Posted August 21, 2015
First, in character creation:
By moving the mouse over to your stats or hit points, you can increase (or decrease, if you want to deliberately handicap your character) your stats to arbitrary values. There's nothing preventing you from starting with all 18s, and I think you can give exceptional strength to characters who shouldn't have it.
This game *does* implement racial level limits. In other words, non-humans will not be able to level up past a certain point. Therefore, unless you intentionally want to limit your character's growth, you should only make human or multi-class characters. (The game doesn't implement dual-classing, unfortunately.)
Mages can only learn new spells from finding them. Single class mages get to start with 3rd level spells, while triple class mages don't even start with Improved Identify.
Clerics are the class least dependent on RNG, as they automatically get all available spells; no need to find them. (Just remember to pray for your spells and then rest.) Note that Clerics are also good at surviving in low-food dungeons because Create Food is a spell in this game.
Next, for dungeon generation options:
The monster difficulty setting, IIRC, has a side effect: stronger monsters mean more experience. This may make the game easier, rather than harder.
The option to disable undead enemies is there because undead can do nasty things including level drain to the player. (Of course, with undead disabled, certain abilities and spells are useless.)
Finally, a few notes on spells:
Spiritual Hammer is good in this game: It gives you a hammer that can be used at range and will return after being thrown. This spell will be wasted if you don't have a free hand.
Aid is better than in other D&D based games because it's main limitation, only affecting one character, doesn't apply in a game where you only *have* one character. Unfortunately, nowhere does the game tell you how many temporary HP you have.
Vampiric Touch is overpowered in this game; the temporary hit points *stack* and *last forever* (or until you take enough damage to lose them). If you manage to find this spell (and are a mage), the game becomes *much* easier. (You might even need to limit your usage of the spell to only using it when your health bar isn't blue in order to preserve the challenge.)
The 8th and 9th level spells mentioned in the manual are not actually in the game. The original release came with an errata sheet that mentioned that. (Sorry, no Time Stop in this game!)
By moving the mouse over to your stats or hit points, you can increase (or decrease, if you want to deliberately handicap your character) your stats to arbitrary values. There's nothing preventing you from starting with all 18s, and I think you can give exceptional strength to characters who shouldn't have it.
This game *does* implement racial level limits. In other words, non-humans will not be able to level up past a certain point. Therefore, unless you intentionally want to limit your character's growth, you should only make human or multi-class characters. (The game doesn't implement dual-classing, unfortunately.)
Mages can only learn new spells from finding them. Single class mages get to start with 3rd level spells, while triple class mages don't even start with Improved Identify.
Clerics are the class least dependent on RNG, as they automatically get all available spells; no need to find them. (Just remember to pray for your spells and then rest.) Note that Clerics are also good at surviving in low-food dungeons because Create Food is a spell in this game.
Next, for dungeon generation options:
The monster difficulty setting, IIRC, has a side effect: stronger monsters mean more experience. This may make the game easier, rather than harder.
The option to disable undead enemies is there because undead can do nasty things including level drain to the player. (Of course, with undead disabled, certain abilities and spells are useless.)
Finally, a few notes on spells:
Spiritual Hammer is good in this game: It gives you a hammer that can be used at range and will return after being thrown. This spell will be wasted if you don't have a free hand.
Aid is better than in other D&D based games because it's main limitation, only affecting one character, doesn't apply in a game where you only *have* one character. Unfortunately, nowhere does the game tell you how many temporary HP you have.
Vampiric Touch is overpowered in this game; the temporary hit points *stack* and *last forever* (or until you take enough damage to lose them). If you manage to find this spell (and are a mage), the game becomes *much* easier. (You might even need to limit your usage of the spell to only using it when your health bar isn't blue in order to preserve the challenge.)
The 8th and 9th level spells mentioned in the manual are not actually in the game. The original release came with an errata sheet that mentioned that. (Sorry, no Time Stop in this game!)