The following spells work like a bow - summon golem, summon elemental, summon
holy servant, summon avatar. You "fire" the creature in the direction and it starts
killing/attacking all (including yourself!! so be careful) in the direction until
it meets a wall or something like this. You can then send it off in another direction
and you don´t have to keep it in visual range. The point is, that you get
ALL experience from the monsters the summoned creature is killing!! Btw, when
you cast another priest/wizard spell, the summoned creature disolves.
There is a easy way to know about your golem/elemental/servant/avatar is dead
or not: If the golem still is in game, your mana/grace will not raise. If it raise,
its time to call another one.
For items stuck in ice cubes... try flint and steel. Mark the ice
cube, then repeatedly apply the flint and steel until it melts. Note: the flint
and steel will get used up rather quickly this way
Wildly-reproducing mice are usually a hindrance, but they may be used sometimes
to your advantage: you can slow down a fast enemy by letting the mice reproduce
out of control. Once they are everywhere the enemy will wait for the mouse in
front of him to move before advancing on you; he won't think of harming the mouse
to get at you. This leaves you with the ability to get past the enemy or around
him/her by simply slashing through the mice (assuming you can slash your way through
the mice faster than the enemy can pound the cr@p out of you as you pass him)
Mice are also good when you are carrying tons of stuff, and want to move fast.
If the room is full of mice you just hit the first one, and after that you move
every time after you kill one of them. This can accelerate your speed quite a
lot, and makes it much faster to bring back all the stuff found from the dungeon...
Actually the way to use this feature is not by killing monsters. Instead one
player picks up all the stuff and gets very slow, then you use another player
to push him to the shop. Be careful when crossing map borders --- the pusher usually
gets in front of the pushed player there.
Be careful where you "'save"; keep in mind that in the event of a crash, the
room will have all its monsters regenerated quite often; really bad news if you
saved in the middle of a room which originally was full of beholders...
Interesting technique: once you are fighting some more difficult foes, more
and more treasure will be "interesting". It's a pain to look one at a time at
all of the items strewn across the blood-soaked battleground, so here is how to
do it faster: turn on "pick up all", run around until the floor is clear, go to
a corner, and dump anything you do not want. The nice feature here is that the
boring regular weapons will be more abundant and will thus be grouped together,
while the interesting ones (although some may be cursed! watch out), due to a
different weight, will be listed separately. Makes your choice easier. The other
nice thing about this technique is that you clean up your own mess...
Once you have all these interesting weapons, at higher levels (past 5 or 6
I would say) it pays to have all of these items identified (not just checked for
curses); it only takes one or two nice weapons to more than make up the money
spent on identifying all the loot; the point here is that if you go to sell a
weapon in its unidentified state you'll be quoted a price of a regular, non-magical
version of the item.
...or even better, first have them all checked for curses (flat fee of 25
gp), drop the cursed ones (because when identified they aren't worth a single
silver piece), and then identify all the remaining ones.
Also, you can make big piles of objects before identifying them --- identifying
"100 foobars" costs the same as identifying "1 foobar"!
One exception to this technique is for low level dwarfs and others which have
the "smithery" skill; at the lower levels you won't be getting too many good weapons
or armour in the loot, so first of all the investment usually is not worth it.
Secondly, and more importantly, at the low levels you should be using your "smithery"
skill to boost your "mental" experience (by wielding an unknown weapon this skill
allows you to determine certain characteristics about the weapon or armour, such
as its (+wc) (+ac) enchantment (+1,+2,...) etc)
While fighting, I find it best to set pickup-mode to mode 9 ("silver and higher
value density" from the GTK client menu) when I'm not sure whether I can kill
everything in the room, or else "no pickup" (mode 0). The general idea is that
if you are going to clean out a room, there is no point slowing yourself down
during the fight (which can have adverse effects on your health :), when you can
pick all that stuff up at your leisure, once you are done with the carnage. At
the very least, the battle will be over faster (which should be a bonus once it
is implemented that armour wears away when it takes a beating)
Inventory locking ... reason I use it is because I bind a key to "dropall"
to make object harvesting faster. I only recently found out that I can inventory-lock
arrows and bolts and still fire them!