Demise is a very large game and things can quite often seem to be just
a little overwhelming for beginners. Here is a compilation of helpful
hints and tips that may save a player the time and frustration of dying
too many times.
Creating a Character
Be sure to read the Race Statistics and
Guild Statistics sections before creating a
character. That way, you know what you’re dealing with. For
a first character, it’s recommended that you make them strong and fast
- not too stupid - and as ugly as possible. Taking points from your
Charisma and putting them into your others stats is recommended - unless
you plan on being a Paladin or Magi. It’s highly recommended that
one keep their Int and Wis at least 10 so Tomes can be used if found (items
that raise stats). Remember - your first character is there to check
things out, find items and build a foundation for the other characters
to come.
Starting Out
As mentioned above, be sure to go over the Race Statistics and Guild
Statistics before choosing which guild(s) you would like to join.
It is recommended that a character remains with the Artisan’s guild until
level 30 is reached. This is because Artisan’s learn quickly and
gain more hits per level than most guilds. Besides that, they can
use items earlier than most of the other guilds and are pretty good at
collecting treasure. Once level 30 is reached, you should have found
many useful items that your character can use when acting under the chosen
guild(s), and your character should then change to the next guild of choice.
It will now be easier for your character to survive because the A/D and
maximum hits you built within the Artisan’s guild will transfer with you.
You may also have noticed that some guilds require stats that are just
too high for a beginning character to have. The way to get into these
guilds is to find items that increase your character’s stats permanently
and use them (i.e. Tomes and Potions vs. apparel). You can quite
often find enough of these items while you are attempting to reach level
30 in the Artisan’s guild.
Multiple Guilds
It’s good to have a character that is balanced (i.e. Join a guild with
good Fighting Ability and one with good Spell Casting abilities).
Be sure to keep the levels in these guilds balanced (i.e. having a level
100 Warrior and level 10 Sorcerer doesn’t give the Warrior much in the
way of spells). However, be sure not to join too many guilds, since
only one can be worked on at a time! Also keep in mind that the more
experienced a character is in multiple guilds, the more they will be penalized
by new guilds for their already existing abilities!
Auto Mapping
This can be a lifesaver. Always keep track of where you are.
If you get lost (I.E. Teleporter, etc.), the AutoMapper will find you if
you step back into known territory, or if your character figures out where
they are (by using their perception skill).
Also remember that the dungeons can sometimes be quite tricky.
Keep in mind that certain types of monsters will only appear in certain
places and that some teleporters will always take you to the same location.
This can make traveling through the levels much easier and quicker.
When exploring new areas, it is highly recommended that a character is
levitating - it’s no fun stumbling across a chute that drops you down three
levels. Also, if a character’s guild has a high Perception ability,
they can quite often identify what they are standing on, see secret doors,
or realize if they hit a teleporter.
Companions
Always try to have companions, but make sure you don’t get monsters
that you can’t handle. It is fairly easy for a Magi, but for all
other guilds, items must be used (i.e. scrolls that charm). Keep
in mind that a group of monsters you are fighting will attack the closest
target - hopefully one of your companions. Spell casting and breathing
(i.e. Magi's and Dragons) companions are some of the most effective, since
their abilities can affect the whole group of monsters you encounter.
Always keep a watch on a companion's Bind Level, for they can turn on and
attack your character and the party! Also keep in mind that companions
can mistake other party members (and their companions) for the enemy in
the heat of battle if there's too many bodies in the party (total characters
& companions). It's only recommended that one keep 2-4 companions
for each character only if the party is 2 characters or less. It's
no fun getting hit by another character's companion that can stone!
Wandering Around
When you first start out, stay as close to the city as possible.
The further away you go, the nastier the monsters get and the longer it
takes to get to the safety of the city.
Combat
As a rule of thumb, always watch your hits. Some monsters will
have the ability to Poison, Disease, Breathe, and even spit Acid on you.
Keep these monsters in mind. However, one of the deadliest attacks
is Stoning. Every time a monster with this ability hits you, there’s
a chance you will be turned to stone. If this happens, you will die,
and 1 point of constitution will always be removed when you are raised.
It’s usually best to either run away or blast them with a spell before
they can get to you. Also try to recognize the most powerful monsters
in a party of monsters. Take them out first then move on to the easier
ones.
Running Away
When you first start out, you’ll probably end up doing more running
than fighting. Since you start with only 15 hit points, a pair of
Kobolds can finish you off in two rounds. So, if you ever get hit,
remember that they can hit you for the same amount or harder in the next
round, or even as you try to leave the room. It’s best to fight,
run away to town, heal, then go back down and get revenge. Remember
- he who flees and runs away lives to fight another day!
Talking
When your character isn't busy fighting or running, talking is another
good option. Keep in mind that many of the creatures that you will
run into know about the depths and what is in them much better than you
do! Hit Shift-'t' during a peaced encounter to converse with a creature
or right-click on the monster picture. Some creatures will treat
you differently depending on your race, sex, current guild, and other attributes.
Some will completely loathe you or be very friendly based on these variables.
And some creatures just won't care. Be warned, however, that some
monsters don't like being... talked to...
Gold
In the beginning, the amounts of gold a character deals with may seem
inconsistent. When you first start out, you'll have 125 gold to use
as you see fit. That’s enough to buy the starter items that you will
need. However, what happens when you find your first tome that costs
over 200 to identify? The best way to build up your gold base is
to sell the first items you find (that are worth anything) instead of waiting
to find enough gold to identify them. Once you get the base started,
your character shouldn’t have any major problems that can’t be solved by
finding a few other expensive items to sell.
Dying
Isn’t much fun. Don’t let this get you down - your character
can always be picked up by another and resurrected. After which you
may be able to go back and get even with the same buggers that killed you.
Revenge can be sweet!
Spells
Magic is one of the most powerful things in the game. It can
be used to heal and destroy. Everybody should become a member of
at least one Magic Users guild. Keep in mind that beginning Magic
Users aren’t too powerful and have trouble their first few levels casting
spells successfully on monsters. However, after a few levels are
made, the power begins to build. It is also very important to build
up the guilds spell abilities. As you venture further and further
into the dungeon, you will find items that are capable of teaching guilds
new spells, thus giving the new spells not only to you, but to all of the
other guild members as well!
Treasure and Chests
After killing a group of monsters, you’ll hopefully find some type
of container to poke around in. Chests are the best because they
usually hold more powerful items and more gold, while boxes aren’t much
better than just gold. Beware of the traps that can be triggered
when opening a chest. As you go deeper, Teleporters and Slime traps
become more common, making things more interesting. It’s usually
a good idea to have a Thief around when you feel like gathering loot.
Other Characters
It is recommended that a player keep multiple characters. What
happens if your Thief dies on level 4 and you don’t have anybody to get
them? That’s what another character is for. Starting out, I
would recommend creating a Giant with maximum Strength and Dexterity to
go and pick up dead characters on levels 1 & 2. Equip them with
a Battle Axe, and voila! You’ll be surprised at how well it works.
However, if all else fails and you have the money, there’s always the option
of hiring "Rescuers” in the Morgue to bring back those characters who you
can’t get to.
Parties
As mentioned above, it’s a good idea to keep multiple characters.
Not only for rescuing other characters, but to join up together and run
around with each other. Remember that parties are optional, but if
you do decide to run around with other characters, remember that it’s very
nice to have a balanced party of a Fighter, Magic User and Thief (but remember
that one character alone who is a member of multiple guilds can achieve
the same balance). Also, a group of characters are much safer together
than by themselves and can generally run deeper (which allows them to find
stranger monsters and neater items). Keep in mind that while a party
can be advantageous in the sense of survival, there is also an experience
penalty. The more characters that are in a party, the less experience
a party member will earn when they kill a monster, etc. Solo characters
will gain the most experience the quickest while a party of four will be
much safer, but will require much more time to get experience! Also,
as mentioned above in the companions section, be sure not to have too many
companions if you have a party of 3 or more characters since companions
can mistake other party members for the target!
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