A brilliant scientist obsessed with electricity. In his attempts to perfect his electric golem, he was involved in a terrible accident, and now phases in and out of reality.
Species | Background | Gods |
---|---|---|
Human or Vine Stalker | Air Elementalist | Ashenzari, Sif Muna, or Vehumet |
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.
Use only short blades, one-handed staves, throwing nets, and untrained UC for weapons.
Don't train the shields skill. You can still use a shield if you want.
Have Air Magic as your highest skill, when you have any skills higher than skill level 8. Don't worry if another skill goes higher by a bit, just turn it off until Air Magic overtakes it. With Ashenzari, only base skills matter -- you should always have an Air Magic skill title.
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.
Use only Air Magic and Translocations spells. Multi-school spells are allowed, as long as one of the schools is Air Magic or Translocations. (Poisonous Vapours, Summon Forest, etc.)
Get the orb within 6500 turns of entering Zot.
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.