The Angband Strategy Guide - Second Edition
Originally written by Frank Wang (fwang@sbcs.sunysb.edu?)
Revised and Mostly Rewritten by neko (bmroot@nematic.ieo.nctu.edu.tw)
Revision 0: (In)Completed May 15, 1997
Reformatted by Hugo Kornelis (angband@hugo.isdit.com) on December 23, 2005.
I did not change anything in the contents. Please note that the advice in
this guide is based on the personal opinion of the original authors. I do
not agree with everything written here.
Also remember that the information in this file covers Angband 2.8.1.
Not all of the content of this guide is still applicable for later versions
of Angband.
=================
0. Introduction
0.1 Disclaimer
1. Character Generation
1.1 General Tips
1.2. Starting Statistics
1.3. The Autoroller
1.4. Character Suggestions by Class
1.4.1. The Warrior
1.4.2. The Mage
1.4.3. The Priest
1.4.4. The Rogue
1.4.5. The Ranger
1.4.6. The Paladin
2. Shopping
2.1. Starting Shopping
2.2. Starting Shopping by Class
2.2.1. Warriors
2.2.2. Mages
2.2.3. Other Classes
2.3. Long Term Shopping Goals
2.4. Items Of Note
3. Early Levels: 50 to 1500 feet
3.1. Tips for Everyone
3.2. Item Wish List, by Class
4. The Later Levels
5. General Tips
5.1. How Fast Should I Dive?
5.2. Basic Pointers
<0. Introduction>
===============
Three years ago, Frank Wang wrote the First Edition of the Angband
Strategy Guide, which has since become a standard repository for tips
and tricks for new (and not-so-new) Angband dungeoneers. However, since
then, a zillion new features have come about, such as the autoscummer,
preserve and maximize modes, and the bow slot. Hard numbers have changed
as well. So, I set about revising it, including tactics culled since
then, as well as a few (well) of tricks of my own.
While I consider this a revision of Mr. Wang's Strategy Guide, nearly
all of this text was written by me, combining information by him, other
spoilers, r.g.r.a., and my own experience. If you have a major problem
with something in this, blame me, not Mr. Wang; I have not as yet even
been able to inform him of this revision (though if you're out there,
I'd appreciate your dropping me a line). I have taken liberally from
the first edition, being eager to incorporate all the still-pertinent
information from that document; if a passage looks like I blatantly
plagiarized it from the First Edition, odds are pretty good that it's
because I blatantly plagiarized it from the First Edition. I would
*love* comments about this guide; my email address is given above.
(Yes, it's in Taiwan; no, I'm not Taiwanese; yes, it's a _long_ story.)
Note that this is a pre-release of this guide. It is thoroughly
incomplete, but since I don't know when I'm going to be able to work on
it again, I figured I'd like to release at least _something_. I do plan
on revising and completing it someday, but I'm going to be very busy in
the coming months, so I don't know when it will be completed.
-- neko (bmroot@nematic.ieo.nctu.edu.tw)
January 6, 1997
<0.1. Disclaimer>
---------------
All the opinions in this document are just that: opinions. I don't claim
that the opinions I give will work for you, or that you'll like them.
Moreover, I don't claim that the information in this document are valid
for your version, or any version (although I have tried to verify what
I can). In short, if the section titled "Shopping Tips" contains my
recipe for Tole House Cookies, tough. And yes, I _do_ discuss Angband's
"dirty" areas such as savefile backups and stair/store scumming. I
believe that, while controversial, these 'cheats' are a part of Angband
until Ben code otherwise. If you feel uncomfortable using something,
don't.
Note also that this version covers Angband 2.8.1. It does not cover
the variants like GW-Angband or CatH Angband, which will have slightly
different strategies. Moreover, earlier versions of Angband (pre-2.7.9
in particular) have greatly differing game mechanics, so the spoilers
and other hints will be less appropriate for your version; I recommend
upgrading.
<0.2 Glossary of Terms>
---------------------
AMHD Ancient Multi-Hued Dragon
CCW Cure Critical Wounds
CLW Cure Light Wounds
CSW Cure Serious Wounds
DSM Dragon Scale Mail
GWo* Great Wyrm of Whatever
HA Holy Avenger
MHD Multi-Hued Dragon
RoD Ring of Damage
RoS Ring of Speed
<1. Character Generation>
=======================
<1.1. General Tips>
-----------------
In a nutshell, the eight classes in Angband may be seen as lying on a
"spectrum" of sorts, with fighting on one side and magic ability on the
other side. Warriors, of course, lie directly on the edge of the
fighting side, having great fighting ability, but no magic whatsoever.
Mages lie near the edge of the magic side but not quite on the edge,
for while they have the best magical abilities, they can still do a bit
of fighting in a pinch -- quite a bit of fighting towards the end (say
after they get Globe of Invulnerability). Other classes lie in between
a bit (except perhaps for rogues, who have their stealth as well).
Since magic becomes so much more important in the later portions of
Angband, the Golden Rule of Angband (and Moria) rings true: warriors
are the best class at the beginning, but worst at the end; while mages
are worst at the start but become the best class by the end.
<1.2. Starting statistics>
------------------------
More recent versions of Angband have seen the introduction of "Maximize
Mode." Use it. While your stats may be much lower in the beginning than
otherwise, this is a small price to pay to allow your stats to rise
above 18/100. How much better, you ask? Well, for level 50 mages, this
makes a 225 mana point difference. You can completely keep from being
robbed with a 18/*** Dexterity; with 18/100, you can only prevent it 65%
of the time. Just about all plusses for 18/*** are _triple_ those for
18/100. Still need convincing?
If you're just starting out, however, playing in non-maximize mode can
increase a player's chance of getting through the early levels by quite
a bit. Also, Equipment bonuses *can* raise your stats above 18/100 in
maximize mode, but critical stats will still be lower.
Also, a big exception to the maximize rule is Half-Troll mage. They
cannot get more than 18/100 for any stat when in maximize, so to use it
for them makes no since.
<1.3. The Autoroller>
-------------------
First off, don't bother trying to maximize all six stats, thinking that
eventually you'll get lucky. It won't happen. Here's why:
Angband first generates your stats by rolling a three, four and five
sided die and adding five to the result. Then, if the sum of the stats
comes to less than 73 or greater than 83, _it_throws_the_scores_out_.
Since 6*17=102, you'll never be able to maximize all your stats. In
fact, you won't even get close. Even figuring out what your stats will
be and setting your maximums so these "raw" values add to exactly 83
will probably just waste time. Also, to stave off possible overflow
errors (and probably to keep just this sort of thing from working), the
auto roller makes "only" one million rolls, so setting the autoroller
just before leaving for your flight to Mars won't work.
If you're patient enough to wait about half an hour (say you're typing
up Angband guides (:B ), a good compromise is to maximize your two
primary stats, and set a lower limit on a third stat of about two
points below its maximum. Leave the other three categories blank. You
should get a character in about 60,000 to 100,000 rolls. If you don't
like the other three stats, you can always reroll. This makes the wait
for getting a character almost bearable.
Well, almost bearable. If you can make backup save files, you may want
to make copies of prerolled characters you can just "call up" when you
want to play that particular class-race combination. Just roll a
character, quit before moving, and rename the character something like
"mage, high-elf" if your system can support long file names, or maybe
like "MAGE.HIE" (class.race) if not. Then, stick these in a directory
in your "save" directory and you're all set to clone it at will! This
makes life *much* more pleasant than spending an hour generating a
great mage only to go down to 50', take one step, and die by falling
into a pit with poisoned spikes. Note, however, that savefile backups
are generally considered to be cheating, so you may not want to back up
characters that you've already played. See my blurb elsewhere about this.
Another consideration is the fact that for some stats, the actual number
doesn't matter as much as the "bracket" it falls in. For example, there
is no difference between a dexterity of 10 and a dexterity of 11. For
constitution, the whole range from 7 to 13 is solid--no bonus or
penalty to hit points or regeneration. On the other hand, every point
of Strength you gain gives you extra carrying capacity, even if it
doesn't necessarily increase your to-hit or damage; this is critical
for mages, where every pound counts. See the spoiler file "stats.spo"
for more information.
<1.4. Character suggestions by class>
-----------------------------------
(Note: With Angband 2.8.1 came the removal of all restrictions of race-
class combinations, making choices such as Dwarven Paladins available
where previously they were not. I have yet to explore all the
possibilities added by this, so you may have to explore some of these
on your own.)
<1.4.1. The Warrior>
As you probably guessed, high strength is the warrior's best ally.
However, a high dexterity is very nearly as important. This is because
you can get multiple hits with light weapons if you have a high
dexterity and strength. For a warrior, this is vital: every time you
hit, your damage bonus is added in, and that is what really kills
monsters. With an 18/40 Strength and a 18/10 Dexterity (the maximum
obtainable by a human warrior) and a Whip (1d6) (+8,+8), you get _four_
attacks per round. If all those blows were to hit (although unlikely),
you will have done _44_ points of damage even before adding in the 4d6
for the regular whip damage! And on top of that, you can slip on a pair
of RoDs (+15), and you're looking at 164 damage per round.
See Appendix A for the maximum attacks you can achieve with a particular
race/class combination.
Suggestion 1: Human Warrior. They gain levels _quick_, and that translates
into quick hit points.
Suggestion 2: High Elven or Dunadan Warrior. They get bonuses to Strength,
Dexterity and Constitution, all of which are good for Warriors.
Their slow advancement heavily compromises one of the warrior's
main advantages, however.
In any case, you want a high constitution (at least 15 for bonus HP from
the start), and not too low for other stats, particularly Intelligence,
which factors into magic devices and your pseudo-id.
<1.4.2 The Mage>
The holy grail for a young apprentice is an Intelligence of 18/50. This
allows you to get three spells per two levels. Unfortunately, only
High-Elves may obtain this score in Maximize mode. For other classes,
you want the highest obtainable Intelligence for your race (of course),
but it's not as vital; by the time you can buy/find a good enough Ring
of Intelligence to put you over 18/50, you will probably have all the
early spells you need (although that 50% extra mana comes in awfully
nice). Also, try to take the highest strength you can; spell books are
heavy, and you want to be able to wield a decent weapon (forget about
multiple hits), carrying capacity is also a major issue.
Suggestion 1: High-Elf Mage. Possibly the best class/race combination of
them all. High-Elves are the _only_ mages that can get an
18/40 Intelligence from the start, for three spells per two
levels and a nice bonus to mana. Take 18/50 Intelligence (of
course), OK Strength (for carrying capacity), and Dexterity
(for the AC bonus).
Suggestion 2: Gnome Mage. They get free action, and Intelligence but 10
percentiles below the High-Elves (but not high enough for the
bonus spells).
Dunedain make okay mages as well, but Gnomes have much the same vital
bonuses (except strength), and Dunedain lack both free action and
infravision, and they need 55% more experience per level than Gnomes.
Finally, Half-Troll mages have really bad Intelligence (which
translates into high fail rates on spells at the start), but their hit
points tend to be very high; just remember you're still a mage and not
a fighter!
<1.4.3. The Priest>
While using magic quite a bit, the Priest uses fighting much more than
mages, mainly due to the lack of low-level attack spells (their first
offensive prayer is Orb of Draining at level 9). As such, a high
strength is important for priests, as well as Wisdom.
Suggestion 1: Dwarven Priest. They have good Strength and Wisdom, and that's
just what you need. There are a few players that won't play
anything else.
Suggestion 2: Half-Troll Priest. No, you didn't read that wrong; this is
actually a fairly good combination, with little wisdom penalty
and good strength.
<1.4.4. The Rogue>
Rogues are usually played quite a bit differently than the other
classes, preferring to sneak into a room and kill the monsters while
they're sleeping rather than to just plow into them. This requires
Dexterity (for stealth), and Strength (to keep monsters from waking up).
Rogues also get a small (_small!_) amount of spellcasting ability, like
teleportation and detection spells -- that requires Intelligence. Add
in the high Constitution for good hit points, and you have _four_ stats
that are rather important. This makes rogues quite difficult to
autoroll. Rolling a good rogue may take a while. A good compromise is
to maximize your Strength and Dexterity, get an OK Intelligence, and
whatever Constitution you can get. Intelligence doesn't make a big
difference for a rogue anyway, since the only thing they really use
spells for is detection, and the failure rates are almost always
astronomical. However, I consider Rogues to be the most fun class to
play, because that sneaking about requires a fair bit of planning and
strategy.
Rogues come in two flavors: the sneak and the thug. Most rogues are
sneaks who rely on their stealth to just walk right up to a sleeping
enemy and wake them up in a pretty rude fashion. With lots of stealth
items (not too hard to find), sneak rogues can be wonderful. Thugs, on
the other hand, rely less on stealth and more on fighting.
Suggestion 1: Hobbit Rogue. The standard sneak rogue, Hobbits and Rogues
were made for each other. They also have their Dexterity
sustained, which helps alot since there are a bunch of
nasties that can reduce Dexterity. The -2 strength penalty
can be a problem, as it kills any chance of getting multiple
hits at the start; get a Ring of Strength ASAP if you want
multiple hits.
Suggestion 2: Half-Orc Rogue. This is the usual thug rogue. With 18/20
Strength and Dexterity, you get two hits with a whip, which
means double your strength bonuses.
<1.4.5. The Ranger>
Rangers are quite similar to Rogues in that they combine fighting with
spellcasting. However, Rangers are better than Rogues than both, at the
expense of stealth and lots more experience required to level up.
Rangers also get some wonderful bow skill (use that instead of magic).
The useful stats work about the same as rogues. Your stealth still isn't
all that bad, either. On the other hand, their pseudo-id is _pathetic_,
and this combined with how late they get Identify as a spell makes them
almost unbearable.
Suggestion 1: High-Elf Ranger. This is one of the slowest characters of them
all to advance, needing a full 180% more experience than a
human warrior to advance to any level. However, they can start
out with +3 bonuses in both Intelligence and Dexterity, two of
the three prime stats for a Ranger. This translates into 18/20
Strength, 18/30 Intelligence, and 18/50 Dexterity, Which means
good mana and two hits with a whip. Worth the wait if you have
the patience for the autoroller, although you may want to go
for an 18/10 or 20 Intelligence if you don't want to go nuts
waiting.
Just about any other race will do nicely as well, even humans.
<1.4.6. The Paladin>
The holy complement of the ranger, the paladin combines some really good
fighting ability with the priestly magic. However, the paladin is better
at both than the ranger; the paladin being able to get all priest spells
eventually, and one can fight nearly as well as well as a warrior.
The race for a paladin doesn't really matter much: There isn't much
difference between Humans and Half-Elves in terms of stats, and the
infravision of the Half-Elf is really low, albeit useful. A Dunadan
paladin is better than both, of course, but they crawl up levels, and
still don't get infravision. Symmetrically with the ranger, maximize
your Strength and Dexterity, and aim for a Wisdom of 18 or so.
<2. Shopping>
===========
<2.1. Starting Shopping>
----------------------
First and foremost, you need a shovel. About 50-75% of the treasure you
find in the early dungeons is stuck in the walls, and for that you need
a shovel. Picks are a total waste of money, however: it's only
marginally better than a shovel for digging, and its extra weight and
cost really isn't worth it. You may want a lantern as well, since it's
lighter and easier to deal with than torches. It's not necessary,
however, and since the Phial of Galadriel isn't too hard to find, it
may actually be a less than wise use of money. If you spend a fairly
long time in the dungeon, however (Warriors may go as far as 250' their
first time down), you may not want to buy that many torches, and the
lantern is much lighter in the long run. The oil may also be used as a
missile weapon, but it really doesn't do that much damage (1d6), and is
more expensive in the long run than conventional missile weapons.
If carrying capacity is a big issue (mages in particular), and you have
a bit of money to burn, sell your food and buy about 20 strips of beef
jerky. I usually carry about 7 rations of food, and buying an equivalent
amount of jerky (10 strips per 3 rations) shaves about 20% from the
weight of your food. However, it is pretty expensive, and mages get
Satisfy Hunger fairly quick. It's your choice.
Armor is probably a must for all classes, including mages. Soft leather
armor is probably best because it's cheap, as well as cloaks, gloves
(for non-spell casters), and leather caps. If you have at least an 18
strength and 18/10 dexterity, you want a whip as well for multiple hits.
<2.2. Starting Shopping by Class>
-------------------------------
<2.2.1 Warriors>
*IMPORTANT*: Want some more money when just starting out? Try this:
First, go to the armor shop, and sell your Chain Mail. You should get
about 375 gold for this.
Then, buy the following:
Item__________________AC______Weight__________Cost
Soft Leather Armor 4 8.0 24
Hard Leather Boots 3 4.0 16
Metal Cap 3 1.5 16
Gauntlets 2 2.5 53
Cloak 1 1.0 5
Small Metal Shield 4 6.5 75
--------------------------------------------------
Total 17 23.5 189
(Costs are almost total guesses. YMMV.) You have now
(a) got yourself three more armor points,
(b) earned yourself an extra 200 gold or so, and
(c) have eliminated the -2 to hit penalty from the heavy armor. Joy!
You have tacked on an extra pound and a half to your encumbrance, but
that shouldn't matter for warriors.
Next, sell your broadsword and buy a whip. Even two hits with a 1d6
whip is better than one with a 2d5 broadsword - and you're not putting
all your eggs in one basket damagewise, as it were. All warriors with
maximum Strength and Dexterity will get at least three hits with a whip.
This nets you an extra 100 gold or so (as well as the extra attacks).
You may want to reconsider, however, if you can get two hits with the
broadsword but only three with the whip. See Appendix A for more
information.
Now what to do with all that extra money? Well, a couple scrolls of
identify wouldn't hurt; even at 250' you may encounter some ego-weapons
or even an artifact. You also want to be able to identify the Phial
when you get it so you can light up rooms. If you want to start jetting
down levels immediately (you're the only class that can really safely
do this), you may want a Scroll of Recall or two.
<2.2.2: Mages>
For mages, your best bet is probably to buy a cloak, a shovel, and
maybe a lantern and some oil. Go to the armory and buy some hard shoes,
a metal cap, and soft leather armor if you can afford it. If you still
have change, buy a couple scrolls of treasure detection and extra food.
(I feel most comfortable with about 6 rations of food and 5 flasks of
lantern oil; with that I've never even come close to running out.) If
you feel bold enough, you can scour the town for money-carrying
miscreants, but it's _risky_ at level one, especially since you don't
have stinking cloud to take out street urchins. (Do _NOT_ attack
battle-scarred veterans from the get-go. The first character I ever
played found that out the hard way.) Drunks are an easy kill, of course,
but magic missile anything that can actually fight back, then flee. If
things get bad, you can go down into the dungeon then immediately back
up again.
If your strength is about 12 or above, buy an extra book of Beginners
Magic, since salamanders can burn them if you're not careful. If you
plan on spending quite a bit of time down there, buy Conjurings and
Tricks so you can get Lightning Bolt and Teleport Self.
<2.2.3. Other Classes>
Rangers start out with a long bow, but no arrows. Guess what they
should buy? Get about 30 to start; carry about 50 to 70 after 200' feet
to help with orc pits.
Rangers and paladins both start with a broadsword. As with the warrior,
sell it and buy a whip if you can get multiple hits. Rogues too if you
can get multiple hits; see the hit table in Appendix A.
<2.3. Mid-Term Shopping Goals>
-----------------------------
When you have the cash, you'll probably be unable to resist buying gain
stat potions. Go ahead for most of them; however, I recommend holding
back on Potions of Charisma; each one will only make a percent or two
difference in store prices, and probably not worth it (One percent from
a Stat Gain potion works out to about 300 gold.). They become common at
about 1000 feet, so just wait until then and find them there.
Free Action is a must after 1000 feet. It is available in three flavors:
rings, weapons, and armor. There are a good number of weapons and armor
that give this; try to get it from armor if you can, however, because
you might get better weapons; but Gloves of Free Action are about the
best non-artifact gloves out there. Try _real_ hard to not have to
waste one of your precious ring slots on a RoFA.
Warriors: A Weapon of Extra Attacks is a nice weapon to wield, since
the more attacks, the more your damage bonuses will apply. They're
deservedly pricey, however; you may well find one in the dungeon before
gathering the money to buy one, and they're not all that common in the
shops anyway. Also look for RoD (a must). Interestingly enough, Rings
of Strength are probably not as useful as Rings of Damage for warriors,
since you probably won't get an extra attack from a Ring of Strength,
and the extra to-hit bonus given by even a +5 to Strength isn't that
great unless you can get an extra couple hits in with it. Rings of
Dexterity probably won't help much if you already get four hits with
your whip, either; 5 attacks aren't possible until you reach at least
18/100 Dexterity, and you're not likely to get that for a while.
Mages: A Rod of Teleport Other. See below for my rant on this item.
Also, everyone but High-Elves will want a Ring of Intelligence good
enough to bring them up to at least 18/40, where they can pick up extra
mana (yay) and half again as many spells (big yay). (High elves would
need a Ring of Intelligence (+5) to bring them to the next key point of
18/90, and that's not likely. Buy it if you can find it, otherwise
don't worry about it.)
Priests: Look for stuff to raise your Armor Class, since your fighting
skills kind of stink and you tend to be in hand-to-hand alot. Enchant
your armor a bunch (as well as your weapon). Amulets of Wisdom are very
nice for priests (of course), and are readily available in the Magic
Shop. Other than that, there's not that much Priests need that others
don't.
Rogues: Anything that will increase your stealth. Cloaks of Stealth are
surprisingly common in the General Store, and every +1 to stealth
reduces the amount of noise you make per turn _in_half_, because the
'noise function' is exponential, not linear. Thus a Cloak of Stealth
(+3 to stealth) makes you eight times stealthier, regardless of what it
was previously. A rogue with really high stealth can easily sneak up on
even Wormtongue with ease. Also, look for Picks or Shovels of Digging
(occasionally sold in the General Store); a +3 one can allow you to
tunnel _much_ faster than even mages with Stone to Mud, who have to
rest to restore mana often. (don't bother with your Stone to Mud for
quite a while; it uses up too much precious mana). This will compliment
your Detect Treasure spell nicely and allows you to burrow into vaults
fairly quickly.
Rangers: Scrolls of Enchant Weapon, and lots of 'em. Enchant your melee
weapon and your bow to (+9,+9). Look for range weapons of Accuracy or
(better) Velocity when you can find them at the black market (they have
_incredible_ plusses...(+14,+17), for instance). Since you should be
getting two hits with your whip (or similar light weapon), look for
nice Rings of Damage.
Paladins: Being a mixture of Priest and Warrior, you'll want what both
of them want. Your Dexterity isn't as great as a Warriors, though; you
may want a Ring of Dexterity if it's 18/10 to (possibly) get an extra
hit with your weapon, then get a Ring of Damage. See 'attack.spo' for
information, and work out the numbers before buying.
<2.4. Items of Note>
------------------
Rod of Teleport Other: At about 5500 gold from the Black Market, I
feel that these are the most underpriced items in the game. They in
effect give you almost complete control of a battle; uniques with
escorts can be de-escorted quickly and easily, making them much easier
since you'll be up to full hit points when you find them again.
Checkerboard vaults become a total joke ("Tiamat at 1500'. How nice.
*zap*"). (Remember to rest until the rod recharges before doing this,
however!) Be aware that they're not much good if you're in the middle
of a room when surrounded by 20 hill orcs brought on by a summoning
rune or some such (it's happened to me), and tporting away fire or
water hounds is probably a bad idea since having 15 of them scattered
about the dungeon greatly increases the risk of getting ambushed by one
in the middle of a really long hall and watching it breathe all over
your scrolls/staves/armour/self.
Restore Ability: OK, your Hobbit Rogue has a Constitution of 13, but
had a bad time disarming that dart trap and it got reduced to 11. Time
to run back to the town to buy a Potion of Restore Constitution? Not
really.
As stated earlier, for some stats, only certain ranges of scores factor
into any plusses. For constitution, the entire range from 7 to 13 has
the same effect. So having it reduced from 13 to 12 will not do a spit
of difference. So, why bother bringing it up when it won't matter
anyway. Besides, if you find a Potion of Constitution, it will restore
your Constitution first, then raise it.
Now, if your Constitution dropped down to 7 or 8, you may want to go
ahead and chug a restore potion, just to be sure it doesn't drop down
to 6 and make you lose a few hit points. But other than that, it would
just be a waste, even if the reduced stat makes your character sheet
look bad.
Constitution is not the only stat with this property. Intelligence and
Wisdom have a similar range from 8 to 14 with a similar lack of effect
(assuming you're not a spellcaster needing that stat, of course). On
the other hand, each point of Strength gives you an extra five pounds
you can carry before being slowed, so you'll want to keep that up.
Dexterity and Charisma are similarly 'chaotic' (Just about every point
counts).
<2.5. Other Shopping Tips>
------------------------
Angband 2.8.0 has seen the 'Shuffle Store Owners' option to become no
longer an option, but 'always on', for lack of a better term. This
means that once in a (long) while, the owner of a particular store will
change, and that owner will put everything in the store on sale. Any
'rapport' -- built up reputation as a good haggler with the previous
shopkeeper -- will also be erased. More over, the rate of turnover is
four times what it was in previous versions. In my opinion, this makes
haggling hardly worth it, so I now leave the auto haggling off. The
extra 10% I pay is well worth saving a heck of alot of time, in my
opinion.
<3. Early Levels: 50 to 1500 feet>
================================
Some things never change: go in and kill. You can tackle almost anything
the first 150' can throw at you even at level 1 (except perhaps Fang and
Grip), and human warriors go up levels so fast that they'll be at level
5 before they know it. Going down at a rate of one level per dungeon
level would be real easy, assuming you can actually find the down
staircases that quickly. Just know when to stop; at this rate, the
unique orcs are a *real* challenge.
Look for Rods of Anything and loads of scrolls of Phase Door. Check the
Magic Stores and Black Market often and look for teleportation items
quick. You may want to consider finding and uncursing an amulet of
teleportation, then carrying it around for emergencies, but they often
don't work too switftly.
Get a bow as soon as you can -- you'll want a range weapon when wounded
things keep running away from you. You'll need it for Wormtongue as
well -- my first experience against him was as a warrior, and he must
have swiped 15000 gold before I finally whopped him. (He did leave
Taratol though, so I would have been overjoyed if I knew then how nice
it was.)
Other than that, the first thousand feet are pretty safe ground for
warriors, although I should reiterate that some of the unique orcs are
a challenge. Use this time to stock up on magic items and stuff, and
prepare for a decent that will likely turn unpleasant rather quick.
Caution is the name of the game here. Don't bother fighting hand-to-hand
untill you can get a reasonably enchanted weapon (say from Farmer
Maggot), or what you're going up against is *really* weak (jackals, for
example). I once lost a 6th level mage to a group of cave spiders,
*after* casting a few stinking clouds. I recommend being at least level
3 before going to 100', and level 7 before tackling 150'. I've never
taken a mage down to 1000' before being level 25. The first edition of
this guide stated that there was someone who would take mages down at a
rate of 50' per level plus 100'. This assuredly is a big fat lie.
A level 3 mage should be able to take on Fang and Grip (not both at
once, though) without too much trouble, unless you get ambushed around
a corner or something (easily preventable w/ detect monsters). Also at
level 3 you have the opportunity to get Cure Light Wounds as a spell.
Don't bother. It doesn't heal as much as even a CSW potion, and you
need the mana for other things.
Novice warriors can do up to 13 points of damage in one round. A 3rd
level mage may have about 20 hp max. Try *real* hard not to fight them
head on until you're about level 7 or so, and even then think about it
very hard. It's best to take them down in a room where you can phase
door around if they get near you. This is true of all the novice types
(except for the archer and ranger, who will just shoot holes in you
anyway).
Take out salamanders from a distance if you can. Watching them roast
your spell book is no fun, and they can't do that if you fire a missile
from afar.
For uniques, use a hit and run technique. Lure it into a room, then
cast Magic Missiles at it until it gets near, then Phase Door, back
into a corner, and repeat. If you Phase Door out of the room into a
corridor accidentally, take the opportunity to rest, then go back and
go again. You regain HP and Mana much quicker than uniques, so you're
still at an advantage. Most uniques below 1000' have no distance
attacks, so they can't get at you, just run like sheep towards you.
Wormtongue can be a breeze this way (sometimes).
When possible, use Magic Missle instead of other magic attacks. It does
more damage per mana than other magic attacks, and the fail rate is
lower. Reserve higher bolt attacks for really nasty things that are
rushing towards you (stopping that 2-headed Hydra, for instance).
Don't be stupid with your magic. In other words, don't try to be cute
and roast that floating eye you found at 950' with a Fire Bolt when a
Magic Missile would do just nice, because you'll be sorry when Nar
comes up behind you and you've got 10 less mana to spare...
If you run into a room with an immobile mana draining creature as well
as something even moderately nasty, *LEAVE*. Those things can suck mana
very fast, and without mana you're toast. Phase door out of the room,
rest, then lure the beast into the corridor, where you can fry it with
style. Finally, go back into the room and teach the mana drainer some
manners. If you have a bit of trouble with the mobile creature, just
phase door back into the room, take your frustration out on that stupid
mana drainer, then rest and lure the nasty back into the room. If the
mobile nasty drops lots of treasure (an Ancient Dragon, say), beat it
in the corridor until it's almost dead, then phase door, kill the mana
sucker, then do a stone to mud to bring the nasty back into the room,
where it can drop some proper treasure. (Beware if the monster can
summon or something similarly nasty, though.)
Mages are the only class that can get by effectively without a bow.
Regardless, don't forget you have that extra bow slot! If you've run
out of inventory space and have an enchanted range weapon you plan to
sell, equip it. Quite a bit later on, the mage's attack spells tend to
lack a bit in power. You may want to consider using the first ego-item
bow you find, if you can carry it.
By about 800' or so, you'll have had a good chance of finding a nice
ego-item (say, Holy Avenger or thereabouts). With something like that,
you may want to start taking a chance at melee, particularly against
groups like hill orcs. Open fights with a flurry of MM's until you've
used up all but say 14 mana (so you can bail when necessary), then
start whaling on the nastys. When your hp get somewhat low (like maybe
to about a third), loose off MM's with the mana you regained while
meleeing. If that's not enough, flee.
The first eight levels for a priest stink. They have no attack spells,
which means no distance attacks except for a bow which they're not to
good with. Their fighting ability, while better than mages, isn't
exactly what legends are made of, either. Finally, the only class which
can get multiple hits with a whip from the start are Half-Trolls.
Fortunately, their fighting ability is (barely) enough to get by, if
they're cautious enough.***
A rogue is a fighter with a few detection spells. Play that way.
_NEVER_ rely on escape spells until at least ten levels after you get
them, or whenever their failure rates drop to acceptable values.
For example, when you get to level 7, go ahead and gain Phase Door. Now
look at its failure rate: 49% for a Hobbit with 18 Intelligence. Do you
*really* want to rely on this when you're in a jam?
This spell is probably a real disservice for new players in that it may
give one a false sense of security. Even at level twelve, you still have
about a 35% failure rate. Buy some Phase Door scrolls as soon as you can
and use those until the failure rate is tolerable (about 15% or so for
me). You'll also want at least two scrolls of teleportation on hand from
the black market. And _never_ give yourself 'just one shot'.
Finally, on the Macintosh port of Angband 2.8.0, I have noticed a
probable oversight on the part of whomever wrote the macros. Pressing
option and a direction triggers a macro to fire a Magic Missile in the
specified direction. Trouble is, rogues don't have the Magic Missile
spell, so all you'll get is a 'You may not cast that spell.' message.
To fix this, do the following: open up the 'rogue.prf' file in the
'lib:user' direcory with any text editor, such as BBEdit. Then,
find/replace all instances of 'A:\e\emaa' with 'A:\e\ef1'. This will
instead fire whatever is inscribed {@f1} in the direction you specify.
Now, just grab your crossbow, inscribe your bolts with {@f1}, and your
range weapon is alot easier to use! Rangers, whose bow is much better
than their magic missle, may want to do this too.
You have quite a bit in common with Rogues: you have the same advantages
(good stealth, bow, and some magic), although you're better at all of
these except stealth. However, don't underestimate your stealth: it can
be quite handy for loosing off an arrow at that Novice Warrior before
he knows what happened.
On the subject of bows, this should be your distance as opposed to
magic. I usually don't get Magic Missile untill I'm about level 8 or so
(and even then I just get it because I've run out of spells to get).
The failure rate isn't all that tolerable for a while, and enchanted
bows can do quite a bit more damage anyway. By about level 10, however,
its failure rate is OK, so you can use it on weak fleeing creatures you
don't want to waste ammo on.
Rangers have one _serious_ drawback: they have the worst identifying
ability off all the classes. And I mean *pathetic*: their pseudo-ID is
only marginally better than mages, and they don't get Identify as a
spell until level 23. Even at level 22 Rangers require an average of
over 4000 turns before getting their inventory Pseudo-ID'd. (See
Appendix D for details) ID'ing weapons and armor might not even be
profitable until about 700' or so. I usually ID just "suspicious" items
and items dropped by uniques. I end up selling a fair amount of good
items and maybe even an ego-item or two, but there's not much I can do
about it.
Instead, make your money off of selling staves and wands, which you
know will make money. ID them, then try to make them stack as best as
possible: if you have two wands of Magic Missile, with 11 and 10 charges
respectively, use a charge off the 11-charge one, let them stack, and
stick another wand into the freed slot. Charges amount to about 10 to
20 gold on average for low-level wands and staves, as opposed to another
300 gold for that extra Wand of Wonder. You'll still probably make less
money than other classes, though; which is a shame since those Enchant
scrolls are so vital for you and are so costly.
Remember that you are _not_ as sturdy as a Warrior. You'll have to run
away quite a bit more, and you just can't plow into groups the way
warriors can.
Paladins are just like warriors at the start. Their main advantage is
their ability to smash, rather than the prayers they get soooo slowly.
You do tend to be a bit better in the magic category than the ranger in
hers, however; so you needn't be as careful (but never be uncareful!).
<4. General Hints>
================
<4.1. How fast is too fast?>
--------------------------
The first edition stated this about diving:
The fastest reported player plays at 50 feet per level + 100 feet,
which can be safely done for the first 1000 feet with mages - with
proper care, of course.
This, almost assuredly, is a Big Fat Lie.
4 out of 5 deaths in the early levels can probably be attributed to
diving too fast too early.
<4.2. Basic Pointers>
-------------------
Okay, let's start with basics.
(1) Don't even so much as sneeze unless you have full hit points and full
mana. There's just no reason to explore without full health.
(2) Don't invite trouble. That is, when in a room with two sleeping
monsters attack one, kill it, then the other. Sounds stupid, but there
s a very close scenario: When fighting groups of monsters, fight them
-one- at a time. don't run in the room and invite group beatings.
An elaboration on this: if you are being attacked by a group, get into
a hallway and fight from there. That way, you -can- only be attacked
by one at a time:
#.....CCC..........#
#....CCCC..........#
#######C############
#@#
# #
In fact, you should almost never be beat on by more than one monster at
once. you can always run into a tunnel, or attack from around a corner
if the monsters you are fighting have breath weapons.
(3) If you see a monster you're not sure if you can beat,then -don't- attack
it. Why take the chance? Also, put your ego aside, and run away if you
start losing a fight. Try not to run away at the very last minute, in
case your teleport spell happens to pick a bad time to fail. Also, be
ready to run if you attack a fire type monster - and don't have any fire
resistances. Same for many others.
(4) Probably the quickest way to die can be summarized in one thought. "All
right, I've been hitting this guy a few times, he should be almost dead...
OH NO! I have no more (hit points/mana)! *dies about 5 turns later*.
Don't run out of mana. Don't run out of hit points. If you start
running pretty low, then leave. Don't say 'Well, I'll just save my
last 6 mana points to teleport away' cuz if you roll badly, and are
stuck in a fight with no mana, you die. (Mages, anyway).
Note, though, that panic spell casting can save your hide. You have
nothing to lose if you're gong to die anyway. See section 4.e.
(5) It is wise to kill all the easy monsters you can before taking on the
harder monsters, i.e. kill any monster you see. If you clear out lots
of area, then if you have to run from a fight, you will have more clear
areas to run to. (and teleport to. A troll may be no big deal when
you are at full strength, but if some unique is beating on you, and you
teleport to a room with a troll in it, odds are you'll have to run
from the troll in this case).
(6) Check stores often. Check all stores everytime you are in the town.
You never know when something will be on sale. It pays to keep valuables
in your home rather than selling them right off - you never know when a
'bargain' could turn up. (Has anyone seen a ring of speed (+10) {on
sale}? How much was it?)
(7) When you're going to attack something, you can always get first blow if
you are careful. If your opponent is also moving (and at the same
speed), then if there is a single space between you, don't move into it.
Wait on the spot for one turn (if you search rather than do nothing you
may pick up an adjacent trap at the same time). Your opponent will move
next to you, giving you the first blow.
@.R <-- wait!
@R <-- hit! (:B
If your opponent moves quickly (like a cave spider), you would move
away from it if there was only one square between you, and stay still
if there were two squares.
Using Fang as the example :
@..C <-- wait!
@C.. <-- Hit!
.@.C <-- if you wait, Fang moves and bites. So, take a step back,
@C.. <-- hit!
Of course, if you are using a spell or missile weapon, you can shoot at
any time. But you can always know whether or not your opponent will be
able to hit you on the next turn and act appropriately.
(8) When you find a chest, don't open it in a corridor. If it isn't in one
already, take it to a big room. Make sure the floor isn't all cluttered
with rubbish. Always search chests for traps. If you don't find any,
search some more. Disarm the trap before opening the chest. (Note: if
you just cast disarm trap, you don't need to even search for the trap
in the first place.)
If you are just about ready to go down another level when you are
thinking of opening a chest, wait, and take it downstairs with you. You
will improve your chances of getting good stuff, since the value of the
stuff in the chest is related to the depth of the level that you open
the chest on. Don't open a chest in the town. (Note: In recent versions
of Angband this no longer applies, since chests have their object
creation level set upon the creation of the chest, not when it is
opened.)
(9) Common locations of secret doors.
When you see either of these two patterns, search for secret doors at
the place marked ".":
########## ############
'.' '.# (in any orientation, of course)
########## ##########'#
# #
Also, almost all 'dead' ends have secret doors. In general, there are
usually doors near doors when in corridors.
Common dead ends which are a waste of time to search:
# #
# #
# # ####
# # ### ###
# # # # # #
####### ### ########## ########### r #'########
# o '
########### ########## ########### o #'########
# # m # #
# # # #
# # # #
# # #### #
### ###
Some quick short tips from rec.games.moria
------------------------------------------
(10) Summon Monster/ Polymorph Other will eventually pull up something you
can't handle unless you can handle anything.
(11) Your Glyph of Warding / Rune of Protection will break.
(12) Just 'cause you teleported away does not mean you're out of danger.
(13) It is better not to be breathed upon. (Most all the time.)
(14) Your Detect Monsters/Evil spell does not pick up all your opponents.
(15) It is better not to be touched.
(16) Always have some form of healing.
(17) Good players have a way out. Excellent players have several.
(18) Give yourself some form of long range attack.
--- end of moria list ---
(19) Look at creatures A LOT, since you get "strength" information that
tells you how close the critter is to death. This is ESSENTIAL for
Priests/Mages as well---since if you're running low on mana, you need
to know if it's about to die, or you are. (with the 'monster health bar'
option, this isn't as necessary anymore.)
(20) The Anti- corridor: Sick of Tiamat summoning billions
of Great Wyrms of Whatever, or about to be assailed by book-burning
Fire Hounds? If you can tunnel _fast_ (ie, stone-to-mud), build a
corridor like this:
#################.#
#@#Z#Z#Z#Z#.#Z#.#.#
##Z#Z#Z#Z#.#Z#.#..#
#################.#
Since the only hound that can see you is the one you're face-to-face
with, none of the others will breathe on you. Summoners can only create
monsters on adjacent spaces to you, and if you're meleeing them, there
will be no place to put them; thus their summoning power is useless.
Note that the tunnel needn't actually be this long; three spaces deep
will suffice.
Note that the following setup does *not* work:
#@##################
#.ZZZZZZZZZZZZZZZZZZ
####################
The two or three leftmost hounds can see you, and any of them can breath
if they want to. If there's 20 Earth Hounds running at you, however,
this setup is better than just standing in front of all of them, if you
can't set up the anti-hound.
These corridors can be usefull if you're going against a powerful
unique as well. Consider this setup:
#########################
#.#.#.#.#.#.#.#.##.#.#.##
#.................#.#.#.#
#####.............###########
........p...........#.#.#.#.##
##.##.............##.#.#.#.#@#
#.##...............###########
#.###.#...#.#.#.#.##
##.##.##.###.####
###.##.##.#.##
##.##.##.###.#
###.##.##.#.##
##.##.##.###.#
###.##.##.#.##
##############
Where p is Sauron and @ is a well-prepared Rogue who filled a room with
anti-summoning corridors before letting Sauron 'in'. Appart from the
negation of Sauron's summoning capabilities, the player has a *whole*
bunch of escape corridors to Phase Door into when things go sour. Just
Phase Door, bolt for a corridor, then rest up while Sauron tries in
vain to go through the wall towards the player. As a bonus, Sauron won't
cast a bunch of spells while you're waiting for him to get within melee
range. (This is my preffered method for dealing with the Necromancer.)
(21) If you can spare it, rest for a hundred turns as soon as you go up/down
a level. This way, if you run into trouble early and have to bail or hit
a trap door, you at least won't lose the level feeling for the next level.
(22) Wands of Haste and Heal Monsters are more common than most others.
Rather than waste an Identify scroll on one, fire a charge at some
stationary creature. If it doesn't identify it, then it's something
good; go ahead and ID it. If it was a haste monster wand/staff, then
you're stuck with a creature that can go nowhere twice as fast. Yes,
you use a charge; but heal/haste/darkness are likely as not the first
wands/staffs you'll encounter, so it shouldn't matter. Anyway, a charge
from a wand of Magic Missiles is cheaper than an ID scroll (ID it before
you sell it, though, to get money for the charges.). I wouldn't try this
with staves, however, until you know which is the staff of Summoning and
maybe Darkness (They can ruin your day rather quick).
(23) There are no bad rods. Again, just zap something that can't fight back,
or something that's fairly far away. If that doesn't ID it, it's a
detection rod; just zap it again whenever the map panel changes until it
self-ID's.
(24) I know this is going to sound silly, but dust your screen before
playing. I've often mistaken specks of dust for mushrooms and such.
(25) Clear out all the rubble you find. I once found a Scroll of Aquirement
and other nice things stuck under the stuff before. Remember, items
under cleared rubble do _not_ add to the level feeling, as the item is
generated when the rubble is cleared, not when the level is created.
(BTW, rubble hides an object 10% of the time, regardless of dungeon
level.)
(26) If you have access to newsgroups, check out rec.games.roguelike.angband.
There are boatloads of experienced Angband addicts who will be happy to
give you advice. Just post a character dump and watch them tips flood in.
(27) Don't ignore stealth! Being able to sneak up on a group of sleeping
trolls (or a AMHD) makes them much easier, since you can likely rest
between trolls and prepare well for thad dragon. I generally like
having a stealth either wonderfully high or pitifully low, since
average or good stealth tends to make the monsters wake up just as
you're sneaking up on them, which is bad.
(28) Spellcasters: don't necessarily cast Identify every time you pick up
an object unless your inventory is full. Remember that the game creates
monsters within the dungeon while you rest to restore that mana. Try to
wait until you're in the town or just before you head up/downstairs.
-
All Classes: Everyone is probably going to want some potions of Cure
Serious, not so much for the HP gain but because they can cure blindness
and confusion (but not fear). Get a dozen.
Standard Items: Since you can't use any spells, you're going to have to
rely on scrolls and potions. Try to have at least a half dozen Phase
Door scrols handy for quick getaway, and a Staff of Teleportation as
well. By the way, before you start complaining about how much room all
these scrolls and rods and things are taking, remember that all other
classes have up to _nine_ spellbooks to lug around, as well as Restore
Mana potions. (And even mages keep quite a few rods around...)
Black Market: Rings of Damage. Good ones. Remember, with multiple
attacks, those damage plusses are added to each time you hit. Rings of
slaying are nice too, but they're not as common, and their bonuses tend
to pale next to the damage ring's boni.
Artifact: Sting. An extra two attacks per round is just wonderful. With
a high enough Dexterity and Strength, a warrior can get up to *eight*
attacks per round with Bilbo's standard issue. (Yes, Ringil's better,
but it's _rare_.) Incidentally, you *can* enchant Sting, but the odds
of doing so are half that of non-artifact weapons. This works out to
25% to get to +8, and 15% to get to +9. (See item.spo for more info.)
It's not the best artifact for really deep levels, but it's great for
the middle depths.
Standard Items: Until you are *very* high level, forget your
teleportation spells -- your failure rate is just pathetic. Buy magic
items about the same as a warrior would. A bow is *essential*: you're
almost as skilled as a ranger with bows, so go ahead and use it.
Black Market Items: Boots and Cloaks of Stealth. A hobbit with +5 to
stealth (easily achievable with both boots and cloaks) can go just
about anywhere he/she wants to without waking up hardly *anything*,
and that's a heck of a plus, especially around pits. Also, look for
Picks or Shovels of Digging; with a +3 PoD, you can go throgh granite
in less than a hundred turns, and with your Treasure Detection spell it
can easily make up for the 1700 gold this often costs. (Actually, the
Cloak and the Pick of Digging items are fairly common in the General
Store, while the Boots are less commonly found in the Armoury but
still perhaps worth the wait.).
----
First of all, leave jelly pits alone. They're not worth much experience,
give very few items, and have lots of mobile acidic creatures.
Gelatinous Cubes can bring a (3,+9) pair of boots to (3,-2) awfully
quick, and their abundance of (crummy) items really isn't worth the
money you're gonna be wasting buying more scrolls of Enchant Armor and
new clothes. If I see a jelly pit on a level, I usually just ditch the
whole level altogether and head straight for the nearest up staircases.
(Then of course Murphy's Laws step in and place said stairs right next
to the opening of the pit. Grr.)
I've lost a *whole* bunch of characters to orc pits. However, I've also
gone into a orc pit fight with a level 11 rogue and come out at level
15. I don't recommend this unless you have a 'nice' pit: the one I took
on had only snagas, hill orcs, orc shamans, and two black orcs. Use
your range weapons liberally: my rogue lost 30 bolts in the fight, and
recovered/reused as many more.
If you take proper care, most pits aren't little trouble, and worth
some major experience. The items they give can be nice too, simply
because of the sheer numbers of objects you'll be getting. (the first
artifacts I get in a game are often gleamed from orc pits). If at all
posible, attack the pit from the opposite side of the door if you can
find it. Also have some form of teleportation ready, just in case. This
*DOESN'T* mean Phase Door; it's very likely you'll blink into the pit
itself, meaning almost certain death for a presumably already troubled
character. If you get really lucky, you won't have let out too many
orcs before being 'in position', and then almost any character can
trash the whole lot of them (just let a few of them out at a time, of
course.)
Troll and giant pits are about the same; indeed, they may even be
easier, since the character by then will be better prepared for them.
I don't recommend going against Greater Titans until you are very high
level though, because they can do some massive damage. (Confusion
resistance is necessary for them.)
----
Consider this: a twentysomething level mage can launch a 7d4 Magic
Missile, for 4 to 28 damage. With a (+9,+9) Light Crossbow, *anyone*
can do 30 to 42 damage with unenchanted bolts.
Everyone but mages should buy a range weapon. With the addition of the
bow slot some time ago, no one has an excuse anymore: you all need one.
Non-Rangers should purchase a crossbow if they can afford it; Rangers
should buy a Long Bow, because they get extra shots with them later on.
Then start enchanting the heck out of it. Those plusses to damage get
multiplied in with the x3, for some jolly good damage. Don't neglect
the to-hit portion, either: those plusses don't do any good if your
arrow doesn't hit. Enchanting ammunition has the same effect; however,
since ammunition gets depleted, and the chance of successful enchantment
drops with the number of arrows/bolts you're trying to enchant, it may
not be worth it until much later on. Enenchanted ammo doesn't stack
well like normal ones, either.
If your enemy is fleeing and you can spare the time, wait until the
enemy is at least three squares away before firing at it. Missiles
have twice the chance of breakage if it hits a creature within a
three-square radius. Besides, it's rather amusing watching the little
creatures flee for a bit before you cut them down. (Hey, who you
calling sick and twisted? >:] ) You don't really need to be totally
religious about this though; if you need to kill it quick (breath
weapon types, for instance), do it. I usually find ammo faster than I
waste it. Also, if the monster you're shooting at drops a *whole* bunch
of treasure (Hydras, Solars, etc.), you may want to shoot it within the
three-square range, hoping that the ammo will break and leave an extra
space free for dropped treasure.
======================
------------------
Various players that escaped the Pits of Angband came back with stories
of monsters discussing the other adventurers they killed. Here is a
list of some common 'last quotes' of various players. Don't make their
mistakes.
"I just got Phase Door, I can use that. I don't need any Phase Door
Scrolls." -- 7th level Rogue
"Hrm, I'm deep enough so I don't need poison resistance anymore; the one
point per turn drain ain't that great. I'll just swap that Ring of Pois.
Res. for this Ring of Damage...Oh look, a drolem!" -- 40th level priest
"Well, _eventually_ Phase Door will get me out of this room into a
corridor for safety." -- 26th level mage
"I'll just zap these Cold Hounds with this Rod of Fire Balls I just
found...hey, whaddya mean I failed to use it properly?!?" -- 13th level
Warrior with 6 Intelligence
"I've found most of the bad potions; I'll just quaff this Brown one I
found real quick since I don't want to waste an ID scroll on it. Hrm, a
feeling of dea--oops." -- 16th level Ranger
Well, you've worked your way down through one hundred levels of torture,
gained fame, fortune, and Rings of Speed, and have just sent Sauron off
to the afterlife. Ready for Morgoth, but scared shiftless? Here's some
techniques for knocking of Mr. P-body.
First of all, don't even think of going to 5000' without _lots_ of
healing power. I like having about a dozen Healing and a half dozen
each of *Healing* and Life. Spellcasters will want a half dozen Restore
Mana potions; priests will want more if they want to cast Holy Word for
healing.
A single mana storm of Morgoth's can do up to six hundred points of
damage, with no way to resist the damage. *ALWAYS* heal up when your HP
goes below this, for otherwise you are playing a risky game of Russian
Roulette.
Morgoth comes screaming towards you at speed +30. Be able to haste up
to this speed before confronting him. Rings of Speed (+10) are fairly
common down below 4000', and with similar Boots of Speed and some Haste
Self potions/spells, you'll be a bit faster than him.
One of Morgoth's attacks is to summon unique monsters you haven't
killed yet. To prevent this, kill all the really deep uniques before
diving down to 5000'. If he can't summon uniques, he'll just (!) call up
some greater undead. (Then again, maybe you can leave Smeagol alive and
have fun as Morgoth summons the poor wretch up.)
There are a few class-specific methods of dealing with ol' Melkor. Here
are the ones I know:
*** GoI (mages): For mages, killing Morgoth is a cakewalk. Just cast Globe
of Invulnerablility and he can't touch you. Then melee him as you like.
There's not much Morgoth can do to prevent this, nor the billions of
monsters he can summon up; you're invulnerable, remember? (For the
record, GoI is under some considerable scrutiny for this reason, and
will probably be reworked in versions after 2.8.1.) Just remember to
pay *close* attention to the messages that pop up, so you can recast
GoI when it runs out!
*** The Sea of Runes (Priests and Paladins):
*** The Hail of Death (Anyone, Rangers in particular): With a missile
weapon of extra shots and some appropriate ammuntition, You can do
some _massive_ damage to Morgoth. With two shots per round from a
Heavy Crossbow of Extra Shots (x4) (+x,+20) and Seeker Bolts of Slay
Evil (4d5) (+10,+10), you do
Damage = [(base)+(BowDam)+(BoltDam)] * (Number of shots) *
(slay bonus) * (bow bonus)
= [10 + 20 + 10] * 2 * 2 * 4
= 640 damage.
By level 50, Rangers get two extra shots per round with Long Bows. With
similarly enchanted and named equipment, Rangers can get
[8 + 20 + 10] * 4 * 2 * 3 = 912 damage.
This adds up _fast_. Since Morgoth has 17100 hit points, Rangers can
theoretically kill him in 19 rounds, while others require 27. Note that
this eats up arrows or bolts _fast_. Have about 3 slots of 99 Slay Evil
Seeker bolts or Arrows (difficult, but possible).
(Note that these numbers are averages. Actual values range from 528 to
800 and from 816 to 1104 for the above cases respectively. Also, it is
entirely possible to get even better enchantments for bows and crossbows.)
===================================
In this document, I have alluded to a couple tatics that may be
considered by some to be 'cheating'. I'll address these here.
(1) Savefile backups. As you know, when you die in Angband, it's over. Your
savefile is reduced to just your name and the information about monsters
you've gathered. However, probably the most common cheat in Angband is
making a copy of your save file and 'bringing it back' when your
character purchases the farm. (On some other systems, you can 'abort'
the game before it marks up the record.) This, of course, defeats the
purpose of the 'one life, one chance' nature of Roguelike Games.
However, nearly everyone who plays does so, at least at the start. For
the record, my first character to beat Angband used a _whole_ lot of
savefile abuse, for which I'm not proud of. That said, most people,
after doing so, 'clean up' afterwards, reducing or eliminating their
use of savefiles.
Other methods of cheating death are available on various systems, from
restarting the computer to killing the Angband application without
letting it save. This all has the same effect.
If you are on a multiuser system, this is somewhat evil, because this
screws up the scoreboard for everyone, and will brand you as Naughty by
everyone on the system, not to mention stain your kharma.
If you do wish to use backups so you can 'cheat death,' consider just
setting the 'cheat death' option. It's easier than dealing with backups,
and you can have a cleaner concious as you learn the game. You also
won't mess up the scoreboard, so that when you are ready to go without
a net, your scores will have some merit.
(2) Stair and Store Scumming. This is another common way to cheat. Level
feelings are generated if you were on the previous dungeon level for at
least one hundred turns. A popular tatic is to go down a level, then if
they get a feeling they don't like, they just wait and go back up, then
repeat. In a similar manner, stores restock their wares every thousand
turns if the player doesn't show up, so some players will wait at 50'
for a while waiting for better items there. In fact, the First Edition
to this guide gave at least a passing reference to stair scumming for
starting characters to get a shovel if the General Store didn't stock
one at first.
The advent of the autoscummer helped alleviate some of this problem. It
also raised some more questions. During the short time that I had access
to rec.games.roguelike.angband, there was a rather lengthy discussion
about the use of the autoscummer. Note that in the beginning, the
autoscummer can often make dungeon levels with a fairly out of depth
item or two embedded within. In later levels, however, level feelngs
are more and more caused by out of depth monsters, making for wildly
difficult levels. Personally, I am in favor of making use of the
autoscummer a 'startup' option, like preserve and maximize modes, so
that if people use it to get nice weapons at the start, they'll have
to pay for it with some really nasty stuff later on. Note also that
autoscummed levels tend to have a _lower_ chance of containing
artifacts, because artifacts don't add that much to the level feeling
of a dungeon, so some levels containing just an artifact can be passed
off by the autoscummer as boring. See 'dungeon.spo' for information,
then decide for yourself.
Store scumming is another matter, however. Let's face it: when your
warrior has no Scrolls of Recall and the Alchemy Shop's not stocking
any, no one in their right mind is going to have the honesty to go down
back to 4000 odd feet by using staircases. (Scumming for black market
items, however, isn't that nice.)
Somewhat related to store scumming is town scumming, where a player
goes around killing things in the town to build up money to buy some
nice object. If you run out of townies, you take the down staircases
and go right back up again.
(3) Changing the Display Features. On some systems (notably the Macintosh),
hitting '&' puts you into a screen that allows you to change the colours
and characters used to represent different characteristics of the game.
For example, I have used this to change things such as potions, books,
and scrolls to characters in the upper half of the Macontish's character
set, making them look more like what they're supposed to. (email me if
you'd like a copy of this set; it makes the screen quite a bit more
interesting, although it confuses the borg.)
The problem comes in that this allows you to change, for instance, all
the 'bad' rings so as to look different from the 'good' rings. Or, you
can change the character for lurkers or creeping coins to make them
distinct, which of course they shouldn't.
This cheat isn't nearly as powerful as the previous ones for two
reasons: first, unidentified rings are still indistinguishable from
others (although you can hack the lists to get around this). Second,
the option "Extend the power of the 'look' command" allows you to look
at items even when you can't actually 'see' them (it's great; set it).
So, if you waltz up to a greater vault and cast Detect Objects, you can
see where that Ring of Speed is *without* going into the vault, if
you've previously ID'ed one. About the only use this cheat has, then,
is distinguishing some monsters, and that's not too much of an advantage.
(4) Hacking the Lists. In the "edit" directory, there are several text
files that contain all the information on the 'features' in the game.
I'll list these real quick:
File Contains
a_info.txt Artifacts
e_info.txt Ego-Items
f_info.txt Terrain features (walls, doors, traps, etc)
k_info.txt Normal Items (anything you can pick up)
r_info.txt Monsters, including Uniques
v_info.txt Maps for the vaults
Someone who doesn't get enough adventure (even _after_ playing Angband)
can edit these files and throw away the corresponding .raw file in the
'data' directory (or trash all of them to be safe), and Angband will
automatically make new data files with this new information. Somewhat
related to this is to change the characters used to represent various
objects to much the same effect as cheat #3 above.
As you might guess, this is *dangerous*. Old savefiles may not be
compatible with this version, and you could end up crashing your
computer. Be _sure_ to make a copy of the old info files; better yet,
copy the whole Angband directory before doing this. Also note that
there is NO documentation as to how the format of these files is
supposed to be, and you'll have to figure it out from the lists
themselves and the spoilers. Even the source doesn't give a real
'template'. On the Macintosh, opening save files by double-clicking
can open either copy of Angband; I suggest making an alias of the
Application and using Drag & Drop to open save files.
Now, the ethical considerations here should be obvious. First of all,
as soon as you do this, you are no longer playing Angband, but some
variant you made up. *PLEASE* don't try to pass it off as Angband. Edit
the 'news.txt' file to reflect that you have changed that version of
Angband, and perhaps add a section in the help files describing what
you've done. But please, do NOT give a victory post saying you've just
beaten the 'true' Angband without telling that you quietly made the One
Ring a Level 1/Rarity 1 artifact with no curse or Experience draining!
That said, these "variants" can be kind of fun. Changing the
descriptions of some of the monsters is pretty safe, for example, so
just changing 'Farmer Maggot' to 'College Councelor Smith' can be
somewhat amusing. I myself am working up a variant involving folks from
my college and community, although odds are the joke will be old well
before I finish it.
Hacking the lists can be a rather complicated task, and if I get off my
lazy butt I might write something on it later. Don't count on it though.
This document was not a solo project. There were quite a few who lent
tips and tricks to this guide, inadvertantly or not.
=================================
This table gives the number of hits per round a character of that race
and class with maximum Strength and Dexterity can get with a three
pound weapon (like a whip).
The first row gives the minimum weight by that class that will factor
into the blow/round equation. For example, a mage weilding a weapon
less then four pounds will be treated the same as if he/she were
weilding a four pound weapon.
Note that these values are my calculations, and although I'm pretty
sure these are right, a few might be in error. Lemme know if any are.
An X in the table means that the race/class combination is not allowed.
Warrior__Mage_____Priest____Rogue___Ranger___Paladin
(Min. Weight) 3.0 4.0 3.5 3.0 3.5 3.0
Human 4 1 1 2 2 2
Half-Elf 3 1 1 2 2 2
Elf 3 1 1 2 2 X
Hobbit 3 1 X 1 X X
Gnome 3 1 1 2 2 X
Dwarf 3 1 1 X X X
Half-Orc 4 1 1 2 X X
Half-Troll 3 1 2 X X 3
Dunadan 4 1 1 2 2 3
High-Elf 4 1 1 3 2 X
==============================================================
When maximize mode is not in use, all stats can reach a maximum of
18/100, not including equipment bonuses. When it is, the maximum of a
particular stat is determined by the plusses to a stat by the race and
class, _not_ by the initial stat rolled. These tables outline those
stats here. (Pretend there's an '18/' in front of each stat.) Note that
in both modes, magical bonuses from equipment can increase a character's
stats beyond these limits, to an absolute maximum of 18/220 (represented
by 18/***), after which further increases don't do squat. Also, the
potential maximum stat of a character is independant of the starting
stat of that character; a high elf warrior can get a 18/110 Intelligence
whether his/her starting Int was 4 or 18.
**Warrior** Str Int Wis Dex Con Chr
Human 150 80 80 120 120 90
Half-Elf 140 90 80 130 110 100
Elf 140 100 90 130 100 100
Hobbit 130 100 90 150 140 100
Gnome 140 100 80 140 130 80
Dwarf 170 50 100 100 140 70
Half-Orc 170 70 80 120 130 60
Half-Troll 190 40 60 80 140 40
Dunadan 160 100 100 140 150 110
High-Elf 160 110 70 150 130 140
**Mage** Str Int Wis Dex Con Chr
Human 50 130 100 110 80 110
Half-Elf 40 140 100 110 70 120
Elf 40 150 110 120 60 120
Hobbit 30 150 110 140 100 120
Gnome 40 150 100 130 90 90
Dunadan 60 150 120 130 110 130
High-Elf 60 160 90 140 90 160
**Priest** Str Int Wis Dex Con Chr
Human 90 70 130 90 100 120
Half-Elf 80 80 130 100 90 130
Elf 80 90 140 100 80 130
Gnome 80 90 130 110 110 100
Dwarf 110 40 140 70 120 90
Half-Orc 110 60 130 90 110 80
Half-Troll 130 30 110 50 120 60
Dunadan 100 90 150 110 130 140
High-Elf 100 100 120 120 110 170
**Rogue** Str Int Wis Dex Con Chr
Human 120 110 80 130 110 90
Half-Elf 110 120 80 140 100 100
Elf 110 130 90 140 90 100
Hobbit 100 130 90 160 130 100
Gnome 110 130 80 150 120 70
Half-Orc 140 100 60 130 120 50
Dunadan 130 130 100 150 140 110
High-Elf 130 140 70 160 120 140
**Ranger** Str Int Wis Dex Con Chr
Human 120 120 100 110 110 110
Half-Elf 110 130 100 120 90 120
Elf 110 140 110 120 80 120
Dunadan 130 140 120 130 140 130
High-Elf 130 150 90 140 120 160
**Paladin** Str Int Wis Dex Con Chr
Human 130 70 110 100 120 120
Half-Elf 120 80 110 100 110 130
Dunadan 140 90 130 120 150 140
Appendix C: Regeneration Rates
Constitution Bonus
3-13 0
14-17 1
18-18/49 2
18/50-18/99 3
18/100-18/119 4
18/120-18/129 5
18/130-18/149 6
18/150-18/169 7
18/170-18/199 8
18/200+ 9
Appendix D: Pseudo-ID Strengths
Occasionally, your character will get a "feeling" about a piece of
armor or weapon. The item will also be inscribed with this feeling.
Feeling Meaning
Special Non-Cursed artifact
Excellent Non-Cursed Ego-Item (Ex: Robe of Permanance)
Good Normal armor/weapon with small magical bonus (to +9)
Average Normal armor/weapon with no bonus (+0,+0)
Cursed Normal armor/weapon with small magical penalty (to -9)
Worthless Cursed Ego-Item (Ex: Weapon of Morgul)
Terrible Cursed Artifact, usually bad (but not always!)
Note that only Warriors, Rogues and Paladins get all these feelings.
Mages, Priests and Rangers get only two messages: "good" (for good,
excellent and special) and "cursed" (for cursed, worthless and
terrible). These classes will _never_ get a feeling from an average
object.
The following table gives the probability per character turn that the
character will trigger feelings for objects. For example, a 20th level
unhasted Paladin has about a 1 in 182 chance per turn of triggering
feelings for objects he/she is carrying. This is also the average
number of turns before the feelings are triggered. Observe that this
will increase for characters who are hasted; pseudo-id is based on
'absolute' time, not on 'player' time.
When the feeling is triggered, all items in the player's equipment are
given feelings, and items in his/her inventory have an 20% chance each
of being pseudo-ID'd as well.
Lvl Warrior Mage Priest Rogue Ranger Paladin
1 219.51 40000.00 243.90 487.80 20000.00 1951.22
5 138.46 24000.00 153.85 307.69 12000.00 1230.77
10 64.28 16000.00 71.42 142.86 8000.00 571.43
15 33.96 12000.00 37.74 75.47 6000.00 301.89
20 20.45 9600.00 22.72 45.45 4800.00 181.82
25 13.53 8000.00 15.04 30.08 4000.00 120.30
30 9.57 6857.14 10.64 21.28 3428.57 85.11
35 7.11 6000.00 7.91 15.81 3000.00 63.24
40 5.49 5333.00 6.10 12.19 2666.67 48.78
45 4.36 4800.00 4.84 9.69 2400.00 38.74
50 3.54 4363.63 3.94 7.87 2181.82 31.50