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Some helpful hints for the budding dungeoneer!

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Kaz-Keith
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Some helpful hints for the budding dungeoneer!

Post by Kaz-Keith »

Hail and well met! I have just completed most of the Tumbledown Door dungeon level, and I wanted to share a few helpful hints with others:

* Use the smashable/breakable objects to mark where you've been... a lot easier to navigate once you are looking to completely clear an area.

* FLAG all locked doors on your map, WITH THE KEY DESCRIPTION you will need! Don't know the key description? RIGHT-CLICK on the locked door and it will tell you.

* SAVE your game -BEFORE- you drink from any fountains/barrels/casks... this is very important later on in the obscure corners of the dungeon level (and, I suspect, later levels).

* Many of the NPCs and special areas will have new info/dialogues if you move away and return: Jamiel, Preybelish, and the elves of the hidden place all provide more info/resolution if you simply move away and then return to interact. Geb does not.

* Be sure to take any items you find with you! Do NOT leave something on the ground to return and claim later... even if you stay on the same dungeon level, it will disappear once you move far enough away.

* Don't hoard those magical items! USE the items that you find... there are plenty to find, and using magic will definitely turn the tide of a battle.
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jim0525
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Post by jim0525 »

another one...

if you are not sure of party make up, i would suggest (2) fighter types, (1) thief, and (1) cleric.

i did not start the game with a cleric and i am regretting it. also, the first npc that you get is a sorcerer.
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fable
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Post by fable »

Multiclass a rogue. Rogues gain the first few levels of experience much quicker than other classes, and multiclassing early on is a good way to equip your fledging party with an extra set of skills.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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Garetz
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Post by Garetz »

multiclassing the rogue to a ranger allows the rogue to use a bow and later get cleric spells , very useful later on when you need ranged combat and abit extra healing power.

i also can't believe how fast a rogue levels up.
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speedball
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Post by speedball »

I would add that you should flag all the barrells/fountains that cast spells on you or heal you. It gets really irritating when you wander around looking for that fountain of healing...
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