On Jan 13, 2:47 am, Jason Cannon <
jasonca...@gmail.com> wrote:
> consensus seemed to be that Valks
> were the easiest class to ascend.
For a beginning player, I would say this is probably true.
If they're not clearly the easiest, they are at least close.
Specifically, _lawful_ Valkyrie.
Some people say lawful _dwarvish_ Valkyrie, but dwarves
have lower limits on intelligence and wisdom, so that only
makes undeniable good sense if you don't care at all about
spellcasting, IMO. Forgetting about spellcasting would be
a no-brainer for a barbarian (they can't cast worth beans
no matter what), but it may not be so clear for a Valkyrie.
Perhaps it's a matter of personal taste. See below.
The advantages of lawful alignment, for a race that starts
with a longsword in which they can get expert skill, are
rather more clear.
> Why do people say that?
It isn't any one thing. Here are a few thoughts...
Only knights and barbarians start with more strength,
and not very much more at that. Nothing starts with
more constitution. Thus, a median-value Valkyrie
starts with the ability to carry 950 weight. (The exact
numbers vary, of course. Randomness is involved.)
The theoretical maximum for any role is 1000.
In the early game, this means you can wear plate
mail (until you find mithril) and still carry around lots
of other useful things. The high starting strength also
makes it easier to kill things with your long sword.
Valkyries don't need gauntlets of power. Any gloves
(except fumbling) will do in the early game. (In the
late game, of course, you want gauntlets of dexterity,
for the spell-casting benefits, unless you decide you
don't want to cast any spells.)
Speaking of the starting longsword (a better weapon
as it stands than many roles have until well into the
Mines), if you make it to Delphi (and you are lawful)
it can be easily converted to the blessed rustproof +1
nearly-double-damage-to-everything-hostile sword
of searching and drain resistance, one of the best
artifact weapons in the game, and very definitely the
best one that any role can reliably obtain that early
in the game. This is an ascension-kit weapon, and
you're getting it before Sokoban, pretty much every
single time, without needing to find an altar or a
particular weapon or anything. Knights can do this
too, but other lawfuls (e.g., Samurai) would have to
find a longsword first, which typically means several
levels into the Mines. Neutrals and chaotics can
only get a weapon this good by artifact wishing
(unless you don't mind one that destroys monster
inventory or kills shopkeepers, priests, and pets;
and even then they can't get it so early so easy).
This also means you don't need to worry about
trying to find a co-aligned altar (or take the risk of
attempting to convert one) early in the game. In
fact, there's not really even any point in sacrificing,
as a Valkyrie (or Knight), until you've been to the
bottom of the Mines and retrieved the luckstone.
As a Valk, you're using a middle-game approach
by then. (Some roles, e.g., Tourist, would still be
playing with early-game tactics, due to poorer
stats, sometimes until reaching the Castle.)
The Valkyrie's base spellcasting handicap is
low enough to allow casting mid-level spells in
all schools, once you get far enough into the mid-
game to do potion alchemy for gain ability and
optimize your armor for spell casting (non-metal,
robe, etc). A lot of roles have _lower_ casting
handicaps (Samurai have the same), but the
other major role with a really easy early game
(Barbarian) has it much worse. The Valkyrie is
not an early-game spellcaster like wizards and
monks, but by the time you get to Gehennom
you have very low failure rates for certain really
useful spells (identify, charm monster, extra
healing) and 0% failure on low-level spells like
jumping, light, magic missile, and force bolt.
The only strong-melee role that clearly has the
Valkyrie beat in this regard is the Knight.
Early intrinsics for a Valkyrie are pretty useful:
cold resistance AND stealth from XL1, speed
at XL 7. The only roles that have clearly
superior automatic intrinsics in the very early
game are barbarians and healers (who both
get poison resistance, the most important one
in the early game, from XL1). The roles with
comparably good automatic intrinsics include
archaeologists (speed AND stealth at XL1;
they also get search at XL10; by then lawful
Valkyries have extrinsic search) and monks
(nothing until XL3, but it's poison resistance,
and they get good ones regularly after that).
Other roles don't have it as good in this regard.
Some of them have essentially worthless
automatic intrinsics (Knights) or have to wait
until mid-game to get them (e.g., Tourists get
search at XL10, and if they by some miracle
manage to survive without poison resistance
until XL20, or more likely if a gremlin steals it,
there's that). Samurai get just one (admittedly
fairly good) early intrinsic: speed at XL1.
(They also get stealth at XL15, but that's too
late to help you survive the early game.)
Valkyries can get to expert in both longsword
(which they start with) and dagger (which are
very readily available from quite early), so
other weapon skills pretty much don't matter.
They can get to skilled in two-weapon combat
and, if you care to go that route, riding.
They can only get basic skill in saber, but by
the time you're ready to #twoweapon a silver
saber you're going to be expert in your primary
weapon (Excalibur) and high-level-enough to
hit while unskilled anyway.
Spell skills are not so advantageous (basic
only in attack and escape) but are adequate
if you don't mind waiting until mid-game to
get serious about spell casting. Roles that
can do well with early-game casting (Wizard,
Healer, Monk, Priest) have significant hurdles
to overcome in terms of early-game survival,
things that make them much more difficult
for a beginning player. (Monk is arguably
the easiest of these roles to learn, but their
weapon-skill limits and dietary restrictions
make them much harder than Valkyrie.
If you can get a Healer to survive until
the Castle, I hereby acknowledge your
clearly superior NetHack prowess.)
There may be other things too.
It is, of course, not all one-sided. Every role
has advantages and disadvantages. Conduct
players tend not to favor Valkyrie. But as a
beginning, you're almost certainly not ready
for that style of play yet.
Since you mention Samurai: they're also
often considered a good choice for beginning
players. Some of the reasons are similar to
some of the reasons for Valkyrie. Probably
the most important single advantage that
Valkyries have over Samurai is being able
to dip for Excalibur at Delphi. (Well, that
and not needing to memorize a bunch of
Hepburn-bastardized nihongo.)