So I've been playing for a while, but clueless about Tomb, Pan & Abyss. Just not into them yet. Usually I worry about defense. Unless there's an uber weapon in hand, I
try not to go into an area until I'm shaving off much of the damage. Generally, back out if the deeper levels of a branch are whopping, and try someplace else. Even back into the main Dungeon a few levels, is often better once you have XP. On the other hand, if you can try and survive at least upper levels, fresh branches often have nice loot and shops that make them
very tempting.
D:8 to D:15 (usually D:10 to D:12)
Do Lair, Orc...
Alternate or add some main Dungeon if branch basements are whopping.
Often rest of the Dungeon here.
Swamp and/or Spider. Neither is fun without rPois. Also beware Spider if no Clarity (tarantella!) or no SInv.
Flight and heavy offense helps in Swamp; heavy armor and offensive poison pays off in Spider.
Snake if have rPois (and ideally rF, missile defense or major aoe/ranged offense).
Shoals if have rC, missile defense (Dodge, Repel, fire--> make steam etc.), and general uberness.
Shoals is serious juju. Sometimes go there much later!
If not prepared for other Lair branches, start Elf.
Positively Elf when have good anti-personnel weapons, good combat speed, and some elemental resistances.
Holy weapons, bolt spells, clouds, anti-magic or any high-power disable spells all can help.
Vaults 1 to ?, just not 5.
Clouds are the bomb in Vaults if you got em.
Depths (can alternate parts with Vaults and/or Elf)
Crypt sometime in here if have food, melee defense, Dispel Undead or holy, rN.
It's fine with prep, but sometimes I don't bother on a 3-6 rune run.
Slime -- possibly -- given melee defense, rCorr, rC, rMut, Clarity, clouds/summons/bolt for TRJ
Vault 5
Zot
Hells I've only been a little, but don't be
too frightened by the sound of them either.