I'm pleased to have got this TeAE home after scoring my first ever Zot death on one. I got the Coctyus rune for the first time ever, but after that decided to play it safe and not try for more. I took Ash because they were one of the few gods I haven't won, but they worked out nicely, with the skill boost combined with tengu apts letting me get Dodging, Conjurations, and Air to 27, Shields and Evocations to 25, and Fighting to 22, with lots of XP left for other skills. I was lucky with items like the ring of Robustness, but not many characters can both cast a level 9 spell and have 39/44/35 defences. However, I did struggle badly before the skill boost kicked in (and because the Temple was on D:7, that took a while) and could easily have died in the early game. In previous attempts I looked into enhancer staff melee, which I'd had always had a general understanding was bad. To my surprise, it's not (provided you were planning to train the spell school anyway and can find a use for 10ish Evocations) - fsim showed a staff of air would considerably outclass other weapons on TeAE on non-resistant targets, and of course the enhancer is valuable. (We plan to give all magical staves some sort of melee-related bonus in Stoat Soup, but I try not to make changes that might help out the combo I'm trying to win; now I've won this one I can go ahead with that.) The Zot splat used a staff of air and robe of the Archmagi for good melee damage and huge spellpower. I expected to do the same here... but first I found the robe of Augmentation, then it took me forever to find a staff of air and shortly afterwards I found the Elemental Staff. As mentioned the early game was pretty bad, especially with Joseph turning up on D:7 and Harold on D:8 leaving me wondering if I was just choosing who to be killed by. I struggled with centaurs and yaks on D:10 and then went in a volcano on Lair:1 which I only survived because of tengu flight letting me scrape monsters off on the lava. On Lair:2 Ash's skill boost kicked in and from there, apart from nearly getting collected by Urug, things got easier. I learned Shroud of Golubria and Regeneration and of course it's very easy with Ash to use low-level utility spells with minimal skill investment; I'd turn off Shroud later when I wanted the MP more than the now relatively small effective HP boost. D:15 had an ice cave which gave me Freezing Cloud, which was amazingly useful. It also had a piety trove which I agonised over for a bit before going in. This worked out OK, netting 8 potions of heal wounds and some haste and resistance potions; I used some heal wounds as I got the skill boost back and built piety up, but I still came out well ahead. It was a bit irritating to learn Freezing Cloud and almost immediately be unable to use it, though. I stuck my nose into Snake but it had a horrible crowd on the entrance, so I went to Swamp; this was fine apart from one miscalculated move letting me take a hit from a titanic slime creature (which couldn't _quite_ have killed me, so OK, I guess?) Snake likewise was fine apart from one bad run-in with a naga sharpshooter. I returned to D:15 to clear up a runed door vault which I thought I'd now be able to handle, but that got a bit hairy too. I went to Elf where I got a wizlab, Iskenderun's Mystic Tower, which gave me Isk's Battlesphere (which I'd use steadily until I started to use Tornado) and Orb of Destruction which also was very useful. Elf:3 gave me Blink (which I never used, having loads of scrolls, but it's nice to have), the robe of Augmentation, and an amulet with {Faith MR+ Str+4 Dex+4}. Stoat Soup has the bcrawl Ash rework where cursing items is free but uncursing them costs piety, and of course I'd thrown away a lot of piety on the trove, but even so I expected to get more use from the stat boosts than from the faith. Not so - I found more potential equipment swaps than I expected and wanted the extra piety. I went to Vaults, hitting a Desolation of Salt. I've been in a few before; never died, but never had a good time. This one was very easy by comparison - I got to one of the buildings, cleared it out, and then could just tackle the rest of the level without trouble. V:3 also had Mennas, who is always scary; however, I got a good result from a scroll of summoning and killed him that way. So far I'd been using a trident which I'd enchanted up and branded because if I was planning to use a staff of air, there was no point in saving scrolls of enchant weapon for an endgame weapon, and it would help me stay alive. All very well, but the staff had noticeably failed to appear (I'd had high hopes of getting one on Elf:3) and now I was stuck using a weapon with a bad base type, even if it was +8 freezing. I had plenty of gold so bought two unidentified randart weapons in shops - a +8 scimitar with {slice, +Fly Int+2} which looked pretty good until the other one turned out to be a +12 morningstar with {crush, +Fly rC+}. I went off to Depths with that; no sooner had I finished transferring knowledge of Polearms to Maces and Flails than 3 scrolls of acquirement turned up, giving me the staff of air. U:4 also had Deflect Missiles, the ring of Robustness, and... ... the vault with the Elemental Staff. Was this worth it? It would mean training a lot of Evocations, but Evocations is good anyway; it's less good on non-rElec targets, but not a lot, and it's a lot better on targets who do have rElec. Also, I could really use the AC and resistances; it also let me swap out another MR+ item for something better. I decided to use it. After clearing Depths I went to Crypt. As usual, I had one unpleasant curse skull encounter (these very much come down to whether it gets a summon in the way of the orb of destruction or not); the C:3 ending with Khufu was easy by comparison. Here I got a ring with {*Contam rElec rN+ Int+6 Stlth+} which I decided was worth wearing for the extra Int. V:5 was next. By now I had Tornado online so came down the stairs and dropped that, moving into a defensible spot. This worked fine, but V:5 didn't really have anything interesting (except the rune, and a +1 helmet with {rPois rN+ Str+7 Stlth-} which would have been lovely if tengu could wear helmets...). I tend not to stop at 3 runes these days and quite fancied trying for one I'd never had; it seemed like Cocytus might be feasible. Geryon was a pushover along with the rest of the Vestibule... apart from a curse skull (not Murray) that gave me serious problems. Cocytus was fine until Coc:7. Maddeningly, a hell effect gave me enough Contam for blurry vision 1, which was not quite bad enough to mutroulette out but bad enough to be seriously worrying. Coc:7 had enough Ice Fiends and tormentors to be distinctly not-fine until I realised that on a level full of water, it was worth bringing along a wand of flame - it doesn't do them any damage, but it blocks LOS on demand. After that I could clear them out, killing Antaeus with the aid of two phantom mirrors. I also got the Serpent of Hell, but it was easy by comparison. To Zot! Zot 1-3 was mostly fine, almost entirely made of draconian packs that are easy to mash up with Tornado. Z:4 had an awkward vault with all 3 downstairs; I found myself in a situation where I knew there was an OOF and a curse toe (and some other bad stuff) in there, but not where they were. Even with Ash's monster-vision, they both turned up at once and the curse toe tormented me (could be worse; it did so one turn before I nailed the OOF, but I had to use up a potion of haste and one of magic, both of which I was short of.) This started a pattern where OOFs always malmutated me instead of just setting me on fire. I didn't even take any damage off two OOFs this game. This was nice in a way but also slightly exasperating; my previous Zot death was caused by not having enough rF and getting burned to death by an OOF, and now I had rF++ and resistance potions to spare so of course they weren't even trying fire attacks. This one gave me dopey and teleportitis. This with blurry vision was bad enough to mutroulette out, giving me AC +2 and robust, which I wasn't complaining about. Z:5 was mostly OK with Ash's monster-vision and OOFs' curious reluctance to do me any damage. One gave me clumsy (who cares?) and one gave me low potion healing (kind of annoying since for once I had a large reserve of heal wounds). A final OOF turned up wandering just as I collected the Orb, but I read fog and ran away. I had a panlord on Z:3 but used teleport and my last fog to block LOS until it kicked in; another panlord on Z:1 which I holy worded and ran away from; and a final panlord on D:4 which I holy worded and dropped hell beasts on (which killed it, but I really only wanted them to stand in the way.)