That is a good note, slob. A warning to anyone who uses material limbs. Even though they are awesome, they will reduce your Endurance gain rate. My reasoning behind this is that if you take hits in flesh limbs, they will naturally heal (if they aren't severed and you don't get unnaturally healed) over time and train your Endurance as this occurs. With material limbs, they do not naturally heal so you have to repair them (similar to unnatural healing methods of flesh limbs) using scrolls or Loricatus and your Endurance will not be trained by this. Thus, only your head, torso, and groin damage that is naturally healed will train your Endurance. (well, that plus unnatural Endurance gains such as ommel snot, holy bananas, or school food)
Lack of exceptional Agility and Dexterity definitely makes Sherarax far more difficult as she gets many turns and her strikes hurt if you are not capable of blocking them.
As far as the wizard rooms, this was my first time reaching them. I will admit, they do pose a challenge. I didn't feel safe teleporting in and berserking them (besides, I didn't have many repair scrolls left and lightning and striking have little trouble harming material limbs) so I adopted a different strategy which may work for some with a reasonable stock of wands. My tactic revolved heavily around the use of acid rain. If you zap a wand of acid rain and it impacts the wall of their room, it will rain into the room even if there is no opening in the wall. (The area of effect seems to ignore walls.) Wizards have very low health so if you wait a while and come back, all the affected squares will likely have either mage corpses or zombies as the wizards in those rooms are accompanied by necromancers. Since it seeps in about two or three squares from the impact location, zapping the middle of each side of the room should kill most, if not all, of the wizards in the room. (With the tall room before Oree's Lair, you probably only need to zap the top, bottom, and one of the sides as it is quite thin.) The only survivors will be any lucky enough to not be on an affected square and mystic dark frogs as they seem to be immune to acid.
I found it to be effective as long as you have enough acid rain wand charges left. If you don't get enough charges off, the acid rain usually will open a hole for you to zap other wands in or throw objects. ESP and high intelligence is useful in general against them so you can see them first and control your engagement range and positioning. I also recommend not carrying all your wands in one box since I find it common that it will get teleported away by them. If you do keep them all in one box, keep a backup scroll of detect material separate if you can, then you can detect "fir" (provided your chest is still made of the default material that all normal chests are made of) and you should be able to see it and hopefully teleport or run to it. This happened to me once during this particular game. I happened to have a backup box which kept all scrolls and my valuable wands. Since no attack wands were present, I needed my other box back and I used a detect scroll to find it and a teleportation scroll to teleport to it. It was right outside the wizard room so I promptly teleported away as fast as possible to avoid a repeat of this event or damage from spells.
I have a feeling many have used this strategy before, but I am curious to hear from those who have. Also I am curious, has anyone used a different strategy than those listed above?