User:Chris/dNethack/Undead hunter
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Undead Hunter spoiler free summary Undead Hunters don't have normal gods and have non-standard progression through the game. Roughly, the early game revolves around smithing and gaining weapon skill to become more powerful, while the mid to endgame revolves around special research paths that replace normal gods. You will want a forge early on, there is a guaranteed one in minetown and the quest home level. You can safely forge any fireproof item. To forge metalic items, dip them into a forge while wielding a smithing hammer. This brings up a menu. Metal weapons and armor can be improved up to a limit based on your smithing skill (+0 initially). Melt down unwanted items using this interface to produce ingots. You need ingots in open inventory to smith items. Create new items by applying a smithing hammer while standing at a forge. You will need a stack of ingots in open inventory of equal weight to the item you wish to forge. Increase your skill in smithing to unlock better armor. Your smithing is capped at basic at the start of the game, upgrading items with columnar crystals can unlock higher skill caps. Let corpses rot to find columnar crystals. Metal items can be improved up to limits based on your current smithing skill, non-metal objects can only be improved using columnar crystals. All items can be improved past your current skill limit through the use of columnar crystals. Basic crystals allow improvement to +3, twin columnar crystals to +6, columnar chunks to +9, and columnar masses to +10. Find more powerful crystals in the rotted corpses of more powerful monsters. In a pinch, larger crystals can be broken down into smaller crystals via the forge item menu. You can improve basic weapons to 2x energy weapons by forging with the appropriate spell known. In my opinion this plus the ability to apply multiple cult oprops to the same item adds up to being able to make any half-way decent base weapon type USEABLE in the endgame. My experience is that they're not the best thing I've ever used but they also aren't totally crippling. The quest is designed to be done ASAP, at around 14th level. The quest home level is generally a good home base, especially after you have permision to enter the quest. There is a guaranteed general store on the first filler level. It is heavy on werewolves so you need some means of dealing with lycanthropy. You must advance your research path to ascend, but you can only advance your research after you've pierced the veil. Once the veil is pierced, #offer or #research corpses on a philosophy altar to build research points. How to do the research paths are explained hopefully-fairly-well by the research progress self exam option (Ctrl-X h). Very roughly, the lawful philosophy offers weapon improvements, the neutral philosophy offers spellcasting improvements, and the chaotic philosophy offers (crummy) defensive improvements to everyone and (strong) offensive improvements to vampires only. You can advance multiple paths with the aid of wishes but only your starting path otherwise (even if you change alignments). Full scoring ascension requires piercing the veil, completing a quest-related step, and purchasing 6 upgrades from one upgrade path (the self-exam menu will refer to this as "a breakthrough in the philosophy of X").
I recommend adding the following auto-pickup exceptions:
AUTOPICKUP_EXCEPTION="<*parasite" AUTOPICKUP_EXCEPTION="<*parasites" AUTOPICKUP_EXCEPTION="<*crysal*" AUTOPICKUP_EXCEPTION="<*chrysal*" AUTOPICKUP_EXCEPTION="<*columnar*"