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


