Monday, 12th October 2015, 21:54 by TwoLeggedMammal
As others have said, Slime is a dangerous place at the point when you first approach it. The game gets more non-linear the further you go and it's easy to end up in the wrong place. Most people will clear Lair when they first reach it, followed by clearing Orcish Mines, and after that the next targets rely mainly on if you are suited to each area, and if not, come back later or not at all (since you only need 3 of ~5 accessible runes for a 3-rune game).
The other thing I'll point out is that you had a pip of cold vulnerability (an effect of your Ring of Fire), which means you take double damage from cold sources. Slime pits especially has those nasty ice slimes, and that's what I expected to be your killer instead of the corrosive slime, but perhaps one still contributed. The outcome from being vulnerable to fire or cold is that you often end up dying out of nowhere with little time to react. Fire resistance is important, but not when it brings your cold resistance below zero, UNLESS you are in a fire themed area and can expect to be fighting fire based damage almost exclusively (always a chance that a unique monster shows up, but that's OK because you can always swap jewelry quickly if you're paying attention). I don't believe there is anything which deals fire damage in Slime pits.
While you'll want a general set of resistances for the Dungeon, more specialized areas will have more specialized requirements for safe passage. That's why the items you find will dictate your path to victory. Off the top of my head, here's what I'd recommend:
Dungeon: one pip of most resistances if possible and as you get further down, in order of importance, rPois, rF, rC, rElec
Lair: rPois is nice, but not mandatory
Orc: MR, rF, rPois for casters with Paralyze and Erolcha (who may try and banish you), general fire spells, and orcs with a high change to have poison branded weapons
Shoals: MR, deflect missiles or shield, flight is nice for navigating water
Spider: rPois and Clarity is nice
Snake: rPois, rF, MR
Swamp: rPois, flight
Elf: MR++ (or you'll get banished in Elf:3), rF, rC
Vault: also general resistances
Crypt: rN, holy weapons are nice
Tomb: Lichform, Statue Form or rN+++
Slime: rCorr, rC++, rMut if you can have it while still having rCorr
Abyss: anything that allows you to rest less and travel faster, Regen is nice, Haste is nice
Depths: little bit of everything
Zot: everything but with time to swap - rF++(+) and rMut for Orbs of Fire, rElec for Electric Golems, rF, rC, rPois, rCorr for Draconians, and rN++ or caution around Curse Toes (you'll want to read up on Torment effects). Also, scrolls of Silence are super great for Ancient Liches.
Hell: rF+++, rC+++, rN+++, susAb depending on the branch and ways to keep HP/MP up without resting
Pan: everything
Zigurats: even more of everything
If you're mainly interested in getting to see more of the game or win, I find Makhleb's passive healing to be especially ridiculous when paired with a Deep Dwarve, though Elyvilon's healing does go further for DD than other races. I'd even say that DD of Makhleb is easier than the Minotaur Berserker combo that everyone recommends for new players. If you're having fun with the Elyvilon playstyle though, no need to change.