With the right build in the right variant with the right shovel, you can do over 2,000.
A Total Newbie Guide by an Almost Total Newbie
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MattB won Vanilla with a store bought shovel. He got up to over 400 damage per round, with about 8 blows per round. http://angband.oook.cz/ladder-show.php?id=16689“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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Quite a lot happened since the last bullet set. I managed to kill Sauron and I am getting ready to meet Morgoth... win or lose, another set of bullets shall be posted after the final battle.
Ladder dumpComment
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Alas, Var the Priest died at DL99 from a bile demon's poisonous breath.
Thank you all for the advice.
Last bullet set:
20) Always have two ways or more to reliably hurt enemies. I was OoD obsessed and ignoring ranged and melee damage cost me in time.
21) Resistances matter, having no rPois brought me low from 750+ HP to -25.
22) Never fight in any other state than fully healed if possible.
23) Glyph of warding is your friend and can make things considerably easier even for an inept melee priest.
24) Try always to face one enemy at a time.
25) Do not ignore the merits of telepathy and See Invisible.
26) Elemental immunities are true game changers and can make life much easier.
27) Prolific enemy summoning can be a real pain to deal with.
28) Cones, breath weapons, spells that cause elemental damage can wreck equipment. Make sure to move out of the way.
29) Playing with company is invaluableComment
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watched you play so going to comment. I have a brief/blunt style sometimes, don't take my comments too critically.
yes! The only thing more important than healing is tele-leveling.
agree. Other than thinking there is a more fun way to do this. get a win first, before reconsidering.
notice you had this on swap. Works, but better to have it not. You know?
yeah.
Edit: I'll add another that I mentioned on-line. Searching for the perfect gear setup when you are already Morgoth-ready. Good way to lose concentration & RIP.Last edited by wobbly; October 15, 2017, 14:54.Comment
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One thing about priest: Holy Orb is a fine spell up to around CL 30 or a bit later. Once you've got good melee damage and low-fail (5% or less) on healing spell, melee is probably cheaper than Orb in terms of risk and mana cost for most monsters. Orb is particularly terrible against non-evil monsters. Use devices or archery if your melee is bad and you're not doing well with Orb. Yes, it's better than most mage spells. But it's still not all that great at a high level.Comment
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Very interesting information.
I only have a small problem. I will probably need 4 times as many slots and 3 times as much carrying weight-capacity in order to be able to take all of the items with me, that are advised in the previous lists.
I also probably will need about twice as many slots for wielding stuff.
Or is there a version of angband in which one can carry much more?
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Very interesting information.
I only have a small problem. I will probably need 4 times as many slots and 3 times as much carrying weight-capacity in order to be able to take all of the items with me, that are advised in the previous lists.
I also probably will need about twice as many slots for wielding stuff.
Or is there a version of angband in which one can carry much more?
Really, at a high level the game consists of a) deciding on a kit, and b) using that kit effectively in the dungeon.
* For example, Cure Critical Wounds can substitute for Healing, if you're fighting at range and are 1 step away from blocking LOS with your target: step out of range, then spend multiple turns drinking potions. It's not a great substitute, but if you can set it up, then you'll be able to handle threats that wouldn't otherwise be feasible due to lack of healing.Comment
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Thanks for the advice Derakon.
You've been giving some very good advice in my posts.
This one is probably a bit high for a newbie, but I am sure I will get it in time. The difficulty in the beginning is to decide what is important to carry and what is not.
As I am playing in the mode to be able to sell in the shops, slots become more precious too, as you want to carry stuff with you upstairs to be able to sell.
My character is currently at level 13 and I am exploring the dungeon at 300 depth.Comment
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@Civbesch--
CL 13 DL 6 is extremely shallow. It'll teach you the wrong lessons: at some point, it *will* become impossible to kill all the monsters you see. It's also painful to lose a character that takes so long to level up. (It's worth noting here that expert players win in roughly 100,000 player turns.)
As an exercise, try to keep DL >= CL in your next game. And don't clear levels. A half-orc warrior is a good race for playing with. Put all your starting points into DEX and STR, and see how fast (in player turns) you can get to DL 20.
You'll need a ?recall, some curing potions, ?Phase Door, and a dagger/main gauche/rapier to start with. A bit of cheap armor helps too.Comment
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I was skeptical about this when it first came out but now I wouldn't consider going back.Comment
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