https://crawl.montres.org.uk/morgue/damerell/morgue-damerell-20260125-185651.txt 7 games to get this one home; 5 DECKs (dead on Lair:4), one DsHu (got about three steps into Lair), but at least I got DgSu home on the first attempt. The early game was pretty bad owing to only identifying remove curse after hitting the Lair, meaning I was struggling up until that point with a +0 hunting sling which was really not cutting the mustard on things like death yaks. This was especially annoying since I was trying a new approach of scroll-IDing scrolls not potions until I found remove curse, which I expected would have worked rather more quickly - as it was I found RC not by scroll-ID but by eventually read-IDing a stack of two - and of course this also meant I knew fewer potions than I otherwise would have done. I would not have survived without a scarf of spirit shield and Sticks to Snakes. I didn't get far into the starting book, learning Lightning Spire but not getting it online (until the end of the game) because of finding a kite shield then a tower shield and also a +8 plate then GDS; for a while it seemed to be constantly just out of reach. I didn't make huge use of spells because of this heavy armour, but had Yara's and Irradiate online for Zot. The kite shield came from a D:3 armour shop that also sold me the scarf, +2 gloves of strength, a +2 scale armour of poison resistance, and some boots; so thanks shopkeeper, you were a huge help. D:8 was the first time I seem to have had real trouble, making a note after coming down two stairs "would I rather be killed by a gargoyle or by killer bees" - and then the third stairs turned out to be full of wights. After that I hit the Lair on D:9, cleared D:10 (why? Dunno), very nearly got collected by a berserk polar bear in an ice cave, and then it was off to Orc. Lair:3 did have the Hat of the Alchemist which I'd go back and forward on, being otherwise quite short of resistance gear. By comparison Orc was easy enough and I bought a randart plate which turned out to be +8 with {*Silence +Inv rPois rCorr} - the silence was a mild pain but rPois, rCorr, and a big lump of AC was just what I needed. I'd wear this until getting GDS in Depths. I also got the first of three rings with stats and slaying; by the endgame I had 11 slaying on rings which made up for not being able to enchant my weapons to +9 (I'd dumped early enchant weapons into a scimitar just to be able to survive). I cleared down to D:14 but didn't fancy the Depths entrance so went to Spider; nasty moment on Spider:1 but after that it was OK until the rune vault (the one with emperor scorpions and ghost moths) which looks worse than it was in the log; I teleported away and picked them off one at a time. However, I had to teleport twice and was very short of teleport scrolls at this stage. Next was Shoals, having bought a ring of flight; I got Abyssed by a merfolk with distortion, nearly died to a balrug, escaped, and then got Abyssed again by the same merfolk! It was very satisfying when I escaped the second time and killed it. Ilsuiw's pack gave me pause for thought on Shoals:2 but after that it seems to have been tolerable aside from the rune vault, and I found the boots of the Assassin on Shoals:2, which made me somewhat stealthy even in plate - and later, even in a CPA. I wear-IDed a ring with {*Contam rPois Slay+4 SInv Stlth+} and thought, eh, maybe I'll just keep that on all game. Next was Vaults... but one serious problem I had was MR, and I got Marked twice on V:1 ending up having to fight half the level each time, and while I survived I did so only by bleeding away heal wounds. This wouldn't do and I thought Elf:1-2 would be more tractable (it was, but didn't give me much new stuff). However, I did have all the javelins of penetration from Shoals and a reasonable amount of Throwing, as well as rCorr - time for Slime? The actual fight with TRJ got very nasty, and Dissolution turned up when I was healing up, but I prevailed, getting a manual of Throwing (which I'd rather have had earlier), a fustibalus, and the macabre finger necklace which eventually let me wear all three slaying rings. MR was improved but I had loads of enchant armour scrolls and decided to go to Depths to see if I could get GDS; not only would it mean a chunk of extra AC, but the rF/rC would let me get out of Alchemist and get another decent chunk of AC. I got a +4 demon blade on U:1 which I'd eventually brand to flaming (ideally I would have had a different brand on demon blade and fustibalus, but you work with what you have), had a bad moment with the Enchantress, but did indeed get GDS on U:5 and bought the third slaying ring (with {+Blink Int+4 Dex+4 Slay+2 Stlth+}) on U:4. Next was E:3 - the room of bastards was not much of a problem, and I opened a runed door vault with some trepidation only to find it was full of not much worse than deep elf knights. Here I also got a +4 helmet with {rPois rN+++ MR+++ Dex-2} - MR problems solved, so back to the Vaults. I hit a bazaar on V:3, buying some scrolls, then worked my way down to V:5... having a slightly bad time with titans until I remembered that without Alchemist I was not rElec. I learned Insulation - couldn't cast it right off the bat, but now I remembered about the vulnerability I could prioritise killing titans and storm dragons. I also got caught out by a tengu conjurer's battlesphere repeatedly landing on a Zot trap; with more care I would have kited the tengu away from the trap, but in fact it gave me enough Contam to malmutate Subdued Magic - which given I was struggling to cast spells in GDS, was not really a penalty; better low spellpower than not being able to cast at all. I'd get a second level of it from Hell effects and again I was not greatly upset. With rN+++, it seemed like time for the Crypt... some annoyance with Sojobo, but then on C:3 I acquired a +11 CPA with {rC+ Str+4 Int+4}. Even given I had to put Alchemist back on to cover resistance holes, this improved both AC and spell failure chance. C:3 also had three randart rings on the Tomb entrance, but while none of them was actively terrible, none was as good as what I had. Then, of course, the tricky extended rune question. I bought all the consumables and cleared the Vestibule; normally I expect to face Geryon and a mob of monsters immediately, but not this time, making life much easier even given Murray turned up. After that I thought, well, I'm rC++ and it's been a while since I did Cocytus (April '24, I find), so off I went. It was relatively straightforward; I remembered that Antaeus can be curared, and that let me kill him easily enough, getting the rune. I suppose I could have gone for more runes, but I felt I'd been lucky so far and should probably just take it safe and bank the win, so it was off to Zot. Z:2 gave me Ignorance (worth losing 4 I nt for 7 SH) and then I hit orbs of fire on Z:2, 3, and 4. Z:5 however was ridiculous - 4 ancient lichen and eight orbs of fire. The first lung I tried had a Zot trap on it which I spotted too late not to have to fight one orb of fire - but another one turned up wandering and luckily I lost it by immediately reading fog. The second lung then had half a dozen OOFs (and at least one ancient lich) and while I survived I was using up haste and resistance potions. It also had a Zot trap on it, so I had to blink my way in - and out. However, I grabbed the Orb; I was out of hastes so had to walk out the slow way, a bit nervous but in practice the orbrun went OK. One panlord on D:13 but I holy worded it and killed it in melee. Next is DgFE. Another character with no god, bah!