First, character dump:
Thoughts: I left Control Teleport, and arguably Flight, way too late -- Flight+Swiftness especially was damn useful, but On Zot:5 and the Orb Run, Control Teleport wasn't.
The Orb run itself was no problem -- the generated monsters were nothing I couldn't run away from, or in some cases
through. Interestingly, the only abominations I saw looked like my small aboms, not the wierdos I met in my brief trip through the Abyss. Orbs of Fire really are the PITA they're reputed to be, even for my fast, teleporting, undead. summoner. Killer Klowns probably would have been if I'd had to fight them myself.
On the game in general: this build is effing [i}deadly[/i], even not using Haunt much. Come to think of it, I probably should have used *that* more in Zot -- I was leaning on Shadow Creatures instead. On the other hand, I bet those ghosts would have been a lot more fragile than the dragons and draconians I was summoning in Zot...) I probably was too quick to mob uniques with the abominations, but several of them had killed me often enough that I was all, screw the halved experience, I want that guy dead! Also, instead of burning all the aboms in Zot, I should have left small squads on each level, in case one of those orb-run monsters actually did pose a problem. Decks are actually kind of cool, even if they soak up a lot of identify scrolls. Oh yeah... getting good equipment early, and mostly mostly sticking with it, made a huge difference -- for most of the game, I wasn't even bothering to ID any weapon that wasn't an M&F artifact, and the same for an increasing number of armour types. (I did upgrade helmet and gloves late-game, having a surplus of detect & remove curse scrolls) My last game's worrying about Which Demon Weapon to use was kind of misguided -- the +6 morningstar of pain was Good Enough For the Job, so any of the weapons I'd been considering would have done fine.
On consideration, I might have been able to play through Kiku's wrath instead of waiting it out in the Temple, especially with a ring of sustain abilities (which I actually had down in the Lair at the time,I'd forgotten it
). The big hazard would have been the forced necro miscasts -- as it was, those hammered me a couple of times until I learned to just let my aboms handle the attackers. Assuming I survived those, I would have shed Kiku's wrath somewhere in the Lair sub-branches -- maybe sooner if the forced miscasts sped things up.
Things I'd do differently next time: Ditch Twisted Resurrection for Animate Dead a little sooner, I was spending too much time in Tomb hauling corpses. Get into Hexes, as it's one of the mummy's relative strengths, and I was short on direct attacks. More utility spells to save inventory slots, earlier.