How to counter negative game effects and abuse positive ones:
Traps: shoot arrow – deals 1-6 hp damage it’s not that bad and you can even have free projectile to throw if it misses(you may abuse this on higher exp levels)
Sleeping gas/bear trap/poison dart trap: always bad
Random effects trap does nothing except of printing fancy messages on your game screen
TelePort trap is usually good: acts like a tp scroll
Trapdoor trap: before level 17 is bad, on levels 18 to 26 is great as it helps you to rush trough levels, on the way back it’s terrifyingly evil.
Scrolls: sleep/monster summon/aggro- always bad, never read after identification
Weapon up –read whenever is possible, armor up/armor protection read on your best suit of armor (in the meaning of protection value).
Map – read at the beginning of 26 level and on the way back to avoid possible trapdoor traps.
Food – if you have one then read it at the beginning of 26 level to see the location of amulet of yendor , if you have more than 1 read those extras on level 17 to 25, leaving one for level 26. On the way back they become useless due to no treasure/food on the wayback.
Confusion – has very high value, very useful, best use in hallways aka tonnels you can slay a very powerful monster with that scroll coz it will skip a lots of turns while you keep hitting it. It’s not very good use for black unicorns on low Rogue exp level, because to get the confusion effect on monster you need to hit them and it’s very hard to hit a black unicorn. So best use is against griffins/jabberwocks and dragons.
Tp scroll use if you have nowhere else to run . Effect can be failed so you will teleport to the adjacent tile.
Remove curse – best use when you put on all rings, try all armor so it can uncurse more things at once.
Monster summon – if you summon nymph and kill her she will not drop anything.
Scare- if you play your cards right you will never see a ‘you hear a maniacal laughter in distance’ message on your screen. Best use is when you appear on new level right in a treasure room (Starting from level 12 and so ). Beware of Dragons ,their flame can roast you on the scroll.
Freeze(hold monster) puts nearby monsters to sleep, they will sleep until you touch them. Best use when you when you have nowhere to run and there are more than 1 monster chasing you. If you are being chased by only 1 monster it’s better to use tp scroll instead. (if you have one obv.)
Potions: monster vision – best use on levels 20-26 if you’ve spent a lot of time on some level or if you appear in the treasure maze room or right after when you’ve teleported out some monster or teleported yourself.
Poison – best use is to cancel hallucation effect.
Hallucation is always bad/blindness is always bad.
Heal/extra heal cure blindness also if you heal with them to full they grant you +1 or +2 max hp.
Heal potion heals like Rogue level d5 and extra one heals Rogue leveld10 but I’m not sure.
Confusion is always bad, counters by standing still. ALWAYS stand still under confusion effect.
Levitation is used to fly over traps.
See invis to see Phantoms
See treasure is used on lvl 26 to see amulet of yendor. If you have extra use them at the beginning of level from 17 to 25
Haste is used to kite monster, note that monster doesn’t hit you after quaffing it so for example you have 5 hp left and there is troll standing near you, you quaff that potion and you can go back and only then troll makes its step forwards you and after that you can easily kite him down.
Lvl up is best use to get from level 10 to 11 to be able to kill unicorns or if found later to lvl up from lvl 13 to 14 or from 14 to 15 etc
Staffs have at least 4 charges to the best max of 7.
Tp monster to is really useless/ haste monster is worst/make invis is good but only if you also have light wand in hand to lit room first and then if medusa comes to make her invis fom distance so she won’t be able to confuse otherwise that staff is useless.
Magic missile is ok to spend instead of projectiles, light is great as it has a lot of charges (like 20 or 30)
Polymorph is great as it helps to deal with dragons (sure, whatever the outcome is there’s nothing stronger than dragon anyways) or other strong creatures.
Slow monster is great against almost everyone except dragons since they can shoot you.
Cancellation monster ability is very good to cancel dragon’s flame, to cancel out aggressive ice monsters in treasure rooms or to deal with wraiths and vampires.
-50% hp is an utter shit never worth to use except on nymphs, aggressive ice monsters or wraiths, always puts you in a great danger.
Tp out is also VERY nice wand.
Flame isn’t good it misses a lot and doesn’t work against dragons.
Cold Is a little bit better, it doesn’t deal damagae to yetis but it doesn’t matter.
Lightning is best of them it almost never misses and no one immune to it.
The best use of this ranged damage wands on later 13+ lvls to use them on strong enemies instead of bow and arrows.
Rings: Slow digestion put on whenever you identify it. Sustain armor/strength only when encounter ‘R’ s and ‘A’s. Stealth ring put on at the staircases to the lvl 20. +dmg/to hit chance/armor/strength put on at lvl 17+. Regen doesn’t worth food consumption if you are exp level 10 already, it’s good in early game.
See invis is almost useless. Put on search ring on level 26 and on the way back. uncursed teleport ring can act like a tp scroll/tp trap quite often and save you from chasing monsters.
Also, never use your best suit of armor unless it’s protected by scroll or you are on level 19 already, from level 1-8 use your second best suit of armor and from 9-18 it’s either leather armor or no armor at all.