A dwarven magician, particularly well-attuned to the dungeon around him. He wields powerful earth magic in combat.
Species | Background | Gods |
---|---|---|
Deep Dwarf | Earth Elementalist | Any (you probably want Makhleb, Ru, Jiyva or Elyvilon) |
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.
Play on a version where Deep Dwarves are available.
Don't train any weapon skills other than Staves and Fighting.
Don't wear any armour in the helmet slot, not even a +0 hat.
Always choose Int for your attribute (stat) increase.
Conducts are worth +5 points each, to a maximum of half your score from milestones, rounded down. (So if you achieve 4 milestones (20 points) you can earn up to 10 points from conduct bonuses.) Small mistakes in following conducts will usually be forgiven.
Only learn Earth magic spells. Multiple-school spells are allowed as long as one of the schools is Earth.
Don't train Fighting at all...and win the game.
Bonus challenges are worth one star each, similar to banners in Crawl tournaments. Small mistakes will usually be forgiven.
The main way to score points. +5 points each, and can be done in any order.