Rumours

Stun is a separate resistance property; resistance to sound doesn’t give stun resistance.
Resistance to chaos doesn’t give resistance to confusion.
Cure Critical Wounds potions will cure blindness and confusion; carry lots.
Staves can be used even when confused and blinded.
Potions of Heroism or Berserk Strength will protect you from being scared.
Monsters that breathe fire, acid, electricity or cold can deal big damage.
Resistances cut damage to 1/3rd for the basic four elements.
The more hitpoints a monster has, the more damage its breath will do.
You can combine equipment of Resist Fire and a potion of the same name.
You can combine equipment of Resist Cold and a potion of the same name.
You can combine equipment of Resist Poison and a potion of the same name.
If you don’t know what a monster can do, use a rod of probing on it.
Never underestimate the value of constitution. Hitpoints keep you alive.
Inscribe items with the ‘{‘ command.
Inscribe an item with ‘!s’ to get confirmation before selling it.
Inscribe an item with ‘!d’ to get confirmation before dropping it.
Inscribe an item with ‘!k’ to get confirmation before destroying it.
Inscribe an item with ‘!v’ to get confirmation before throwing it.
Inscribe an item with ‘!*’ to get confirmation before doing anything to it.
You can use the ‘I’ command to inspect items and get details on them.
Use ‘=’ to check out the options and customize your game.
Be sure to set your hitpoint warning in the options menu (‘=’).
Flasks of oil make a good throwing weapon early on.
Word of Recall will send you to and from the dungeon.
You can never teleport into a vault, even if you’re already standing in it.
The only way to protect your inventory from damage is through immunities.
+10 speed means you move twice as fast as normal.
Too much stunning will knock you out! This is to be avoided if possible.
The stores change their stock every so often.
If acid hits your armour, you take less damage from it.
Nexus attacks can swap your stats. Smart, weak warriors don’t do well.
Regeneration improves your recovery of both hitpoints and mana.
Never be too afraid to run away.
Never go exploring without an escape option.
Pay attention to how your enemies move – some are erratic, some can blink.
Even among the same type, some enemies will be faster or slower than others.
Monsters’ breath weapons grow less dangerous as they lose hitpoints.
A wounded enemy’s spells are as strong as a healthy one’s.
Don’t worry about using up your potions, wands, and staves to stay alive.
If you’re in a bad situation, take a breather and ‘I’nspect all your gear.
Even the most powerful characters can be made useless by blindness.
Even the most powerful characters can be made useless by confusion.
Finding a way to resist blindness and confusion is critical to survival.
Probing an enemy to learn its abilities is always useful.
Buy at least one scroll of phase door before you enter the dungeon.
Buy at least one potion of cure light wounds before you enter the dungeon.
Acid can destroy your stuff – watch out for acid hounds and water vortices.
Never underestimate monsters you haven’t fought before.
Quivers can hold different types of ammo in one inventory slot (max. 40).
If you have more than 40 items in your quiver, it will take up more slots.
Many items are bad, but few are cursed to the point of needing magic.
A bigger weapon isn’t always better – check your damage using ‘I’nspect.
Can’t keep track of all the information on the screen? Add extra windows.
You can use subwindows to display messages, monsters, items and more.
If you teleport away a tough monster, beware of teleporting afterwards!
Resistances to higher elements are somewhat random, so be careful.
Hold life will not block all experience drain, just most of it.
Fire damage can destroy scrolls, books, and staves in your inventory.
Cold damage can destroy potions in your inventory.
Electrical damage can destroy wands, rods and rings in your inventory.
Immunity to an element prevents inventory destruction from that element.
Phase door is a good escape if the terrain is appropriate.
In open rooms, Phase Door may well keep you in the line of fire.
In a vault, any form of teleportation will always teleport you outside.
Identical resistances on different pieces of equipment do not stack.
Curing potions and spells reduce or eliminate cuts, stunning and poison.
Nexus attacks can teleport to, teleport away, teleport level, or swap stats.
Time attacks are not mitigated by sustains.
Drain charge attacks remove charges from your items and heal the monster!
You cannot cast spells or fire missiles at monsters in walls, but they can.
To attack a monster in a wall with your weapon, use the ‘T’unnel command.
Acquirement scrolls produce better items if you read them deeper down.
In truly desperate times, use Teleport Level or Destruction to escape.
You always get the first move when entering a level.
Regeneration makes you hungry more quickly.
If you’re in extreme need of food, curing potions might do you good.
Under great weights of loot, you’ll be less quick of foot.
You’re never invincible. Never forget that.
Always carry around an escape that you can use while blind and confused.
Staying on a level too long can cause awake random monsters to spawn.
Wands and staves sell for a good price even with 0 charges.
Walking around with lots of heavy weapons is not necessarily a good idea.
Carry around extra copies of town spellbooks in case one gets burned.
You don’t have to cover every resist all the time – carry swap items.
The better fed you are, the faster you regenerate.
Look at the food bar at the bottom of the screen to see how well fed you are.
The light meter at the bottom of the screen shows your light radius.
You don’t have to cover every resist all the time – carry swap items.
Wearing too heavy armour or wielding too heavy weapon could be a bad idea for low STR character.
Try to get at least one scroll or staff of teleportation – it could save your life.
Drinking potions of resistance (fire, cold, etc) protect both your inventory and worn items from harm.
Have a question? Make sure to join our Discord channel, we will help!
If you died – just start a new character right on. Every death make you a better player!
All items vanish from the town surface every dawn.
True artifacts cannot be dropped in houses, only random artifacts can.
To distinguish ‘true’ artifact from ‘random’ one – check it’s description. True artifact always got a lore-like description.
Push Ctrl+q to get a quest.
If you need more hotkeys – just bind some macros to SHIFT+key or CTRL+key.
You should play with the Numpad (number pad) on your keyboard to be able to move diagonally.
If you are going to a dangerous location it’s a good idea to go in a party with your friends!
Party members should stick together; it’s hard to survive if you wander one by one.
If you have a suggestion or bug report, please join our Discord channel
Expensive Black Market (XBM) give a possibility to order items.
Press Shift+i to inspect an item (or ‘l’ook to inspect a store item)!
Artifacts never appear in stores unless you sell one to them.
Artifacts resist destruction by monster attacks, and should never be picked up or stolen.
At -1000 ft you should get free action as paralyzing attacks become more common at this depth.
Poison attacks could be instantly fatal at -2500 ft if you won’t have resistance to it. Carry resist poison potions!
Ancient green dragon could breath 350 poison damage and it’s common at -2000 ft.
Winged Horror (nazgul’s bird) breath poison and nether and it’s common at -2400 ft.
Some prefer to avoid fighting bosses and got after Morgoth as soon as possible to appear at higher steps of the ladder.
Don’t forget to post your character dump at ooook!
YASD means Yet Another Stupid Death
If you don’t have necessary resistance – it’s better to avoid fight with certain monsters, and especially uniques.
You don’t need to have every resistance hole covered. Swap items from inventory or just avoid dangerous (for you) monsters.
You don’t need to kill every unique. It’s possible to defeat Morgoth with low turncount!
After some time you could consider to start entering competitions at oook ladder – to kill Morgoth as fast as it possible.
Artifacts can not be destroyed or stolen.
Items that provide resistance to an element cannot be damaged by that element.
Inventory are less susceptible to damage than items on the floor, but still can be destroyed by elemental attacks or stolen.
Some people prefer to reduce risk at the expense of (early) rewards; though it damages turncount score.
Some people are ready to take risks early in order to win the game quickly and appear at high ladder positions.
If you try to reduce risks by playing slowly, you actually could increase fatal danger chances by spending more time in potentially dangerous places.
Repeating over time
Even if you will manage to kill Morgoth, Lord of Darkness – game won’t end.. There are plenty stuff to do.
Encountering more powerful enemies gives a chance to obtain powerful items and artifacts.
If you are quite nimble – you don’t need to fear thiefs.
Sources of magic: books (player casts spells learned from spellbooks); magical items (potions, scrolls or devices) and innate racial powers.
Some rare spellbooks can only be found in the dungeon or at the Black Market.
You can only cast spells from a realm (and spellbook) appropriate to your class.
Some classes can barely read, therefore can’t cast any magic spells.
To be able to cast spells – you first need to study it by spending points which you obtain with getting new level.
Spells fail rate depends on player’s class, level and primary spell stat (INT/WIS).
To cast spell you must have appropriate book in your inventory and light to be able to read it.
You cannot use spells without the light or while blinded, or confused.
Casting a spell consumes mana (spell points). Some monsters could drain mana, beware!
Wands and rods are susceptible to electricity, while staves – to fire and acid.
Wands of Wonder can have unpredictable effects – good and bad.
Wands, staves and rods can be used while blinded or confused; but with a higher chance of failure.
Advantage of healing and teleportation staves is that you do not need to aim them when using while blinded or confused.
Some potions may have permanent effects – stat or experience gain.
Thrown or shattered potions may affect monsters.
Potions have no fail rates and can be used while blinded, confused or stunned.
Scrolls have no fail rates; but you need light to read them; also it’s impossible to read when you are blinded or confused.
Gold and gems are are automatically picked up on walkover; you don’t carry it in inventory, it’s just added to your wealth.
Power Dragon Scale Mail (PDSM) is the most desirable armour of all.
You could identify item without Identify scroll – just use/wear it. Eg fire resistance will be IDed when someone will cast at you fireball.
Push [ to display all known visible objects on the current level.
Push ] to display all known visible monsters on the current level.
Always carry an escape items – phase door scrolls or teleport items.
Always carry a source of healing, including curing of status effects.
Always avoid any monster that can kill you in a single player turn.
Always carry a means of doing damage at a distance.
!CLW means cure light wounds potions
You could consider getting dozen flasks of oil to your first adventure to throw them into powerful monsters.
It’s good to read scroll of blessing to improve accurate to be able to throw flasks of oil precisely if you have poor throwing skill.
?PD means Phase Door scrolls.
Base elements: fire, cold, acid, electricity. Poison sometimes also considered a base element.
Getting attacked with basic elements without double resistance could be extremely deadly at deep levels.
‘Damage cap’ is a limit of maximum amount of damage an element could deal before accounting for resistances.
Base elements have an extremely high damage cap: 1600. Poison cap is 800.
Immunity to element blocks both damage and side-effects completely.
Monster’s alertness determines it’s sleepness.
Monster’s vision indicates the maximum range at which it can detect you.
Holy Orb spell especially deadly for evil creatures.
It’s very important to assess monsters properly: whether a fight with them is desirable or best avoided.
Monster’s health can be tracked through a health bar on bottom left side of the screen.
Monsters can perform multiple blows (up to four); each one could have different effect.
Anti-summoning corridors – it’s the way to dig corridors to ensurethat only one or two monsters could damage player at once.
The best strategy while facing a dangerous or exceptionally annoying monster is simply not fight and avoid it.
Stealthy characters can sneak around collecting loot and picking fights only against monsters they can comfortably handle.
There is a rumour that one player managed to win the game by killing only 4 monsters.
Monsters with healing spells can heal only in combat; monsters do not use spells unless actively engaged in a fight.
It is best to kill breeding monsters before they multiply out of control; ideally while they asleep.
Dungeon level will never be completely filled with breeders; they can’t overcome hundred of species per level.
Getting a level provide player hit points, mana, primary skills, saving rolls, spells improvement and certain race bonuses.
The lower the level of the player, the more experience will get upon killing any monster.
Hold Life is very nice, but not important. If you can’t get it, carry lots of Potions of Restore Life Levels.
Ghosts, undead, vampires and nether attacking monsters are often draining experience.
It’s impossible to entirely prevent experience drain; but Hold Life property will greatly mitigate the effect.
Killing Morgoth being lower than 50 lvl or with avery low turncount is the challenge worth of songs.
Banishment, Mass Banishment and Destruction are valuable scrolls which you will need at end-game.
While in town, avoid the Mean-Looking Mercenaries and Battle-Scarred Veterans; they can kill you fairly easily.
When you start a new character that is a fighter type you have the possibility of getting more than one attack with your weapon. 
Multiple blows is determined by your weapon weight, your Strength, and your Dexterity.
A light weapon, like a Whip or a Dagger sometimes better than heavier as it’s got more BpR (blows per round).
Phase Door is useful for the Shoot ‘n Scoot maneuver.
Teleports sometimes landing you in more trouble than you started in. Better than certain death, though.
Teleports Away magic sends a monster (or several monsters) away from you. It’s safer than Teleport, but you might not be able to get them all in one strike.
Teleport Level moves you up or down one level. If the level you’re on is full of dangerous monsters and you need to teleport, this could be your ticket to safety.
*Destruction* spell removes everything except artifacts from the area around you, blasting the surroundings and causing rock to fall from the cieling. If you’re ever in deep trouble, this is the safest way to escape.
Healing magic, from weakest to strongest: Cure Light/Serious/Critical Wounds, Healing, *Healing*, and Life Potions.
Always carry some Cure Serious Wounds with you once you start getting confused by monsters.
Even Cure Light Wounds potions will cure blindness.
Potions of Life is restoring 5000 hitpoints (about 5 times more than you’ll ever have).
Collect rare consumables and save them in your home for a dangerous fight.
Identifing items comes in the form of scrolls, Staffs of Perception, Rods of Perception, the spell Identify. But you also could try to ID items by wearing/trying/activating.
You can’t do much without light. You won’t be able to see most monsters, cast spells or read scrolls, or, in general, see the dungeon.
Most useful magical item is a Scroll of Word-of-Recall (WoR). The activation takes place about 50 turns after reading the scroll, so it’s not a perfect escape method.
When you read Word-of-Recall scroll in town, you are teleported to the lowest level you have been to in the dungeon. When read in the dungeon, you are teleported to the town.
Resistances generally chop off a significant amount of damage, ranging from 1/5 to 2/3
When you have double resist for basic elements, damage is chopped to 1/9.
Double resistance is NOT having two permanent sources of the same resist! It’s having both a permanent source and a temporary source (for instance, drinking a potion of Resist Fire while wielding a shield of Resistance provides double resistance to fire). 
If you have high infravision, you can probably hold off on See Invisible for a few levels. Not very many, however; Ghosts start showing up soon, and they’re cold-blooded.
Without Free Action you are very dead. Carrion Crawlers (among other monsters) have a melee paralyzation attack, which can keep you immobile until death. 
Confusion and Blindness resistance are vital. If you have these, you can rely on scrolls of Teleportation to get you out of any situation.
Staves of Teleportation which can be activated when blinded or confused, although with a decent failure rate. Scrolls are fail-safe.
Poison Resistance is necessary because monsters which breath poison for huge amounts of damage, eg. Ancient Multi-Hued Dragons, and Drolems.
Throughout the dungeon, many doors are hidden from view. To find them, just walk nearby – doors can be found in squares directly next to your character.
If you see a door all on it’s own in a corridor, there are usually others nearby.
Secret doors will never be in a situation where you have to move diagonally to open them.
The dead-end corrirods usually does have a secret door, but not always. If you search for a while and don’t find anything, just give up and move on. 
When you enter a level, you receive a feeling giving you a vague idea how good the level is. These feelings range from “boring” to Superb. The better the feeling, the better the items on the level, and the more difficult the monsters.
Pits (large rooms filled with a single type of monster) and vaults (dense, dangerous rooms with many out of depth monsters and items) can cause high level feelings (entering level messages).
If you have not spent enough time on the previous level before entering the new one, you get the feeling “Looks like any other level” which gives you no information whatsoever.
On weapon: (+x, +y) This is the item’s magical bonuses to hit and to damage.
Rings of Damage affect your damage done only in melee battle. They do not affect missile combat.
On item: [a, +b] This is the item’s base armor class and magical bonus to armor.
Many weapons you find in the dungeon are considered to be particularly deadly against a type of creature. They’ve called ‘slays’.
Slay weapons double, triple or multiply by five the damage done by the damage dice. They DO NOT affect bonuses to damage. 
Slay Evil, Animal: x2 damage dice. Slay Prc, Undead, Demon, Giant, Dragon: x3 damage dice. *Slay* Dragon, Undead, Demon: x5 damage dice.
The elemental brands (“of Melting”, “of Burning”, “of Freezing”, and “of Shocking”) all do x3 damage dice to those monsters not resistant to the relevant element.
Push ‘/’ to see monster memory (your knowledge of the monster).
White monsters are cold-based, Red are fire-based, Blue are electrical, Black is acidic, and Yellow/Green are poisonous. A Multi-Hued monster is all of these. Crimson monsters can cause weakness.
Set Hitpoint Warning in options to a proper value (60% is good for new player). It will slow time on low HPs.
There is little point in trying for speed higher than +35 or so.
At normal speed, you gain 10 points of energy per turn. Once you have 100 energy points, you get to take an action. Most actions cost 100 energy units.
Pillardancing technique (you should be at least twice as fast as the monster): Dance around single block of wall – hit, run, repeat.
Hack’n Back technique (you should be at least twice as fast as the monster): hit and back up; in most cases monster will use his turn to move towards you instead of using a spell.
Shoot ‘n Scoot maneuver: fire your missile weapon until monster gets close, and then Phase Door.
Wail’n Bail technique: fight the monster until you’re almost dead, teleport out, find him, and resume fighting.
The Anti-Summoning Corridor: dig a twisting corridor into the rock, and station yourself at one end of it. When your opponent arrives, he won’t be able to summon any monsters next to you.
Occasionally, even the lowliest filthy rag or broken sword can have amazing powers.
Note that some ‘terrible’ items could be actually good…
Free action is essential after about 1000′, as paralyzation at those levels can often mean instant death.
The nexus “stat-shuffling” attack can be prevented by resist nexus.
Potion of Augmentation – restores all your stats, then attempts to raise each one.
Staff of the Magi – restores your INT and mana to the maximum.
Scroll of Acquirement creates one item of great quality on the floor near the player. *Acquirement* creates several.
There are rumours about Potion of Death, Ruination and Detonation. They works differently than in old times though.
Group monsters can be dangerous! Make sure only one can attack you at a time.
For any spell-casting or breathing groups, ambush them from around a corner so that only one can see you at a time.
You need: 1000′ – Free Action, See Invisible; 1500′ – base; 2000′ – Poison and Nether Resistance.
 If you receive a mortal wound, you cannot heal it on your own; use Cure Critical Wound potion.
Carry multiple copies of the lower-level spellbooks to prevent losses to theft and fire damage.
Food is rare in Tangaria; it’s worth to put some to house for later.
Teleport away and banishment (the latter for priests/paladins) are important magics for emergency use.
Scrolls of phase door/teleport/teleport level are good for characters who don’t have an escape spell.
Thief can only steal only one item at a time.
Fire attack can only burn up one scroll at a time.
For mages and those lucky to have some of the appropriate scrolls, mass genocide is very effective against high-level summoning uniques, as it gets rid of all monsters except uniques.
You may now equip two rings of speed (unlike earlier versions of Angband).
Having too much speed increasing food consumption.
Always carry multiple Word of Recall scrolls, or have a Rod of Recall and a high level and/or high dexterity to prevent theft.
Hit-and-retreat  when you have a big edge in speed, you can hit the monsters, backup, and then hit the monster again when it follows you. Repeat. (This doesn’t work well if the monster has a distance attack.)
Shoot and scoot – for monsters that are dangerous up close (such as disenchanters), use a heavily enchanted shooting weapon and ammo, and phase door away every time the monster gets near you.
Summoners are not as dangerous when fought in a corridor, as they have less room to summon enemies against you. The disadvantage is that the potential treasure drop is also reduced, and summoned undead may be able to walk through walls and surround you anyway.
How many attacks your character be getting (lows per round – BpR)is based on several factors including strength, dexterity, class, level and weapon weight.
All characters can get a maximum of five attacks per round except for mages, who only receive four and warriors, who can receive six. There is one exception: a weapon of extra attacks can exceed this limit.
The to-hit bonuses for using a bow can come from any source: rings, DEX, gauntlets of slaying, the bow or the arrows.
The to-damage bonus for shooting a bow come only from the arrows and the bow, so a Ring of Damage (+18) won’t help your bow damage.
Heavier weapons have critical hits more often.
Priests are penalized in spell-casting for wielding “non-priestly” weapons. Priests are basically restricted to blunt weapons and “blessed blades”.
To keep my spellbooks from being destroyed by fire – drink potions of resist heat for double resistance or try to get fire immunity or.. just bring extra copies of spellbooks to the dungeon.
To prevent item from destruction from element to which you don’t have resistance, you may hide it in a safe part of the dungeon if you are hunting a monster that you know is going to incinerate your inventory.
All spellcasters are penalized for wearing a combination of armor items weighing over a certain amount.
If you noticed that your maximum mana suddenly went down – try removing some armor.
Mages, and other mage-type spell casters, lose mana for wearing gloves (or gauntlets or cestus).
Gloves providing either free action and/or agility will not decrease spell casters mana.
Priests and paladins don’t have trouble in mana while wearing gloves, as they invoke the power of their deity directly.
Buffs don’t have cumulative effect. You can’t get double speed from Haste Self spell and speed potion.
Certain “bolt” spells (magic missile, lightning, fire and frost bolt, etc) have a chance to become a “beam” based on your experience level.
Rods, and especially wands have a chance to cast “beam” instead of “bolt”.
Higher-level books can be found deep in the dungeon, often as part of the treasure drops of high-level monsters and uniques.
Earthy creatures are susceptible to stone-to-mud attacks.
White dragon takes normal damage from a fire bolt, and almost no (1/9th) damage from a frost bolt. 
Some monsters can be susceptible to bright light (i.e. wand of light, not lightning).
Monster memory doesn’t give you credit for killing a monster if you cannot see the monster (if you are blind, or the monster is in a dark area beyond your infravision range, etc).
You will still gain experience for killing invisible mosnters.
To kill large numbers of orcs or trolls fairly easily line line them up in a long corridor and then blast them with a wand of light! (note that not all types are susceptible).
A rod of light can be a mid-level character’s best friend, doing good damage against a whole line of susceptible monsters, with a really fast recharge.
For higher-level characters, dispel evil, orb of draining or a staff of power can work wonders.
Monsters in walls can’t be hit with spells or missiles, only by physical attacks.
Creatures in walls can not be attacked by wands or other magic attacks normally stopped by walls, nor can they be shot at with bows and arrows.
Tunnelling into the wall (using the “tunnel” command) will allow you to attack any creature in the wall with your main weapon.
If you having lots of trouble with a unique monster – run or teleport the monster away. You can kill the unique later, when you’re tougher.
To kill powerful unique monsters speed potions helps a great deal, as does a nice missile weapon.
Some uniques that resist all the major attack forms (Mim and Lorgan come to mind), better to kill them with nice missile weapon and/or under speed potion effect in melee.
The treasure in chests is based on the dungeon level where they were generated, not where the chest is opened.
Monster pits are rectangular rooms, 19×5, (they look like some of the rooms that have an inside wall) filled with monsters. 
Jelly pits are filled with jellies, molds, icky things, oozes, etc. Better to avoid them.
Orc, Troll, Giant, Dragon and Demon pits are filled with different types of those monsters, while Dragon pits are filled with the same color dragons.
Undead pits (a.k.a. Graveyards) are filled with some nasty undead. Beware!
Inside monster pits there can be monsters that are far out of depth, so you should be very careful around them.
Monster nests are 19×5 rooms contain a random assortment of monsters of a given type.
Vaults are unusually shaped and sized rooms, filled with monsters, treasures, and traps. 
Lesser vaults are about 40×20; they are filled with all kinds of monsters, and often have some really nice treasure to go along with some out-of-depth monsters.
Greater vaults are huge rooms (about 60×20), with outside walls of impenetrable rock except for a couple of granite walls in the corners.
Greater vaults are filled with all different kinds of out-of-depth monsters, with excellent treasure (often more than one artifact), and some really out-of-depth monsters.
Taking on a greater vault is amazingly dangerous unless you have some speed, lots of resistances, and a teleport away spell/wand/rod.
ESP means ‘extra sensory perception’; property which allows you to sense monsters even though they aren’t in your line of sight.