spillover wrote:When should I ID my scrolls/potions?
Quaff potions as soon as you find them. It sucks to die with unidentified potions of heal wounds in your inventory. Later on (as in much later on, around the Vaults), it may be worth using scrolls of identify on new potions so you know when you've found potions of strong poison, cure mutation, decay, and the like.
I usually wait until I have 5-7 types of scrolls before I start identifying them. This increases your chances of finding remove curse if you were to accidentally curse a vital equipment slot (most notably blunt weapons). Also, having more scrolls helps you identify !identify and !remove curse because those two are very common. Again, later on, it may be worth identifying new scrolls to conserve rare scrolls like EW III and holy word.
spillover wrote:Usually I'll train a "tentative" weapon class up to level 5 or so, then hold out for a good find (Eveningstar, randart, whatever). When is XP sunk into a weapon school too much to justify reskilling b/c OMFG LOOK THE SWORD OF JIHAD!
I recommend just picking a weapon class at level 1 and just stick with it. By the time you find a really good weapon, it may already be the Lair and 5 skill isn't going to cut it. For low-level players I woulda recommend taking up axes (plentiful and easy to upgrade) or long blades (cross training with short blades). But regardless of which you choose, you should search for runed daggers and the like early on to find good brands likes venom and electrocution. Just dont train short blades, unless you're a Kobold looking to branch into long blades (and only in this situation!) Of course, if you find a really good weapon EARLY ON it might be worth switching weapon schools (quick blades, lajatangs, exec axes, double swords, etc.)
spillover wrote:Also, I usually pick a ranged weapon school and stick with it. I'm always super indecisive though. Slings are widely available but lose punch. Needles seem situational. Besides ammo I can't see tons of difference between bows and crossbows. Help me decide!
I rarely use ranged weapons simply because of the experience investment. Throwing a few items early game is enough. If you're really interested, though, read this: Sling do NOT lose their punch later on. With a vorpal sling and enchanted steel sling bullets, you can take down Zot:5 foes. Needles are only worth using early on because to get the good effects (paralysis) later in the game, you need huge investments in Throwing skill. Pick up poisoned and curare needles early, and stop using them after Lair. Actually curare might be worth keeping but remember it's negated by rPois.
I'm not an expert on bows/crossbows, but here is what I can say: bolts come in silver and steel flavours, which is awesome in the late game. Arrows dsont have this. I think a longbow does more damage though and has faster attack speed. But I'm no expert at bows so don't trust me on this.
spillover wrote:I use manual skill training, is there a certain order I should be prioritizing skills in, like: stealth to 5 then weapons/magic then dodging/armor?
For melee, I would turn off all skills except weapon school, and train that to 90-100% delay. Then, train Dodging/Armour to 5-6, then get Fighting to 5-6. Then, get your delay to minimum and then do whatever the game leads you to. Of course, pick up spells along the way and get your spells to a maximum failure of 30%.
For spellcasters, I usually get Spellcasting to 3 for the extra mana (unless I'm playing a wizard). Then, get up your weapon schools until your strong damage spell is reliable (sticky flame, icicle, LRD, lightning bolt). Then get some Dodging.
It's trickier for hybrids, but I recommend focusing more on melee skills first with spellcasting at a minimum, because hybrids (warper, skald, etc.) rely on melee for damage.
Whatever your character is, get T&D to 5 by mid-Lair (unless you're an Ashenzari worshipper) and enough Invocations to get important abilities to a reasonable failure rate.