Archived from groups: rec.games.roguelike.angband (
More info?)
On 2005-07-18 09:04:14, Ojomax <lahtonen.sampsa@suomi24.fi> wrote:
> On 2005-07-18 01:55:16, "joelsanda" wrote:
>
> > What do you think the most important things are for newbies? I'm always
> > introducing people to Angband. Many come, few stay. I usually give them
> > the following tips, but what are yours? What do you *always* do when
> > playing Angband? What are the rules of thumb you practice while
> > playing, or the "Oh, I should have done this" moments?
> >
> > My list to newbies of rules of thumb:
> >
> > 1. First buy a shovel or pick. Shovel is fine because you can add count
> > to the digging. Stick to cheap armor at first.
>
> Not very important, especially the shovel is just an extra slot. Lanterns are
> more important, so is a good main weapon. Money can ALWAYS be found, if noway
> else then by "townwait".
Depends on Variant - On ToME it is essential, and others it can be useful.
However, I agree digging is not an efficient way of getting money.
> > 2. Use 50 - 150 feet to dig for gold and build a stockpile
>
> Seems u're a digger, which probably is y u aren't very famous of good results.
And like you are? Come on, that's below the belt. He could have completed the
game more often than anyone else on rgra, there's just no way of knowing - if
someone _likes_ digging then let them.
However, I would have said this is _really_ boring for a newbie as well, and I
would have said a better way of getting money is stair scumming 100-150 ft for
wands
> > 3. Use Phase Door/Ranged weapons when practical
>
> Not very important. Ranged weapons of early game are pretty weak, also a newbie
> should learn to normal combat. ? of Phase Door of course is good but seldom
> important, except for magelikes. (And magelikes have the spell...)
Not true, Ranged weapons early on become extremely powerful, certainly more so
than melee for non warriors (i.e. multiple blows). Phase door is always
useful.
> > 4. Drink every potion, read every scroll for first 3 levels or so
> >
>
> Read every scroll for first 8 levels or so, @ least until u find the "Summon
> Monster" which should always be read and is very useful, as it mainly is
> another kind of ! of Exp. Bring every potion to home until u've found another
> of same kind. This way, u won't lose great OOD potions.
I tend not to do this. I find there is good money to be had from selling them
all un-IDed, and there isn't much experience to be had from trying them out
(unless you play Sang anyway)
> 5. Don't go fighting with gelatinous cubes... My record from newbie times: AC
> 53->1 ...
Or green / red jellies. In fact, leave all jellies alone to begin with.
> 6. Learn to wield items... I fought my first newbie week bare-handed 'cos I
> hadn't
> learned how to wield items yet...
Yeah, also, help your newbies with the concept behind macros and things (swap
weapons, useful spells, ranged attacks etc...)
> 7. Later on, remember to take lot of ?s of Id, WoR and PhaseDoor along, as well
> as some ccws as confusion cure. (1 of my Clvl 40 warriors dived after
> finding
> Ringil, lost all his WoRs after which I thought, "Well, nothing better to
> do", dived
> still until I walked into a 8lvl-OOD Baphomet and died...)
CCW is essential really. Once I started stocking them I saved myself about 90%
of my deaths.
> 8. Don't go too deep until Clvl 45. Until that point, it's enough to keep
> Clvl=Dlvl.
> (A lvl 44 character doesn't usually really *want* to fight Tarrasque in a
> vault...)
>
A much better rule of thumb here is to use resistance holes. CLvl=DLvl is death
beyond 1000 without FA and beyond 2000 without RBase etc...
Learn your resistance guidelines.
--
Take Care,
Graham
Pos(0.3.0a2) Alpha "Natar" XX L:1 DL:50' !A R--- !Sp w:Short Sword +0,+0
Pos(V/T//NPP) W H- D+ c-- f PV+ s- TT? d P++ M+
C-- S+ I- So B ac GHB- SQ+ RQ+ V+ F:Better monster AI (Acting like decent
players without automatically knowing where the player is - randomly roaming
the dungeon etc...)