Talk:General Tips and Tricks/@comment-2605:E000:62D0:4C00:7154:543E:925C:F450-20180601060441

- Every point of intelligence adds a permanent +5 to the characters max energy

- The more luck one can get the earlier the better. Better items, combat and spell outcomes, etc. It really adds up over the dungeon levels.

- Save alchemist stones to use with permanent stat increase ingredients whenever possible. If must make a specific utility potion instead just to live then do so. (Giant Bone Dust = Strength potion, Black Pearl = Intelligence, Wind Crystal = XP, ??? = Stamina, ??? =

- Speaking of doing actions just to live - fight tooth and nail to the end if want to take the time / make the effort - sometimes a seemingly hopeless character and string of bad situations still leads to a remarkeable turn-around and on to an end game.

- Having bags full of useables / actionables (scrolls, potions, seeds, etc) when dead means they weren't used to keep the character alive. I save and hoard like can, and sometimes empty-out in an all-out fight.

- Use everything in inventory against a boss, by the time reach the next boss will very likely have a new arsenal. Speaking of, save everything for bosses unless a) a situation to live no matter what like described above b) it doesnt matter because it's a lucky run with a lot too choose from or over powered)

- Reading Magical Enhancement scrolls when the character does not know any spells, rather than enhance an already known spell, will instead pick a random spell for your character to learn. It's a gamble, but can pay off. If you don't like the spell it chooses you can OPT OUT BY PRESSING THE BACK KEY. If you read another scroll of Magical Enhancement, it will again randomly pick a spell to learn. If you learn a spell, then you are stuck with that spell and the only way to learn new spells is the usual way from an Elder Scroll.

- Boss levels are every 5 levels.

- Shops are every 3 levels after a boss level. And at level 3 itself.

- If you can fall to the next floor DO IT. You will always land in a secret escapeble area with items (usually behind a lever door and the room always has the lever to open the door).

- There are NEVER traps in stair case rooms

- Full vials of dew (with 15 dew in them) when thrown into the changing fountain always give potions of experience.

- Potions of experience always give the same number of experience points, not a percentage - or so it seems. Maybe they give a set plus amount per level but the higher level a character is, the more worthless these potions are. They give a very minor % of overall experience to high level characters and there are much more worthwhile potions to have.