https://crawl.montres.org.uk/morgue//damerell/morgue-damerell-20260711-200123.txt
Bit of a dry spell, partly through dying a lot and partly though having a game stuck on a feature I wanted to change (pulling in vanilla Summoning changes roughly up to 0.28), but this HuFE got home and it's the only HuFE I've played. To be fair, identifying two potions of experience on Lair:5 didn't hurt, but by then I'd survived Nessos and Rupert, so it wasn't all luck or at least it was more than one kind of luck.
That said, there were plenty of close calls - HP: 1/112 on D:11 from teleporting into the darn crab vault comes to mind, along with HP: 8/186 after XTAHUA happily paralysed me through three pips of MR.
Hep turned up on D:2 and no other god had, making for an easy choice especially now you can fire through the ancestor. I went hexer for no better reason than I have recent wins with knight and battlemage, but it turned out perfectly well. I got a +1 randart mail hauberk with rPois on D:4 - no good then but by the time I got to the Lair I was willing to take the hit to spell failure in return for not being killed by spiny frogs, black mambas, etc. I still had Sticky Flame online before the Lair which is what I really want, and by the Lair I was branching out into Hexes/Tmut (ie, our old friend Yara's, ideal for Orc where orc knights and warlords are making everything strong and Yara-vulnerable).
For the early game I had something like a +4 flail (initially cursed, oh no) but when a staff of fire turned up on D:11 it seemed like a game for enhancer staff melee. From then I used staves of fire and cold most of the game... but I also wasn't that long on rF and rC so it sometimes came down to an awkward choice between using the staff that actually let me hurt an elemental enemy or using the one that gave me the resistance and hoping the ancestor would polish them off. Only after 4 runes would I go back and identify a randart morningstar also on D:11 - +11, {freeze, rElec rC+ Int+3 Dex-5}. Not perfect, but I also had no other good rElec options. I should have identified it long before I did.
Finally, D:11 had the unfortunate teleport into the crab vault, and then it was off to Orc. This got moderately bad but for once the shops had some things I wanted - it helped that I was pushing Evo for the enhancer staff melee.
Snake was next... to the realisation that I hadn't really thought about salamanders and was pretty powerless against them. Throw Icicle sorted that out and I headed down; I also found a kite shield on Snake:1 and decided to take the temporary hit to spell failure. This got pretty bad when Saint Roka and a lot of nagarajas etc turned up on Snake:3 and maybe I should have left and gone to Shoals - I don't like Shoals, but with the ability to boil everything in sight maybe I should have changed my mind. Snake:4 was also pretty hard going.
Shoals was not so bad - I resolved to just use up every wand of flame I had boiling people at a distance, and save MP for close-in fights - apart from a close call on Shoals:4 with Polyphemus.
On D:14 I took a piety trove. This turned out to be an extremely good idea - the ancestor doesn't lose any of their abilities because they're all based on your XL. Of course I couldn't Idealise or Transference for a bit but I badly underused them this game anyway, oops. The trove was armour, with +2 randart gloves with {rF+ Str+5 Slay+2} I'd use all game and some other useful bits and pieces like a hat of intelligence.
After D, Vaults was next, getting my first acquirement. I took gold (good, nothing else was very compelling) but then bought a book with Ignition and started focussing Fire Magic. Why? I could have waited to buy the book at the point the spell seemed plausibly castable (even with brilliance) and maybe got lucky and found it on the ground first.
After V:4, Elf - one day I will learn to leave the Hall of Blades until later on some characters, today was not that day, but I didn't quite die. E:3 was much easier by comparison, I think by squeezing out Ignition with brilliance and by the elves being sporting enough to all stand next to each other.
Bought a manual of Ice Magic to help me get Freezing Cloud online - I didn't use it so much but it was very useful when I did. Down Depths; nasty moment with the Enchantress and her friends, and the aforementioned near miss to XTAHUA.
V:5 was next - stair dancing with Ignition, being sure to keep enough MP to nuke any vault warden locking the stairs. One bad moment with lacking rElec, but otherwise OK, learning Regeneration and getting a useful ring with rCorr. As such, with Ignition online, Slime was next and perfectly straightforward, finally also getting a sensible rPois ring.
Where now? Well, I had Ignition, I had a lot of tree potions, and I had at least a few potions of magic... and to boot I had a lot of Evo and a lot of evocables. How bad could Tomb be? I bought all the consumables, learned Iron Shot for hammering away at individual targets, and set off...
... and honestly, Tomb was not too bad, even plugging through the W:1 corridor of greater mummies rather than spamming teleport on W:2. I did teleport away from the W:2 ambush but I practically always do that. One nasty moment with a bennu and mummy priest near the rune, got a ring with {+Fly rC+ rN++ MR+} (which would have been pretty nice for Crypt and Tomb, oh well), buy a few more consumables, and off to Zot.
Bad moments on Z:1 and Z:2; I'd have to check the ttyrec for details but I strongly suspect curse toes. I slightly feared the new Klown pies but had no trouble... and Z:5 was suspiciously easy (one OOF the only standout besides a chunk of Orb Guardians) and the worst the orbrun managed was a cherub. C said to me, "doesn't it feel like a letdown if you don't even see one panlord?" and no, I think I'll take that on the rare occasions it happens.
Next is SpMo.