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#1 |
Rookie
Join Date: Mar 2008
Posts: 24
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The Official Bad Advice Thread
I figured we need a thread on here for all the bad advice, bad ideas, and words of "wisdom" we've accumulated over our adventures.
Here's mine; "Always read unidentified scrolls right before going into battle, you never know when you'll find a scroll of blessing that might have gone to waste otherwise." |
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#2 |
Knight
Join Date: Apr 2007
Posts: 572
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Your character becomes immortal at midnight.
Last edited by Djabanete; April 2, 2008 at 07:18. |
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#3 | |
Swordsman
Join Date: Jun 2007
Posts: 292
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#4 |
Adept
Join Date: Aug 2007
Posts: 182
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Fight drolems! They give lots of XP!
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#5 | |
Knight
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Quote:
But here's some REAL bad advice: Always put on the first un-ID'd ring you find! (Rings, as you may have noticed, are the opposite of potions - the GOOD ones don't show up until deeper; the first few always seem to be weakness and aggravation! :P Rebalance?)
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#6 | |
Adept
Join Date: Dec 2007
Posts: 167
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Quote:
Other fun things to try with unID'd stuff: * Shoot unID'd wands at interesting monsters. Fast uniques are particularly fun targets, but I can't remember whether you can learn Confuse, Sleep, or Scare with them. * Use unID'd staffs and scrolls on new levels (not cleared levels). This is the best way to identify Detect Invisible, Evil, and Traps. The occasional summon whatsit isn't that dangerous, even with disconnected stairs. With staffs, it helps to be wounded, too. Kevin |
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#7 |
Swordsman
Join Date: Apr 2007
Location: Calgary
Age: 35
Posts: 327
Donated: $18.32
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I normally try to quaff potions with I'm very very slightly injured or poisoned, etc. You don't want to quaff a potion of poison when you're at 2 HP though.
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#8 |
Scout
Join Date: May 2007
Location: Finland
Age: 33
Posts: 38
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always melee mystics, especially grand master mystics
![]() I killed my promising Half-troll priest by drinking an un-id'd potion.. of death ![]() |
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#9 |
Rookie
Join Date: Feb 2008
Location: Huntsville, AL
Posts: 2
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If you've reduced a unique to fleeing through your superior Mage-tastic firepower, you should definitely hit him with a Meteor Swarm to make sure he dies. Nothing says overkill like the sounds of drop destruction.
If you are forced to flee battle by teleporting away at low hp, you should definitely cast 'Light Area' before healing up. The chances of porting into line of sight of a Great Wyrm, Dracolich, Dracolisk, Death Drake, Drolem, Greater Basilisk, big breathing unique, fire-breathing major demons, a pack of nasty hounds, pack of nether-bolt-slinging undead, giants that throw boulders, or some mixture thereof.. are frankly too small to even mention. You should continue to haul all manner of heavy gear back to town to sell through the mid-game. After all, you're almost certain to see some kind of awesome end-game gear like boots of speed (+3) for sale in town. Then won't you be glad you spent all that extra time wandering the dungeon at speed (-2). You should continue to stay in the fight with a big melee'ing monster like a Great Wyrm as long as you're winning. You'll probably kill it next round, and in the unlikely event that you don't, there's basically no chance it'll hit with *all* of its melee attacks. Or something else will join the fray. After all, this is your last chance to kill a Great Wyrm - and you know it's carrying a tasty Ring of Speed (+18). // guilty of all of the above Last edited by protomech; April 3, 2008 at 03:49. |
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#10 | |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,726
Donated: $40
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All right, this
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