

Don't depend on them, they are mostly there to help you progress to end game. Some gods (Che) require vastly different playstyles.ġ2: Berserking: If you're a halfway decent in melee, this is your "slay them all" button. However, reduced effect if you're not a Trog worshipper. Beware when it runs out.ġ3: Confusion is handy for reducing early crowds.ġ4: No matter what, always have a method of chipping away HP from range. Caster, Melee, either spells, darts, or bows. There is a reason why Mountain Dwarf Hunters start out pretty strong, and stay that way. Things that can't get to melee range means potions and time you save by not taking damage.ġ5: Early emergencies. Don't be afraid to quaff potions that haven't been ID'd yet when in a tight spot. Worst case is that they'll kill you off faster. Better case is that they'll provide a much needed buff to get out of said tight spot. Not using them in a situation where you would die anyways is just wasting potential.

Potions/Scrolls: Wait to begin IDing until you have a small supply of both. Healing potions tend to be the most common. Save the large stack of potions for when you quaff ID poison. With scrolls, try to wait until you have a cursed item equipped, and also have an edge weapon in your hand when you do so. Remove curse will ID on read if there is a cursed item being equipped, and curse weapon won't result in an accidental YASD if you retain the ability to butcher things. I often can reach the Lair using this knowledge (60% of the time now). I've never touched a rune, but I'm constantly progressing further down with each attempt. It takes time to learn the game, but once you do, it gets pretty satisfying to see your progression. Mostly great tips but don't be afraid to take Vehumet if you're going for a blasty type caster. His guaranteed books have lots of useful spells and his boosts to destructive magic will have you casting fire/ice storm when a "normal" caster will be stuck with bolt of foo.Ī scroll of enchant weapon/armor will remove a curse too, even on things that can't be enchanted, like artefacts. Tunnels will get you killed if you try to fight slime creatures. They were specifically introduced to lure you out into the open. Also many levels don't have corridors, so corridor abuse will only get you so far.

Learn to move deliberately and pull monsters 1 at a time if you can.Ĭhe and/or Fedhas are probably the two most underpowered gods in the crawl pantheon.

The problem is that many people look at the Che stat boosts and don't realize that stats aren't all that useful (as a generalization), whereas swiftness, haste/speed potions and berserk are literal life-savers. I'm a reformed Che-ite, but I'm not alone in my assessment. If you really want super high stats, pick a demigod race. Trog is a good choice, unless you want to use magic. Okiwaru isn't as strong as he used to be, but finesse and heroism are both spammable skills and will let you punch far above your weight-class. On top of that, his wrath isn't too bad if you decide to ditch him for the end game (taking TSO for example). The two "easiest" gods to use are probably Makhleb and Trog.
