&gt;
  25 necrophages&lt;br /&gt;
  A yak skeleton (Crypt:5)&lt;br /&gt;
  2 red devils&lt;br /&gt;
  5 ice beasts&lt;br /&gt;
  5 gila monsters&lt;br /&gt;
  5 phantoms&lt;br /&gt;
  3 boring beetles&lt;br /&gt;
  A polar bear skeleton (Crypt:2)&lt;br /&gt;
  A naga (shapeshifter) (Vault:8)&lt;br /&gt;
  65 nagas&lt;br /&gt;
  A mottled dragon (shapeshifter) (D:27)&lt;br /&gt;
  8 ugly thing zombies&lt;br /&gt;
  7 yellow wasps&lt;br /&gt;
  3 cyclops zombies&lt;br /&gt;
  A manticore zombie (D:12)&lt;br /&gt;
  Sigmund (D:7)&lt;br /&gt;
  20 big kobolds&lt;br /&gt;
  10 wargs&lt;br /&gt;
  3 brain worms&lt;br /&gt;
  A hippogriff zombie (Crypt:4)&lt;br /&gt;
  4 mottled dragons&lt;br /&gt;
  26 centaurs&lt;br /&gt;
  15 swamp drakes&lt;br /&gt;
  11 ghouls&lt;br /&gt;
  5 giant frog skeletons&lt;br /&gt;
  62 orc warriors&lt;br /&gt;
  A yak zombie (D:22)&lt;br /&gt;
  An ettin zombie (Crypt:4)&lt;br /&gt;
  A grizzly bear zombie (Crypt:3)&lt;br /&gt;
  2 wolf skeletons&lt;br /&gt;
  21 giant lizards&lt;br /&gt;
  A polar bear zombie (Crypt:4)&lt;br /&gt;
  18 war dogs&lt;br /&gt;
  2 silver statues (Zot:5)&lt;br /&gt;
  50 brown snakes&lt;br /&gt;
  6 boulder beetles&lt;br /&gt;
  2 bumblebee zombies&lt;br /&gt;
  2 kobold demonologists&lt;br /&gt;
  A troll zombie (Crypt:1)&lt;br /&gt;
  3 boulder beetle zombies&lt;br /&gt;
  31 deep elf magi&lt;br /&gt;
  33 giant frogs&lt;br /&gt;
  A warg skeleton (Crypt:1)&lt;br /&gt;
  A wolf zombie (Crypt:2)&lt;br /&gt;
  21 big fish&lt;br /&gt;
  A steam dragon (D:10)&lt;br /&gt;
  Blork the orc (D:6)&lt;br /&gt;
  15 eyes of draining&lt;br /&gt;
  2 yellow wasp zombies&lt;br /&gt;
  A black bear zombie (Crypt:2)&lt;br /&gt;
  2 ugly thing simulacra&lt;br /&gt;
  21 jellyfish&lt;br /&gt;
  A two-headed ogre zombie (Vault:1)&lt;br /&gt;
  A yaktaur simulacrum (Vault:6)&lt;br /&gt;
  A big kobold skeleton (D:17)&lt;br /&gt;
  A warg zombie (Crypt:4)&lt;br /&gt;
  A draconian zombie (Crypt:3)&lt;br /&gt;
  194 killer bees&lt;br /&gt;
  A killer bee (shapeshifter) (Hell)&lt;br /&gt;
  A gila monster skeleton (Crypt:5)&lt;br /&gt;
  2 lava fish (D:21)&lt;br /&gt;
  An ogre skeleton (Crypt:4)&lt;br /&gt;
  A pulsating lump (shapeshifter) (Vault:1)&lt;br /&gt;
  17 imps&lt;br /&gt;
  2 mottled dragon skeletons&lt;br /&gt;
  The ghost of Tectonic the Digger, a weakling SEEE (D:3)&lt;br /&gt;
  A killer bee zombie (D:7)&lt;br /&gt;
  11 hounds&lt;br /&gt;
  An orange rat (shapeshifter) (Vault:3)&lt;br /&gt;
  2 giant beetles&lt;br /&gt;
  32 orc priests&lt;br /&gt;
  9 wights&lt;br /&gt;
  A naga skeleton (Crypt:5)&lt;br /&gt;
  An ogre zombie (Crypt:4)&lt;br /&gt;
  A boring beetle simulacrum (D:21)&lt;br /&gt;
  7 scorpions&lt;br /&gt;
  6 elf zombies (Elf:7)&lt;br /&gt;
  A big kobold zombie (D:14)&lt;br /&gt;
  68 deep elf soldiers&lt;br /&gt;
  31 orc wizards&lt;br /&gt;
  4 shadows&lt;br /&gt;
  18 electrical eels&lt;br /&gt;
  An elf skeleton (Elf:7)&lt;br /&gt;
  7 giant ants&lt;br /&gt;
  5 orange rats (Crypt:4)&lt;br /&gt;
  A naga zombie (Crypt:4)&lt;br /&gt;
  26 jellies&lt;br /&gt;
  3 lava snakes (D:21)&lt;br /&gt;
  37 sheep&lt;br /&gt;
  A giant ant zombie (D:5)&lt;br /&gt;
  13 giant iguanas&lt;br /&gt;
  A swamp drake zombie (Crypt:2)&lt;br /&gt;
  A fire vortex (D:2)&lt;br /&gt;
  7 boggarts&lt;br /&gt;
  4 lemures&lt;br /&gt;
  45 snakes&lt;br /&gt;
  6 midges&lt;br /&gt;
  A sheep skeleton (Crypt:4)&lt;br /&gt;
  A flying skull (Crypt:5)&lt;br /&gt;
  A giant centipede (shapeshifter) (D:27)&lt;br /&gt;
  3 worms&lt;br /&gt;
  A giant iguana skeleton (Crypt:2)&lt;br /&gt;
  6 shadow imps&lt;br /&gt;
  10 giant centipedes&lt;br /&gt;
  A giant mite (shapeshifter) (Vault:8)&lt;br /&gt;
  2 giant mites&lt;br /&gt;
  63 green rats&lt;br /&gt;
  2 manes (Elf:7)&lt;br /&gt;
  2 white imps&lt;br /&gt;
  A human zombie (Crypt:3)&lt;br /&gt;
  3 mummies&lt;br /&gt;
  A snake zombie (D:6)&lt;br /&gt;
  A giant centipede zombie (D:14)&lt;br /&gt;
  2 butterflies (Swamp:1)&lt;br /&gt;
  11 oozes&lt;br /&gt;
  Jessica (D:2)&lt;br /&gt;
  10 giant eyeballs&lt;br /&gt;
  2 giant bat zombies&lt;br /&gt;
  5 ufetubi&lt;br /&gt;
  2 butterfly zombies&lt;br /&gt;
  2 giant cockroaches (shapeshifter)&lt;br /&gt;
  13 giant cockroaches&lt;br /&gt;
  18 giant geckos&lt;br /&gt;
  35 giant mosquitos&lt;br /&gt;
  A goblin (shapeshifter) (Vault:8)&lt;br /&gt;
  27 grey rats&lt;br /&gt;
  27 hobgoblins&lt;br /&gt;
  34 jackals&lt;br /&gt;
  257 orcs&lt;br /&gt;
  13 quokkas&lt;br /&gt;
  4 small snakes&lt;br /&gt;
  An ant larva zombie (Crypt:3)&lt;br /&gt;
  51 giant bats&lt;br /&gt;
  A giant cockroach zombie (Crypt:3)&lt;br /&gt;
  14 giant newts&lt;br /&gt;
  A giant newt zombie (Crypt:2)&lt;br /&gt;
  5 giant spores&lt;br /&gt;
  24 goblins&lt;br /&gt;
  A hobgoblin skeleton (Crypt:4)&lt;br /&gt;
  A hobgoblin zombie (Crypt:3)&lt;br /&gt;
  64 killer bee larvae&lt;br /&gt;
  63 kobolds&lt;br /&gt;
  A kobold zombie (Vault:8)&lt;br /&gt;
  47 rats&lt;br /&gt;
  2 rat skeletons (Crypt:2)&lt;br /&gt;
  2 rat zombies&lt;br /&gt;
  11 fungi&lt;br /&gt;
  34 plants&lt;br /&gt;
4005 creatures vanquished.&lt;br /&gt;
&lt;br /&gt;
Vanquished Creatures (collateral kills)&lt;br /&gt;
  2 giant snails&lt;br /&gt;
  A blink frog (Lair:4)&lt;br /&gt;
  A yak (Lair:4)&lt;br /&gt;
  2 giant slugs&lt;br /&gt;
  A giant lizard (Lair:3)&lt;br /&gt;
  A hound (Lair:5)&lt;br /&gt;
  2 sheep (Lair:5)&lt;br /&gt;
  A snake (Lair:4)&lt;br /&gt;
  6 green rats (Lair:5)&lt;br /&gt;
  3 jackals (Lair:3)&lt;br /&gt;
  A quokka (Lair:5)&lt;br /&gt;
  A rat (D:5)&lt;br /&gt;
  2 grey rats (Lair:3)&lt;br /&gt;
  A fungus (Lair:3)&lt;br /&gt;
25 creatures vanquished.&lt;br /&gt;
&lt;br /&gt;
Vanquished Creatures (others)&lt;br /&gt;
  A slime creature (Vault:2)&lt;br /&gt;
  A guardian mummy (Crypt:2)&lt;br /&gt;
  A yaktaur skeleton (D:26)&lt;br /&gt;
  A wyvern skeleton (D:25)&lt;br /&gt;
  A deep elf priest (Elf:2)&lt;br /&gt;
  A centaur (D:19)&lt;br /&gt;
  3 war dogs (Lair:7)&lt;br /&gt;
  2 giant frogs (Lair:7)&lt;br /&gt;
  A hound (Lair:7)&lt;br /&gt;
  An orc wizard (D:7)&lt;br /&gt;
  A giant ant (D:5)&lt;br /&gt;
  3 sheep (Lair:7)&lt;br /&gt;
  A deep elf soldier (Elf:5)&lt;br /&gt;
  An orange rat zombie (Crypt:5)&lt;br /&gt;
  A draconian skeleton (Zot:1)&lt;br /&gt;
  A snake (Lair:1)&lt;br /&gt;
  7 green rats&lt;br /&gt;
  A mummy (Crypt:2)&lt;br /&gt;
  A gnoll skeleton (Crypt:5)&lt;br /&gt;
  A giant gecko (Lair:3)&lt;br /&gt;
  3 grey rats (Crypt:4)&lt;br /&gt;
  2 orcs&lt;br /&gt;
  A giant bat (Swamp:5)&lt;br /&gt;
  A jackal (D:3)&lt;br /&gt;
  A killer bee larva (Snake:3)&lt;br /&gt;
  3 kobolds&lt;br /&gt;
  5 rats&lt;br /&gt;
47 creatures vanquished.&lt;br /&gt;
&lt;br /&gt;
Grand Total: 4077 creatures vanquished&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
Turn   | Place   | Note&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
      0 | D:1     | Frostbyte, the Deep Elf Ice Elementalist, began the quest for the Orb.&lt;br /&gt;
      0 | D:1     | Reached XP level 1. HP: 8/8 MP: 4/4&lt;br /&gt;
    459 | D:1     | Reached skill 4 in Ice Magic&lt;br /&gt;
    648 | D:1     | Reached XP level 2. HP: 12/12 MP: 3/7&lt;br /&gt;
    652 | D:1     | Learned a level 2 spell: Throw Frost&lt;br /&gt;
   1598 | D:2     | Reached XP level 3. HP: 14/14 MP: 6/9&lt;br /&gt;
   1832 | D:2     | Learned a level 3 spell: Ozocubu's Armour&lt;br /&gt;
   2117 | D:2     | Noticed Jessica&lt;br /&gt;
   2120 | D:2     | Defeated Jessica&lt;br /&gt;
   2281 | D:2     | Reached skill 5 in Ice Magic&lt;br /&gt;
   2877 | D:3     | Reached XP level 4. HP: 13/17 MP: 5/13&lt;br /&gt;
   3279 | D:3     | Noticed Tectonic's ghost&lt;br /&gt;
   3286 | D:3     | Defeated Tectonic's ghost&lt;br /&gt;
   3634 | D:3     | Reached skill 6 in Ice Magic&lt;br /&gt;
   3684 | D:3     | Reached XP level 5. HP: 20/20 MP: 8/15&lt;br /&gt;
   4389 | Temple  | Entered the Ecumenical Temple&lt;br /&gt;
   4626 | Temple  | Became a worshipper of Vehumet&lt;br /&gt;
   4798 | D:4     | Bought a meat ration for 56 gold pieces&lt;br /&gt;
   4798 | D:4     | Bought a scroll of identify for 28 gold pieces&lt;br /&gt;
   4798 | D:4     | Bought a scroll of detect curse for 28 gold pieces&lt;br /&gt;
   4798 | D:4     | Bought a scroll of curse armour for 1 gold piece&lt;br /&gt;
   4798 | D:4     | Bought a scroll of immolation for 1 gold piece&lt;br /&gt;
   5221 | D:4     | Gained mutation: You are weak (Str -1).&lt;br /&gt;
   5221 | D:4     | Gained mutation: You are robust (+10% HP).&lt;br /&gt;
   5221 | D:4     | Gained mutation: Your vision is a little blurry.&lt;br /&gt;
   5223 | D:4     | Gained mutation: You are partially covered in blue scales (AC +1).&lt;br /&gt;
   5223 | D:4     | Gained mutation: Your vision is quite blurry.&lt;br /&gt;
   5223 | D:4     | Lost mutation: You are weak (Str -1).&lt;br /&gt;
   5266 | D:4     | Gained mutation: You are very robust (+20% HP).&lt;br /&gt;
   5346 | D:5     | Entered Level 5 of the Dungeon&lt;br /&gt;
   5351 | D:5     | Reached skill 7 in Ice Magic&lt;br /&gt;
   5361 | D:5     | HP: 1/24 [orc priest/divine providence (10)]&lt;br /&gt;
   5465 | D:4     | Learned a level 4 spell: Ice Bolt&lt;br /&gt;
   5553 | D:5     | Reached skill 5 in Conjurations&lt;br /&gt;
   5558 | D:5     | Reached XP level 6. HP: 26/26 MP: 8/19&lt;br /&gt;
   5761 | D:5     | Reached skill 1 in Enchantments&lt;br /&gt;
   5857 | D:5     | Acquired Vehumet's first power&lt;br /&gt;
   6030 | D:5     | Reached skill 8 in Ice Magic&lt;br /&gt;
   6646 | D:6     | Reached XP level 7. HP: 17/32 MP: 16/20&lt;br /&gt;
   6954 | D:6     | Reached skill 5 in Spellcasting&lt;br /&gt;
   7117 | D:6     | Noticed Weston's ghost&lt;br /&gt;
   7119 | D:6     | Defeated Weston's ghost&lt;br /&gt;
   7209 | D:6     | Reached skill 9 in Ice Magic&lt;br /&gt;
   7405 | D:6     | Reached XP level 8. HP: 31/36 MP: 18/23&lt;br /&gt;
   7460 | D:6     | Noticed Blork the orc&lt;br /&gt;
   7511 | D:6     | Defeated Blork the orc&lt;br /&gt;
   8209 | D:7     | Reached skill 10 in Ice Magic&lt;br /&gt;
   8266 | D:7     | Acquired Vehumet's second power&lt;br /&gt;
   8719 | D:7     | Got a transparent hammer&lt;br /&gt;
   8720 | D:7     | Identified the hammer &amp;quot;Kicit&amp;quot; {rElec Dex+2} (You found it on level 7 of the Dungeon)&lt;br /&gt;
   8804 | D:7     | Reached XP level 9. HP: 37/42 MP: 25/25&lt;br /&gt;
   8832 | D:7     | Acquired Vehumet's third power&lt;br /&gt;
   9001 | D:7     | Reached skill 11 in Ice Magic&lt;br /&gt;
   9269 | D:7     | Noticed Sigmund&lt;br /&gt;
   9271 | D:7     | Defeated Sigmund&lt;br /&gt;
   9417 | D:7     | Reached skill 1 in Evocations&lt;br /&gt;
  10060 | D:8     | Reached XP level 10. HP: 45/45 MP: 22/27&lt;br /&gt;
  10061 | D:8     | Reached skill 10 in Conjurations&lt;br /&gt;
  10061 | D:8     | Reached skill 12 in Ice Magic&lt;br /&gt;
  10940 | D:9     | Learned a level 7 spell: Freezing Cloud&lt;br /&gt;
  11776 | D:10    | Entered Level 10 of the Dungeon&lt;br /&gt;
  12029 | D:10    | Reached skill 5 in Stealth&lt;br /&gt;
  12517 | D:10    | Reached skill 13 in Ice Magic&lt;br /&gt;
  12690 | D:10    | Reached XP level 11. HP: 51/51 MP: 12/29&lt;br /&gt;
  12694 | D:10    | Reached XP level 10. HP: 40/46 MP: 9/28&lt;br /&gt;
  12694 | D:10    | Reached XP level 11. HP: 39/51 MP: 11/29&lt;br /&gt;
  13060 | Lair:1  | Entered Level 1 of the Lair of Beasts&lt;br /&gt;
  14282 | D:8     | Bought a wand of healing (1) for 358 gold pieces&lt;br /&gt;
  15215 | Lair:1  | Reached skill 5 in Dodging&lt;br /&gt;
  15592 | Lair:1  | Reached skill 14 in Ice Magic&lt;br /&gt;
  15667 | Lair:1  | Identified a scroll of acquirement&lt;br /&gt;
  15945 | Lair:3  | Received a gift from Vehumet&lt;br /&gt;
  15954 | Lair:3  | Learned a level 6 spell: Bolt of Cold&lt;br /&gt;
  16038 | Lair:3  | Learned a level 2 spell: Repel Missiles&lt;br /&gt;
  16634 | Lair:5  | Reached XP level 12. HP: 54/54 MP: 31/31&lt;br /&gt;
  16797 | Lair:5  | Found a flickering gateway to a bazaar.&lt;br /&gt;
  16804 | bazaar  | Entered a bazaar.&lt;br /&gt;
  16862 | bazaar  | Bought a potion of paralysis for 1 gold piece&lt;br /&gt;
  16920 | bazaar  | Bought an ivory ring for 110 gold pieces&lt;br /&gt;
  16920 | bazaar  | Bought a scroll labeled ZIOSOR HINNI for 22 gold pieces&lt;br /&gt;
  16936 | bazaar  | Bought a potion of heal wounds for 30 gold pieces&lt;br /&gt;
  16936 | bazaar  | Bought 2 potions of heal wounds for 60 gold pieces&lt;br /&gt;
  17504 | Lair:5  | Reached skill 10 in Spellcasting&lt;br /&gt;
  18284 | Lair:4  | Got a levitating book&lt;br /&gt;
  18285 | Lair:4  | Identified Froeni's Almanac of Shape Shifting (You found it on level 4 of the Lair of Beasts)&lt;br /&gt;
  18524 | Lair:3  | Learned a level 2 spell: Detect Traps&lt;br /&gt;
  19107 | Lair:6  | Received a gift from Vehumet&lt;br /&gt;
  21508 | Lair:7  | Reached skill 15 in Conjurations&lt;br /&gt;
  21721 | Lair:8  | Received a gift from Vehumet&lt;br /&gt;
  21810 | Lair:8  | Reached XP level 13. HP: 57/57 MP: 18/33&lt;br /&gt;
  22348 | Lair:9  | Gained mutation: Your muscles are strong (Str +1).&lt;br /&gt;
  22729 | Lair:9  | Noticed a brain worm&lt;br /&gt;
  22730 | Lair:9  | Defeated a brain worm&lt;br /&gt;
  23104 | Lair:10 | Entered Level 10 of the Lair of Beasts&lt;br /&gt;
  23109 | Lair:10 | Reached skill 15 in Ice Magic&lt;br /&gt;
  23639 | Lair:10 | Noticed a spiny worm&lt;br /&gt;
  23782 | Lair:10 | Defeated a spiny worm&lt;br /&gt;
  24454 | Lair:7  | Reached skill 1 in Divinations&lt;br /&gt;
  25552 | D:12    | Reached skill 16 in Conjurations&lt;br /&gt;
  25565 | D:12    | Received a gift from Vehumet&lt;br /&gt;
  25768 | D:12    | Noticed a queen bee&lt;br /&gt;
  25771 | D:12    | Defeated a queen bee&lt;br /&gt;
  25901 | D:12    | Got a fine golden ring&lt;br /&gt;
  25905 | D:12    | Identified the ring of Enwec (You found it on level 12 of the Dungeon)&lt;br /&gt;
  26461 | D:12    | Reached XP level 14. HP: 60/60 MP: 32/35&lt;br /&gt;
  26496 | D:12    | Bought a wand of teleportation (10) for 357 gold pieces&lt;br /&gt;
  26978 | Swamp:1 | Entered Level 1 of the Swamp&lt;br /&gt;
  28273 | Swamp:1 | Noticed Snorg&lt;br /&gt;
  28275 | Swamp:1 | Defeated Snorg&lt;br /&gt;
  29108 | Swamp:2 | Received a gift from Vehumet&lt;br /&gt;
  30122 | Swamp:2 | Lost mutation: Your vision is quite blurry.&lt;br /&gt;
  30122 | Swamp:2 | Lost mutation: You are very robust (+20% HP).&lt;br /&gt;
  30122 | Swamp:2 | Lost mutation: Your muscles are strong (Str +1).&lt;br /&gt;
  30122 | Swamp:2 | Lost mutation: You are robust (+10% HP).&lt;br /&gt;
  30463 | Swamp:3 | Noticed Zith's ghost&lt;br /&gt;
  30470 | Swamp:3 | Defeated Zith's ghost&lt;br /&gt;
  30653 | Swamp:3 | Reached skill 17 in Conjurations&lt;br /&gt;
  32525 | Swamp:5 | Entered Level 5 of the Swamp&lt;br /&gt;
  32729 | Swamp:5 | Reached XP level 15. HP: 53/53 MP: 15/36&lt;br /&gt;
  33440 | Swamp:5 | Got a decaying rune of Zot&lt;br /&gt;
  34054 | Swamp:5 | Reached skill 5 in Divinations&lt;br /&gt;
  34605 | Swamp:5 | Received a gift from Vehumet&lt;br /&gt;
  35615 | D:13    | Noticed Harold&lt;br /&gt;
  35624 | D:13    | Defeated Harold&lt;br /&gt;
  36345 | D:13    | Noticed Sonja&lt;br /&gt;
  36346 | D:13    | Defeated Sonja&lt;br /&gt;
  36875 | D:14    | Reached skill 18 in Conjurations&lt;br /&gt;
  36946 | D:14    | Reached skill 5 in Enchantments&lt;br /&gt;
  38312 | D:15    | Entered Level 15 of the Dungeon&lt;br /&gt;
  38866 | D:15    | Noticed Norbert&lt;br /&gt;
  38870 | D:15    | Defeated Norbert&lt;br /&gt;
  38870 | D:15    | Reached XP level 16. HP: 55/55 MP: 21/37&lt;br /&gt;
  38873 | D:15    | Noticed a fire elemental&lt;br /&gt;
  38874 | D:15    | Noticed a fire elemental&lt;br /&gt;
  38879 | D:15    | Defeated a fire elemental&lt;br /&gt;
  38880 | D:15    | Defeated a fire elemental&lt;br /&gt;
  38922 | D:15    | Noticed a fire elemental&lt;br /&gt;
  38923 | D:15    | Defeated a fire elemental&lt;br /&gt;
  39062 | D:15    | Noticed a fire elemental&lt;br /&gt;
  39062 | D:15    | Defeated a fire elemental&lt;br /&gt;
  39107 | D:15    | Noticed Azrael&lt;br /&gt;
  39109 | D:15    | Defeated Azrael&lt;br /&gt;
  40073 | D:16    | Reached skill 1 in Air Magic&lt;br /&gt;
  40950 | D:16    | Noticed Urug&lt;br /&gt;
  40951 | D:16    | Defeated Urug&lt;br /&gt;
  41955 | D:17    | Learned a level 6 spell: Haste&lt;br /&gt;
  41961 | D:17    | Learned a level 2 spell: Detect Creatures&lt;br /&gt;
  43888 | Snake:1 | Entered Level 1 of the Snake Pit&lt;br /&gt;
  44738 | Snake:1 | Noticed Agnes&lt;br /&gt;
  44740 | Snake:1 | Defeated Agnes&lt;br /&gt;
  44969 | Snake:1 | Reached skill 19 in Conjurations&lt;br /&gt;
  45273 | Snake:2 | Got a heavily runed amber ring&lt;br /&gt;
  45820 | Snake:2 | Reached XP level 17. HP: 60/60 MP: 38/38&lt;br /&gt;
  46301 | Snake:3 | Noticed Eustachio&lt;br /&gt;
  46302 | Snake:3 | Defeated Eustachio&lt;br /&gt;
  47755 | Snake:3 | Identified the ring of Cyaroz (You found it on level 2 of the Snake Pit)&lt;br /&gt;
  49971 | Snake:5 | Entered Level 5 of the Snake Pit&lt;br /&gt;
  50168 | Snake:5 | Noticed Frances&lt;br /&gt;
  50175 | Snake:5 | Defeated Frances&lt;br /&gt;
  50589 | Snake:5 | HP: 1/60 [greater naga/poison arrow (42)]&lt;br /&gt;
  51474 | Snake:5 | Noticed Francis&lt;br /&gt;
  51478 | Snake:5 | Defeated Francis&lt;br /&gt;
  52231 | Snake:4 | HP: 3/60 [poison]&lt;br /&gt;
  52236 | Snake:4 | HP: 2/60 [poison]&lt;br /&gt;
  52976 | Snake:5 | Gained mutation: Space occasionally distorts in your vicinity.&lt;br /&gt;
  53072 | Snake:5 | Got a serpentine rune of Zot&lt;br /&gt;
  53207 | Snake:5 | Reached XP level 18. HP: 56/64 MP: 31/39&lt;br /&gt;
  54448 | Snake:3 | Learned a level 3 spell: Regeneration&lt;br /&gt;
  55394 | D:18    | Reached skill 20 in Conjurations&lt;br /&gt;
  56499 | D:19    | A boulder beetle shaped shifter changed into a guardian naga&lt;br /&gt;
  56503 | D:19    | A guardian naga shaped shifter changed into an elf&lt;br /&gt;
  56949 | D:19    | Noticed a deep elf mage&lt;br /&gt;
  56952 | D:19    | Defeated a deep elf mage&lt;br /&gt;
  57901 | D:20    | Entered Level 20 of the Dungeon&lt;br /&gt;
  58291 | D:20    | Noticed Roxanne&lt;br /&gt;
  58417 | D:20    | Defeated Roxanne&lt;br /&gt;
  58690 | D:20    | Noticed Frostbyte's ghost&lt;br /&gt;
  58700 | D:20    | Defeated Frostbyte's ghost&lt;br /&gt;
  61004 | D:21    | HP: 3/64 [orc knight/glowing orcish great mace (14)]&lt;br /&gt;
  62578 | D:22    | Reached skill 21 in Conjurations&lt;br /&gt;
  62606 | D:22    | Reached XP level 19. HP: 64/67 MP: 11/40&lt;br /&gt;
  62767 | D:22    | Noticed Saint Roka&lt;br /&gt;
  62785 | D:22    | Noticed Boris&lt;br /&gt;
  64083 | D:22    | Defeated Saint Roka&lt;br /&gt;
  64776 | D:22    | HP: 2/67 [Boris/iron bolt (65)]&lt;br /&gt;
  65479 | Vault:1 | Entered Level 1 of the Vaults&lt;br /&gt;
  65737 | Vault:1 | Found a flickering gateway to a bazaar.&lt;br /&gt;
  65749 | bazaar  | Entered a bazaar.&lt;br /&gt;
  65889 | bazaar  | Bought the +2 pair of boots of the Assassin {+Inv Dex+3 Stlth+} for 336 gold pieces&lt;br /&gt;
  65919 | bazaar  | Bought a scroll of enchant armour for 134 gold pieces&lt;br /&gt;
  66024 | Vault:1 | Noticed a pulsating lump&lt;br /&gt;
  66028 | Vault:1 | Defeated a pulsating lump&lt;br /&gt;
  66156 | Vault:1 | Bought a scroll of enchant armour for 86 gold pieces&lt;br /&gt;
  66156 | Vault:1 | Bought a scroll of holy word for 135 gold pieces&lt;br /&gt;
  66156 | Vault:1 | Bought 2 scrolls of identify for 72 gold pieces&lt;br /&gt;
  66662 | Vault:2 | Bought the brooch of Shielding {Ward AC+4 EV+4} for 448 gold pieces&lt;br /&gt;
  66662 | Vault:2 | Bought a cursed ring of hunger for 1 gold piece&lt;br /&gt;
  66662 | Vault:2 | Bought an uncursed amulet of inaccuracy for 1 gold piece&lt;br /&gt;
  67313 | Vault:2 | Bought a potion of magic for 91 gold pieces&lt;br /&gt;
  67313 | Vault:2 | Bought 2 potions of blood for 26 gold pieces&lt;br /&gt;
  67313 | Vault:2 | Bought a potion of cure mutation for 195 gold pieces&lt;br /&gt;
  67315 | Vault:2 | Lost mutation: Your vision is a little blurry.&lt;br /&gt;
  67315 | Vault:2 | Lost mutation: Space occasionally distorts in your vicinity.&lt;br /&gt;
  67315 | Vault:2 | Lost mutation: You are partially covered in blue scales (AC +1).&lt;br /&gt;
  67688 | Vault:2 | Gained mutation: Your muscles are strong (Str +1).&lt;br /&gt;
  68780 | Vault:3 | Reached skill 22 in Conjurations&lt;br /&gt;
  69923 | Vault:4 | Noticed a deep elf conjurer&lt;br /&gt;
  71027 | Vault:4 | Defeated a deep elf conjurer&lt;br /&gt;
  71120 | Vault:4 | Got a jewelled golden mace&lt;br /&gt;
  75022 | Vault:7 | Reached XP level 20. HP: 72/72 MP: 38/41&lt;br /&gt;
  75022 | Vault:7 | Reached skill 23 in Conjurations&lt;br /&gt;
  75417 | Vault:7 | Got a jade amulet&lt;br /&gt;
  75429 | Vault:7 | Reached XP level 19. HP: 65/68 MP: 31/40&lt;br /&gt;
  75439 | Vault:7 | Reached XP level 20. HP: 61/72 MP: 30/41&lt;br /&gt;
  75451 | Vault:7 | Got a heavily runed bronze amulet&lt;br /&gt;
  75465 | Vault:7 | Identified the amulet of the Four Winds (You found it on level 7 of the Vaults)&lt;br /&gt;
  75465 | Vault:7 | Identified the amulet of Sin (You found it on level 7 of the Vaults)&lt;br /&gt;
  75465 | Vault:7 | Identified the +7,+6 Sceptre of Torment (You found it on level 4 of the Vaults)&lt;br /&gt;
  79228 | D:24    | Noticed a deep elf priest&lt;br /&gt;
  79230 | D:24    | Defeated a deep elf priest&lt;br /&gt;
  79660 | D:24    | Learned a level 6 spell: Identify&lt;br /&gt;
  80071 | D:25    | Entered Level 25 of the Dungeon&lt;br /&gt;
  80355 | D:25    | Reached skill 24 in Conjurations&lt;br /&gt;
  80669 | D:25    | Found a labyrinth entrance.&lt;br /&gt;
  80679 | Lab     | Entered a Labyrinth&lt;br /&gt;
  81595 | D:25    | Got an ichor-stained robe&lt;br /&gt;
  81596 | D:25    | Identified the cursed -3 robe of Briuc (You found it on level 25 of the Dungeon)&lt;br /&gt;
  82308 | D:26    | Noticed Duane&lt;br /&gt;
  82314 | D:26    | Defeated Duane&lt;br /&gt;
  82710 | D:26    | Reached skill 1 in Traps &amp;amp; Doors&lt;br /&gt;
  83433 | D:26    | Reached XP level 21. HP: 68/75 MP: 37/41&lt;br /&gt;
  83477 | D:27    | Entered Level 27 of the Dungeon&lt;br /&gt;
  83646 | D:27    | Noticed Norris&lt;br /&gt;
  83720 | D:27    | Defeated Norris&lt;br /&gt;
  84489 | D:27    | Noticed an orc warlord&lt;br /&gt;
  84507 | D:27    | Defeated an orc warlord&lt;br /&gt;
  86011 | D:26    | Reached skill 15 in Spellcasting&lt;br /&gt;
  86028 | D:26    | Learned a level 5 spell: Ozocubu's Refrigeration&lt;br /&gt;
  86388 | D:21    | Reached skill 25 in Conjurations&lt;br /&gt;
  86833 | Vault:8 | Entered Level 8 of the Vaults&lt;br /&gt;
  87311 | Vault:8 | Noticed a golden dragon&lt;br /&gt;
  87320 | Vault:8 | Defeated a golden dragon&lt;br /&gt;
  87321 | Vault:8 | Noticed a skeletal dragon&lt;br /&gt;
  87322 | Vault:8 | Reached XP level 22. HP: 62/77 MP: 10/43&lt;br /&gt;
  87641 | Vault:8 | Defeated a skeletal dragon&lt;br /&gt;
  87884 | Vault:8 | Got a warped glass ring&lt;br /&gt;
  87885 | Vault:8 | Identified the ring &amp;quot;Uhoryz&amp;quot; (You found it on level 8 of the Vaults)&lt;br /&gt;
  89464 | Vault:8 | Noticed a deep elf death mage&lt;br /&gt;
  89468 | Vault:8 | Defeated a deep elf death mage&lt;br /&gt;
  89834 | Vault:8 | Noticed a deep elf conjurer&lt;br /&gt;
  89834 | Vault:8 | Defeated a deep elf conjurer&lt;br /&gt;
  90054 | Vault:7 | Noticed a deep elf priest&lt;br /&gt;
  90054 | Vault:7 | Defeated a deep elf priest&lt;br /&gt;
  90306 | Vault:8 | Noticed a golden dragon&lt;br /&gt;
  90309 | Vault:8 | Defeated a golden dragon&lt;br /&gt;
  90319 | Vault:8 | Noticed a quicksilver dragon&lt;br /&gt;
  90326 | Vault:8 | Defeated a quicksilver dragon&lt;br /&gt;
  90783 | Vault:8 | Noticed a deep elf conjurer&lt;br /&gt;
  90785 | Vault:8 | Defeated a deep elf conjurer&lt;br /&gt;
  91208 | Vault:8 | Reached skill 26 in Conjurations&lt;br /&gt;
  93189 | Vault:8 | Got a brightly glowing copper ring&lt;br /&gt;
  93190 | Vault:8 | Identified the cursed ring &amp;quot;Jasch&amp;quot; (You found it on level 8 of the Vaults)&lt;br /&gt;
  94693 | Vault:7 | Reached XP level 23. HP: 79/79 MP: 37/43&lt;br /&gt;
  94997 | Vault:8 | Reached skill 10 in Enchantments&lt;br /&gt;
  95600 | Vault:8 | Noticed an orc warlord&lt;br /&gt;
  95608 | Vault:8 | Defeated an orc warlord&lt;br /&gt;
  96010 | Vault:8 | Got a silver rune of Zot&lt;br /&gt;
  96139 | Vault:8 | Noticed a deep elf priest&lt;br /&gt;
  96141 | Vault:8 | Defeated a deep elf priest&lt;br /&gt;
  96165 | Vault:8 | Noticed a deep elf conjurer&lt;br /&gt;
  96168 | Vault:8 | Defeated a deep elf conjurer&lt;br /&gt;
  97840 | Orc:1   | Entered Level 1 of the Orcish Mines&lt;br /&gt;
  99232 | Orc:4   | Entered Level 4 of the Orcish Mines&lt;br /&gt;
  99399 | Orc:4   | Noticed a two-headed ogre&lt;br /&gt;
  99403 | Orc:4   | Defeated a two-headed ogre&lt;br /&gt;
 101739 | D:22    | Defeated Boris&lt;br /&gt;
 101739 | D:22    | Reached skill 27 in Conjurations&lt;br /&gt;
 102082 | D:22    | Learned a level 4 spell: Condensation Shield&lt;br /&gt;
 102475 | Hell    | Entered the Vestibule of Hell&lt;br /&gt;
 102476 | Hell    | Noticed Geryon&lt;br /&gt;
 102808 | D:27    | Defeated Geryon&lt;br /&gt;
 103150 | D:27    | Noticed a deep elf conjurer&lt;br /&gt;
 103153 | D:27    | Defeated a deep elf conjurer&lt;br /&gt;
 103609 | Elf:1   | Entered Level 1 of the Elven Halls&lt;br /&gt;
 105198 | Elf:2   | Noticed Jozef&lt;br /&gt;
 105201 | Elf:2   | Defeated Jozef&lt;br /&gt;
 105414 | Elf:2   | Got a transparent animal skin&lt;br /&gt;
 105415 | Elf:2   | Identified the +3 animal skin &amp;quot;Beettec&amp;quot; (You found it on level 2 of the Elven Halls)&lt;br /&gt;
 105444 | Elf:2   | Noticed Nessos&lt;br /&gt;
 105448 | Elf:2   | Defeated Nessos&lt;br /&gt;
 107205 | Elf:5   | Noticed an orc knight&lt;br /&gt;
 107206 | Elf:5   | Noticed an orc knight&lt;br /&gt;
 107207 | Elf:5   | Defeated an orc knight&lt;br /&gt;
 107209 | Elf:5   | Defeated an orc knight&lt;br /&gt;
 107534 | Elf:5   | Noticed Wayne&lt;br /&gt;
 107540 | Elf:5   | Defeated Wayne&lt;br /&gt;
 108371 | Elf:6   | Got a flickering platinum ring&lt;br /&gt;
 108372 | Elf:6   | Identified the ring of Haos (You found it on level 6 of the Elven Halls)&lt;br /&gt;
 108833 | Elf:7   | Entered Level 7 of the Elven Halls&lt;br /&gt;
 109529 | Elf:7   | Noticed a deep elf blademaster&lt;br /&gt;
 109540 | Elf:7   | Defeated a deep elf blademaster&lt;br /&gt;
 109658 | Elf:7   | Noticed a deep elf blademaster&lt;br /&gt;
 109662 | Elf:7   | Noticed a deep elf master archer&lt;br /&gt;
 109662 | Elf:7   | Reached XP level 24. HP: 54/80 MP: 14/45&lt;br /&gt;
 109664 | Elf:7   | Defeated a deep elf blademaster&lt;br /&gt;
 109665 | Elf:7   | Defeated a deep elf master archer&lt;br /&gt;
 109669 | Elf:7   | Noticed a deep elf master archer&lt;br /&gt;
 110592 | Elf:7   | Defeated a deep elf master archer&lt;br /&gt;
 111330 | Elf:7   | Got a wavering bronze amulet&lt;br /&gt;
 111346 | Elf:7   | Got an ichor-stained leather armour&lt;br /&gt;
 111366 | Elf:7   | Got a faintly glowing golden amulet&lt;br /&gt;
 111436 | Elf:7   | Got a brightly glowing cloak&lt;br /&gt;
 111473 | Elf:7   | Identified the +1 cloak of Xoegioc (You found it on level 7 of the Elven Halls)&lt;br /&gt;
 111550 | Elf:7   | Identified the amulet of the Moon (You found it on level 7 of the Elven Halls)&lt;br /&gt;
 111551 | Elf:7   | Identified the amulet &amp;quot;Teashik&amp;quot; (You found it on level 7 of the Elven Halls)&lt;br /&gt;
 112571 | Slime:1 | Entered Level 1 of the Pits of Slime&lt;br /&gt;
 113020 | Crypt:1 | Entered Level 1 of the Crypt&lt;br /&gt;
 116255 | Slime:1 | Identified the cursed -4 leather armour &amp;quot;Ste Meru&amp;quot; (You found it on level 7 of the Elven Halls)&lt;br /&gt;
 116650 | Slime:1 | Learned a level 4 spell: Selective Amnesia&lt;br /&gt;
 116665 | Slime:1 | Learned a level 5 spell: Forescry&lt;br /&gt;
 116864 | Lair:1  | Learned a level 9 spell: Ice Storm&lt;br /&gt;
 116869 | Lair:1  | Learned a level 4 spell: Iskenderun's Mystic Blast&lt;br /&gt;
 116874 | Lair:1  | Learned a level 4 spell: See Invisible&lt;br /&gt;
 118148 | Slime:6 | Entered Level 6 of the Pits of Slime&lt;br /&gt;
 118316 | Slime:6 | Noticed Dissolution&lt;br /&gt;
 118322 | Slime:6 | Defeated Dissolution&lt;br /&gt;
 118545 | Slime:6 | Reached XP level 25. HP: 83/83 MP: 45/45&lt;br /&gt;
 118823 | Slime:6 | Noticed the royal jelly&lt;br /&gt;
 118863 | Slime:6 | Defeated the royal jelly&lt;br /&gt;
 120392 | Slime:6 | Got a slimy rune of Zot&lt;br /&gt;
 120463 | Slime:6 | Reached skill 5 in Evocations&lt;br /&gt;
 120471 | Slime:6 | Got a brightly glowing ivory ring&lt;br /&gt;
 120475 | Slime:6 | Identified the cursed ring of Okawaru's Favour (You found it on level 6 of the Pits of Slime)&lt;br /&gt;
 120507 | Slime:6 | Got a brightly glowing double sword&lt;br /&gt;
 120508 | Slime:6 | Identified the cursed double sword of Internal Strife {freeze, MR Int+3 Curse} (You found it on level 6 of the Pits of Slime)&lt;br /&gt;
 122639 | Blade   | Entered the Hall of Blades&lt;br /&gt;
 125987 | Crypt:2 | Identified a +1 cloak of preservation (You acquired it on level 2 of the Crypt)&lt;br /&gt;
 126530 | Crypt:2 | Reached skill 27 in Ice Magic&lt;br /&gt;
 127372 | Crypt:3 | Learned a level 3 spell: Detect Curse&lt;br /&gt;
 128695 | Crypt:3 | Reached XP level 26. HP: 63/85 MP: 24/46&lt;br /&gt;
 130219 | Crypt:5 | Entered Level 5 of the Crypt&lt;br /&gt;
 131153 | Crypt:5 | Reached skill 1 in Necromancy&lt;br /&gt;
 131447 | Crypt:5 | Noticed a lich&lt;br /&gt;
 131448 | Crypt:5 | Defeated a lich&lt;br /&gt;
 131878 | Crypt:5 | Got a slimy marble ring&lt;br /&gt;
 131941 | Crypt:5 | Noticed a lich&lt;br /&gt;
 131946 | Crypt:5 | Defeated a lich&lt;br /&gt;
 131987 | Crypt:5 | Got a sparkling steel ring&lt;br /&gt;
 131997 | Crypt:5 | Learned a level 6 spell: Identify&lt;br /&gt;
 132025 | Crypt:5 | Identified the cursed ring &amp;quot;Nonuve Tyfy&amp;quot; (You found it on level 5 of the Crypt)&lt;br /&gt;
 132102 | Crypt:5 | Identified the ring of Jealousy (You found it on level 5 of the Crypt)&lt;br /&gt;
 132264 | Crypt:5 | Noticed an ancient lich&lt;br /&gt;
 132266 | Crypt:5 | Defeated an ancient lich&lt;br /&gt;
 133344 | Hell    | Noticed Margery&lt;br /&gt;
 133345 | Hell    | Defeated Margery&lt;br /&gt;
 133715 | D:24    | Reached skill 10 in Dodging&lt;br /&gt;
 135429 | Lair:2  | Bought a scroll of recharging for 60 gold pieces&lt;br /&gt;
 135429 | Lair:2  | Bought a scroll of recharging for 60 gold pieces&lt;br /&gt;
 136142 | Zot:1   | Entered Level 1 of the Realm of Zot&lt;br /&gt;
 136401 | Zot:1   | Noticed Polonius' ghost&lt;br /&gt;
 136404 | Zot:1   | Defeated Polonius' ghost&lt;br /&gt;
 136578 | D:27    | Reached skill 1 in Transmutations&lt;br /&gt;
 136792 | Zot:1   | Noticed Frederick&lt;br /&gt;
 136794 | Zot:1   | Defeated Frederick&lt;br /&gt;
 137294 | Zot:1   | Reached skill 10 in Divinations&lt;br /&gt;
 137296 | Zot:1   | Reached XP level 27. HP: 87/87 MP: 31/48&lt;br /&gt;
 137549 | Zot:1   | You fall through a shaft!&lt;br /&gt;
 137802 | Zot:3   | Gained mutation: You are clumsy (Dex -1).&lt;br /&gt;
 141839 | D:20    | Learned a level 2 spell: Blink&lt;br /&gt;
 142637 | D:24    | Learned a level 4 spell: Magic Mapping&lt;br /&gt;
 145009 | Zot:3   | Reached skill 10 in Stealth&lt;br /&gt;
 148862 | Zot:4   | Learned a level 5 spell: Borgnjor's Revivification&lt;br /&gt;
 149360 | Zot:4   | Reached skill 15 in Divinations&lt;br /&gt;
 149797 | Zot:5   | Entered Level 5 of the Realm of Zot&lt;br /&gt;
 150456 | Zot:5   | Noticed an ancient lich&lt;br /&gt;
 150458 | Zot:5   | Defeated an ancient lich&lt;br /&gt;
 151466 | D:12    | Noticed an orc knight&lt;br /&gt;
 151473 | D:12    | Defeated an orc knight&lt;br /&gt;
 151476 | Hive:1  | Entered Level 1 of the Hive&lt;br /&gt;
 151824 | Hive:2  | Entered Level 2 of the Hive&lt;br /&gt;
 151926 | Hive:2  | Reached skill 1 in Staves&lt;br /&gt;
 152758 | D:12    | Bought a wand of disintegration (9) for 223 gold pieces&lt;br /&gt;
 152942 | D:12    | Bought a wand of digging (11) for 145 gold pieces&lt;br /&gt;
 153586 | Zot:4   | Reached skill 27 in Spellcasting&lt;br /&gt;
 154041 | Zot:5   | Reached skill 1 in Earth Magic&lt;br /&gt;
 154710 | D:12    | Bought a wand of disintegration (6) for 211 gold pieces&lt;br /&gt;
 155412 | Zot:5   | Noticed an orb of fire&lt;br /&gt;
 155419 | Zot:5   | Noticed an ancient lich&lt;br /&gt;
 155419 | Zot:5   | Defeated an orb of fire&lt;br /&gt;
 155429 | Zot:5   | Noticed Xtahua&lt;br /&gt;
 155429 | Zot:5   | Defeated Xtahua&lt;br /&gt;
 155429 | Zot:5   | Defeated an ancient lich&lt;br /&gt;
 155675 | Zot:5   | Noticed an orb of fire&lt;br /&gt;
 155676 | Zot:5   | Noticed an ancient lich&lt;br /&gt;
 155687 | Zot:5   | Defeated an ancient lich&lt;br /&gt;
 155687 | Zot:5   | Defeated an orb of fire&lt;br /&gt;
 155710 | Zot:5   | Noticed Beoghs Milkman's ghost&lt;br /&gt;
 155770 | Zot:5   | Defeated Beoghs Milkman's ghost&lt;br /&gt;
 156520 | Zot:5   | Got the Orb of Zot&lt;br /&gt;
 156555 | Zot:5   | Reached skill 15 in Enchantments&lt;br /&gt;
 156677 | Zot:2   | Noticed Assyqur the pandemonium lord&lt;br /&gt;
 156847 | D:26    | Noticed Paqy the pandemonium lord&lt;br /&gt;
 156850 | D:26    | Defeated Paqy the pandemonium lord&lt;br /&gt;
 156960 | D:22    | Noticed Kha Saod the pandemonium lord&lt;br /&gt;
 156963 | D:22    | Defeated Kha Saod the pandemonium lord&lt;br /&gt;
 157339 | D:2     | Noticed Thrud the pandemonium lord&lt;br /&gt;
 157409 | D:$     | Escaped with the Orb!&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Neil/DDNE_of_Kikubaaqudgha&amp;diff=18356</id>
		<title>User:Neil/DDNE of Kikubaaqudgha</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Neil/DDNE_of_Kikubaaqudgha&amp;diff=18356"/>
				<updated>2011-11-07T16:20:39Z</updated>
		
		<summary type="html">&lt;p&gt;Soyweiser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{diary}}&lt;br /&gt;
This [[Deep Dwarf|DD]][[Necromancer|Ne]] of [[Kikubaaqudgha]] was my first win.&lt;br /&gt;
&lt;br /&gt;
==Early game==&lt;br /&gt;
I thought I was done for when I got the mutation &amp;quot;You cover ground slowly&amp;quot; at XP level 8, but came across a [[Rod of Demonology]] shortly thereafter.  I skipped the Orcish Mines (D:9) after finding that the only accessible downstairs from Orc:1 led to an upstairs surrounded by a couple of [[orc knight]]s (one ''right next'' to me), some [[orc warrior]]s, and a number of [[orc priest]]s.  I wasn't ready for that, so retreated (fortunately no one woke up) and kept going down in the main dungeon.&lt;br /&gt;
&lt;br /&gt;
The [[Hive]] was on D:11, and the [[Lair]] on D:12.  I found a [[magical staff|staff of energy]] on D:11, which made it much easier to spam [[Vampiric Draining]].  Then on D:12 I found the [[Young Poisoner's Handbook]], learned Mephitic Cloud, and went back to the Hive to take care of the bee problem there (the &amp;quot;problem&amp;quot; being that they, and not I, had all those honeycombs, royal jellies, and XP).  I learned Twisted Resurrection shortly thereafter, and headed to the Lair.  A [[potion of cure mutation]] on Lair:3 rid me of my slowness (but, alas, also my rough black scales), and [[Gastronok]] was kind enough to give me a [[wizard hat]] of intelligence and not [[List_of_unrands#+3_hat_of_&amp;quot;Pondering&amp;quot;|the hat of Pondering]].  There were stairs to [[the Swamp]] on Lair:4, and to the [[Snake Pit]] on Lair:5.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL15-2011-07-08.txt First rune ever]==&lt;br /&gt;
I got the decaying rune at XP level 15, and managed to do it without poison resistance or clarity.  I let my large abominations take care of what they could, and spammed vampiric draining at everything else.  I lost some abominations to hydras, but there were enough corpses to replace a fair number, and Kiku helped with corpses for a few more.  One swamp dragon corpse was chopped up for its hide, though I hadn't seen any [[scroll of enchant armour|enchant armour]] for a while.  At this point, my [[Spellcasting]] is high enough that L4 spells don't cause hungering, so the staff of energy goes into the stash.  After the MiFi's experiences, I'm slightly worried about the [[Snake Pit]], but the Deep Dwarf damage shaving has really helped against poison so far.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL16-2011-07-08.txt Orc]==&lt;br /&gt;
The mines were uneventful until the fourth level, where I encountered [[Nessos]] and later [[Urug]].  Both were abominated out of existence.  There were also a number of orc high priests, so I was glad I had the rod of demonology for Abjuration.  In the shops at the centre of Orc:4 I bought a +2,+2 long sword of holy wrath, some healing potions, and [[Unrandart#the_.2B1_ratskin_cloak|the ratskin cloak]].  It's nice to have rPois.  On the way back up, a previously unexplored disconnected section of Orc:3 had the portal to the bailey, where I encounted and killed an MDAr player ghost.  After clearing the bailey I went down to D:16, finding a randart +0,+5 falchion of holy wrath on the way; now I feel a bit silly about buying that long sword.  On D:16 I encountered Sonja and Norris; I killed the kobold, while the abominations took care of Mr Suntan.  I went back to the Lair to drop off loot.  Now I'm training up Charms/Air (for Deflect Missiles) and Fire (for Sticky Flame, mainly), and then I'll try Snake.  I should probably be training up Summonings, too, for [[Haunt]].&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL16-2011-07-08-2.txt Cleared Snake:1-3]==&lt;br /&gt;
On Snake:1, I found [[Unrandart#amulet_of_the_Four_Winds|the amulet of the Four Winds]], giving me clarity and &amp;quot;[[magic resistance|incredibly resistant to hostile enchantments]]&amp;quot;.  Snake:2–3 were uneventful; Frederick was on Snake:3 but died to my abominations while I stayed far away.&lt;br /&gt;
&lt;br /&gt;
[[Mennas]] showed up on Snake:4 and killed all my abominations.  My MiFi (or, to be more precise, his summoned demons) didn't have much problem with the angel (he was on Snake:4 in that game, too), but I don't have an AC of 37 this time.  I had to use a few charges from a [[wand of teleportation]], and more than a few from the [[wand of healing]], to get away; the latter required me to [[Deep_Dwarf#Innate_abilities|lose some max MP]].  While fleeing, I encountered the [[player ghost|ghost]] of the Minotaur Fighter (he had retreated from Snake:5 to Snake:4 hoping in vain to overcome the poison).  I bid him adieu, cast a few [[Dispel Undead]]s, and claimed his place as the most powerful of the Neils.  I left the level with six stars of piety, so went to the Temple to claim my [[Necronomicon]].&lt;br /&gt;
&lt;br /&gt;
I have no free spell levels for [[Haunt]] (which is at Fair until I can train up), but I do have three [[Scroll of amnesia|scrolls of amnesia]].  [[Deflect Missiles]] is still at Useless, so it might be worth dropping until I can get Charms and Air trained up, but I'm going to need it soon.  [[Mephitic Cloud]] is becoming less useful, and I've more or less switched from [[Pain]] to [[Throw Flame]] as my primary low-mana ranged attack.  It might also be time to switch from [[Twisted Resurrection]] to [[Animate Dead]], though the abominations are still good against things that don't wield Holy Wrath.  Available books are:&lt;br /&gt;
* [[Book of Necromancy]]&lt;br /&gt;
* [[Book of Death]]&lt;br /&gt;
* [[Book of Unlife]]&lt;br /&gt;
* [[Necronomicon]]&lt;br /&gt;
* [[Book of Flames]]&lt;br /&gt;
* [[Young Poisoner's Handbook]]&lt;br /&gt;
* [[Book of Envenomations]] (found two copies, leaving the second in the Snake Pit)&lt;br /&gt;
* [[Book of Enchantments]]&lt;br /&gt;
* [[Book of Spatial Translocations]]&lt;br /&gt;
&lt;br /&gt;
There's also a lajatang of pain (dropped by [[Agnes]]) in my Lair stash.  However, I've already dedicated a decent amount of XP to [[Long Blades]]; and if something susceptible to pain is in melee range, I'm usually using [[Vampiric Draining]] instead.  So for now I'm hanging on to the flaming scimitar, with the falchion of [[holy wrath]] for backup.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL17-2011-07-08.txt Second rune]==&lt;br /&gt;
I decided to sneak past Mennas, using a different set of stairs.  In this part of Snake:4 I found a few shops (buying some scrolls and an unidentified artefact axe that turned out to be not very good), but not much else.  Snake:5 was the original layout.  Before hitting the vault, I found a randart +1 [[animal skin]] with Dex+5 Int+4, but kept on the robe of [[fire resistance]].  Once I reached the vault, I took the fight back out to a corridor, draining HP from everything that bleeds and occasionally retreating further to chop up some corpses for [[Sublimation of Blood|quick MP]].  The [[greater naga]]s were fairly tough, wiping out all my remaining abominations and taking me down to about 30 HP more than once.  I also had a [[evocable items#Crystal Ball of Energy|crystal ball of energy]] I picked up on the level.  Since my [[Evocations]] was relatively high (level 9), I decided to use it when I ran out of chunks and didn't want to retreat to chop up more corpses.  It worked well for a while, until I let my MP get too low and it paralyzed me while I was standing next to a naga warrior.  That was almost [[Yet Another Stupid Death|YASD]], and cost me 1 max MP to recharge the wand of healing yet again.  &lt;br /&gt;
&lt;br /&gt;
After hacking through five or six greater nagas and what seemed like interminable numbers of [[naga mage|naga magi]] and [[naga warrior]]s, the rune was in sight.  I picked it up, walked calmly to the stairs, and went nowhere near Mennas on my way back up.  Back on Lair:2 I dropped it in the stash and considered the next step.&lt;br /&gt;
&lt;br /&gt;
I never did actually ''clear'' Swamp:5 and Snake:5; once I grabbed the runes, I left immediately.  So that's one possibility.  There's also the [[Elven Halls]]; with the Amulet of the Four Winds and a ring of see invisible, I might actually stand a chance.  Or I could clear out the last few levels of the Lair (staying away from the Slime Pits for now).  Or there's the Dungeon, which I haven't spent much time in recently.  The Vaults aren't too much further down, either.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL17-2011-07-09.txt Elf:1–4]==&lt;br /&gt;
&lt;br /&gt;
I decided to take on the [[Elven Halls]] next (or at least the first four floors), what with having very high MR.  It was remarkably easy.  Abjuration from the Rod of Demonology dealt with the summoners, and a combination of vampiric draining, scimitar of flame, and abominations took care of the rest.&lt;br /&gt;
&lt;br /&gt;
Elf:1 had a few shops, which yielded a ring of [[teleport control]] (awesome) and a &amp;quot;runed triple sword&amp;quot; which turned out to be holy wrath (maybe useful later).  A scroll of recharging on the ground went into my wand of healing (the Rod of Demonology didn't feel like it needed any more improvement just yet).&lt;br /&gt;
&lt;br /&gt;
Ran into [[Donald]], [[Aizul]], and [[Roxanne]] on Elf:2.  The first two were easy enough: I didn't even get to hear Donald complain as my abominations slaughtered him out of sight; he was kind enough to leave me a scimitar of pain that would, later, become my primary melee weapon for a while.  Roxanne, however, killed most of my abominations before they could even get near her.  I closed in and meleed her to death, taking about 70 damage in the process.  Her book contained [[Evaporate]], [[Sticks to Snakes]], [[Stoneskin]], [[Alistair's Intoxication]], and [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
[[Saint Roka]] and [[Rupert]] were both on level 4, in the same room.  That was tough, and I had to teleport Rupert away to keep from dying to the melee/smiting tag team.  With the two separated, the remaining four abominations took care of them easily enough.  After clearing the level I decided to head back to my stash and regroup before even considering Elf:5.&lt;br /&gt;
&lt;br /&gt;
I used up three of my four scrolls of amnesia to swap out some spells:&lt;br /&gt;
* [[Twisted Resurrection]] out, [[Animate Dead]] in.  Though the abominations still work well, it's getting to the point where they don't help much in the fights that actually need them.  And actually assembling one is annoying.  Animate Dead should be somewhat better for spamming meatshields, since you get three times as many.  And I hear that, with powerful enough corpses, the zombies can actually be stronger than the abominations anyway.&lt;br /&gt;
* [[Mephitic Cloud]] out, [[Alistair's Intoxication]] in.  I haven't used meph much in a long time, and have Clarity from the amulet.  The success rate is much lower (Fair only), but I'd like to give it a try.&lt;br /&gt;
* [[Pain]] out, [[Sticky Flame]] in.  Anything that's susceptible to pain is probably going to be my healing potion instead, and having a way to deal with teleporters etc. would be nice.&lt;br /&gt;
&lt;br /&gt;
This fills up my spell slots for the moment.  [[Transmutations]] and [[Poison Magic]] will need a lot of training for Alistair's Instant Frat Party, and [[Charms]] and [[Air Magic]] still do ([[Deflect Missiles]] is up to terrible from useless, but still not something I'm about to try casting).  To this end, most of my primary magic skills (spellcasting, necromancy, fire magic, conjurations) are turned off, though [[Summonings]] is still on for eventually learning [[Haunt]].&lt;br /&gt;
&lt;br /&gt;
I think the next steps will be clearing out the Lair, Snake:5, and Swamp:5; then [[The Vaults]]:1-7.  I have rN+++ and Kiku's torment protection, so the Crypt and maybe the Tomb should be doable.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL18-2011-07-09.txt Vault:1–2]==&lt;br /&gt;
I changed my mind, and decided to head straight for [[the Vaults]], despite not really knowing what to expect.  The first level was easy enough; some ugly things turned brown and damaged some armor, and the boggarts made me kind of wish I hadn't switched out [[Mephitic Cloud]] (since my success rate for [[Alistair's Intoxication]] was just fair).  At one point I was stairscumming and somehow managed to take the wrong stairs down, and ended up clearing Dungeon:17 (including [[Wiglaf]]) before realising my mistake and going back to Vault:1.&lt;br /&gt;
&lt;br /&gt;
Vault:2 had a number of shops, where I bought a cloak of preservation, a helmet of see invisible, and some potions and scrolls.  It also had a number of demons, which ended up hurting a lot: the fire-resistant ones, in particular, are tough for me to damage from a distance; and I can't spam vampiric draining at them to keep my HP up.  I have now three long blades of holy wrath available to me, and they help, but I'm wary of getting that close to things I can't drain.&lt;br /&gt;
&lt;br /&gt;
At one point a [[shadow wraith]] followed me back up the stairs as I was retreating from some demons and centaurs; I didn't actually have on the see invisible so I didn't notice until it took me down to 30.  I put on a ring of see invisible, dispelled it, and when the coast was clear took the [[intelligence]] hit to switch to the helmet and free up the ring slot again.&lt;br /&gt;
&lt;br /&gt;
I went back to Vault:2 via some different stairs, and ran into a [[chaos spawn]].  It paralyzed me and beat me down to 2 (!) hit points.  After a few castings of [[Blink]] I found myself between it and the stairs, and made my retreat.  &lt;br /&gt;
&lt;br /&gt;
On the plus side, I did find a randart +2 shield with Str+1 Stlth++; and since I've been wearing a buckler most of the game, my [[Shields (skill)|Shields]] is high enough that a full-sized shield doesn't hurt my casting.  Also a [[Book of Power]], which gives me some irresistible damage potential.  &lt;br /&gt;
&lt;br /&gt;
After the misadventure, I headed to the Hive to pick up some replacement boots I left behind long ago, and with my now-improved Sense Surroundings noticed a room behind a wax wall.  I tried melting it with throw flame, and digging with a wand of digging, but nothing happened.  I decided to use the wand of fireball, and the squares ''next to'' the one I targeted melted... I had been zapping at a hidden door, which my [[Traps &amp;amp; Doors]] of 3 hadn't spotted.  The room had four oklob plants, which managed to damage my helmet and my new boots before I could switch to the [[cloak of preservation]].  The room yielded mostly junk, with the exception of a [[Rod of Smiting|rod of]] [[smiting]].&lt;br /&gt;
&lt;br /&gt;
Back at my stash, I finally bit the bullet and amnesia'd away [[Deflect Missiles]] to make room for [[Iskenderun's Mystic Blast]].  There's no point having six levels of unusable spell limiting my flexibility right now, and I really need the irresistible ranged damage.  I still have [[Levitation]] for charms training.  Targets for future scrolls of amnesia are [[Throw Flame]], [[Animate Skeleton]], and maybe maybe [[Agony]].  The last of those has been useful to me, but is getting to be less so as resistant monsters show up.&lt;br /&gt;
&lt;br /&gt;
Now I have three spell levels left.  [[Apportation]] is one possibility, but I haven't needed it yet.  [[Spider Form]] is tempting as an escape spell, since I haven't found [[Swiftness]]; and would be a safer way to train up Intoxication.  Tukima's Dance would be fun maybe, but I don't want to branch into yet another school of magic to get the spell power up.  I think for the moment I will keep the slots free; after all, I do want to be casting [[Haunt]] at some point.&lt;br /&gt;
&lt;br /&gt;
It's tempting to switch to [[Sif Muna]] for the amnesia ability, but Receive Corpses is too good for me right now.  I think I'll stay with [[Kiku]].&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL19-2011-07-09.txt Vault:2-5]==&lt;br /&gt;
After swapping out spells, I headed back to the vaults to see how I would fare.  This time things went much better.  For one thing, there weren't as many demons (turns out the ones on Vault:2 came from a minivault, &amp;lt;tt&amp;gt;pandoras_box_mu&amp;lt;/tt&amp;gt;); for another, I remembered to actually use [[Animate Dead]] this time.  [[Xtahua]] was the only unique this time; I put on the [[ring of fire]] for a total of rF++, but he didn't even get a chance to breathe on me before I closed in and drained him to death.  His zombie served me well for a while before dying to (I think) a [[toenail golem]].&lt;br /&gt;
&lt;br /&gt;
I cleared the branch down to Vault:5 before I headed back up to stash some of the plunder.  I came out with two spellbooks (even if they were [[Book of Chemistry]] and [[Book of Cantrips]]; I suppose spammals is now an option), two scrolls of acquirement (I tried &amp;quot;weapon&amp;quot; both times hoping for a good randart, and got an egoless katana and a falchion of freezing), a crossbow of flame (but now that I've got some irresistible conjurations there's no point to training up crossbows), and a scroll of amnesia (goodbye, [[Animate Skeleton]]; I'm not quite ready to get rid of [[Agony]] just yet, and Throw Flame still has a distance advantage).  There is also a bookstore on Vault:4 with the [[Book of Air]] (swiftness) and [[Book of Summonings]] (I've gotten to level 8 with Recall alone), but I've been very liberal with my money so I can't afford either.&lt;br /&gt;
&lt;br /&gt;
I turned Long Blades back on, since it's still my primary offense against demons and such, and reducing my delay would be nice.  Likewise [[Spellcasting]] and [[Summonings]]: the former to reduce my spell level shortage, and the latter for Haunt (which would be up to Good now; it's getting time to memorize it).  Intoxication is up to Very Good, which is enough for now, so I've stopped victory dancing with it (I turned Poison off; Transmutations will train as I use it).  I have five spell levels free now, and am close to levelling Spellcasting and getting two more, at which point it's [[Haunt|Halloween]].&lt;br /&gt;
&lt;br /&gt;
The Crypt stairs are on Vault:4, and with rN+++, torment protection, holy wrath, and [[Dispel Undead]] that might be a good choice.  Or there's still Vault:6-7 and the ends of Lair, Swamp, and Snake.  Or Elf:5 even.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL20-2011-07-09.txt Crypt:1 Vault:6-7, Lair:7-8]==&lt;br /&gt;
I tried the Crypt, but found that the big problem was that I lacked a way to heal.  I backed down after losing half my HP to some skeletal warriors (there's only so much you can spam [[Dispel Undead]] at one time).  I considering taking a [[box of beasts]] just to pull out draining victims, but testing showed that summoned creatures do not give HP when drained.  Instead, I headed to Vault:6, which was easy enough (and had the [[Hall of Blades]] portal, which I'm not sure I need).  Another [[scroll of acquirement]] yielded a [[magical staff|staff of death]], which maxes out my Dispel Undead and Agony, and gets Vampiric Draining closer.  In Vault:7 I ran into some stone giants who pounded me down from range, so I headed back upstairs.  I noticed my spellcasting had leveled, so headed back to the stash.&lt;br /&gt;
&lt;br /&gt;
Once there, I used my seven spell levels and memorized Haunt, which is now at Very Good.  I picked up the ring of sustain abilities, so being sick doesn't eat through my royal jellies too fast.  I also swapped out my scimitar of flaming for a scimitar of pain, though I'm using holy wrath as my main weapon for now; I figure [[Necromancy]] 17 ought to give some good bonus damage against most of the things that holy wrath doesn't help against.  The staff of death is another option for melee against living creatures, but my Staves and Evocations aren't all that high.&lt;br /&gt;
&lt;br /&gt;
I still haven't had an opportunity to try out the rod of smiting (which will do less damage since I wear a shield), but I'm hanging on to that and demonology for now.  I've switched out of my [[Unrandart#the +1 ratskin cloak|ratskin cloak]] for the cloak of preservation, but am still carrying the former around in case I need rPois or the third level of rN.&lt;br /&gt;
&lt;br /&gt;
At this point it might be safe to drop [[Agony]], but I want to try it out a bit first; and I don't have any [[scroll of amnesia|scrolls of amnesia]] anyway.  Five spell slots would let me memorize [[Apportation]] and [[Swiftness]] and still have two left over; or could put me a good deal of the way towards [[Borgnjor's Revivification]]&lt;br /&gt;
&lt;br /&gt;
To test my new toy, I cleared out the rest of [[the Lair]], which posed no problem at all, even the dire elephants.  I suppose it's back to clear out Vault:7 now, or maybe Elf:5.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL21-2011-07-10.txt Vault:7, Elf:5, D:19–23]==&lt;br /&gt;
Vault:7 wasn't so bad at all now that I knew where the toughest ranged opponents would be, and could prepare some zombies to take the blows for me.  I found a Trove portal there which is demanding a +3 ice dragon armour.  Also [[Margery]] and her [[hell knight]]s, who provided a good chance to test out [[Haunt]] in a moderately dangerous situation; the summons dealt with the hell knights well, while I and rF++ drained Margery to death.&lt;br /&gt;
&lt;br /&gt;
Elf:5 was a real pain; I had to retreat multiple times for healing, mostly because of [[deep elf annihilator]]s, but also because of an [[deep elf master archer]] who really brought on the pain.  Without [[Alistair's Intoxication]] there's no way I would have survived.  At one point a sorceror followed me off the level and caused problems with his demons, but Intoxication followed by multiple abjurations (from the rod) dealt with him.  At some point I ended up with [[Bad_mutations#Frail|Frail 1]].  There was a Bazaar on the level, but I was not at all prepared to make it there in time without getting over my head in elves.&lt;br /&gt;
&lt;br /&gt;
Because of my limited healing, I found myself running off to the main dungeon to find creatures to drain (since Elf:1–4 and Orc had been cleared).  This was great until I hit a level (D:20) full of lava with efreet, hell hounds, and various other drain-proof creatures.  I took an escape hatch down to skip the level in hopes of more drainable creatures; D21 had portals to Hell and Pandemonium.  As I was looking for stairs back up, I fell through a shaft and landed on D:23, where I was greated (almost immediately) by Mara.  This was not good at all.  I put on the amulet of the Four Winds, drank a potion of speed, and ran away, teleporting when my double's [[Haunt]] surrounded me.  I managed to make it off the level and back up to D:21, finding a [[ziggurat]] and a gate to the abyss, when I fell though ''another'' shaft.  This time I was able to stay further away from Mara, and made it back to the Lair without event.  I picked up an artefact ring mail, but it turned out to be a rather vanilla +3 rF+ armour.  During this excursion I killed two ice dragons, but neither left a corpse, so the trove is sadly no closer.&lt;br /&gt;
&lt;br /&gt;
Back on Elf:5, the elves had started to get into the loot, but I was able to draw them out and kill them one or two at a time, confusing the really dangerous ones.  Finally I cleared it, picking up some loot that I probably wouldn't use much, and a precious scroll of amnesia.  A manual turned out to be Staves, which I didn't really need; I probably should have used up most of my XP pool before reading it.  Spellbooks included [[Book of Morphology]], [[Book of Control]], a randart air book with three spells ([[Silence]], [[Deflect Missiles]], and [[Tornado]]), and a randart summoning book that looked like a mix of Callings and Summoning (no new spells for me).  There was also a staff of air I believe, and a randart rElec dagger (as my first source of rElec, it may be necessary for Vault:8).&lt;br /&gt;
&lt;br /&gt;
After that I went to finish up Snake:5, though there wasn't much left.  I ran into Mennas on the way, but got away using a potion of speed, and was able to explore a bit more of Snake:4 on the way up.  I found a shop with a [[robe of the Archmagi]].  I'm still wearing the rF+ robe, but it's an option now.  I also picked up a [[List_of_unrands#brooch_of_Shielding|Brooch of Shielding]], figuring it might be useful at some point.&lt;br /&gt;
&lt;br /&gt;
Finally, back at the stash, I did some spell management.  A level gain and a [[Spellcasting]] gain meant I had four free slots.  I forgot Agony (still a nice closing-in spell, but increasingly less useful) and memorized [[Borgnjor's Revivification]] and [[Apportation]].  While I don't ''like'' the idea of giving up permanent max HP to heal myself, that's better than the permanent max '''MP''' that I have been giving up for the same purpose.  This leaves one free slot, which I suppose will go to Swiftness (since it's not looking likely that I'll ever get Charms high enough to cast Haste).  That involves saving more money to buy a book, but I can live with that.&lt;br /&gt;
&lt;br /&gt;
I think, since I don't have any previous wins, this is going to be a three-rune game, unless getting more turns out to be safer than going to Zot right away.  My choices now are: Vault, Tomb, Slime, Abyss, Pandemonium, or Hell.  I can arrange to have rF+++ or rN+++, so Gehenna and Tartarus might just be possible, but that sounds far too dangerous at the moment (and I'd have to survive [[the Vestibule of Hell]] first).  The Abyss is supposed to be easy-if-boring for characters of my level, but the healing issue worries me.  Slime might not be so bad, since I have both a cloak of preservation and an amulet of resist mutation (and some randart robes and animal skins).  Crypt and Tomb sound like they shouldn't be hard, but the lack of healing was a problem last time.  Decisions, decisions. . .&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL22-2011-07-11.txt Crypt:1–3, D:20–22 redux]==&lt;br /&gt;
I decided to do a few levels of Crypt, this time being careful to use Kiku's delivery service when I needed chunks for MP.  I still had to burn through a few potions of mana, but I was able to clear the first two levels easily, meleeing the weaker monsters to save MP, and dispelling anything that looked like it would hurt.  On Crypt:3 some [[ghoul (monster)|ghouls]] and [[skeletal warrior]]s beat me up a bit, so I headed back to the stash.  At least my troubles had yielded a few books: [[Book of Geomancy|Geomancy]], [[Book of Ice|Ice]], and [[Book of the Sky|the Sky]]; and a scroll of amnesia.  My piety took a bit of a hit, though.&lt;br /&gt;
&lt;br /&gt;
I gained level 21, so have two spell levels left, plus whatever I might free up with amnesia.  At this point, though, there's little I'd be willing to give up—maybe Throw Flame.  I still need a source of speed; and if I memorized [[Abjuration]] I could possibly drop the rod of demonology (the rod is eminently spammable, but having to swap weapons is annoying).  I could swap out [[Animate Dead]] for [[Shadow Creatures]], I suppose, since the former is in direct competition with my mana regeneration  and my [[Summonings]] isn't terribly shabby.&lt;br /&gt;
&lt;br /&gt;
There's a staff of channeling in my stash which could probably mostly replace sublimation, if I could deal with the hunger.  I don't actually find myself wielding the staff of death too often, so perhaps I should swap it out.  On the other hand, the staff of death would let me change either amulet or cloak and keep rN+++.  It might also be worthwhile to carry Wyrmbane for the potential for quick rPois, rF++ or even rF+++, and breath protection.  Finally, there's a randart -1 leather armor for sale with rElec rF+ Str+1 Dex-3.  Probably too much of a hit to my EV, and definitely too much of a hit to my spellcasting (Haunt goes down to &amp;quot;Good&amp;quot; in leather right now), but otherwise that would be nice.&lt;br /&gt;
&lt;br /&gt;
To recoup the piety, I headed down to clear out what I could of D:20–D:22 (leaving D:23 to Mara for the time being).  I didn't manage all of D:20, as the lava blocked passage and I didn't want to take the risk with levitate.  Otherwise, the trip was a success, bringing me back to five stars and yielding a couple more scrolls of amnesia.  A shop on D:22 has an artefact ring with rF++ Dex+5 SInv, which would be nice as it would allow me to comfortably wear the [[robe of the Archmagi]] and the wizard hat of intelligence, or to get rF+++ without having to wield a useless weapon or use both ring slots.  I can't afford it now, of course, but I have the feeling Vault:8 contains enough gold to buy it.&lt;br /&gt;
&lt;br /&gt;
I've spent as many turns since getting the serpentine rune as it took to get to that point, and have no more runes to show for it.  I've cleared out quite a bit, though (Elf, Vault:1–7, D:17–22), trained Conjurations up from 5 to almost 12, and picked up a lot of useful loot, so I don't feel too bad about it.  However, thanks to recharging the wands of healing I have even fewer max MP than I did then, despite having gained five levels.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL23-2011-07-11.txt Vault:8 part 1]==&lt;br /&gt;
Back at my base in the Lair I swapped out [[Animate Dead]] for [[Shadow Creatures]] and went to try my hand at Vault:8.  I lured four to eight guards at a time up the stairs, blinked to a corridor, and drained them.  After they were clear, I chose to search the southeast quadrant first.  Some stone giants and ettins smacked me around a bit, but there were enough weaker creatures to lure upstairs for the healing dance.  A [[lich]] fell easily to [[Dispel Undead]], and a [[deep elf demonologist]] to intoxication, abjuration, and draining.  Shadow dragons were not all that threatening with rN+++ and Haunt, though I still lured them upstairs to be careful.  I saw a single titan, switched to the rElec dagger I was carrying, and used [[Haunt]] plus [[Vampiric Draining]] for the kill.&lt;br /&gt;
&lt;br /&gt;
The vault yielded a ''lot'' of gold, so I bought that ring I had been looking at, and put on the robe of the Archmagi and wizard's hat of intelligence.  I also took the time to heal the three or four points of rot I had accumulated.  Some scrolls and potions had been lost to the fire and frost giants (I had on the ratskin cloak for the last point of rN, rather than the cloak of preservation), but nothing too important.  I took one point of int drain from not switching to sustain ability quickly enough, but I'm not spending a royal jelly (I'm down to three) to fix it.&lt;br /&gt;
&lt;br /&gt;
I have four spell levels left, but don't want to spend them just yet.  I guess I could swap [[Levitation]] for [[Flying]], but what I'm really hoping for is [[Orb of Destruction]], for some higher-power ranged damage than [[Iskenderun's Mystic Blast|Blast]] can do.&lt;br /&gt;
&lt;br /&gt;
Now I guess it's on to the northeast quadrant.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL24-2011-07-11.txt Vault:8 part 2]==&lt;br /&gt;
The northeast quadrant was a big open room with treasure in the corners.  Most of the monsters weren't too bad, and the openness let Haunt work very effectively, but I still took enough damage from stone giants and a quicksilver dragon that I had to Borgnjor a couple of times.  The dragon followed me up to Vault:7, where I lost it somehow.  It could be bad if it shows up again at an inopportune moment.  There were a couple of spellbooks I already had, an artefact ring (power with Acc+3), and a few other things that were not of much note (weapons, armour, a deck of war, a few scrolls).&lt;br /&gt;
&lt;br /&gt;
The northwest quadrant had a cruciform center corridor with four &amp;quot;rooms&amp;quot; in the corners holding stashes.  I picked up a scroll of acquirement, a few artefact weapons that I left behind, a ring of intelligence +6, an amulet I've not yet identified (possibly faith, which is why I haven't tried putting it on), and some gold.  Acquirement went towards a book, which contained [[Magic Dart]], [[Bolt of Magma]], [[Delayed Fireball]], and other fire spells I already had.  The only tough monsters in this quadrant were a stone giant and a tentacled monstrosity or two.  All perished.&lt;br /&gt;
&lt;br /&gt;
I headed back to base to free up some pack space and shuffle spells.  There was only one bit of shuffling to do: [[Throw Flame]] out, [[Orb of Destruction]] in.  This ought to be even more fun than Haunt, if I can avoid blowing myself up.  Back for the silver rune next.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL24-2011-07-11-2.txt Third (silver) rune]==&lt;br /&gt;
On the way back to Vault:8, I sought out the quicksilver dragon on Vault:7, who was sleeping near the downstairs.  It only had a chance to take a few steps before meeting its demise.  The final quadrant of Vault:8 had lots of titans, shapeshifters, and shadow dragons, and the occasional tentacled monstrosity.  I had to use Borgnjor a few times to recover from ranged attacks, but IOOD did its job, turning my enemies into meaty chunks that didn't even need to be chopped up for mana.  A Receive Corpses invocation gave me an ice dragon corpse, but sadly it left no hide.&lt;br /&gt;
&lt;br /&gt;
Other than the silver rune, the vaults gave me another rElec dagger, a randart spellbook that I didn't need, and some evocables—including a legendary [[deck of changes]].  Back at the stash I spammed the deck and got a mutation (Clumsy), lost some gold to Alchemist, and vitrified all of Lair:2 before finding what I was looking for: Experience.  This brought my pool up to about 34000 XP, which I spent training conjurations, charms, and a bit of summonings.  IOOD, Intoxication, and Haunt are now at Great, with everything else at Excellent or Perfect.  Deflect Missiles would be at Fair; we're getting closer.  I spent some of my remaining gold to buy the [[Book of Air]] I had been eyeing for some time.  [[Swiftness]] is now within reach if I can find the spell slots for it; though maybe I should skip it and go straight for [[Haste]].&lt;br /&gt;
&lt;br /&gt;
With the three requisite runes, I now have some choices.  I could do the [[Slime Pits]], [[Crypt]]/[[Tomb]], or [[Abyss]] for some XP, or head straight for [[the Realm of Zot]].  I have to get by [[Mara]] on D23, but that's probably feasible at this point.  I'm wary of waiting too much longer, since Borgnjor is hell on the max HP, so maybe I should at least clear Zot:1–4.  Either way, I'm quite excited.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL26-2011-07-12.txt D:23–27]==&lt;br /&gt;
&lt;br /&gt;
I decided to start clearing out the lowest levels of the dungeon.  [[Mara]] may be scary, but [[Orb of Destruction]] is scarier, and he didn't even get to summon his illusions or my ghost this time before he gave me XP level 25.  There was also a vault full of jelly-type monsters, but they all died to IMB (OOD for the acid blob).  D:24 yielded a rod of destruction (lightning, iron, fireball), but with a -3 recharge rate.  It also had Boris, whom I avoided at the expense of leaving the level uncleared.  D:25 had a randart +1,+9 long sword of slicing with rPois, rF+, and *TELE, which is going in the stash because I really don't need teleportitis.&lt;br /&gt;
&lt;br /&gt;
I went back to dump my loot, then decided to clear the corridors of Vault:8 (previously I had cleared just the vaults).  A red wasp slowed then paralyzed me while a titan was chasing.  Borngjor and semicontrolled blinking got me to safety, then I switched to the ratskin cloak for rPois and killed them separately.  Yet another too-close call.  Some yaktaurs showed me the meaning of pain with silver bolts (apparently my four mutations are enough to count as chaotic), but died after some liberal application of [[Alistair's Intoxication]] and [[Iskenderun's Mystic Blast]].&lt;br /&gt;
&lt;br /&gt;
While the [[robe of the Archmagi]] is nice, I'm taking far too much damage from cold, so I switched to a robe of cold resistance; this, sadly, dropped all my spells by one dot of power, but survival is more important right now.  I also picked up Wyrmbane so I can quickly get rPois and the last point of rF+ if necessary; the ratskin cloak served me well, but preservation is almost necessary at this point if I want my few remaining potions of healing and speed (and the scroll of holy word) to last.&lt;br /&gt;
&lt;br /&gt;
Finally, I went back to do D:26 and D:27.  The former level had nothing really notable.  I took the stairs down, putting me on some upstairs at the end of a corridor.  Upon my stepping away, an iron grate closed behind me, and I had to fight through a bunch of deep trolls.  I found a better rod of destruction, this one of the fire variety and at +1 recharge rate.  Also a wand of hasting, and at last an [[ice dragon]] who was kind enough to leave a corpse.  Chopping up the corpse yielded a hide, so I found some stairs back up and headed back to the stash.  Unfortunately, I had only three scrolls of enchant armour, so I currently have a +2 ice dragon armour; the trove in Vault:7 is requesting a +3 version, so I need one more scroll.  Ctrl-F says I have seen none, so I'll have to keep an eye out.  It may be worthwhile trying the Crypt again in the hope of finding the last scroll.  Honestly, though, I'm not sure what I'm hoping for from the trove—an awesome randart, I guess, and maybe utility scrolls, potions, and wands.  Cure mutation would be nice, to get rid of Frail but also to make myself less susceptible to silver.&lt;br /&gt;
&lt;br /&gt;
I have four free spell levels now, and one [[scroll of amnesia]].  I haven't used [[Sticky Flame]] in a while, and the eight total spell levels would let me memorize [[Deflect Missiles]] and [[Swiftness]], though the former is still at Poor when I'm not wearing a [[ring of wizardry]].  Haste is at Fair, which is a little better.  With the ring, they're at Good and Very Good, respectively.  I've switched off all my skills to build up some XP for training Charms and perhaps Air, since I don't want to enter Zot without Deflect Missiles.  I could probably stick to the wand for emergency hasting, but I really should be hasted at all times now.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL27-2011-07-12.txt Crypt:3, Slime:1–4, Zot:1]==&lt;br /&gt;
After forgetting Sticky Flame and memorizing Deflect Missiles in its place, I decided to explore a bit more of [[the Crypt]] in search of scrolls.  I didn't find anything useful, but I did run into and kill [[Khufu]] on Crypt:3.  His entourage, however, was tormenting me and abjuring my haunts as fast as I could throw them, so I left the level.&lt;br /&gt;
&lt;br /&gt;
I decided to do a bit of the Slime Pits next, hoping for some XP to train up Charms.  Despite having conservation, I lost three points of AC to the acid blobs (including one on the cloak of preservation itself).  I got a nice chunk of XP, though, and having turned off Necromancy, Conjurations, and the like meant I could use it all for training Charms (with a bit of Air and Spellcasting despite those being turned off).  I trained Charms up to 8 before, on the fourth floor, landing in a section with only narrow passages out.  Wanting to neither touch the walls nor use my wand of digging, I backed out.&lt;br /&gt;
&lt;br /&gt;
Next stop was unlocking [[the Realm of Zot]].  I took my runes down to D:27 and poked my head through the portal just long enough to see that the entrance was monster-free.  I took the runes back to the Lair, and decided to swing by Swamp:5 to see what I missed.  I found none of the consumables I was looking for, but did come across my third kind of rod of destruction, this one inacc, magma, and cold.  It was +5, but had only 9 max charges.  If only I could swap the enchantment with one of the other two...&lt;br /&gt;
&lt;br /&gt;
At the advice of [[User:Mental Mouse|Mental Mouse]], I proceeded on to Zot.  A [[golden dragon]] poisoned me once when I forgot to keep Wyrmbane wielded, and an electric golem gave me a bit of a tough time: since my only rElec is from a weapon, [[Sublimation of Blood]] left me vulnerable and I ended up having to Borgnjor.  Otherwise the only problem I encountered was a red draconian caller who repeatedly summoned death drakes and conjured flame on me.  Every time I switched to the rod of demonology to abjure them, I was poisoned or worse by one breath weapon or another.  Finally, semicontrolled Blink got me to the portal and back to D:27; I received corpses and recharged my mana, then headed back intending to lure the caller through the portal.  It worked, except I also managed to bring a couple more draconians with me.  Intoxication and Blink got me away, then this time I was able to lure the caller up to D:26 alone, where intoxication and draining ensured he wouldn't be summoning again.  I managed to take seven points of rot, though, giving me a max of 127 HP right now.  I headed back to the stash for more planning.&lt;br /&gt;
&lt;br /&gt;
[[Deflect Missiles]] is at Good now, and everything else at Excellent or Perfect.  I'm one spell level shy of learning Haste, which would be at Great.  It's going to be a while before Spellcasting levels again, though.  I haven't used [[Shadow Creatures]] as much as I thought I would, and getting rid of that would let me learn both Haste and Flight, if I could just find another [[scroll of amnesia]].&lt;br /&gt;
&lt;br /&gt;
On to Zot:2 . . .&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL27-2011-07-12-2.txt Zot:2]==&lt;br /&gt;
On Zot:2 I took care of a number of draconians, dragons of various sorts, six moths of wrath, and a [[curse toe]].  Then I rounded a corner and saw the red asterisk of an [[orb of fire]].  I put on my amulet of resist mutation and launched an orb of my own.  Doing so before zapping myself with haste turned out to be a mistake.  Despite rF+++ it was doing quite a bit of damage with its fire.  Worse, its [[Polymorph Other]] got through the amulet twice, removing my scales and giving me teleportitis and a deformed body.  I tried to teleport away, but apparently only managed to cancel a random teleport.  Finally I was able to position myself in a hallway with a moth of wrath between me and the orb.  I ran to the stairs and got out of there.&lt;br /&gt;
&lt;br /&gt;
Teleportitis simply would not do, but there were no potions of cure mutation to be found anywhere.  I went around collecting the potions of mutation lying around the dungeon, and took my chances.  I lost two points of strength and gained two points of dex, some stealth, and fingernails.  Unfortunately I also gained Low Magic (-10% MP).  I did, however, lose the teleportitis.  I bought two more potions, hoping to lose either Frail or Low Magic.  I did not, but I got slow metabolism and clarity, which I suppose aren't too bad; though my usual amulet also provides clarity, having a backup for situations like this is nice.  I also levelled Charms, putting Deflect Missiles up to Great.&lt;br /&gt;
&lt;br /&gt;
I am now deathly afraid of those orbs, as I should have been all along.  I think my biggest mistakes were not hasting myself, and not casting Haunt.  That would have blocked line of effect for both fireball and polymorph other, so I would have had just the bolts of fire to dodge.  I'm lucky I made it out alive.&lt;br /&gt;
&lt;br /&gt;
Definitely taking a different stair down next time. . .&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL27-2011-07-13.txt Zot:3–4]==&lt;br /&gt;
I managed to explore the rest of Zot:2 without running into the orb of fire, so I went on to Zot:3 and Zot:4.   I started running into draconian zealots, using [[Alistair's Intoxication]] to keep them from summoning, the rod of demonology to abjure the demons they managed to get through, and [[Vampiric Draining]] and [[Iskenderun's Mystic Blast]] to kill them.  [[moth of wrath|Moths of wrath]] provided extra HP, and one of the draconians left me a robe of resistance, putting me into rF+++ without wielding Wyrmbane.  [[Shadow Creatures]] was handy for covering escapes from large groups, as the dragons it produces can take quite a few more hits than my haunts.  On Zot:4, I used Haunt to take care of a large draconian pack, and ran into a [[ghost moth]] while fleeing.  It followed me to the upstairs, but I made it up without being followed—but with no MP left.  All the upstairs on Zot:4 are bunched together, so there's probably no avoiding it on the way back down.&lt;br /&gt;
&lt;br /&gt;
Receive corpses has taken my Kiku piety down to three stars, meaning I no longer have torment protection.  I have to be slightly more careful about how often I ask for MP, so I've been fighting with weapons slightly more.  I'm eating mostly permafood, since there are still plenty of honeycombs from the Hive, and I feel safer wearing Four Winds or Shielding than Gourmand.&lt;br /&gt;
&lt;br /&gt;
[[User:Cymrean|Cymrean]] reminded me that I could forget a spell by sacrificing a spellbook.  None of my previous games had progressed far enough for that to be an option, but now I have so many duplicate spellbooks that I wouldn't mind giving one up.  Unfortunately, now I can't decide what to forget.  Shadow Creatures has turned out to be really useful in Zot, so I am loathe to give that up now. I could forget IMB and replace it with a weaker spell, using OOD more often.  Apportation is another possibility, since at its low power it's only likely to save me a few steps towards the orb.  Intoxication is way too useful against casters to forget; and dispel undead against undead.  Levitation is only moderately useful, but I have no other source of the effect (there are some +Lev cloaks and robes in shops, but not good enough to replace my current items), and at times it can be a lifesaver.  I'll have to give it more thought before heading back, rod of destruction in hand, to deal with that ghost moth and descend to the final level.  In preparation for the orb run, I dropped the runes and a few emergency items on the entry stairs of Lair:1.&lt;br /&gt;
&lt;br /&gt;
As for grabbing the orb... I could clear out the chamber and hope my Kiku piety holds out long enough to keep recharging my MP.  Or I can try the repeated teleport trick, using Intoxication on the [[Orb Guardian]]s once I'm in the main chamber.  I have four wands of teleportation (with 1, 3, 4, and an unknown number of charges) and about 14 scrolls, so I should be able to make it near the orb and still have enough left to avoid things on the way up.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-XL27-2011-07-13-2.txt Zot:5 part 1]==&lt;br /&gt;
I took my staff of channeling with me on my way back to Zot, so I have a way to recharge without eating further into my now quite low piety.  It's much slower than Sublimation, though, so I'm still chopping up the corpses as I get them.  The ghost moth died to an orb followed by mystic blast; I didn't even need the rod.  I finished clearing Zot:4 and went down the stairs.&lt;br /&gt;
&lt;br /&gt;
On [[Zot:5]], I first explored and cleared the random portion of the level, drawing monsters up the stairs by ones and twos.  After that, I walked quietly into the antechamber, zapped one of the orb guardians with IMB, cast intoxication, and ran.  This let me fight the guardians (mostly) one at a time, alternating confusing and draining, and running upstairs when I needed a recharge of mana.  One of those times I ran upstairs, a tentacled monstrosity was waiting for me.  They're not normally too bad if you can keep your distance, but I was low on health and even lower on mana.  I got away, but had to use a number of charges of healing.  With the central orb guardians taken care of, I summoned up some shadow creatures and headed for the left passage.  As soon as monsters came into sight (an [[ancient lich]] and an orb of fire) I used my last charge from the wand of hasting, read a scroll of fog, and ran, summoning up creatures to cover my path.  They managed to kill the ancient lich without my having to deal with it.  A [[Killer Klown|killer klown]] apparently also followed, so I confused and drained it, but not before taking a few more points of rot as one of its random effects.  I repeated the process with the orb chamber, and this time the shadow monsters killed the orb of fire (or maybe a different one; I see two &amp;quot;Noticed an orb of fire&amp;quot; notes on Zot:5) and another ancient lich.  &lt;br /&gt;
&lt;br /&gt;
At this point I was running low on food because of all the channeling, and noticed I had gained a level of [[Spellcasting]] (not to mention three levels of Evocations from all the channeling).  I went back to the stash for what will probably be the last time, and memorized [[Haste]].  One spell level is left; I think I may spend that on Magic Dart so I have a long-range, fairly quiet, monster drawer.  &lt;br /&gt;
&lt;br /&gt;
It seems like I've settled on the slow and methodical approach to the Orb chamber.  Unless some significant problem presents itself, I'm likely to clear half of it then try to lure the guardians out of the inner chamber.  Once the orb is in hand, a ring of [[teleport control]] will get me out of there.  I just have to be sure not to make any stupid mistakes again, as my margin of error is getting quite thin.  The important thing is making sure I always have enough free MP for Borgnjor, even if that's a 1/4 reduction in the number of spells I can cast before having to recharge MP.  The wand of healing just isn't fast enough to save me from two orb guardians at once.&lt;br /&gt;
&lt;br /&gt;
==Interlude==&lt;br /&gt;
I entered Zot:5 at turn 162589.  Taking a look back:&lt;br /&gt;
* Half the game ago I was at XP level 19, clearing out Vault:6 and just about to learn Haunt.  My max HP was 21 higher then (12 higher if you don't count the rot), and my max MP 7 higher.  Ouch.  Part of the loss was from gaining both Frail and Low MP, but a large chunk was lost to recharging or Borgnjor.&lt;br /&gt;
* One-third of the way through the game I was level 16, clearing Snake:5.&lt;br /&gt;
* One quarter of the way, I was at level 15 and doing the Bailey (the only portal branch I found in time) as part of clearing Orc:4.&lt;br /&gt;
&lt;br /&gt;
I have 1.34 million XP:&lt;br /&gt;
* Half of my XP ago, I was clearing Vault:8.&lt;br /&gt;
* When I had 1/3 the XP I do now, I was clearing Elf:5.&lt;br /&gt;
* When I had 1/4 the XP, I was on Vault:5 or so.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-ORB-2011-07-13.txt Yoink!]==&lt;br /&gt;
&lt;br /&gt;
I memorized [[Magic Dart]] and made my way back down, heart thumping the whole time.  Once I was in the antechamber, I followed my plan: receive and butcher a few corpses (putting my piety down to one star), summon up some [[Shadow Creatures]], haste myself, recharge mana with a chunk, and head left.  Only an ancient lich and a dragon remained in this room; the former was dispelled and the latter drained.  Then an orb of fire appeared around the corner.  I recalled my allies, haunted the orb, read a scroll of fog, and ran in the other direction.  I took a few more mutations (weak, and another level of frail and clumsy).&lt;br /&gt;
&lt;br /&gt;
In the next room (adjoining the inner chamber) there was nothing much left but a storm dragon, who provided some needed HP.  Apparently everything else had already fallen in the first room.  I crept up slowly (well, quickly, actually, but stealthily at least) until I could see a single orb guardian.  I zapped it with magic &amp;lt;s&amp;gt;missile&amp;lt;/s&amp;gt; dart, renewed my haste and shadow creatures, and ran.  It followed, but was swamped by the dragons and draconians.  About this time, my glow discharged twice few times and I received two more mutations: weak and another frail!  My body is a wreck, with max HP now 99 '''before''' the rot.&lt;br /&gt;
&lt;br /&gt;
I repeated with each successive orb guardian, though they were starting to wake so I would often get two at a time.  I assisted my summons from a distance when I could get a clear shot.  Then, as I was low on mana and about to run for it, one of my &amp;quot;friendly&amp;quot; moths of wrath did the unthinkable and berserked the orb guardian.  I hasted, spending most of my mana, and ran, hoping that I would recharge enough before it caught up with me.  It got one hit in on me before I got four mana and cast intoxicate.  I managed to get to the stairs before it caught up, recharged, and dealt with it easily once its berserk had worn off.&lt;br /&gt;
&lt;br /&gt;
After a few iterations of guardian-baiting, I walked up to the inner chamber and no creatures greeted me.  It was just me, my summons, and a big purple orb.  I channeled mana just in case, picked it up, put on my ring of teleport control, read a scroll, and hoped it would kick in before anything nasty showed up to investigate the shriek.  It did; I went to the upstairs and escaped Zot:5 with the orb in hand.&lt;br /&gt;
&lt;br /&gt;
==[http://s-z.org/neil/crawl/DDNe-Kiku-WIN-2011-07-13.txt The Orb Run]==&lt;br /&gt;
On the way back up to the endgame stash, I didn't encounter much.  I usually walked from stair to stair unless that would require crossing the whole level; I used the wand of digging when it would save me some walking.  Semicontrolled blink got me away from what creatures I did encounter, including some hell hounds, various demons, and a few large abominations.  I did stick around to drain a few living creatures to keep my hit points up, but that wasn't necessary for the most part.  I encountered a pan lord on D:14 (a nasty open level), but blinked away before he could do anything but summon a few demons.  From D:12 I stopped by the Lair to pick up a [[lantern of shadows]] and the runes from my endgame stash; none of the other things there seemed necessary, since I had at least seven teleports left and could recharge a wand if absolutely necessary.  I kept the lantern wielded, with the ghosts blocking the way for anything that tried to chase me.  On D:3 my shadows killed a player ghost I had run from long, long, ago; it took me a second before I even noticed, since all &amp;quot;p&amp;quot;s look alike with the lantern wielded.  I hit level 1 and checked the map; it would be about twenty steps to the nearest hatch, but there would be two blind corners, and who knows what I might run into.  I walked around the first corner, saw nothing.  Took about five more steps, rounded the last corner. . . and nothing in sight but my phantoms and an escape hatch.  I walked over and headed up, glad to leave this accursed place behind forever.  Hopefully they have some potions of cure mutation back in town.&lt;br /&gt;
&lt;br /&gt;
  1. 1205846 Neil the Eclecticist (level 27, 82/94 (99) HPs)&lt;br /&gt;
             Began as a Deep Dwarf Necromancer on July 7, 2011.&lt;br /&gt;
             Was a Follower of Kikubaaqudgha.&lt;br /&gt;
             Escaped with the Orb&lt;br /&gt;
             ... and 3 runes (of 3 types) on July 13, 2011!&lt;br /&gt;
             &lt;br /&gt;
             The game lasted 1day 02:38:42 (170153 turns).&lt;br /&gt;
&lt;br /&gt;
The whole thing took about a week of real time, with what must have been four or five hours a day of play.&lt;br /&gt;
&lt;br /&gt;
* [http://s-z.org/neil/crawl/DDNe-Kiku-WIN-2011-07-13.txt Character dump].&lt;br /&gt;
* [http://s-z.org/neil/crawl/DDNe-Kiku-WIN-2011-07-13.lst Item list].  The main stash is at (6, 46, Lair:2), and the endgame stash at (0, 0, Lair:1)&lt;/div&gt;</summary>
		<author><name>Soyweiser</name></author>	</entry>

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