Any tips for a newbie?

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Derakon
    replied
    Originally posted by robbiodobbio
    So I'm now level 15, how deep should I be diving? I've got some deep descent scrolls, should I risk it? Or is that asking for trouble?
    How do you feel like you're doing against monsters at your current depth? Is it easy? Then dive. (EDIT: even if it's merely semi-difficult, dive anyway! Only stop when you're feeling in serious threat of your life) Deep descent is fine to use; with 100 levels of dungeon, you aren't going to notice a huge difference by just changing 5 at a time (outside of the very early game, anyway).

    The only really big gotcha in the game is Free Action, which provides immunity to paralysis and is desirable by somewhere in the 800'-1500' range. As long as you have that, you should be able to see most other big dangers coming. Engaging Mature- or older dragons without resisting their element is a dicey proposition, for example.

    Leave a comment:


  • robbiodobbio
    replied
    So I'm now level 15, how deep should I be diving? I've got some deep descent scrolls, should I risk it? Or is that asking for trouble?

    Leave a comment:


  • bio_hazard
    replied
    Originally posted by robbiodobbio
    My second Kobold Rogue is going well so far, the first met an untimely demise.

    What's better infra-vision or telepathy? Got two different leather caps to choose from.
    TELEPATHY. Infravision just increases your ability to see warm things in the dark. Not bad addition for low level characters. Telepathy lets you see most monsters in detect range even when behind walls, etc. Very powerful, particularly for a rogue. Still good idea to detect evil/detect monsters because there can be some powerful mindless monsters

    Leave a comment:


  • Derakon
    replied
    Originally posted by robbiodobbio
    My second Kobold Rogue is going well so far, the first met an untimely demise.

    What's better infra-vision or telepathy? Got two different leather caps to choose from.
    Telepathy, no question. Most of the monsters you can see with infravision you can see with telepathy anyway, and telepathy also lets you see monsters that aren't in LOS.

    Leave a comment:


  • robbiodobbio
    replied
    My second Kobold Rogue is going well so far, the first met an untimely demise.

    What's better infra-vision or telepathy? Got two different leather caps to choose from.

    Leave a comment:


  • robbiodobbio
    replied
    Ok, cheers for all the tips, let's see what happens.

    Leave a comment:


  • Bogatyr
    replied
    Originally posted by Derakon
    ving-heavy strategy, where you keep descending through the dungeon before you're "ready" to. The theory is that you're always at risk of dying to some surprise out-of-depth monster, so better that you know that you're at risk, and play smart, rather than grind and grind and grind until you think you're safe, then die anyway. Play fast, die early, move on to the next character. Part of why I recommended avoiding High-Elf is because the experience penalty slows the game down, and the more time you spend with any one character, the more attached you get to them, which makes the inevitable death all the more painful.

    Good luck!
    I didn't accept this new meta at first but now I whole-heartedly embrace it. My general approach for single-stat classes (mages and priests) is maximize the casting stat ASAP by any means possible, including any gain/lose potions of the right type you find and stat gain rings. For mages this gives you 0% teleport other which means you can dive dive dive. For rogues I hang out more at stat-gain (dlev 30's) playing for stat gain potions via detect objects, and when I have "enough" I then dive again.

    Leave a comment:


  • Pete Mack
    replied
    Rob--
    As usual I agree with Derakon. With one addendum: As an experiment, try something like a half-Orc warrior, and throw everything into DEX and STR. See how fast and how far you can get by taking every stairs down. For first dive, take oil (as distance weapon), CLW, phase, and a single !Heroism in case you meet Bullroarer at Cl 2. Start with whatever weapon you can afford that does the most damage. (If you start with gold rather than equipment, also make sure to buy ? recall.)

    Leave a comment:


  • Derakon
    replied
    Originally posted by robbiodobbio
    Just returned to Angband after a 15 year hiatus and it's sucked me right back in. Just got a High Elf ranger to level 10, then got cocky with a vault full of Mirkwood spiders and Stego-centipides, so it's back to the drawing board.
    Welcome back!

    How much difference is there between a High Elf rogue and a ranger? Rogue more stealthy? Ranger more magic?
    Rangers suck at everything except for archery. They can do everything (that is, melee, magic, and archery), they just aren't very good at the first two. They have a rough start, but once they start getting their extra shots (at, IIRC, levels 20 and 40) they become rather overpowered.

    Rogues are great at melee and stealth, and have more health than rangers. As a more focused class (specializing instead of generalizing) they're generally easier to play. You can largely ignore the spellcasting aspect during the early game and do just fine; spells aren't really that useful until you have the stats to back them up anyway.

    Which reminds me: emphasize STR and DEX during character creation. Any spare points should go into CON. Completely ignore your spell stat unless you're a mage or priest. You should also consider playing a different race than High-Elf. Sure, the free See Invisible is nice, but other races have better intrinsics like protection from blindness (dwarf), resistance to poison (kobold), or innate regeneration (half-troll) which are all much more powerful. Try a kobold rogue. Or a half-troll rogue! They're a lot more viable than you'd think.

    What are people's thoughts on armour? Obviously it's really important but should I be spending money on stuff from the shop when I surface or just gathering stuff from the dungeon?
    Ignore AC; focus on getting useful abilities from your gear, like stat boosts, free action, regeneration, etc. Don't buy armor unless it has important abilities on it; the stuff you find in the dungeon will suffice.

    I've never beaten the game before, my best was somewhere around level 30 diving to about level 40, but that was a looooong time ago.
    The "new meta" for Angband is a diving-heavy strategy, where you keep descending through the dungeon before you're "ready" to. The theory is that you're always at risk of dying to some surprise out-of-depth monster, so better that you know that you're at risk, and play smart, rather than grind and grind and grind until you think you're safe, then die anyway. Play fast, die early, move on to the next character. Part of why I recommended avoiding High-Elf is because the experience penalty slows the game down, and the more time you spend with any one character, the more attached you get to them, which makes the inevitable death all the more painful.

    Good luck!

    Leave a comment:


  • Bogatyr
    replied
    I believe only rogues get detect objects (where you see the object, not just a red star). Rogues get no mage attack spells (stinking cloud is not much use except against lice et al), and the utility spells almost all carry a very high mana cost and so are not much use until you've maxed INT and are high level.

    Rogues are much better fighters than rangers. Rogues are almost as good at melee as warriors with some (highly useful) utility magic. Rogues are pretty good at shooting as well. Rogues are sort of the "jack of all trades" class weighted a bit towards melee. Rangers are strange, I've never won with one, they are weak for a long time, until you find a good shooter.

    I'm in the "I like stealth" camp. I like stealth and spamming detect (comes from playing almost exclusively mages), and I love cherry-picking objects that I want, so I love rogues. When I'm not playing a mage I'll usually play a rogue. Other classes have poor or no detection so I tend to avoid them.

    Leave a comment:


  • bio_hazard
    replied
    Originally posted by robbiodobbio
    Just returned to Angband after a 15 year hiatus and it's sucked me right back in. Just got a High Elf ranger to level 10, then got cocky with a vault full of Mirkwood spiders and Stego-centipides, so it's back to the drawing board.

    How much difference is there between a High Elf rogue and a ranger? Rogue more stealthy? Ranger more magic?

    I'm playing the lastest version with "no selling" as default and I like it, it's more focused and there's less mucking about with pack management.

    What are people's thoughts on armour? Obviously it's really important but should I be spending money on stuff from the shop when I surface or just gathering stuff from the dungeon?

    I've never beaten the game before, my best was somewhere around level 30 diving to about level 40, but that was a looooong time ago.
    Rogues have better stealth and a relatively early detect objects spell that helps you loot the dungeon. Very good for diving, since you can find a lot of stuff while at the same time picking your battles. Rangers get an automatic extra shot when they've advanced enough levels, and will eventually get most of the mage spells. That's the basics.

    re: buying armor, it's rarely a good use of money, and you should begin to find armor in the dungeon. For me it seems like it starts picking up between ~DL 8 and 12 or so... The exception is if there's a good ego something or other in the armory. E.g. free action boots/gloves if you haven't found them yet, helm of seeing, gloves of agility. I wouldn't waste money on just resist fire shield or resist acid armor. Much better to buy good consumables (!CCW, ?Phase Door/Teleport, some better ammo and/or wand of stinking cloud, and whatever detection/ID etc you need.

    Armor is helpful but is much less important than being smart about staying out/getting out of fights you shouldn't be in in the first place.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by ngoclong19
    If you prefer text to video there is a Let's Play here on v3.5.0-dev by TooMuchAbstraction. He provides useful tips for the 3 basic classes, informative game advices and the writing is enjoyable.
    After reading his LP, the number after my character name reduces considerably.
    Just watched this, it's hilarious.

    Leave a comment:


  • robbiodobbio
    replied
    Feeling like a newbee all over again

    Just returned to Angband after a 15 year hiatus and it's sucked me right back in. Just got a High Elf ranger to level 10, then got cocky with a vault full of Mirkwood spiders and Stego-centipides, so it's back to the drawing board.

    How much difference is there between a High Elf rogue and a ranger? Rogue more stealthy? Ranger more magic?

    I'm playing the lastest version with "no selling" as default and I like it, it's more focused and there's less mucking about with pack management.

    What are people's thoughts on armour? Obviously it's really important but should I be spending money on stuff from the shop when I surface or just gathering stuff from the dungeon?

    I've never beaten the game before, my best was somewhere around level 30 diving to about level 40, but that was a looooong time ago.

    Leave a comment:


  • ngoclong19
    replied
    If you prefer text to video there is a Let's Play here on v3.5.0-dev by TooMuchAbstraction. He provides useful tips for the 3 basic classes, informative game advices and the writing is enjoyable.
    After reading his LP, the number after my character name reduces considerably.

    Leave a comment:


  • Derakon
    replied
    Originally posted by mushroom patch
    It would be nice if there were a place on the internet where a new angband player could go to get focused, useful advice.
    "Focused" is not a word I would use to describe this community, no.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎