Jeremiah is a peaceful dreamer, who made the mistake of dozing off while gazing into a magical orb. In their dreams, they were visited by an old and hateful power, which bound them to its service as all barachim were bound long ago. Now Jeremiah stumbles through the dungeon, searching for the precious dreamshard that will restore their master's power, unsure whether the wake or slumber still. Their dreams leak into reality in the form of a constant stream of butterflies.
Species | Background | Gods |
---|---|---|
Barachi | Monk | Makhleb |
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.
Train Polearms and Fighting only. Choose a spear at character creation.
Do not use a shield but instead use an orb at all times.
Train Summoning to level 16.
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 a robe at all times.
Get the orb of Dispater...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.