Detection is the best form of protection against hounds, particularly in the cast of a lower level rogue. Know where they are on the map, and know which areas of the map are safe to explore in order to avoid them. Abandoning a level as a result of a particularly nasty group of hounds you're not prepared to deal with many times is a good idea.
Analytics - Winning and Dying
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(Almost) inevitable. ^^
In more detail: I usually start out with dungeon level = char level while gathering stuff and trying to identify most scrolls and potions.
When I feel ready I boldly go, where .... No, wait, that's the wrong genre.
I go deeper until I feel uncomfortable, then I stay there or go up a level.Comment
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(Almost) inevitable. ^^
In more detail: I usually start out with dungeon level = char level while gathering stuff and trying to identify most scrolls and potions.
When I feel ready I boldly go, where .... No, wait, that's the wrong genre.
I go deeper until I feel uncomfortable, then I stay there or go up a level.
My hobbit warrior won the game with turncount where my dwarf mage was struggling at mid-game.
I think fastest level gains in early game I have with dwarf priest. 18/50 starting WIS helps you gain spells and you gain levels almost by just casting those spells first time. OOD couple of orcs to complete level gains.Comment
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Mages are screwy, because they're so dependent on what spells they have access to and what the failure rates on those spells are. Getting Teleport Other down to 0% fail pretty much means you can dive to dlvl 98, but you're not going to be able to fight much of anything once you get there unless you get lucky with wands. Once you get Meteor Swarm/Rift you can theoretically start killing things, but you're so fragile that most deep monsters are still verboten.
Bottom line is, there is no safe depth in the game, but especially there is no safe depth for mages. They have so few HP that they really can't afford to make mistakes; even with max CON, they're at best two bad turns from death. But in a way this is liberating because it means that, once you're at the depth where you're at serious risk of instadeath anyway, you might as well dive to the bottom. Dead with -1 HP is just as dead as dead with -500 HP, after all.Comment
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Mages are screwy, because they're so dependent on what spells they have access to and what the failure rates on those spells are. Getting Teleport Other down to 0% fail pretty much means you can dive to dlvl 98, but you're not going to be able to fight much of anything once you get there unless you get lucky with wands. Once you get Meteor Swarm/Rift you can theoretically start killing things, but you're so fragile that most deep monsters are still verboten.
Bottom line is, there is no safe depth in the game, but especially there is no safe depth for mages. They have so few HP that they really can't afford to make mistakes; even with max CON, they're at best two bad turns from death. But in a way this is liberating because it means that, once you're at the depth where you're at serious risk of instadeath anyway, you might as well dive to the bottom. Dead with -1 HP is just as dead as dead with -500 HP, after all.Comment
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