Once a simple village peasant, Jory found himself transformed in undeath into a powerful creature. Through the countless centuries unlived since then, he has honed his skills in combat and magic, and amassed great wealth and many possessions.
Species | Background | Gods |
---|---|---|
Vampire | Enchanter | Dithmenos |
The Species, Background, and God choices are all mandatory. You must be worshipping one of the gods listed above before entering Lair, Orcish Mines, the Vaults or Depths, unless this isn't possible in which case you must worship them as soon as you can. Don't use faded altars (except in challenges where you can choose any god), and don't do anything to lose your religion unless otherwise specified.
NOTE: Except for Beogh, Ignis, Jiyva and Lugonu, an altar for the other gods will ALWAYS show up by D:10.
You enter the dungeon with a measly dagger, the lowest base damage of anything in the game... yet it is entirely reasonable to continue using daggers for your entire journey using this build. The reason for that is "stabbing", which adds huge bonuses and modifiers when you attack enemies who are "unaware".
Under normal circumstances, once an enemy "wakes up", it will remain fully aware of you and engaged until killed. However, this build provides you with a wide variety of tools with which to manipulate and trick enemies into losing their awareness, at which point you can quickly dispatch them. All short blades gain bonus damage against unaware enemies, but daggers in particular get even bigger bonuses.
At level one you won't have any tools available yet, so that first level can be difficult. Shortly after that you will unlock your basic hex spells. Take the time to learn and try out each one, they are each situationally useful, but your bread and butter will be Confusing Touch. Cast this just before entering melee range, and then you should apply confuse in short order. Once confused, stab away!
Reach '++++++' stealth or higher in the character screen (% key).
Prior to entering Lair, exsanguinate yourself and remain bloodless for the rest of the game.
Train Hexes to 16 or more
Conducts are worth +5 points each, to a maximum of half your score from milestones, rounded down. (So if you achieve 3 milestones (15 points) you can earn up to 7 points from conducts.) Small mistakes in following conducts will usually be forgiven.
NOTE: for CCA, the first 2 conducts are usually to help you make choices at startup or in early game, while the 3rd conduct is usually a small fun challenge.
Activate Shadowslip at least 27 times
Activate Primordial Nightfall at least once... and get a rune!
Bonus challenges are worth one star each, similar to banners in Crawl tournaments. Small mistakes will usually be forgiven.
The 1st bonus can usually be accomplished after clearing the Dungeon (D), Lair (L) & the Orcish Mines (O), while the 2nd bonus will be a bit more challenging and will involve something like: "...and get your first rune!" as a caveat.
The main way to score points. +5 points each, and can be done in any order.