YAFAP: sgtatham-Val-Hum-Fem-Neu

I've been playing Hack and NetHack since my father got me into it when I was a reasonably small child; I make it nearly twenty years in total. Throughout most of that time I have sucked at it. I've periodically attempted to suck less, but it wasn't until a few months ago that I started to get the hang of it in any real sense.

I've usually played combat wombats; a few weeks ago I got bored with them and started trying Wizards. One or two were half-decent but I killed them through stupidity; most didn't manage both of Sokoban and the Mines before dying of useless AC. So this weekend I decided to take a break from Wizards and try just one more Valkyrie. And, to my great surprise and considerable delight, that one Valkyrie ascended!

The early game was good to me in terms of armour. On DL1 I found an oilskin cloak, which would turn out to last me all game; on DL2 a random goblin turned out to be wearing a +3 orcish helm, and a large box contained a splint mail, bringing me to AC -5 within the first 700 turns. The +3 orcish helm would also turn out to form part of my ascension armour, since I never found a better hat.

Minetown was thoroughly feeble: no magic whistles, no magic lamps, no magic markers, no hardware store, and the altar was cross-aligned. Mine's End, on the other hand, helpfully furnished me with a touchstone as well as the luckstone, which came in very handy for cleaning out shopkeepers without the murder penalty.

On DL5 I found a Tourist bones pile containing, among the usual detritus, a magic marker and Vorpal Blade. DL6 contained the unattended altar I needed to start producing holy water and make these usable, though annoyingly I forgot to fully explore that level the first time so I went straight past it.

Into Sokoban next, which gave me a bag of holding, which was welcome since I was running out of inventory slots and had already picked up a shield of reflection. On the top level of Sokoban I met a tengu, which I experimentally ate on the grounds that even uncontrolled teleportitis would give me a consistent emergency escape mechanism (I was already XL10 by now so I would have been able to invoke my teleportitis at will). In a stroke of luck, I ended up with teleport control instead. Had to wait quite a while for teleportitis after that, though, in spite of eating every nymph and leprechaun that left a corpse.

After Sokoban I went back up the dungeon, because I had a huge load of stuff I wanted to BUC-id on the Minetown altar. I didn't get there, because at this point I realised I hadn't explored DL6 properly yet, and when I did I found a lawful altar that Tyr had left lying around. Thanks very much, Tyr; now I can convert it, make some holy water, uncurse Vorpy, and really get going. I also emptied some wands of create monster into the altar while I was there, but Odin wasn't feeling generous yet.

A shop on DL10 furnished me with (among other things) a smoky potion; when I dropped that on my altar I found it was blessed, so I downed it and wished for GDSM. Yum yum.

DL13 gave me the Quest invitation. I was only XL11 at this point, but I hunted for the portal anyway on the basis that it couldn't hurt to scout the ground out in advance. Found it, poked my head in, and killed enough fire ants to get fire resistance.

Pressed on down the main dungeon, periodically returning to my DL6 altar to make another try for Mjollnir, but never successfully. On DL16 I met a mind flayer; by dint of frantic retreating I managed to avoid it using its melee attack at all, so instead we fought a duel with wands of magic missile, which was rather one-sided because I had reflection. Eventually it killed itself by taking one shot too many at my shield.

DL17 was the Rogue level, which wasn't particularly interesting except that it always makes me giggle when trolls attack me there and can't leave resurrectable corpses. That's almost as much fun as being robbed by nymphs or leprechauns in Sokoban.

DL18 contained another mind flayer, which I dealt with by controlled-teleporting to the other side of a boulder blocking the corridor, and then shooting at it with wands. I bet the giant who threw that boulder didn't expect it to save me.

I couldn't find the down stairs on DL18, so I dug a hole in the hope that the up stairs on DL19 would prove easier to find. I dropped straight into an enormous barracks containing over fifty assorted soldiers, which was a bit unnerving, but fortunately none of them woke up. Found the up stairs, then went back to the barracks and tried to clean it out. One of the soldiers had a create-monster device of some sort, which created yet another mind flayer! Those things were really starting to annoy me. Fortunately it was stuck behind several ranks of soldiers, so it didn't manage to get within melee range of me until it was nearly dead from attack wands anyway, and then a bit of running away and one more zap took it out. I established a long-term stash in one of the chests in that barracks, to which I'd keep returning for the rest of the game.

On DL20 I found another unattended altar (Loki's this time). When I converted it, Loki took offence and sent me a succubus, which I've never seen happen before. No actual problem, of course, but a bit of a surprise. So I hauled out all the create-monster gear I'd been collecting and started emptying it into the altar; one of the monsters I created was a lich, which gave me a nervous moment, but fortunately Vorpy chose that moment to do its thing and the lich died in a single strike. Hee hee. Also during this sac-fest I killed a leprechaun, which finally gave me the intrinsic teleportitis to go with my early TC. And just as I was running out of create-monster gear and really starting to lose my patience with Odin, he finally coughed up Mjollnir. I'd found GoP in an armour shop on DL13, so I was already prepared to do the projectile weapon thing.

By this time I'd reached XL13. In previous games I've gone on to the Castle before doing the Quest, not because I needed any actual resources from the Castle but simply because I couldn't put together enough XP anywhere else. This time I had a cursed potion of gain level in my bag, which I'd been saving to get out of the Sanctum with, but decided instead to uncurse it and boost myself to XL14 for immediate Questage. (I would find another cursed one lying around later on.)

There was a marginally sticky moment on the Quest halfway level when Mjollnir failed to return to my hand and got surrounded by fire giants and fire ants, but fortunately I still had Vorpy as a backup weapon and retrieved Mojo soon enough. On the next level a fire giant zapped a wand of death at me. I took the wand of death off its corpse and used it to kill Surtur before he even woke up; perhaps a little overcautious, but there we go. Back down to my stash to ditch some junk which was now Burdening me due to the Orb, and straight on down to Medusa and the Castle.

It always annoys me that if you're intrinsically invisible Medusa will never stone herself if you have reflection, but can still stone you if you don't. Smacks of trying to have it both ways. So I kicked her awake and used a mirror.

On down to the Castle, where a master lich came out to meet me. (How come they can teleport, eh? Other teleporting monsters can't teleport in no-teleport levels, but master liches can apparently ignore the restriction.) A pain, but a manageable one; he summoned a swarm of nasties and then escaped upstairs, so I had to chase him up into the maze above where he summoned another swarm, but I nailed him without actually being in any serious danger. Then it was round to the back of the castle (laughing at the giant eels on the way thanks to my oilskin cloak), check the storerooms for anything useful (no such luck), and stand at the door to the throne room pounding everything into pulp until there was nothing left to pound. The wand of wishing turned out to be only 0:1, but that was all right because I had most of what I needed already; I eventually ascended with it still at 1:1.

Before going down into Gehennom I Orb-ported back up to my stash for administrative tasks. I wished up a magic marker, speed boots and a ring of free action; popped back up to Minetown to get candles from Izchak (my knapsack had been a bit full when I was last there); sold a bunch of touchstone-identified gems to the two general stores and spent the proceeds on protection; alchemised from 120 up to 160 HP. The magic marker mostly went on armour enchantment, but also provided me with a scroll of genocide; between that and the one I'd found in the Castle I wiped out L and h. Both of them had already irritated me more than enough in this game!

In Gehennom I magic-mapped through the first couple of levels using the four scrolls I'd got from the Tourist bones pile on DL5. When I reached Asmodeus I suddenly remembered David Damerell's suggestion of level-teleporting to the very bottom with Asmodeus and letting him show you where the up stairs are on every level. This worked like a charm, and got me back up as far as Orcus, at which point things got slightly more hectic with two demon princes on the go at once and I ended up killing Asmodeus. Chased Orcus up as far as Baalzebub and then killed him too; right above that was Juiblex, then one level I had to explore on foot and then I was back at Asmodeus. Phew.

On the way up I made a very annoying mistake, which was to hurl Mjollnir at a gremlin while blindfolded. It bashed me on the way back, and the lightning strike blew up the ring of free action, which had cost me a wish. Arrgh! I had wishes remaining, but wasn't yet sure I wanted to use them up. (I might still have run into something which required an emergency cockatrice corpse, for example.)

Not content with that, I made a second Mjollnir-related error, which was to use it to kill Orcus, blowing up his wand of death in the process. So the only WoDeath I actually got my hands on all game was the one I got from the random fire giant in the Quest.

Then I started hunting for Vlad's. At this point I realised that I should have saved the Tourist's magic mapping for the Vlad range rather than wasting them at the start; I ought to have just dug down until Asmodeus appeared in my telepathy, then used him to map the whole extent of Gehennom, and magic-mapped to find Vlad's staircase. Instead I scoured five entire levels on foot looking for the wretched stairs, couldn't find them anywhere, went back and looked under every object I could find, considered various desperation measures, and eventually resorted to digging out all the internal walls in the top level of Vlad's range – at which point I found the stairs in the one corridor I'd managed to miss the first time through. Still, it wasn't entirely wasted time; during my extensive scouring of five Gehennom levels I happened on a third magic marker which completed my armour enchantment, plus quite a lot of gold which I turned into extra protection on a quick trip back up to my stash. By the time I found Vlad's I was at AC -39, which I thought was probably enough.

Vlad was a wuss; I nailed him with thrown Mjollnir and he never even got near me. I put on his AoLS, of course, and used his water walking boots to blank huge numbers of my junk potions to turn into holy water. (For most of the game I'd been low on holy water, simply because there weren't many fountains and the ones there were kept drying up unusually quickly. Once I had water walking, I could simply stand on the nearest pool and dip as many things into it as I liked.)

The vibrating square was a pain to find too; I ended up digging out quite a lot of its level just so that I could zip back and forth across it in straight lines with Shift-move and not have to worry about carefully tracking which squares I'd checked. (Helpfully, there was a peaceful umber hulk on the level who saved me some of the digging.) Nailed it in the end, though, and dropped a junk ring on it.

After that it was time for last-minute pre-Rodney preparations. I moved a bunch of K-rations and scrolls of gold detection up from my DL19 stash to DL1 so I could grab them just before hitting the Planes; prepared an emergency bag with holy water and remove curse just in case my BoH suffered some sort of accident; did another round of alchemy and brought myself to 263 HP; prepared a blessed scroll of charging for my single solitary wand of death. Then I ran out of excuses, so I went off to see the Wizard.

Rodney's tower was uneventful enough; a cockatrice near the entrance to his zoo made life easier (although I did accidentally create a stone golem in the process). Took out Rodney with the WoDeath, grabbed the book, and Orb-ported down to the vibrating square for the invocation. Through the Sanctum by stealth; found the door to the temple of Moloch by means of the Bell of Opening. (I hadn't seen a wand of secret door detection all game. I had a cunning plan involving standing on a corner fire trap and thus using a single Bell charge to cover two walls of the temple at once, but overlooked the fact that the Bell only operated in my range of vision, which wouldn't have been enough even with a lamp. I could have run round the temple using wands or scrolls of light before starting with the Bell itself, but didn't think of it; fortunately my first ring of the Bell turned up the door in the north wall. Phew.) WoDeathed the high priest, grabbed the Amulet, and escaped by cursed gain level. The mysterious force gave me very little trouble, so from there it was just a straight sprint up to the Planes.

Rodney's final appearance on the Plane of Earth got slightly tense; I only had one zap left in my single WoDeath and had no remaining means of recharging it. The single zap missed him – but bounced off the wall of the cave and caught him on the ricochet. I can just picture my Valkyrie smirking down at the corpse and saying ‘Trick shot’. (In retrospect, I did still have a non-empty wand of wishing, so I could have produced a spare WoDeath if I'd really needed one.)

Earth was a doddle. Air wasn't too bad either; got engulfed by two air elementals, but they didn't do that much damage. On Fire, a salamander started waving a wand of death around; I debated stopping to take it off him, since mine was now defunct, but decided I'd probably get surrounded in the time it would take and it'd have at most a couple of zaps left even if I got it. So instead I dodged round the salamander and sprinted for Water, which was a bit of a pain: I detected the portal, raced over to where I'd seen it, by which time it was nowhere near there. Had to re-detect it and try again; I was glad I'd brought five SoGD as well as the Orb of Fate. On the plus side, the oilskin cloak I'd kept all game neutralised all the actual threats on Water.

And then to Astral. Went left for Famine first; dodged round him without any actual combat, WoTeleported everything out of the way and ran for the altar, which was chaotic. Rats. Had to kill Famine twice on the way out (because I foolishly zapped a WoTeleport over his corpse immediately after he died the first time, which revived him). Then right for Death, who wasn't too hard to kill owing to an angel repeatedly firing magic missiles past him at my shield of reflection. Walloped him with Mjollnir to finish him off, and the altar was neutral, so I slapped the amulet down and that was that.

            -----                                             --
             ...|                                             |.         5
     ---------..--   ----                                    --.1---------
     |.......|...-- --                                      --.1.|a...$..|
     |.......|....---                                      --..5.|a.A.@..|
     |..._...-.....-                                       -@...AA@.A@...|
     |.......|....---                                      --.144|...A..@|
     |.......|...-- --                                      --...|.@....V|
     ---------..--   ----+---                      --|--     --. ---------5
             ...|      |   -------            ------ % |      |.  5      5
            -----      |         |           |     %   |      --
                       -------   --         --   -------
                             |    --       --    |
                             ---   ----.----   ---
                               |          )    |
                               -----------------

Sgtatham the Swashbuckler   St:25 Dx:17 Co:21 In:9 Wi:13 Ch:9  Neutral
Astral Plane $:0  HP:251(257) Pw:65(65) AC:-40 Xp:21/10037546 T:43066


Your inventory
  Amulets
  q - a cursed amulet of life saving (being worn)
  Weapons
  a - the rustproof +5 Mjollnir (weapon in hand)

It certainly vibrated when I originally enchanted it; I think one of those disenchanters must have nibbled on it at some point.

  Armor
  f - an uncursed fireproof +5 oilskin cloak (being worn)
  l - a blessed rusty +5 orcish helm (being worn)
  t - a blessed +5 gray dragon scale mail (being worn)
  F - an uncursed rustproof +4 pair of gauntlets of power (being worn)
  S - an uncursed fireproof +4 pair of speed boots (being worn)
  U - a cursed +5 shield of reflection (being worn)
  Comestibles
  h - a cursed partly eaten lizard corpse

I kept meaning to uncurse this in case I had to use it, but never got round to it. (I had five more lizards in the BoH, but of course that wouldn't have helped in a real emergency.)

  Rings
  B - a cursed ring of levitation (on right hand)
  G - an uncursed +3 ring of gain constitution (on left hand)

Found this quite early on and wore it all game. Constitution 21 makes for pleasantly quick healing.

  Wands
  c - a cursed wand of death (1:0)
  D - a wand of teleportation (0:0)
  Tools
  d - an uncursed sack named planes kit
  e - an uncursed sack named emergency
  k - an uncursed skeleton key
  n - the blessed Orb of Fate (0:0)
  p - an uncursed magic lamp (lit)

Found this lying around in the Valley.

  s - a cursed stethoscope
  J - an uncursed towel
  W - a cursed +0 unicorn horn

Yikes, I didn't even notice that happening! Good job I didn't try to take on Pestilence in that state.

  Z - a blessed bag of holding

The sack named planes kit is empty.

Only used this sack as a convenient means of transporting stuff up to DL1 when preparing for my escape. Forgot to drop the sack itself once I'd emptied it into my BoH.

Contents of the sack named emergency:
  a blessed scroll of remove curse
  4 potions of holy water

Contents of the bag of holding:
  362 gold pieces
  an uncursed amulet of unchanging
  an uncursed amulet of ESP
  the rustproof +0 Vorpal Blade
  a +0 athame
  an uncursed +0 pair of water walking boots
  23 uncursed K-rations
  5 uncursed lizard corpses
  3 uncursed scrolls of gold detection
  an uncursed scroll of remove curse
  a cursed scroll of teleportation
  an uncursed scroll of light
  2 blessed scrolls of teleportation
  an uncursed scroll of fire
  2 uncursed scrolls of destroy armor

I should have used these to fooproof some stuff early on before it got damaged. As it was, I ended up using confused enchant instead of confused destroy so as to get the cloak and GoP fixed as well as fooproofed.

  3 uncursed scrolls of food detection
  an uncursed scroll of stinking cloud
  a blessed scroll of destroy armor
  3 uncursed scrolls of earth
  15 uncursed scrolls of teleportation
  3 blessed scrolls of light
  a cursed potion of healing
  an uncursed potion of full healing
  an uncursed potion of healing
  a potion of unholy water

Saved this from the early bones pile. I was vaguely thinking I might reverse-genocide nurses or curse a potion of gain level if I didn't find one ready-cursed, but as it turned out I never used it.

  9 potions of holy water
  3 uncursed potions of full healing
  an uncursed ring of regeneration
  a wand of create monster (0:12)
  a wand of magic missile (0:5)
  a wand of magic missile (0:5)
  a wand of magic missile (0:1)
  a wand of magic missile (0:6)
  a wand of fire (0:6)
  a wand of lightning (0:6)
  a wand of slow monster (0:6)
  a wand of magic missile (0:3)
  a wand of striking (0:5)
  a wand of speed monster (0:5)
  a wand of fire (0:1)
  a wand of digging (0:6)
  a wand of striking (0:6)
  a wand of lightning (0:4)
  a wand of digging (0:8)
  a wand of fire (0:5)
  a wand of teleportation (0:4)
  a wand of teleportation (0:4)
  a wand of digging (0:4)
  a wand of striking (0:4)
  a wand of magic missile (0:5)
  a wand of digging (0:3)
  a wand of lightning (0:4)
  a wand of speed monster (0:5)
  a wand of striking (0:6)
  a wand of teleportation (0:7)
  a wand of wishing (1:1)

Never got round to using this. Could have got a spare WoDeath, or replaced my ring of free action, or both if I'd had time to sit there zapping for ages.

  a wand of enlightenment (0:8)
  a wand of sleep (0:5)
  a wand of striking (0:7)
  a wand of fire (0:6)
  a wand of magic missile (0:3)
  a cursed wand of striking (0:0)
  a wand of striking (0:3)
  a cursed wand of magic missile (0:3)
  a wand of teleportation (0:5)
  a wand of striking (0:0)
  a wand of fire (0:4)
  a wand of striking (0:2)
  a wand of digging (0:2)
  a wand of teleportation (0:3)
  a wand of undead turning (0:6)
  a wand of digging (0:4)
  a wand of fire (0:8)
  a wand of slow monster (0:4)
  a tinning kit (0:70)
  a +0 pick-axe
  an uncursed magic whistle
  an uncursed skeleton key
  a blessed touchstone
  an uncursed flint stone named Fred
  an uncursed luckstone

Final attributes
  You were piously aligned
  You were fire resistant
  You were cold resistant
  You were sleep resistant
  You were disintegration-resistant
  You were shock resistant
  You were poison resistant
  You were magic-protected
  You saw invisible
  You were telepathic
  You were warned
  You were invisible to others
  You were stealthy
  You could teleport
  You had teleport control
  You were levitating
  You were protected
  You were very fast
  You had reflection
  Your life would have been saved
  You were extremely lucky (13)
  You had extra luck
  Good luck did not time out for you
  You survived

Spells known in the end
      Name               Level    Category     Fail
  a - knock                  1*   matter       100%

Learned this early in the game so that when it burned out after 20000 turns I'd have a reliable means of confusing myself for rustproofing and portal-detection. Don't think it ever went below 100% failure, but who cares?

Vanquished creatures
  Asmodeus
  Baalzebub
  Orcus
  Juiblex
  The Wizard of Yendor (5 times)
  Death
  Famine (twice)

Actually, I think the first kill was just because I reflected someone's magic missile, but whatever. I'll take the credit if it's offered.

  a high priest
  3 mastodons
  Medusa
  8 krakens
  an iron golem
  a master lich
  3 storm giants
  a glass golem
  4 balrogs
  8 purple worms
  a silver dragon
  3 white dragons
  3 orange dragons
  3 black dragons
  a blue dragon
  a green dragon
  2 yellow dragons
  13 minotaurs
  3 jabberwocks

I did at least one of these with Vorpal Blade, just to prove it worked.

  Lord Surtur
  5 baluchitheria
  2 Angels
  Vlad the Impaler
  5 stone golems
  2 Olog-hai
  4 Nazguls
  4 pit fiends
  a sandestin
  3 hell hounds
  4 titanotheres
  6 trappers
  a baby red dragon
  a baby white dragon
  a guardian naga
  4 disenchanters
  26 vampire lords
  5 skeletons
  an aligned priest
  10 captains
  6 shades
  3 liches
  2 water trolls
  2 clay golems
  10 nurses
  9 ice devils
  3 nalfeshnees
  2 lurkers above
  an Aleax
  a frost giant
  8 ettins
  3 golden nagas
  5 black puddings
  24 vampires
  7 lieutenants
  35 ghosts
  a barbarian
  a queen bee
  5 winged gargoyles
  4 mind flayers

And not one of them even attempted a melee attack.

  8 giant mimics
  10 zruties
  22 fire giants
  12 ogre kings
  an ice troll
  6 rock trolls
  9 umber hulks
  a flesh golem
  5 Elvenkings
  2 doppelgangers
  4 hezrous
  11 bone devils
  6 large mimics
  2 wumpuses
  2 fire vortices
  3 long worms
  9 couatls
  14 stalkers
  4 air elementals
  4 fire elementals
  10 earth elementals
  8 water elementals
  13 hill giants
  5 giant mummies
  a black naga
  7 xorns
  13 giant zombies
  24 elf-lords
  25 sergeants
  13 barbed devils
  14 vrocks
  14 wargs
  8 winter wolves
  2 hell hound pups
  19 small mimics
  a glass piercer
  3 warhorses
  3 steam vortices
  9 xans
  5 ettin mummies
  11 ogre lords
  9 quantum mechanics
  7 trolls
  a sasquatch
  3 erinyes
  a marilith
  4 sharks
  an electric eel
  7 gelatinous cubes
  2 pyrolisks
  2 large dogs
  2 freezing spheres
  8 flaming spheres
  4 shocking spheres
  4 large cats
  9 tigers
  6 gargoyles
  a dwarf king
  4 tengu
  6 ochre jellies
  11 leocrottas
  4 energy vortices
  2 mountain centaurs
  14 stone giants
  2 elf mummies
  7 human mummies
  8 red nagas
  5 green slimes
  a pit viper
  6 pythons
  3 cobras
  35 wraiths
  5 carnivorous apes
  24 ettin zombies
  3 leather golems
  13 Grey-elves
  91 soldiers
  9 horned devils
  6 succubi
  5 incubi
  7 chameleons
  3 crocodiles
  13 giant beetles
  5 quivering blobs
  13 cockatrices
  23 wolves
  5 winter wolf cubs
  a lynx
  6 panthers
  6 gremlins
  4 spotted jellies
  4 leprechauns
  an orc-captain
  3 iron piercers
  4 mumakil
  9 giant spiders
  7 scorpions
  7 horses
  an ice vortex
  10 black lights
  9 vampire bats
  4 forest centaurs
  2 gnome kings
  5 orc mummies
  4 dwarf mummies
  11 ogres
  11 brown puddings
  8 rust monsters
  13 owlbears
  10 yetis
  a gold golem
  8 werewolves
  6 Green-elves
  2 piranhas
  24 giant eels
  10 lizards
  3 chickatrices
  a dog
  2 dingos
  4 housecats
  11 jaguars
  4 dwarf lords
  a blue jelly
  a white unicorn
  4 black unicorns
  8 dust vortices
  4 ravens
  a plains centaur
  2 gnome mummies
  2 snakes
  3 water moccasins
  3 apes
  12 human zombies
  3 rope golems
  7 Woodland-elves
  18 soldier ants
  50 fire ants
  5 bugbears
  2 imps
  10 lemures
  11 quasits
  a wood nymph
  3 water nymphs
  2 mountain nymphs
  28 Mordor orcs
  6 Uruk-hai
  2 orc shamans
  10 rock piercers
  2 rock moles
  a pony
  4 fog clouds
  12 yellow lights
  2 shriekers
  5 violet fungi
  17 gnome lords
  6 gnomish wizards
  3 kobold mummies
  a red naga hatchling
  2 black naga hatchlings
  2 golden naga hatchlings
  a guardian naga hatchling
  4 gray oozes
  4 barrow wights
  23 elf zombies
  11 ghouls
  3 straw golems
  a paper golem
  4 jellyfish
  14 giant ants
  a little dog
  13 floating eyes
  4 kittens
  19 dwarves
  3 homunculi
  a kobold lord
  a kobold shaman
  2 hill orcs
  19 rothes
  3 giant bats
  3 monkeys
  15 orc zombies
  19 dwarf zombies
  2 wererats
  3 werejackals
  6 iguanas
  43 killer bees
  an acid blob
  3 coyotes
  3 gas spores
  8 hobbits
  11 manes
  a large kobold
  2 hobgoblins
  2 giant rats
  10 cave spiders
  3 brown molds
  7 yellow molds
  4 green molds
  4 red molds
  60 gnomes
  7 garter snakes
  15 gnome zombies
  10 geckos
  20 jackals
  a fox
  3 kobolds
  4 goblins
  9 sewer rats
  2 grid bugs
  3 bats
  12 lichens
  14 kobold zombies
  10 newts
  1962 creatures vanquished.

Genocided species:
  hobbits
  dwarves
  bugbears
  dwarf lords
  dwarf kings
  mind flayers
  master mind flayers
  liches
  demiliches
  master liches
  arch-liches
  rust monsters
  disenchanters
  13 species genocided.

This was just blessed genocides of L and h shortly after the castle, and R when I was hunting for the vibrating square, found yet another disenchanter and lost my temper.

Voluntary challenges
  You genocided 13 types of monsters
  You polymorphed 53 items

I found one WoPoly, so I polypiled eighteen junk rings in the hope of replacing my destroyed ring of free action. No luck. If I'd known it wouldn't work, I could have not bothered and had polypileless conduct too.

  You never changed form
  You used 4 wishes

GDSM, speed boots, magic marker, ring of free action.

  You did not wish for any artifacts

And I never engraved Elbereth, though I did find an athame randomly lying around Gehennom and kept it just in case.

Your skills at the end
  Fighting Skills
    (none)
  Weapon Skills
    dagger             [Basic]
    long sword         [Expert]
    hammer             [Expert]
  Spellcasting Skills
    (none)

Farvel sgtatham the Demigoddess...
You went to your reward with 3240208 points,
Mjollnir (worth 4000 zorkmids and 10000 points)
The Orb of Fate (worth 3500 zorkmids and 8750 points)
Vorpal Blade (worth 4000 zorkmids and 10000 points)
       1 amulet of ESP (worth 150 zorkmids),
       1 amulet of life saving (worth 150 zorkmids),
       1 amulet of unchanging (worth 150 zorkmids),
and 362 pieces of gold, after 43066 moves.
Killer: ascended
You were level 21 with a maximum of 257 hit points when you ascended.

ttyrecs: 1 2 3 4 5 6
dump file