Tartarus Sorceror
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Joined: Thursday, 31st May 2012, 15:45
GrBe Walkthrough: Upgrading Your Weapon (edited)
The “I Want to Stop Dying All the Time” GrBe Walkthrough Guide
The purpose of this guide is to get you through to the end of the Lair of Beasts. The target audience are players who keep dying and dying without feeling like they are making any progress. The presentation will be in broad strokes, trying to avoid the minutiae of optimal play for a specific character build. My goal is that you'll enjoy greater success in the game than ever before, which is fun in itself, and also learn good habits that will translate to better results with nearly every character you try.
The first section I’ve completed is the one on choosing your weapon. I’ve come up with a tier system that I expect will give suboptimal advice occasionally, but is intended to be easy to use and to give outright bad advice rarely. Please let me know whether you think it meets that goal and the goal for the walkthrough overall, keeping the target audience in mind. I'm particularly interested in whether the advice to wield-ID runed weapons is too risky.
Upgrading Your Weapon
Your starting mace isn't going to be effective for long. You want to replace it with a better weapon that uses the Maces and Flails skill as soon as you can. Here are the tiers of vanilla M&F weapons. I’ve added an adjective that will help you evaluate them below if they have a brand.
- -3: Any weapon that isn’t Maces and Flails
- -2: Club (garbage)
- 0: Whip (fast)
- 1: Mace (plain)
- 2: Flail (plain)
- 3: Morningstar (heavy)
- 4: Dire Flail (heavy and fast)
- 5: Demon Whip (fast)
- 6: Eveningstar (heavy)
- 7: Great Mace (heavy)
- This is broad strokes; in several cases switching weapon skill is the “best” decision, but you don’t have the experience to make that call yet. Sticking with the weapon school you’re training is not bad and gets better the longer the game goes. So for the sake of simplicity, let’s leave it at that.
- See below if you find a very exciting artifact weapon that isn’t M&F.
- To see which brand and how much slaying a weapon has, wield it.
- Slaying: Slaying gives a bonus to accuracy and damage. For each plus of slaying, add 2/3 tier for fast, 1/2 tier for heavy, and 1/3 tier for plain.
- “Enchanted” means that it has only slaying and no brand. These tend to be cursed often enough to be annoying. Other labels mean that it has a brand.
- If the brand is explicitly identified before you pick it up, it will almost certainly not be cursed, but you still need to wield it to find the slaying amount. It might be zero, with the brand being the only thing special about the weapon.
- Freezing, flaming, crushing, slashing, holy wrath, vampiric and draining add two tiers for heavy and one tier otherwise.
- Venom and anti-magic add two tiers for fast and one tier otherwise.
- Electrocution adds three tiers for fast and two tiers otherwise.
- Avoid chaos, pain and distortion
- Runed items are risky: you do not know whether it is cursed or not. A cursed weapon will stick to your hand and is likely to have negative slaying. This risk can be mitigated by waiting until you have a remove curse scroll. If the weapon’s base type is at least a two-tier upgrade, try it anyway even if you don’t have the scroll; even with negative slaying it will likely be an improvement, and you’ll be able to uncurse it soon enough since those scrolls are common.
- Another risk is that the weapon is a distortion weapon. When you unwield a distortion weapon, you have a 1/4 chance of being sent to the Abyss, which is exceedingly dangerous at your skill level and character XL. Even though this is scary, IMO this risk is rare enough that it isn’t worth spending an ID scroll on every runed weapon. Distortion isn’t an intrinsically bad brand, it ranks with venom and anti-magic as favoring fast weapons. If you get stuck with distortion, you may get lucky and find a scroll of brand weapon that you can use to overwrite the brand.
- The most important criterion for evaluating an artifact is the base type. An artifact club is pretty much guaranteed to be worse than even a vanilla eveningstar. You are a melee character—you kill monsters with the damage of your weapon, not its rF+++. Don’t let the novelty of an artifact blind you to the tier structure.
- Artifact weapons can have very large slaying bonuses. Evaluate these tier-wise just as you would for branded weapons, according to base type.
- Artifacts will have extra properties. Use your best judgment. MR+, Str+, Dex+ and SInv are good and worth a tier. Elemental resistances aren’t as important in the early game as they will be later. Bad properties will be worth negative tiers; *Tele and -Tele are particularly to be avoided.
- You will eventually in one of your games find an incredibly awesome weapon that isn’t Maces & Flails. I ought to say that you should use the tier system and start at -3, but I recognize the sheer fun of wielding a badder weapon than you’ve ever had before. Go ahead: have fun! You should probably not train its skill though unless it’s a weapon with high base damage and you found it fairly early. Be ready to go back to M&F when a high-tier weapon comes along. Trog will start giving you weapons about when you enter Lair and he bases his gifts on your skills, so this will happen eventually.