>start NetHack 3.6.0, be Archaeologist
>pet killed by a newt in the first room
>come across armory on dungeon level 2
>see a moderately-priced cloak, try it on
>cursed cloak of invisibility
>realize I can't pay for it
>sell off bullwhip and fedora, can't sell off jacket because it's trapped under my cloak
>try on the best-looking armor in the shop, find (among other things) jumping boots
>fall into ANOTHER shop, this time a bookstore
>shopkeeper from the armory jumps in after me, I jump around, still invisible, picking up scrolls and reading them hoping for teleportation
>eventually get killed by the angry armor shopkeeper
What hilarious, painful deaths have you fallen victim to recently, /tg/? Did you deserve them?
Just lost another Archaeologist to some soldier ants in minetown. I knew magic missile but was unskilled in attack spells, with a failure rate a 65% -- pretty decent for a spell in a school you're unskilled at. I lined myself up to cast magic missile at the ants as they marched through an alley, but failed. I realized then that I did not have enough Pw to attempt another casting. I tried run away, but you know how fast those buggers are. I tried to throw a potion of sleeping in the head ant's face, only to get caught in my own fumes and get gnawed to death before I could wake up.
I'm really starting to feel the weight of the
>Before taking a dicey action, always consider the consequences of failure. If I had realized that I only had one chance to successfully cast magic missile, I might not have given the ants the chance to get me.
>Don't throw dangerous potions in melee range. (derp)
This advice is based off relatively recent Experimentals, so if you're playing Stable it'll be a little bit off.
Quick and Fleet of Foot (names by memory, but the two 3pters that give you added Speed and a faster run speed) are good training wheels. Also play with Static Spawn and turn off Skill Rust so you can focus on slowly improving while running for your life.
Some things about the starting shelter are not obvious. The basement typically has some survival gear. Go down and slowly sweep it in the dark. The lockers usually have some clothes, too. The windows can be smashed to get long strings (which are inherently useful and disassemble to short strings, then thread) and sheets (a bulk source of rags). If you fancy fighting, there are the resources to make a stone spear in the shelter and nearby. If you don't, you should be able to avoid Z just by, well - avoiding it!
* Fire is your friend. Light things on fire, kite zombies into the fire, profit.
* Do not fear the night. So long as you don't do anything silly like wander around with a light source, the survivor is more capable in the dark than Z. Scout by day, go in and raid by night.
* Get yourself a shopping trolley or a wheelbarrow if you can, it hugely increases your early carrying capacity.
Beyond that, we're looking at problem-solving.
Pick up the Nightvision perk. Being able to see out to two squares in the dead of night instead of only one allows you to avoid pretty much all confrontation until the sun rises. It also guarantees that you don't end up with a Hulk standing six inches in front of your face when you least expect it.