» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (5) Item and monster details
» (6) Character details
» (7) Tactics & strategy
» (7.6) Town/dungeon related hints
» (8) Miscellanous

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(7.5) Monster tactics
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(8) Miscellanous
(7.6) Town/dungeon related hints                                                
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-Before going as deep as 1000 ft (ie dungeon level 20) or deeper, make sure
 that you have 'free action' because many monsters will be able to try and
 paralyze you.

-For Mordor make sure you have the four base resistances and also free action.
 You might also want to get nexus resistance as soon as possible because nexus
 attacks can swap your six character attributes randomly.

-For Paths of the Dead you should also have nether resistance and 'hold life'
 because many undead monsters have nether-based attacks or can drain your
 experience points.

-When going even deeper the next resistance you want is probably chaos, since
 it can deal excessive damage and potentially deadly side effects (experience
 drain, hallucination and confusion) all at once. After that maybe comes
 disenchantment resistance to protect your equipment, or sound resistance to
 avoid getting knocked out by certain attacks such as sound, and especially
 water and plasma (hound packs of those types can knock you out quickly).

-In Gondolin mindcrafters and archers may spawn. You should enter the local
 inn if you want to go AFK so you don't get killed by their ranged attacks.

-Minas Anor, Lothlorien and especially Khazad-dum can spawn swordmasters or
 even grand swordmasters, which can disarm you and deal heavy damage. Beware.

-Before challenging a dungeon boss, look it up in the monster lore (press ~7)
 because dungeon bosses sometimes have extraordinary abilities or stats that
 you want to be aware of. They do give extraordinary amounts of experience
 points and sometimes special item drops too.
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(7.5) Monster tactics
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(8) Miscellanous