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- Which class should I (not) play?
- ==================================
-
- by Joshua John Buergel (jbbb+@andrew.cmu.edu).
-
-
- Picking the right character and playing the character in an appropriate
- way is one of the best ways to make Nethack easier on a character just
- starting out. So, to this end, here is my view of the characters and
- how easy they are to play as well as how to play them.
-
-
- ARCHAEOLOGISTS: Archaeologists are somewhat difficult to play given
- their starting statistics and their starting equipment. Starting with
- intrinsic speed allows them to choose their battle much of the time,
- which means that "hit and run" tactics are often successful. The
- ability to distinguish valuable gems from glass is also very useful in
- the Gnomish mines. Archaeologists are lawful, meaning it is often
- difficult to obtain a good artifact from altars, since there are so
- many useless lawful artifacts. Being lawful becomes an advantage in the
- mines, however, since dwarves will often be peaceful.
-
- ADVANTAGES: The ability to identify gems, starting with a pick-axe,
- starting with speed and stealth, starting with a tinning kit, very good
- intelligence and wisdom.
- DISADVANTAGES: Very poor starting armor (the fedora is useless, ditch
- it), poor starting weapon, poor physical characteristics.
- DIFFICULTY: Moderate.
-
-
- BARBARIANS: The barbarian is among the best classes to begin playing
- with. They have very good physical characteristics and start with a
- good weapon, meaning that they can often be played in a classic "hack
- and slash" style successfully. In addition, they start with poison
- resistance, meaning that a starting hacker can eat everything in sight
- and determine what is good to eat and what is not. My first ascensions
- in both 3.0j and 3.1 were barbarians. They are neutral, meaning there
- are a plethora of good weapons available by sacrificing at an altar.
-
- ADVANTAGES: Very good physical statistics, good weapon, poison
- resistance.
- DISADVANTAGES: Poor mental characteristics, poor armor.
- DIFFICULTY: Low.
-
-
- CAVEMEN: The poor man's barbarian, this character is for someone who
- enjoys the same straightforward style that barbarians encourage, but
- wants a challenge. Cavemen have no real useful intrinsics to speak of
- and start with crummy armor and a crummy weapon, although the bow can
- be useful. The one change in style over the barbarian is that it is
- often useful for a caveman to hang back and use his bow on incoming
- monsters. The caveman is lawful.
-
- ADVANTAGES: Good physical characteristics.
- DISADVANTAGES: Poor mental characteristics, poor armor, poor hand to
- hand weapon.
- DIFFICULTY: Moderate to high.
-
-
- ELVES: Elves start with a real boatload of intrinsics, making them
- another decent choice as a starting character, although I've never
- favored them. Having speed and a bow enables elves to deal death from
- afar, and also enables them to hit and run. Decent physical
- characteristics as well as decent starting equipment also means that
- they are okay in hand to hand fighting. Elves are among the most
- balanced characters to start with, and are a good choice for starting
- players. Having sleep resistance also nullifies the threat of gnomes
- with wands of sleep. Since they are chaotic, there are only two
- artifacts available, and one is useless.
-
- ADVANTAGES: Good equipment, good intrinsics, good characteristics.
- DISADVANTAGES: None, really.
- DIFFICULTY: Low.
-
-
- HEALERS: Healers are very poor fighters to begin with, starting out
- with only gloves for armor and a scalpel for a weapon. However, healers
- start with four potions of healing and four potions of extra healing
- (which can start out blessed), meaning they begin the game with at
- least 25 hit points if they quaff all their potions at the very start.
- In addition, they have high constitution and blessed spellbooks of
- healing and extra healing, meaning they will gain lots of hit points
- from levels and can also keep their hit points up. If they can find
- decent armor and a decent weapon, healers can become fairly powerful.
- They are neutral, meaning there are lots of good artifacts available,
- and they also begin with poison resistance, which is very helpful.
-
- ADVANTAGES: Lots of hit points, good constitution, poison resistance.
- Their scalpel will not dull due to engraving with it.
- DISADVANTAGES: Piss-poor weapon and poor armor, poor strength.
- DIFFICULTY: Moderate.
-
-
- KNIGHTS: My friend says the following about Knights: "Nature abhors a
- vacuum, which explains why knights die so much, since knights SUCK!" A
- sentiment I concur with. Knights appear, on the surface, to be
- relatively powerful, since they start out with good weaponry and good
- armor. That, however, is the extent of their advantages. They have
- mediocre physical characteristics although their wisdom and charisma
- are very high. They have no useful intrinsics, although they can jump
- in a chessboard pattern. They also have a goofy code of conduct meaning
- they can often lose luck from stuff like killing sleeping monsters.
- They can obtain Excalibur reasonably easily, but that is often not
- enough to save them. By the way, any lawful character above level 4 can
- gain Excalibur, but not as easily as a knight (they have better
- chances).
-
- ADVANTAGES: Good weapons, good armor, Excalibur.
- DISADVANTAGES: Mediocre statistics, no useful intrinsics, code of
- conduct, no equipment.
- DIFFICULTY: Moderate to high.
-
-
- PRIESTS: The foremost ability of the priest is that of identifying the
- blessed/uncursed/cursed status of all items they run across. They are
- also capable fighters in hand to hand combat, starting out with decent
- equipment. Having holy water to begin with is also a useful trait, as
- well as starting with two spellbooks. Priests have decent statistics
- and can be any alignment. They are a good choice to begin with since
- the ability to identify cursed items avoids alot of trouble.
-
- ADVANTAGES: Identification of blessed/uncursed/cursed status, holy
- water, decent equipment, decent statistics.
- DISADVANTAGES: No real useful intrinsics.
- DIFFICULTY: Low to moderate.
-
-
- ROGUES: Rogues are interesting characters to play. They are best played
- with a very hit and run style, as they are not the most capable of
- fighters to begin with. High dexterity, however, means that if they
- obtain a good weapon they can be deadly fighters. They start out with
- decent equipment and speed and stealth. They are chaotic, meaning
- Stormbringer or bust.
-
- ADVANTAGES: Good dexterity, good intrinsics, decent equipment.
- DISADVANTAGES: Poor armor and weapon.
- DIFFICULTY: Moderate.
-
-
- SAMURAI: Samurai are basically oriental barbarians. They have very
- good starting armor (splint mail), very good weaponry (a katana,
- wakizashi AND a bow) and very good statistics. They have no real useful
- intrinsics, but are very powerful and capable fighters and are an
- excellent choice for beginning players. They should be played with a
- very straightforward, pound-them-until-they-stop-moving style.
-
- ADVANTAGES: Very good equipment and statistics.
- DISADVANTAGES: No useful intrinsics.
- DIFFICULTY: Low
-
-
- TOURISTS: Tourists are the most difficult of the bunch to play. Very
- poor weapons, no armor (a Hawaiian shirt confers no armor bonus to
- begin with), no intrinsics and pathetic statistics. The key to playing
- a tourist is to always open a combat with a flash from your camera, and
- to also use it to run away. This is their only saving grace. If you
- choose to play a tourist, you will die alot.
-
- ADVANTAGES: A camera. The Quest artifact (the Platinum Yendorian
- Express Card.
- DISADVANTAGES: Everything else.
- DIFFICULTY: High
-
-
- VALKYRIES: Valkyries are extremely easy to begin playing with, since
- they are very good fighters with a good weapon and good armor. At first
- glace, their armor appear to be somewhat poor since they only have a +3
- small shield. However, the addition of even something like chain mail
- (plentiful in the dungeon), an orcish helm and hard shoes gives them a
- surprisingly low armor class. Valkyries often gain hit points like
- gangbusters, and start with cold resistance which comes in handy. I've
- played two valkyries in my life: one had 450 hit points when she died
- eight times in a row and would have ascended but for lack of candles
- (the lighting shop was infested with mimics and only had four candles),
- the other got to level fifteen before dying. Another important
- advantage is that not only are they neutral but they will always gain
- Mjollnir first from altars, and if they have a strength of 25, they can
- throw Mjollnir and have it return. My pick for best starting character
- after the barbarian.
-
- ADVANTAGES: Good equipment, good weapon, great statistics, cold
- resistance, Mjollnir
- DISADVANTAGES: None
- DIFFICULTY: Low
-
-
- WIZARDS: Wizards have very poor physical characteristics, poor armor
- and a poor weapon, making them the worst fighter after the tourist.
- However, they have good mental characteristics and start with a raft of
- stuff which can often be very useful. They also have an athame, which
- can engrave Elbereth without ever dulling. Magic resistance, conferred
- by their cloak, comes in very handy at times, meaning no polymorph
- traps will ruin their game. Wizards should play very cautiously,
- engraving Elbereth very liberally in order to rest and gain hit
- points.
-
- ADVANTAGES: Elbereth, good mental characteristics, magic resistance,
- equipment, equipment, equipment.
- DISADVANTAGES: Poor weapon, poor armor, poor physical characteristics.
- DIFFICULTY: Low to high, depending on their starting equipment.
-
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