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I have completed this game several times, thought of sharing my own personal notes here, and hope it can be of use to anybody.

There is another thread with the info, though most links are now broken. So I won't repeat what's already there.


KNOWN GAME BUGS

Save often. If you look at the discussion threads here, the game can be buggy.

1. SteelRipper is the best thrown weapon, but it can randomly disappear when thrown regardless of map. Save often once you own this weapon.
2. Move around the rolling boulders carefully. Certain movement timings around rolling boulders can alter their direction, which can either get you stuck (if boulders have critical functions such as pressing plates), or help you since you can change its direction.
3. The puzzles in the game, in general, are well thought out. But you can force your way through which could bug the game if you managed to do it. For example, in certain parts of the game, there are traps where the game will "auto-move" your character. But if you struggle through it, it could get your character to keep turning indefinitely.
4. See other "Bug" discussion threads to get an idea of the common issues.



GENERAL GUIDE

Some general useful info and guides

1. Go with swords (slashing) if you are going for mage/agility character, simply because of WhirlWind and SoulWrought.
2. Carry multiple weapons in the beginning (1 sword, 1 spear, 1 axe). Switch them out depending on enemy.
3. Swinging heavier weapon will wear you down faster. Going over your weight limit will also wear you down faster.
4. Save scums before consuming the Draught potions (permanent HP/SP).
5. You don't need to carry rocks around with you all the time. Each map gives sufficient items/rocks to solve all its puzzles and complete it. You can use your armor and weapons as additional weight. You can also put your potions and consumables in one bag and use that as weight. Just don't forget to retrieve them back.
6. There are two locations you can heal for free: the Oracle in the Temple of the Moon and the healer hiding near the Sanctuary of Clay.
7. Strength and Power allows you to deal more damage thus gain experience faster. They are also giving more regen points the higher they are. Agility and Stamina are for your convenience. My recommended starting stats: Strength 6, Stamina 4, Agility 4, Power 6.



SPELL GUIDE

1. Disciplines with the most use are: Earth, Water, Flesh. Flesh is optional since you will get plenty of heal potions, and there is a free healing service near the Sanctuary of Clay.
2. Wind is only useful later in Fire Mountain to walk over pits and traps. Fire is (situationally) useful in Iron Titan because Swarm Maidens have resistance to physical attacks and all disciplines, except Fire. Lightning (like Fire) has mostly damage spells, and they can deal a boatload of damage against certain enemies. All Void spells have their artifacts, and very situational. Not that useful to upgrade unless you have extra points.
3. Some people prefer upgrading Flesh first in the beginning for healing. I prefer upgrading Earth first because of the -50% mana cost armor you will get in the Land of Roots. I have managed to max all spell disciplines by maxing Earth and use Iron Fist of Chaos whenever possible. When maxed, you can one-shot some enemies like Slog Riders with Iron Fist of Chaos and get a boatload of XP using only 45 mana.
4. My recommended upgrade order: Earth -> Water -> Fire/Wind/Flesh -> Lightning/Void



COMBAT GUIDE

1. As we all know, fight one enemy at a time (except once you have mastered Earth and Water. See #3)
2. Each enemy has its recovery animation after they get hit. For example, Tormented Souls will show an angry face. Jester will shake its head. You cannot attack the enemy again during its recovery animation. Some enemies have short, and some have long recovery animation like the Juggernauts (the stone faces with fiery tongues in the Dark Lantern). To save you from attacking unnecessarily and tire your character out, wait until their recovery animation finishes, then you can attack. The battles have their timing once you know the recovery animation of each enemy.
3. Granite Ward of Tempered Skin + Vampiric Mist of Innate Weakness are extremely op, especially against mobs. Once you have mastered Earth and Water, these two will make you invincible, and you don't even have to swing any weapon. Just move around or stand there. Use this especially in Gorge Keep, The Reed Plains, and Quagmire, and enjoy the slaughter.
4. Use Reflections of the Lake if you are against spellcasters such as Jesters, Cocofiends, Hagborns, Wither Priests. Also useful when navigating around spell traps.
5. Shackles of Ice is a useful general purpose spell. Definitely use it against Devourer of Souls (Temple of the Moon) and Blood Thorns (Underwater Labyrinth). Use it to freeze enemies, then stand one tile back and throw SteelRipper to finish them.
6. Spell damage from artifacts and items count toward XP. So use them on the right enemies for maximum XP gain.