How to continue with a poltergeist stabber

I’m currently playing a poltergeist stabber of Gozag. Top part of my char dump at the bottom. I have a +10 artifact dagger of chaos. My preferred spell is mephitic cloud (only against no poison res). I also use ensorcelled hybernation (only feasible against 1* willpower, may 2* if no alternatives), gloom (no undead or unliving) and confusing touch (useless against high AC if I understand this correctly, against high AC I always get the message ‘you hit but do no damage’ which doesn’t apply the confuse status). And of course a lot of monsters are just stab killed before ever waking up.

This has worked very nicely for almost everything in main dungeon, lair, orc and shoals. Spider should be doable but most monsters being poison resistant is very annoying. But I looked around in the Elven Halls and the floating weapons seem to be immune to my entire tool kit. I used invisibility from a potion against the first one that almost killed me and from a scarf against a second one. That works great but I only have 2 potions left and getting drained for every single floating weapon doesn’t look sustainable either.

So what are strategies to use against monsters that are immune to all my stab setups? I think there will be many more in the rest of the game.

I was thinking of using a high damage long blade and just melee but I haven’t found a good weapon yet (that idea was the reason to go to the Elven Halls). Some damaging spells could also work but I’m not sure which ones. My conjuration aptitude sucks and the key targets are resistant to various elemental damages.

 Dungeon Crawl Stone Soup version 0.34.1 (tiles) character file.

Game seed: 445076502362461036

Abluahix the Unseen (Poltergeist Enchanter)        Turns: 26127, Time: 03:16:59

HP:   117/117 (124) AC: 14    Str:  7    XL:     17   Next: 74%
MP:   32/32         EV: 26    Int: 21    God:    Gozag
Gold: 5975          SH:  0    Dex: 21    Spells: 18/39 levels left

rFire   . . .  (100%)   y - +10 dagger {chaos, rElec}
rCold   + + +  (20%)    m - orb {Mesmerism}
rNeg    + + +  (0%)     b - +1 cloak
rPois   8      (0%)     F - +0 cloak {Stlth+}
rElec   +      (33%)    d - +2 helmet {Int+3}
rCorr   .      (100%)   B - +0 pair of gloves {Hurl}
SInv    +               C - +2 pair of boots {Stlth+}
Will    +....           J - scarf {+Inv}
Stlth   ++++++++++      v - amulet "Viacum" {Faith ^Drain rC+ Int+4 SInv}
HPRegen 0.39/turn       e - ring "Ehilog" {+Blink rElec AC+4 Int-5 Slay+6}
MPRegen 0.23/turn       j - ring "Noifalav" {rC+ EV+5 Str+3 Stlth+}

%: faith
@: flying, lightly drained, invisible (expiring)
A: insubstantial, cold resistance 1, negative energy resistance 3, torment
resistance 2, float, formless 2, trickster, accursed
}: 1/15 runes: barnacled
a: Cacophony (0%), Renounce Religion (0%), Evoke Blink (26%), Evoke Invisibility
(26%), Potion Petition (0%), Call Merchant (0%), Bribe Branch (0%)


You are on level 1 of the Elven Halls.
You worship Gozag.
Gozag is greatly pleased with you.
You have visited 7 branches of the dungeon, and seen 24 of its levels.
You have visited the chambers of the Necropolis 1 time.
You have also visited: Gauntlet and Volcano.

You have collected 8414 gold pieces.
You have spent 2185 gold pieces at shops.
You have paid 254 gold pieces to Gozag.

Inventory:

Hand Weapons
 a - a +2 dagger
 c - a +0 dagger of venom
 l - a +4 devious dagger
 n - a +0 rapier
 t - a +6 sling of flaming
 y - the +10 dagger "Hell-Harrower" (weapon) {chaos, rElec}
   (You found it in the Necropolis)   
   
   rElec:     It insulates you from electricity.
   
   It cannot be enchanted further.
Missiles
 f - 39 poisoned darts
 g - 31 boomerangs
 r - 4 throwing nets
 u - 4 curare-tipped darts
 z - 9 javelins (quivered)
Armour
 b - a +1 cloak (haunted)
 d - a +2 helmet of intelligence (haunted)
 k - a +0 helmet
 m - an orb of mesmerism (worn)
 B - a +0 pair of gloves of hurling (haunted)
 C - a +2 pair of boots of stealth (haunted)
 F - a +0 cloak of stealth (haunted)
 J - a scarf of invisibility (haunted)
Magical Staves
 i - a staff of necromancy
Jewellery
 e - the ring "Ehilog" (worn) {+Blink rElec AC+4 Int-5 Slay+6}
   (You found it on level 2 of the Dungeon)   
   
   [ring of protection]
   
   +Blink:    It lets you blink.
   rElec:     It insulates you from electricity.
   AC+4:      It affects your AC (+4).
   Int-5:     It affects your intelligence (-5).
   Slay+6:    It affects your accuracy & damage with ranged weapons and melee
   (+6).
 h - a +4 ring of slaying
 j - the ring "Noifalav" (worn) {rC+ EV+5 Str+3 Stlth+}
   (You found it on level 6 of the Dungeon)   
   
   [ring of evasion]
   
   rC+:       It protects you from cold.
   EV+5:      It affects your evasion (+5).
   Str+3:     It affects your strength (+3).
   Stlth+:    It makes you more stealthy.
 o - an amulet of magic regeneration
 p - a ring of protection from fire
 q - an amulet of chemistry
 s - a ring of protection from cold
 v - the amulet "Viacum" (worn) {Faith ^Drain rC+ Int+4 SInv}
   (You found it in a Gauntlet)   
   
   [amulet of faith]
   
   Faith:     It allows you to gain divine favour quickly.
   ^Drain:    It drains your maximum health when unequipped.
   rC+:       It protects you from cold.
   Int+4:     It affects your intelligence (+4).
   SInv:      It lets you see invisible.
 w - a +6 ring of dexterity
 x - a ring of see invisible
 A - a +4 ring of protection
 D - a ring of wizardry
 E - a +4 ring of slaying
 G - a +6 ring of dexterity
 H - the macabre finger necklace {Ring+ rN+ HP+7}
   (You found it on level 4 of the Shoals)   
   
   [amulet of nothing]
   
   Ring+:     It enables you to equip an extra ring.
   rN+:       It protects you from negative energy.
   HP+7:      It affects your health (+7).
 I - a ring of magical power
Wands
 f - a wand of mindburst (28)
 d - a wand of digging (1)
 e - a wand of charming (24)
 c - a wand of roots (10)
Scrolls
 t - 4 scrolls of teleportation
 V - 2 scrolls of vulnerability
 N - 3 scrolls of noise
 g - 6 scrolls of fog
 I - a scroll of immolation
 a - 2 scrolls of enchant armour
 p - 3 scrolls of poison
 x - 3 scrolls of amnesia
 c - a scroll labelled YBUIGE JURONNI
 r - a scroll of revelation
 i - a scroll of identify
Potions
 i - 2 potions of invisibility
 c - 7 potions of curing
 w - 8 potions of heal wounds
 A - 6 potions of attraction
 r - 4 potions of resistance
 g - 3 potions of magic
 C - a potion of cancellation
 e - 5 potions of enlightenment
 m - 4 potions of might
 h - 2 potions of haste
 b - 2 potions of brilliance
 a - 2 potions of ambrosia
Miscellaneous
 g - a +0 condenser vane
 h - a +0 sack of spiders


   Skills:
 * Level 13,9 Fighting
 + Level 11,8 Short Blades
 + Level 13,8 Dodging
 - Level 16,0 Stealth
 + Level 11,5 Spellcasting
 + Level 4,3 Conjurations
 + Level 15,3 Hexes
 + Level 4,2 Necromancy
 + Level 5,4 Ice Magic
 + Level 8,1 Air Magic
 + Level 8,0 Alchemy
 * Level 0,7 Evocations


You have 18 spell levels left.
You know the following spells:

 Your Spells              Type           Power      Damage    Failure   Level
a - Ensorcelled Hibernat  Hex/Ice        100%       N/A       1%          2
b - Confusing Touch       Hex            66%        N/A       1%          3
c - Tukima's Dance        Hex            66%        N/A       1%          3
d - Gloom                 Hex/Necr       100%       N/A       1%          3
e - Mephitic Cloud        Conj/Alch/Air  40%        N/A       1%          3
f - Enfeeble              Hex            33%        N/A       9%          7

Your spell library contains the following spells:

 Spells                   Type           Power      Damage    Failure   Level
 Freeze                   Ice            100%       1d10      1%          1
 Kiss of Death            Conj/Necr      100%       2d13      1%          1
 Magic Dart               Conj           100%       1d8       1%          1
 Soul Splinter            Necr           100%       N/A       1%          1
 Grave Claw               Necr           58%        2d11      1%          2
 Sigil of Binding         Hex            66%        N/A       1%          3
 Swiftness                Air            46%        N/A       1%          3
 Airstrike                Air            23%        2d(4-20)  1%          4
 Olgreb's Toxic Radiance  Alch           46%        N/A       1%          4
 Yara's Violent Unravell  Hex/Alch       28%        3d12      1%          5
 Foxfire                  Conj/Fire      84%        2x1d8     2%          1
 Hailstorm                Conj/Ice       32%        3d8       2%          3
 Apportation              Tloc           24%        N/A       5%          1
 Stone Arrow              Conj/Erth      42%        3d9       7%          3
 Summon Mana Viper        Hex/Summ       44%        N/A       7%          5
 Call Imp                 Summ           24%        N/A       9%          2
 Lesser Beckoning         Tloc           24%        N/A       9%          2
 Ignite Poison            Fire/Alch      29%        N/A       11%         4
 Leda's Liquefaction      Alch/Erth      14%        N/A       11%         4
 Vhi's Electric Charge    Tloc/Air       58%        N/A       11%         4
 Arcjolt                  Conj/Air       19%        1d29      12%         5
 Launch Clockwork Bee     Frge           12%        N/A       17%         3
 Teleport Other           Tloc           12%        N/A       17%         3
 Volatile Blastmotes      Fire/Tloc      24%        2d12      17%         3
 Flame Wave               Conj/Fire      21%        2d8       22%         4
 Eringya's Surprising Cr  Summ           12%        N/A       50%         4
 Passage of Golubria      Tloc           12%        N/A       50%         4
 Fireball                 Conj/Fire      10%        3d6       54%         5
 Summon Forest            Summ/Tloc      6%         N/A       83%         5
 Death Channel            Necr           14%        N/A       83%         6
 Plasma Beam              Fire/Air       14%        2x1d25    85%         6
 Disjunction              Tloc           6%         N/A       100%        8
 Dragon's Call            Summ           6%         N/A       100%        9


Dungeon Overview and Level Annotations

Branches:
Dungeon (10/15)            Temple (1/1) D:4            Lair (5/5) D:9         
 Shoals (4/4) Lair:2        Snake (1/4) Lair:3        Slime (0/5) Lair:5      
    Orc (2/2) D:10            Elf (1/3) Orc:2       Volcano (visited)         
Gauntlet (visited)        

The Realm of Zot is guarded by orbs of fire.

Altars:
Ashenzari
Cheibriados
Dithmenos
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Wu Jian
Xom
Yredelemnul
Beogh

Shops:
D:9 (   Orc:2 :![:   Elf:1 [!:!:   Shoals:1 :=

Portals:
Hell: Lair:5

Annotations:
Lair:4 exclusion: oklob plant
Shoals:4 Roxanne


Innate Abilities, Weirdness & Mutations

You are insubstantial and cannot be petrified, ensnared, or set on fire.
You are immune to poison.
You are cold resistant. (rC+)
You are immune to negative energy. (rN+++)
You are immune to unholy pain and torment.
You float through the air rather than walking.
You can equip up to 6 pieces of aux armour in any combination and unleash them.
You gain AC when you inflict magical misfortune on nearby enemies.
You recover more slowly from Doom and Banes.

Airstrike kills dancing weapons well enough. Btw, use those enchant armour scrolls.

1 Thank

Airstrike works great against dancing weapons, thanks. Just finished clearing the elven halls 3 with their vaults :slight_smile:

I like to do a bit of summoning and translocations on the side. You’ve got Summon Mana Vipers and Passage of Golumbria available already. Yara’s is useful, though often not worth the spell levels. But especially on a poltergeist, I think it can give you a bunch of temporary AC if you use it in the situations where it is already good?
And of course be on the lookout for Discord.

Well, the char continued and after clearing the elven halls I finished the spider lair and the vaults 1-4. I pondered a bit whether there are alternatives to vault 5 for rune 3 but neither undead crypt nor slime pits look nice for a stabber so I went for vault 5.

Haste + teleport and then went down the stairs. Even managed to clear the area I teleported to. But then died exactly the way I feared in vault 5: overwhelmed by too many monsters at once. With stabbing it takes several turns to kill a single monster and you have no real area of effect. So once you get half a dozen non-trivial monsters at once things can quickly go downhill and there is no stair dancing and very little running away on vault 5. Maybe training some summoning spells would have helped.

1 Thank

The abyss used to be relatively good for stabbers, especially if you also train some translocations. I’m not sure whether that’s still the case though, my impression was that the Abyss was reworked to heavily reward killing monsters over exploring and running away :frowning:

I don’t think I’d ever do V:5 on a stabber without Discord. (I did it once, and just like you, I got ground down.)

1 Thank