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General advice? Use a shield whenever possible. Don’t go to puppy cave or Druid dungeon. Village dungeon is safe early on. Concentrate on getting to the caverns of chaos.
I will try what you suggested, and will get back after a few runs. Thanks!
That and getting the PV talent line can make things really easy early on.
But this is just advice to make yourself not die early on.
The best way to improve in this game is to get in a bad situation, or out right die, and ask yourself "How do I avoid that in future runs?"
I find Cavernous floors to be very good at finding loot, as the respawn rate for enemies is so high.
Other than that, class and race choice has a huge impact on "difficulty". I find that the Dwarf Priest is one of the easiest to play, as it starts with good equipment, it has a wide variety of skills, and you start with some healing spellbooks, allowing you to recover from battle damage or heal allies.
Some star signs are better for different class/race combos. For the aforementioned Dwarf Priest, I usually like the Dragon or Cup.
As for a throwing axe one-shotting you, avoid Plains in overworld. Those are thrown by Gnolls, and the plains have tons of Gnolls in them. You may still encounter the odd Gnoll here and there, but if you want to avoid these particular early game deaths, avoid large groups of Gnolls.
These things should help you stay alive a bit longer. They are still a lot of cheap deaths later on, but it should help to avoid the early ones. ie The Banshee scream death in Caverns of Chaos, that occurs if you don't have bees wax and you preemptively plug your ears with it. I call that a cheap death because this is literally the only time in the entire game you do the action, and the keybind was buried in a list of something like 400 keybinds in the original ASCII. Anyway, enough of my rant.
And the best star sign choice will always be Raven, Candle, or Tree. These three are head and shoulders above the rest.
There are no gnoll encounters on the plains. The most dangerous level 1 encounter that uses missiles is the hill orc patrol, which is a hills encounter.
Raven is situationally useful, and usually only worthwhile if you are going for an Ultra ending, which isn't a noob-friendly thing. The increased speed can be useful to avoid encounters. Noticing secret doors and mimics is useful though.
Candle is again situationally useful, as the rate of extra healing isn't much, most won't be praying whimsically to the gods (especially as you can't ever precisely know how much your piety is, and getting doomed/destroyed equipment is often a run-ender), though the free talent is nice.
Tree is okay. Good for those that don't want to accidentally change alignment, and the extra willpower / toughness is decent for early game. But, it isn't really that great mid to late game.
I like Dragon because of the reduced weapon skill marks (which get excessively high as is), reduced power point cost for spells, improved tactics settings, and extra strength/toughness.
Maybe I'm mixing up the locations, but Gnolls love to throw axes. Hill orcs do throw axes, but I've never been killed by one, even with an unarmored wizard.
While Id agree with you normally, context matters. A lot. This guys played like 6 times upon writing this post, he doesn’t care about ultras or alignment at this point. Just surviving to CoC. That’s why there’s advice to skip puppy cave, the ants will destroy a newb. The cavern will also destroy a newb, and the vault may also destroy a newb.
Another non-noob friendly location, though best to investigate earlier rather than later, is the dungeon which spawns enemies at twice your current level.
It's a base alignment increase of 320. You get just as much from telling her that her dog is dead. You could give a beggar 6 large rations for about the same alignment increase.
Speed is pretty much always useful. The speed talents are quite good, and Raven gives you more speed than all three of them together.
Health regeneration is, again, pretty much always useful. The extra regeneration is a better version of the Healthy talent, more than doubling how fast you regenerate health. The effect is even more dramatic for characters that don't have Healing yet. Candle might be overkill in the case of Priest and Healer, but otherwise you aren't going to have "too much" HP regeneration.
Early game is the most difficult part of the game. If your star sign can make it a lot easier, it has done its job. Also, it's hard to imagine any star sign beating Raven if you are considering extra benefits in the mid-game.
A 10% reduction in required weapon skill marks is almost completely irrelevant. You will never be more than a rank ahead of a character without that reduction. So the benefit is something on the order of +1 to-hit, +1 damage, +1 DV, but it only works some of the time, and not at level 1.
Improved tactics settings might be a bit better, but are also quite lackluster. The extra 10% is based on the to-hit, damage, and DV bonuses you get from tactics, which themselves are based on a percentage your total to-hit, +damage, and DV. Late game this might be giving you something like +7 to-hit, +3 damage, but early-on it's pretty much worthless because your base tactics bonuses just aren't that high.
Attribute bonuses are alright, but with point buy, you can't really beat Tree. Dragon is giving you 14 points worth of bonus attributes, less 9 points due to the Willpower penalty. Tree is giving you 23 points worth of bonus attributes. Dragon has some advantage if you want to max Strength, but maxing Toughness is more important, and Tree gives you more Toughness.
There are gnoll wilderness encounters on mountain squares, and on road squares at level 15+. It would take some serious effort to die to a gnoll encounter.