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Old May 5, 2008, 11:13   #41
Patashu
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Don't bother looking at items on the ground before walking up to them. Death swords? What a ludicrous concept.
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Old October 14, 2008, 20:47   #42
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elemental wyrms have good drops and EXP for the amount of danger they represent, so you should generally go out of your way to melée them if you have the appropriate resistance. Great Storm Wyrms are particularly good targets since they can't damage your spellbooks or escape scrolls and staffs.
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Old October 15, 2008, 01:44   #43
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Quote:
Originally Posted by Big Al View Post
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.
or do you???

Personally like to save those scrolls of summoning for the deepest part of my dive. That way, I sure to get some good enemies to fight.

Also drop all means escape and healing, teleports, recall, potions, staffs. Keep only offensive items with you when entering battle. That why you won't have to worry about backpack space when gathering up the post-victry loot. (As an added bonus, if you should die, the monster that killed you won't know where to find your stuff, esp. if you drop it really far away.)

It's really to bad that you can't bury your gold, you know, to keep it safe.

Maybe I'm just not keen on your tougne and cheek houmor Big Al. But me's think'est you had best'st checketh thy thread title once again.
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Old October 15, 2008, 01:49   #44
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Quote:
Originally Posted by protomech View Post
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).
I'm really really really really guilty of this. On practically every dungeon level I visit.
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Old October 15, 2008, 06:58   #45
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Always remember that a unique monster's possible spell damage is always in-line with their race. Kavlax and Cantoras can breath/cast just as hard as a regular dragon/skeleton.

Furthermore, you can just assume what the monster is by looking at the letter representing it. If you start trying to target or [l]ook at it, the monster will know your hands are off the attack keys and go in for the kill!

Plus there's no chance that Shelob would be hiding in a group of spiders wearing her OWN color. That's just bad fashion.
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Old October 15, 2008, 14:11   #46
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Shovels can double as weapons, and the damage they inflict can really add up after a awhile.

Speed and 'shrooms are for losers. My character doesn't use drugs.

Poison resist is useless. After all, poison usually wears off very quickly, and poison never killed anyone.

Focus on collecting gold rather than equipment. It weighs nothing!!!, and it's a little known fact that most uniques can be bribed by holding down the 'd' (donate) key.
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Old October 20, 2008, 01:15   #47
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if you encounter a unique you've never seen before, hidden in a vault on a fairly low level, he's probably an easy kill that you've just missed in the past. This is particularly true if he's just a "p"
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Old October 20, 2008, 01:29   #48
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Teleport to the secret graveyard level!
Macro F1 to the following: "Qy@" and press it!
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Old October 20, 2008, 10:44   #49
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Never run, just keep your finger on the key. Only scums are crawling corridors, so you will bash them easily.
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Overconfident ?
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Old October 20, 2008, 13:12   #50
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Finding Ringil early means you're definitely going to win.
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