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Gaming > Angband > strategy guide
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strategy guide

by Eddie Grove <eddiegrove@[EMAIL PROTECTED] > Apr 5, 2008 at 02:45 PM

I've looked at the newbie guide on Thang... a couple of times, and while
there
were no obvious mistakes, it is terribly misleading.  Someone needs to
write a
guide emphasizing strategy over tactics.  I guess I just put myself in
charge.

I don't think there is a need to go over the basics.  Hugo's spoiler pages
are
excellent.  Perhaps someone could work with him to produce a condensed
version
if such a thing is possible.

All I have at the moment is a file with some rough notes in it.  Any ideas
on
what should be in such a thing?

Looking down, I see mention of earthquake.  I never know how to use that.
Is it useful?  What are the strategic implications?

I am sure there's a lot more that should be in here.

Requesting comments, suggestions, or humorous notes.


-----------

To Win:  kill Sauron and Morgoth.
need enough speed they are unlikey to kill you with double move.
need lots of hp and lots of healing, amount of healing depends
on hp and offense.  Basically, game is about reaching 18/200 CON
and getting speed+20.

If you step into LOS of gravity hound, you could die.
Every additional turn played lowers your chances of winning.

Learn wrong lessons before 2000'.  Qualitative change in game.
Time spent before 2000' tends to reinforce bad habits.

Tedium and/or attention might be treated as resources.

Game is about multiplying bonuses and increasing stats.

Offense with avoidance is more important than defense.

Try to ignore monsters with no drops, but must kill
breeders, try to kill fast monsters rather than leave behind.

Free loot on the floor, try to keep as high as possible ratio of free loot
vs
monsters killed, so no search mode and try to rest less for less monster
regen.

Early game is all about selling.  Do not test wands, want money
for each charge.  Always id them.  Only ones to keep are -lightbeam
and -trapdest and -stone2mud and -telOther.  Otherwise, better to
sell for money for enchant scrolls for longbow.

Experience is unimportant.  Comes automatically with survival.
Don't kill for exp unless you can do so quickly without using
consumables and not taking enough damage/mana that you would
consider resting.  Exception if you will immediately gain a level.

It is better to spend an hour with the auto-roller gaining a stat point
than to spend two hours clearing an orc pit.

Learn the pattern of doors and where to search, often good
to stand on a door to search for next.

Crucial to build monster memory.  
Do not fight a monster the first or second time you see one of that
flavor.

Understand item creation to see that better to kill uniques deeper rather
than
earlier.

Sometimes will want to rest for mana to cast id or spells for exp.
Should do that on the stairs right before descending if possible,
so as not to encounter any spawned monsters.

Corridors are much safer than rooms.  Better to spend most time
in corridors.  Also, know where to run while waiting for ?recall
to kick in.

Starting Chars:
Current point-based is too wimpy to use.  Only auto-roller for beginners.

Warrior 4 blows at [2,9]
Human or Half-Elf or Half-Orc or Dunadan or High-Elf
18/40 & 18/10 , or just get 3 blows at 18/30 str for rBlind [Dwarf] or
sStr+regen [Half-Troll]

Paladin just get 18/30 str for 3 blows, Dwarf or Half-Orc or Half-Troll or
Dunadan or High-Elf

For 3 blows, need [0,8] or [1,7] or [2,5] or [3,3]
Ranger: 18/50 STR means Half-troll
Rogue: 18/30 STR and 18/10 Dex, needs racial +2STR -1DEX means Half-Orc
       or 18/10 and 18/50 means High-Elf


Learn all possible means of escape.
?recall and ?phase and ?telSelf and ?telLevel and ?destruction and
_destruction.
Also spells of same name.  Importance of staves for blind and/or confused.
[What about _earthquake?]
Also _telSelf and -telOther and !speed [save for escapes, don't use for
kills].
Also stairs and trapdoors, occasionally teleport runes.

Recognize unique escorts [or maybe a pit] and flee immediately.
Try to avoid burning consumables.

Play the slots.  Buy out entire slots if feasible.

Offense over defense.  Pick your fights.

Stone2mud to open LOS for ranged attacks, sometimes where a passwall
monster is about to move.


There shouldn't be any mention of required resistances for a depth, but it
would be good to list obsolete actions.  No telSelf below 3000' e.g.
Flee a level containing monster X if you don't have resistance Y.



Eddie




 19 Posts in Topic:
strategy guide
Eddie Grove <eddiegrov  2008-04-05 14:45:40 
Re: strategy guide
Nick <nckmccnnll@[EMAI  2008-04-05 15:50:35 
Re: strategy guide
"Magnate" <n  2008-04-07 12:09:32 
Re: strategy guide
The Wanderer <inversep  2008-04-05 23:15:19 
Re: strategy guide
pete m <pmac360@[EMAIL  2008-04-06 00:32:24 
Re: strategy guide
Andy Gullans <andrew.g  2008-04-06 02:17:11 
Re: strategy guide
me@[EMAIL PROTECTED] (WL  2008-04-07 15:22:48 
Re: strategy guide
Eddie Grove <eddiegrov  2008-04-07 10:03:31 
Re: strategy guide
Hugo Kornelis <Angband  2008-04-08 15:54:31 
Re: strategy guide
Andrew Sidwell <takkar  2008-04-08 15:09:19 
Re: strategy guide
Hugo Kornelis <Angband  2008-04-08 23:09:23 
Re: strategy guide
Eddie Grove <eddiegrov  2008-04-08 09:28:00 
Re: strategy guide
Hugo Kornelis <Angband  2008-04-08 23:18:27 
Re: strategy guide
Eddie Grove <eddiegrov  2008-04-08 15:08:43 
Re: strategy guide
pete m <pmac360@[EMAIL  2008-04-10 03:10:05 
Re: strategy guide
Andrew Sidwell <takkar  2008-04-29 00:44:37 
Re: strategy guide
Eddie Grove <eddiegrov  2008-05-03 19:39:32 
Re: strategy guide
"Magnate" <n  2008-05-06 13:51:50 
Re: strategy guide
Hugo Kornelis <Angband  2008-05-06 22:37:20 

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tan12V112 Fri May 16 23:39:54 CDT 2008.