User:Hordes/Guide

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So you want to win at Dungeon Crawl Stone Soup for the first time? This guide is for you, covering a great beginner combo: Minotaur Fighter (MiFi). Forget everything else written in the wiki (well, just forget everything that I tell you to), because isn't going to be trivial optimal. But I will aim to guide you through a simple combo with a simple and consistent path to success.

This guide was made during the tail end of 0.28 life cycle, aka July 2022. 0.29 introduces a massive gameplay change, and I'm sure that there'll be more changes as time goes out. I'll try to my best of my ability to make this guide relevant for 0.29, but I'm sorely out of experience there.

I'll assume that you know the very basics of the game. If not, view the Tutorial, whenever ingame or via the wiki. For a very brief description: Use lowercase i to view your items, you'll get a lot of them soon. Use the numpad or click around to move. Move into monsters to attack them, and hopefully you won't die. There's a lot of shortcuts and a lot of things that you may or may not use. All commands in the game are case sensitive.

The absolute first thing you'll see is the character select screen. This is a Minotaur Fighter guide. So pick Minotaur, then click Fighter. Both should be just about the first options in the class selection screen. Then, pick the War Axe. Finally, if you're playing offline, you can choose your name. I'll cover these choices in the section below; feel free to skip it if you wanna head right in to the Dungeon. 

Specs

  • MINOTAUR Minotaur - Minotaurs are 7/10 on the "monstrousness" scale, an ancient classification that's only really surpassed by the Troll and the occasional Demonspawn. And it's true: Minotaurs are absolutely monstrous at physical combat and absolute dumbasses at magic. Don't let a suite of "+2"s and "+1"s fool you - Minotaurs are incredibly proficent at anything resembling a blunt stick, easily having the best skills in the entire game (Gnolls might have +8s, but because they split between every skill, their effective skill XP is equal to training 4 skills at a -4 aptitute). The same can be said about their 'measly' +10% HP, which only 3 other species can match.

    Minotaurs might be monstrous, but they aren't *that* special. They don't have the eight arms of an Octopode or undead properties of a Vampire. Their main sticking point is... their horns. So powerful are these horns, that you can go through the first three or so floors without ever swinging with your axe and still come out on top. More specifically, Minotaurs have a headbutt counterattack; while other species might randomly mutate horns, only Mi can retaliate with them. This chance starts at a bit over 20%, and rises as you get stronger. It might seem weak as you progress, but DCSS is a game where a raw +4 damage buff is one of the most valued (if not valuable) rings available. Unfortunately, Horns prevent the use of certain forms of headgear. This was a massive contention point 10 years ago, where the unfortunate removal of Mountain Dwarf left the helmetless Minotaur in their stead. Minos can still wear Hats, which have a better enchantment pool, anyway. Just beware that if your horns ever grow larger (via mutation), then you won't even have that. You don't ever interact with these abilities; they are automatically activated, and Minotaur has no other quirks in the first place (other than their amazing stats).
  • BUCKLER Fighter - Fighter is a very generic class, most similar to the Valkyire of NetHack (or a Knight in non-holy contexts, or a Warrior...), and similarly recommended as a beginner and general class alike. Fighters start with a 'good' weapon (we're picking war axe, more on that in a bit), scale mail for armor (easily the heaviest armor within starting kits, but becomes trash not even 10 floors in), and a buckler (actually quite good, but you'll want a heavier shield eventually).

    The main selling point really is the buckler. Like all shields, bucklers restrict two-handed weapons, while such a light shield only slightly decreases weapon speed. But SH secretly comprises a large amount of defense. I say secret, but the devs caught on, nerfing them twice in a row. Needless to say, shields still reign supreme. Being the heaviest pieces of equipment from any starting kit, FIghter serves to give you a headstart in combat potential, guaranteeing that you won't be stuck in a robe and handaxe for a hot second.

    Fighters also start with a potion of might. It's obviously useful against tough enemies, though you want to make sure you actually have the HP to fight before quaffing one.
  • WARAXE Axes - "I suggest an axe (axes are fun)" - Linley Herzell, quickstart.md. Axes have the unique ability to cleave: every time you swing, you'll hit every adjacent enemy for 70% damage (and the main target for full damage). Why this has never been touched upon in their 8 year existence is simply unknown to me. Over the years, there has been a single nerf to a single axe that was reverted in the following update. Perhaps the main reason is that you shouldn't be fighting multiple enemies at once in the first place! A player with full control will fight enemies one at a time, Axe or not. But "control" is the keyword here. There's many times where the game will yoink you straight out of nowhere with a teleport or shaft trap, or a guardian serpent instantly teleporting 8 allies right on top of you. Axes are insurance against these types of situations. In short, fighting 4 surrounding enemies at once isn't optimal, but Axes are great when you have to do so.

Notes: Axes are useful against invisible opponents; you can attack with ctrl-direction and still attack pesky unseen horrors. Axes also cut hydra heads.

All these traits make MiFi^Axes quite the meme throughout the DCSS community, only surpassed by MiBe (Minotaur Berserker). The reason we aren't playing MiBe? Because I said so. MiFi also opens up god choice for an easier (if not more powerful) deity to deal with the later potions of the game.

Dungeon:1

Alright, we're actually in the game! Or so you think. Before you even start moving, hit m to access the skill menu. Switch from automatic to manual (if it isn't so already). You can still win the game with automatic skilling, but we can do better. Plus, this won't take much micromanagment.

Fighting, Axes, Armor, and Shields should be the skills trained right now. Turn everything else off.  Press the Axes button again to focus it (shows as * instead of +). Now press = in the skill menu in order to turn on skill target. Select Axes and put a target of 18. Don't touch any of these skills for the rest of the game, don't turn on any skill unless explicitly mentioned otherwise, and you should be golden. This is, again, not the truly optimal way to spread skill XP. But it works - Minotaur strength should easily compensate.

Dungeon:1 (for real)

Alright, you're actually in the game! You'll start in one of many carefully crafted enterance vaults. Which specific room you get is random, but they were all manually created by some person. Take note of any suspiciously structured structures: they might get dangerous later. If you're in 0.28 or earlier, you'll also want to look for a "pillar" - basically anything that you can run in circles around. Anywhere from a 1x1 block to the outside of an entire room. 

Then, you want to start exploring. But not in any ol' direction; explore a bit of land, then go back and explore tiles closer to your starting position (and/or pillar, if still in 0.28). You never want to go through unknown territory, because there could be monsters anywhere. When you're desperately running away, a monster could appear any moment, cut off your retreat path, and ending your Minotaurish dreams.

Take items. Potions and Scrolls are your main consumables, and almost always have some use. Conviently, these items will automatically be picked up if you walk on their tile (signified by the green border around them). Their names (dark blue potion...) are always randomized, but consistent per item type per game. We'll get to Identification in about two floors' worth of writing. Every other item will be covered in the Items and Gear section, about three floors from now.

And fight monsters. But before you do so, make sure to press x to enter examination mode, then press v on the monster in order to examine. If you're playing on Tiles, you can right click the monster instead. You'll want to make that a habit for any new monster you find, though this guide will point out the many especially scary threats. Once you're done, don't charge into monsters right away

You'll want to instead wait (with the s or . or numpad-5 keys) for the monster to go to you. This reveals less unexplored territory, and thus less monsters are likely to come in and ambush or surround you. If you are especially careful, you should retreat towards known areas, preferably in a hallway. For enemies with ranged attacks, you want to hide behind a corner or wall so that they have to approach you. You can use x and then e to create an exclusion zone; the exclusions cover every tile that can see the selected tile, so you can see where line of sight is. Use the same command twice or x then ctrl-e to clear exclusions afterwards. 

 ..@..  __.__  .|.|.  .|.|.  .|.|.

In a situation like this, where a hallway opens up into a room, the @ symbol (the player) needs to move 2 tiles left or right in order to not be seen. The "two tiles, aka 1 tile back from the diagonal route" is a rule that I completely made up but alo works if you and the enemy are inside a turning hallway.

Notable Threats

  • GNOLL Gnolls are incredibly scary as a first monster, even for a Minotaur. They are also an important lesson on weapons! Gnolls only display that they can deal up to 6 damage, and that's true... with no weapon. However, we have NOT considered weapon damage, nor is it listed on the monster screen, which I find incredibly odd (I suspect that it's bad coding). You have to go out of the xv screen, hit ?, then hit / to search, search items, and search the weapon you want. For example, a gnoll with a +0 club has 6 damage at base and 4 damage from the club, resulting in 10 max damage - enough to 2-shot an XL 1 character. Monsters in this stage will easily deal 150% or even double damage with a weapon.

    Also keep in mind that monsters can use any special weapon properties that you can. Monsters with axes can cleave, but more importantly monsters with polearms (spears, tridents, halberds) reach, able to attack from two tiles away. A gnoll with a spear deals up to 6+5=11 damage and will get 1 'free' attack due to polearm reach, meaning that you can get two shot before you can even attack. Monsters are also unhindered by weapons, no longer how big they are. The famous D:1 halberd gnoll deals up to 19 damage, which will one-shot. Thankfully, they can no longer spawn with halberds on D:1. But notice how I always say up to. Monster damage distribution is not uniform - it is actually favored towards low rolls. AC reduces damage, and you can also dodge attacks. While you may be willing to take the risk, taking a 1% risk 100 times shouldn't end well for you. Dungeon Crawl Stone Soup, in true roguelike fashion, is a game centred about managing luck.

    Regardless, they are respectable fighters and easily able to take out non-Minotaur players.  If you fight them at XL1, don't be afraid to drink that potion of might after 1 nasty hit. If you're XL3, a lone gnoll should be a pushover. A note that gnolls on D:1 are using kiddie gloves! We'll get to that on the D:2 overview. They are also quite the rare enemy for D:1; the chances of actually having to deal with one are quite low.
  • QUOKKA Quokkas are another lesson - this time in monster speed. Quokkas are fast, meaning that they occasionally get 2 rounds for every 1 you have. This means that you can't run away, and repositioning pre-fight is limited. And because of the war axe + shield, you attack quite slow. This means that the quokka can deal up to 10 damage per turn, though AC is applied twice. While they are annoyingly evasive, outside of some pretty bad luck rolls, quokkas aren't especially strong monsters. Assuming you're at full health, they are complete pushovers at XL 3 and still very managable at XL 1. The little masperal is probably getting over hyped here, especially considering that we're a MiFi.

    A trick with fast enemies is that, when they are two spaces away from you (1 tile gap), start walking away. With normal enemies, you can just wait and they'll use their turn to move, meaning you get the first strike. Fast enemies can double turn, so they can hit you by just waiting. So by walking away, eventually they'll double turn in order to move twice, allowing you to get the first hit again.
  • JACKAL Jackals are fast (actually faster than quokkas, or more likely to double turn) and often come in packs. A mob of jackals isn't a pretty fight, even with your axe. Their speed also makes it harder to position so that you fight them one at a time. So if you see even one jackal, let it come to you, instead of you charging straight in. Jackals are incredibly scary for mage type characters, but lone jackals should not be scary even at XL 1. A pack is easily fought if you can back up into a hallway, so that 4 jackals aren't biting you per turn.

Dungeon:2

Dungeon 2 is infintely safer than D:1 for one reason: it has upstairs. Three, in fact! The vast majority of floors in DCSS have 3 up- and down- stairs, obviously excluding enterances. Anyways, going upstairs into an already clear floor is fairly safe. While it takes 2.5 turns to do, only monsters that are directly adjacent to you can follow you up the stairs. And as descending down into a floor you've never been into before is fast, you have a one time out against bad spawn RNG.

As an extension of the previous floor's advice, try to explore near staircases; always have a fully explored route to them, visit each 'side' of every unexplored split. It'd be optimal if you could explore in a circle around each staircase, so don't be afraid to turn around and explore another direction completely.  This assumes that you haven't found any monsters yet. Visiting all three staircases to optimize staircase tile distance is certainly possible, but puts you at risk of encountering some incredibly dangerous monsters, and is also just unecessary (except for really bad layouts).

If you see (or are fighting) a monster, then see more coming in, you can come back *to* the stair and go up, intentionally bringing (only) adjacent monsters into a cleared floor. If you're close enough, you might as well go back to the stair first. In 0.29, do NOT try and drag monsters into a staircase mid-fight. Monsters next to you will have a chance to get a free attack on every movement. Instead, drag enemies into staircases before they are adjacent to you. This applies to all ranged monsters in (except the slow dart slug) in any version.

Also, the rise of staircases now 'allow' us to start the identification minigame! That will be covered below. But first, the notable threats:

Notable Threats

  • ADDER Adders are beefed up Quokkas, with faster speed, better defenses, a stronger bite, but most notably, the abiltiy to poison you. Poison stacks up really really quickly in this game, and weaker characters soon find themselves taking half their health purely from poison. A reminder that adders are fast: once they are right next to you, there is no option but to fight. If you see one right as you descend into D:2 for the first time, don't bother, just go back up. In truth, an XL3 or even XL2 Minotaur can probably take one down, but you never want to take a probably in a game like Crawl. And this is because Minotaurs are overpowered and have overpowered horns, not because adders are easy. 

    If you are forced to fight one of these dudes at a low level, you'll probably want to drink that potion of might very early into the fight. I'm talking when you are poisoned to be below 70% HP (shown as yellow damage in the health bar, use % to check exact poison amount). If you still happen to be fighting an adder and are at critical health (<50% HP, not including poison), you should start blindly drinking potions. The most common potion is Curing, followed by Heal Wounds, so drink larger potion stacks first. But by the end of D:2 (XL5), adders should be no threat barring extreme bouts of luck (We sometimes have to take the tiny chance. If we compensated for those, then we'd have no consumables to use).
  • GNOLL Gnolls unsheath their swords(? clubs? halberds?) from this floor onwards. While you can most likely handle one Gnoll at this point, four polearm wielding gnolls striking you at once (most likely, you won't be able to cleave!) is not a fun time. Fight them one at a time, and if they have polearms, it'll take more than a simple hallway to deal with them.

    What worse is that they (on this floor onwards) can spawn with the incredibly fearsome Throwing Net. I'm not joking. Nets pin you in place, preventing you from moving or melee attacking, and reduce your EV to near zero until you break or teleport out. You simply can't run away when one is on screen. You can xv to check if nets are quivered. Even if you can fight a gnoll pack (again, possible by end of D:2 assuming no Shaman), you will not want to face a big meaty ogre while trapped in a net.
  • ORC PRIEST Run away. They aren't supposed to spawn here. You aren't ready. Regular orcs are fine enough, but multiple orcs might be a signal that a priest is nearby. Go down into D:3 if you have to. You aren't ready. They'll be covered in the next floor's threat list. If you happen to be next to one unscathed, they aren't that bad though? Might and swing away. Good luck getting past the orc horde first.
  • SIGMUND Sigmund is one of the first possible Uniques you can encounter (unique monsters, named monsters, guys-with-a-humany-name). While most of the other D:2 uniques (Jessica, Terrence, Robin) are alright as a MiFi, Sigmund's 2 damage hit (+14 from scythe, a polearm) really adds up. What's worse is the funny, which is Confusing you over and over so that you get pelted by Throw Flames while unable to do anything meaningful until you die. Do everything I said in the Orc Priest section and more: Sigmund intentionally spawns this early. Thankfully, if you are already the full 7 spaces away, then you should be able to run safely - Sigmund is a normal speed enemy.

Identification

Identification is one of the core elements of NetHack, but here in Stone Soup territory, it is greatly simplified. Recent versions will automatically ID all equipment that you can wear (weapons, armour, rings), so the only things you need to find are potions and scrolls.

The main way to identify items is to just use them. Both consumables are identified on use. It doesn't matter if they have any effect. They will also be identified if you see a monster use 'em, though this only applies to certain specific potions (you wouldn't want a goblin tree), and it'd still be consumed. The other way is to use a scroll of identification, but the scroll of identify is not itself identified, meaning blind consumption is required.

Basically, you're gonna have to 'waste' items sooner or later. In order for your blind-use identification to actually be immediately useful, try to read/quaff items that you have at least 2 of. This isn't required, but very helpful. It is also convienent, as the two most common potions (curing, heal wounds) and scrolls (identify, teleportation) are very useful items to have. Of these, read scrolls first. But don't do it immediately!

Read scrolls (that you have 2+ of) on the upstairs, when you can't see any enemies, preferably on an unexplored floor.

The upstairs part is essential because of the teleport scroll; it teleports you just about anywhere on the floor, which could end up with you in dangerous situation without the safety of an upstairs. It's also helpful to have a retreat path for the scroll of noise, which might attract enemies. The unexplored floor is not super necessary until you get to D:4, but gets the most benefit out of the scroll of magic mapping. In general, reading scrolls is much more palletable. Many of them grant permanent boosts (brand weapon, enchant armour...), none of them grant permanent harm, and the sheer fact that identify is in fact a scroll makes blind reading required. This is in contrast with potions, where only the rare potion of experience gives a boost, the potion of mutation can give permanent changes either way*, and the potion of degeneration requires XP in order to cure. Some players like to never blind quaff potions, but I will personally tell you to also drink potions that you have >=2 of. There's no stair requirement - just make sure that you are safe before doing so. If you are in a desperate situation, you don't even need that - potions lean towards powerful temporary effects, and should be blind quaffed in dire need.

Once you have scrolls of identify available to use, use them to identify potions. This is for the same reasons said above; they are more likely to give powerful-but-temporary effects. The scroll of blinking is the only scroll really designed around emergencies that you won't have a ton of (like teleport or fog), so identifying other scrolls isn't as valuable. 

It's also worth noting that some players like save their scrolls to read (either with the above identifying process, or reading every single scroll) on D:4 in hopes of getting magic mapping and finding the Temple fast. The Template is very likely an imporant branch because it houses the many gods. But I'm obviously putting this advice as a footnote for a reason.

  • The potion of mutation can give potentially game-ending terrible terrible mutations (teleportitis, berserkitis, no unsafe scrolls). These three mutations far outweigh any possible good mutations you might get, which can actually be good (rElec, Will+, Regen+....), even though the ption leans towards good mutations in the first place. The likelyhood of recieving one of those three mtuations on a blind quaff, then the 2nd potion not removing one, is actually kinda low. If you still have one, you might as well restart the game**.
    • Note that the game's still fairly playable, or at least that's what the devs think.

Dungeon:3

Dungeon:3 is a lot like Dungeon:2 in that you have stairs, the dungeon itself is generated similarly, and that there's a bunch of monsters. The same strategies above don't suddenly get worse. Instead, I'll use this space to talk about the big difference between 0.28 and 0.29, before talking about threats or gear.

Differences Between Versions

In 0.28 (and below), monsters at normal speed move at normal speed. They might get random energy, or an extra 0.1 turn plus or minus; enough changes lead to them losing or gaining a turn, though a monster that's gained a turn is likely to lose it (and vice versa). What this means is that you can circle around a  wall with a same speed monster nearly infintely. While both you and the monster both regenerate, the monster won't ever retreat from you (leading to near infinite chances to kill). This technique is known as pillar dancing. This would traditionally be called "overpowered", but let me tell you that overpowered *is* what's needed to cushion against extremely bad luck rolls. There's geniune reasons for its removal (it takes forever, namely) and geniune risks (a monster coming in mid-dance), but I  heavily prefer pre-0.29 versions. I'm going to be biased here, but who isn't?

In 0.29, adjacent monsters will roll for attacks of opportunity every time you move. As a benefit, random energy is removed. But not only is pillar dancing for melees removed, but it is absolutely imperative that you lure enemies into a stair or hallway before they get right next to you. You do NOT want an overwhelming enemy to appear when fighting an already dangerous monster. For comparison, an adder in 0.28 is less likely to hit you on-retreat than a 10-speed monster in 0.29, and it's not like faster monsters can't get opportunity attacks. You know how much I stress about adders. If you can get that extra tile of space (polearm users will always stay 2 spaces if possible), then you can pillar dance just fine.

At least in compensation, players were buffed. More consumables spawn, all backgrounds start with a consumable item (though fighter already had the potion of might), many early game threats were nerfed, monster wand damage reduced... I think you could describe it as "making melee as hard as magic", with the mage folk getting continous buffs over the last two years. But if I seem like I'm stressing to play on < 0.28, I am, and that you shouldn't be ashamed to play on later versions. There's a bunch of cool changes and I'll be sure that there's more.

Notable Threats

  • ORC PRIEST Orc Priests are still really scary. This is thanks to their AC-ignoring, never missing, 7-17 Smiting attack from anywhere from the screen. Many monsters, like their fellow orc wizard, require a direct line of fire in order to hit you. Priests just need line of sight. While the Smiting attack won't happen every turn, and defintely won't max roll every turn, there's no explicit cooldown for it. You could get smitten multiple times if you try to charge in, or get smitten while fighting the other orcs. Speaking of orcs: priests tend to spawn with a pack of other orcs. If you see other orcs, start backing up immediately and lure the minions away.
  • ORC WIZARD Orc Wizards have the same spellset as Sigmund. However, without the scythe, power, or durability, they are much easier to manage. It's better if you have a potion of curing on hand and identified before fighting one. It's kinda risky to fight hand to hand, but it's riskier to run away unless you are already 7 tiles away. Like priests, they are also often found with other orcs.
  • GRINDER Most uniques are scary. There is way too many to list, and most of them are designed to be challenging for your level. But you could always right click or x v to see what you do. Grinder is easily the scariest due to the Paralyse spell, which reduces EV and SH to zero  and makes you unable to do anything. This lasts for up to 7 turns (5 in 0.29).

Items & Gear

We (you) are a Minotaur Fighter, an axe wielding, shield using, heavy armor dude. There's really no need to stray away from that. Wyrmbane? Garbage. The big ass Frostbite axe? It's probably viable, but keep your shield on. Arga? That's the best one-handed axe in the entire game. All these items are really good (and really unlikely to be generated), but they are not necessary. In order to optimize winrate, it is actually better to switch to Wyrmbane, but so many cases would be too long for me to describe, let alone arbitrary. So just stick to the above.

The broad axe is the only one-handed axe type better than your starting waraxe. All brands (vorpal, freezing...) except distortion are better than none. Brands are better than an unbranded-but-enchanted weapon. Pick up any flaming axes you find; flaming 2-handers are the one exception to the "wear a shield!" rule. Of hand axes, electrocution is the only brand worth using over a plain waraxe, though a really, really high enchanted one (+6) works as well. It's safe to swap to broad axe when you have at least 10 axe skill. Do not use enchant weapon/brand weapon scrolls on a war axe unless you are forced to (blind reading these scrolls forces you to, so you might as well).

Wear the heaviest piece of armour you can. Minotaurs have enough Strength to wear anything comfortably. Plate armour is the most common heavy armour. Higher AC is better (you can check the inventory for AC change), though avoid the ponderousness brand. Slow movement is not worth it, even in 0.29. Every piece of armour that is not body armour has absolutely no cost to wearing them: hats, gloves, cloaks, and boots are free AC. If you happen to get enchant armour scrolls, I would enchant in the order of boots -> gloves -> hats -> cloaks -> body armor, which is also the order of least likely to be replaced. Hats of willpower and cloaks of any resistance are pretty much best in slot, so don't be afraid to enchant those over boots. Shields are more arbitrary. I like to upgrade to kite shield as soon as I see one, and swap to tower shield at 15+ skill.

But there's more items than equipment slots! Let's go over a couple of great items that you can encounter. If you've missed an item anywhere in the dungeon, you can use ctrl-f to search for them.

  • STONE BOOMERANG Throwable items (stones, boomerangs, javelins, in order of strength) are easily obtainable ranged attacks. We're going to invest in throwing later (not yet!), but throwing stones at 0 skill is still better than nothing. Boomerangs and onwards are quite powerful items. Though keep in mind that throwing the two larger weapons unskilled takes over a single turn to fire, so don't throw if an enemy is 1 tile away. Pick up all throwables you might find. All throwables persist, but have a chance to mulch (disappear) when thrown.
  • DART Poison darts are fairly powerful, assuming the enemy is not poison resistant. It took until this version (0.28) for their spawnrate to properly be nerfed. Being accurate and stronger than a stone, you might as well drop stones if you have a fair supply of darts. Poison darts remain useful up until Lair, and still useful against poison vulnerable enemies (like bees and spiders).
  • CURARE Curare darts are an order of magnitude stronger. That's because of the Slow, reducing all action speed by 33%. That's a 33% damage reduction, and you can run away from slowed enemies. The dart actually needs to hit, but does not have a willpower or HD roll. Curare also deals fairly significant damage for this stage in the game. Like normal poison darts, poison resistant enemies are immune to all effects (make sure to check monster's armour!). Poison resistance starts being incredibly common later on (and common through Lair), though it is still effective against a large amount of uniques.
  • THROWING NET Gnolls had them, but now you can use the power of Throwing Nets to your advantage. A netted enemy can't move from their tile, will often use their turn to break the next, have reduced EV, and are vulnerable to stabs (slightly more damage for you). They are actually quite rare, but very powerful and quite accurate. Keep 1-2 throwing nets for emergencies and for a specific strategy much later in the game.
  • WAND Wands are quite strong with quite a few charges. For my non MiFis I like to train a small amount of Evocations for them. But for the purposes of this guide, just don't train Evo. Wands are fairly powerful even at 0 skill. Of these: wands of flame are useful against electric eels, iceblast will always hit, status inflicting wands will solve any situation this early (if their willpower check succeeds), and acid wands (or quicksilver or light in 0.29) both have raw power and inflict a strong debuff.

Dungeon:4 (& the Temple)

Dungeon:4 is the same as Dungeon:3. The same stairs, a similar floor layout, and the same bunches of monsters. The one difference is the possibility for the Temple to spawn.

The Temple is a completely safe branch (unless you drag monsters into it) that is incredibly likely to spawn Temple Gods. Temple Gods are guaranteed to spawn once and only once either in the Temple, or between D:3 and D:10. It can hold all the gods, or in 0.29, none. The point remains: the god that we want is likely to spawn there. The Temple itself can spawn in between D:4 and D:7, so some players like to read scrolls when entering here.

Notable Threats

  • OGRE Ogres wield giant club. That's up to 37 damage per turm, or 39 if it's spiked. Fortunately, they swing slowly; they'll only get at most 1 free attack off you (in both 0.28 and 0.29). They are also 10 speed enemies, though trying to pillar dance an enemy that 2KOs is kinda dicey. A trick in 0.28 is to attack, back up, attack, back up in order to reduce hits inflicted. Take off or put on your weapon or a ring in order to wait for the ogre to come (these actions take 0.5 turn to do).
  • PHANTOM Phantoms have a load of resistances, though resistance to weapon isn't one of them. They are the sole monsters with the blink with attack flavour, which causes you and the phantom to teleport to a random, nearby spot. Continous fighting could lead to you being surrounded by enemies! They are also fairly tough for this stage in the game, though they are normal speed opponents. They are fairly safe to deal with if you stair dance them up, though this assumes that they allow you to in the first place.

Okawaru

The god we will be picking is Okawaru. No other options here. Forget "pick gods that you have early", Minotaur is technically strong enough to not need anything until D:10. While it may be more optimal to pick an earlier god, for the sake of the guide I will assume Okawaru because it is a very simple, very powerful god.