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How to play · Chapter 15

Tips

What the game tells you on the way down.

The game shows a tip on the card between floors. All 16 of them:

  1. Low on mana? A scroll casts the same spell for half what the spellbook charges.
  2. The deeper you go, the more the fight turns on magic.
  3. A level 20 fighter can become a hero, and a hero with the spellbook can carry the party.
  4. A rogue makes every vault easier to open. The deeper the floor, the more that matters.
  5. A warball & chain throws once a fight, but it earns its price in melee.
  6. Snare the monsters before they close, then pound them from afar with spells and bows.
  7. No shame in fleeing a fight that gains you nothing. Step out the door and explore on.
  8. Don't rush to descend. A finished floor gains experience, gold, gear and spellbook pages.
  9. Cast goodwill and a bribed monster band is more likely to fight for you.
  10. Some special attacks can damage your equipment, so fight from afar.
  11. Party members may carry equipment they can't use.
  12. Use redistribute ammo and party members will pass ammo to those who can use it most.
  13. Dart tips may be swapped in a fight. Open the ammo pack to do it.
  14. A bath is usually, but not always, good to the bather.
  15. Party members who slip out of the room are safe but cannot fight.
  16. If you can't find a map, search for hidden rooms.