Not exactly the worst fail I had, as it wasn't in regural gameplay, but I was fiddling in CLIVAN in wizmode, with stats upped to about 200 and physpher equipment, and decided to take on Petrus in fair fight, just to see how well would the more than triple stats than his and way better equipment would fare.
Petrus ended quardriplegic, and I, the living god, was decapitated by the archangel all of the sudden.
I think it would be very nice if there was a way how to add non-guaranteed special rooms. Eg. the orc room would not necessarily appear, even if you explored the whole GC, in every game. That would allow for two things:
Ad 1) we could add tons of new set pieces, as it is quite easy to script a special room, so even we non-coders could contribute. That would also add quite a bit of variety to the dungeons, making it more fun to explore.
Ad 2) the special rooms could get a probability weight for their appearance, so we could set the minefield to high probability (so it would be generated in msot games, as everybody loves their minefield), but also introduce several low probability, high danger and/or reward rooms.
The same could apply for the theoretical wilderness maps, with a low chance of you finding a hunter's hut, kobold camp or wizard's tower if you entered the wilderness.
For one thing, you have a guaranteed source of permanent levitation, so you are able to get anywhere on the whole worldmap, even over the sees. For another, magical portals and/or bridge tiles for worldmap are nice possibilities how to connect several continents.
However, I'd really like to see the continents to become more island-like in appearance and more round, as well, with lakes and wider swathes of oceans in between, so that it's not that easy to fly from one continent to another.
Also, it would be incredibly nice to integrate worldmap encounters, so that you could be ambushed while travelling over the wilderness. I've seen some ideas as to the makeup of these encounters based on the tile biome on the wiki, but adding several more encounter types, like bandit groups and roving undead, would be ideal in my opinion.
That would require the generation of one-off map for the encounter, which could be also used to enable the player to enter the wilderness on his own. Basically, while travelling, you could be both forced into small scale map by an encounter, with some hostile creatures generated for you to fight, or you could enter (by '>' with no dungeon on the current tile?) the wilderness map, with no items, but some neutral animals and either trees, snow or sand (depending on biome) generated.
Don't eat so much. Being too full abuses your Agi and you don't want to have it too low.
Also, you seem to have several blink dog corpses. Let then lie on different floor than you currently are, they won't rot, then once you're not satiated, eat several of them. You will get TeleControl, awsome if you have some scrolls or wands of teleportation.
If you have a ring of polycontrol, you can polymorph into a ghost. You will be immune to enner's scream and may either safely bypass him, or lure him anywhere you wish - he will follow you unable to do any damage. Preparing some traps and then luring him in them may work quite well.
I guess it shouldn't, as when you set up a trap, you have to move away from its square and then on it again to set it off. So the game likely checks whether you move onto the trap, but not whether you are already standing on it.
What about putting it somewhere in the Attnam Underground, maybe into a glass coffin? There already is a coffin at the bottom, if I recall correctly, only it looks as a bookshelf. It could be a special room for AU, as it has none.
Also, what about making that coffin at the bottom of AU actually spawn the Zombie of Khaz-zadm? Shouldn't it have been a boss for this dungeon? Now only the warning when you open the coffin is shown, not the zombie spawned.