In the early game, most @ don't have the luxury of an endless supply of ?Magic Mapping or suchlike. How do you play?
Starting spellbooks give access to "Find Traps, Doors, and Stairs" and "Detect Evil" or "Detect Monsters" that give pure or hybrid spellcasters some clues as to the level layout.
If the level's treasure feeling is low, I'll just head for the nearest >. These are pretty trivial cases.
But if it's high, I've long stuck to the old dungeoneer's "Right Hand Rule" - Follow the right hand wall, and take the first unexplored door or corridor on the right.
It never seemed efficient, though, resulting in a lot of loops and leaving branches I needed to backtrack and explore.
Lately, though, I've been trying a new tactic: explore the paths that map out the perimeter of the level first. It seems to be somewhat more efficient, avoids many looping exploration routes, and leaves the last unmapped areas towards the middle of the level, which are usually more connected.
Other tactics:
Any other strategies or tactics you find helpful?
(I've been playing a lot of early game lately lol)
Starting spellbooks give access to "Find Traps, Doors, and Stairs" and "Detect Evil" or "Detect Monsters" that give pure or hybrid spellcasters some clues as to the level layout.
If the level's treasure feeling is low, I'll just head for the nearest >. These are pretty trivial cases.
But if it's high, I've long stuck to the old dungeoneer's "Right Hand Rule" - Follow the right hand wall, and take the first unexplored door or corridor on the right.
It never seemed efficient, though, resulting in a lot of loops and leaving branches I needed to backtrack and explore.
Lately, though, I've been trying a new tactic: explore the paths that map out the perimeter of the level first. It seems to be somewhat more efficient, avoids many looping exploration routes, and leaves the last unmapped areas towards the middle of the level, which are usually more connected.
Other tactics:
- When encountering a room, I'll light it or explore the perimeter, and continue with the first unexplored exit that fits the algorithm.
- I'll make exceptions to the RH or Perimeter rule to map out obvious short corridors connecting to already explored sections to make sure I didn't miss that ! or ? bumping up the feeling.
- If @ has a "detect" ability, I'll first choose to eliminate any awakened threats, like f's or Z's or to avoid OOD uniques and pits of caffeinated kobold shaman.
- If @ has a means to detect treasure, that usually directs my exploration if I haven't decided to just find the nearest >.
Any other strategies or tactics you find helpful?
(I've been playing a lot of early game lately lol)
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