Tip # Description
1
2 You can adjust your graphics settings in the options panel (Control-O)
3 Leaving and reentering an adventure will reduce the XP granted upon completion.
4 As you gain experience points and reach new ranks, you gain action points which you can use with a Trainer to get Enhancements.
5 Active skills (square icons) must be dragged into your shortcut bar to be used. Passive skills (octagonal icons) work automatically.
6 Use the Diplomacy skill in battle to make monsters pay less attention to you.
7
8 If you have a high Dexterity and low Strength, you should consider the Weapon Finesse feat.
9 Glittersdust reveals invisible creatures.
10 Use the Intimidate skill to draw monsters to you and away from your fellow party members.
11 You can use the Use Magic Device skill to employ scrolls and wands as well as to bypass certain magical restrictions on weapons and equipment.
12 Some spells require material components that can be purchased from a vendor. Be sure to stock up before entering a dungeon.
13 Wizards can learn new spells from scrolls if they have the correct spell inscription components. These are purchasable from a vendor.
14 The Sneak feat activates both the Move Silently and the Hide skills.
15 A few exceptional spells, like Stoneskin, require special, expensive material components.
16 If you want to fight with a weapon in each hand, the Two Weapon Fighting feat and a light offhand weapon will reduce your attack penalties.
17 Treasure chests are better stocked when you play adventures on higher difficulty settings.
18 Collectable objects found on monsters and around dungeons can be traded to Collector NPCs for useful items. They cannot be sold to vendors.
19 You can only disarm traps if you have a high enough Disable Device skill. Use the Search skill to find the trap's control box, and use Disable Device once it is selected.
20 You can make the adventure display translucent or invisible by clicking on the 'eye' button in the top right corner.
21 When an adventure is complete, you can hit the 'Finished' button to quickly teleport out of the dungeon.
22 A Healer's Kit helps you to stabilize party members who are incapacitated but not yet dead.
23 Some quest items, such as keys, are removed from your inventory when you exit an adventure. If they are essential to completing the quest, they can be found where you dropped them when you return.
24 Looting the same chest too many times in a short period will temporarily reduce the level of the treasure you get. Eventually, the chest will be completely ransacked and will not give any more
treasure. When this happens, you must wait a while for the chest to recover.
25 The party leader can convert a party to a raid party by right clicking on the party display.
26 Chalice-shaped Mapnotes show you where quest giving NPCs are. Door-shaped icons show you where quest entrances are and are gold when accessible.
27 The sound of things breaking may attract monsters.
28 The entire party shares all adventure objectives; keep an eye out for optional objectives. They will grant you additional XP.
29 Quests are advanced by completing adventures and talking with NPCs.
30 Raid adventures allow raiding parties (up to 12 players) to enter. These are high difficulty adventures and are much tougher than regular quests to complete.
31 If you aren't low on hit points or spell points, save Rest shrines for later -- you never know when you will run into a trap or need to heal up before engaging the boss.
32 Rogues are the best at detecting and disabling traps. They also make the best scouts, and may save you time and hit points.
33 Keep an eye out for searchable items like moss clumps, corpses, and rubble to find collectables.
34 Many NPCs hang out in taverns -- talk to them all to collect the quests for that area.
35 You must have Thieves' Tools to use the Disable Device and Open Lock skills.
36 It can be hard to find traps and other dangers -- invest in your Search skill or recruit someone who has a high Search skill to find as many traps as possible.
37 You can accompany your party members on most adventures, even if you don't have the quest or haven't unlocked the difficulty level. Keep in mind when you do this though, that you may not receive the
quest end rewards.
38 Hold down the middle mouse button to rotate the camera to see your character from the front.
39 Holding down the Right Mouse Button will engage mouse-look mode. Releasing the button will bring you back to cursor mode.
40 Press the 'T' key to toggle mouse-look mode on and off.
41 Use the mouse wheel to zoom in and out on your character.
42 Use '/p <message>' to send a message to your party.
43 Messages from your Party are displayed by default in the 'Party' tab of the chat window.
44 You can resize your chat window by clicking and dragging one of the borders.
45 Right-click on a chat tab to add and remove message types, such as Say, Combat, or Dungeon Master text.
46 When you type '/say <message>' everyone in your general vicinity will be able to read your message.
47
48 You can display multiple chat windows by right-clicking on a chat tab and selecting 'undock window.'
49 Holding down the 'Shift' key puts you in 'block' mode which gives you extra Damage Reduction and can prevent many special attacks such as a spider's poison.
50 If you are wielding a two-handed weapon, you will strike 'glancing blows' that cause damage to monsters near your main target. Having the Two-Handed Fighting feat increases the effectiveness of your
glancing blows.
51 Yellow damage text means the monster is resistant to that type of attack, and Purple damage text means the monster is especially vulnerable to that type of attack. These colors can be changed in the
Options menu under UI Settings.
52 Having a good Tumble skill will keep you from losing too many hit points from falls. Wearing a Feather Falling item will prevent falling damage completely.
53 When you execute a save, a blue hexagon displays above your head; this is also true for monsters when they save against harmful effects. When a monster executes a save for a damage effect, the text
will appear in yellow to show the damage has been reduced.
54 Shields work better if you're actively blocking with them (hold Shift) and are much more effective than blocking with weapons.
55 The amount of damage bonus you get from your strength increases when you use two-handed weapons.
56 Hitting the 'Tab' key repeatedly will cycle you through the available combat targets in your area.
57 If you possess the Mobility feat, you gain an Armor Class bonus when tumbling.
58 Your Tumble skill will take a penalty if you are wearing heavy armor. If the total modifier goes below zero, you won't be able to tumble.
59 To Tumble, hold down 'Shift' and hit a movement key ('W', 'A', 'S', 'D'). You must invest at least one skill point into your Tumble skill to do this.
60 If you release from death, you will return to your bind point, which you can set by speaking with a Spirit Binder in a tavern.
61 Clerics at level 9 and higher can cast the Raise Dead spell, which will return you to life with a 10 percent of your total hit points.
62a Ask your party members to carry your Soulstone to a Resurrection shrine so you can use the shrine.
62b If you die on an adventure you can use a Resurrection shrine (marked with a flame symbol) to come back to life, but your Soulstone must be close enough to allow you to touch the shrine.
63 The higher your Armor Class, the more difficult it is for monsters to hit you. Armor, shields, magic items, high Dexterity, and spells can all increase Armor Class.
64 When worn, an armor's Armor Check Penalty applies to the following skills: Balance, Hide, Jump, Move Silently, and Swim (the Armor Check Penalty is doubled for Swim).
65 Your Base Attack Bonus (BAB) increases as you gain levels. The rate of increase depends on your class.
66
67 Bards are not susceptible to an arcane spell failure chance when wearing Light armor.
68 Concentration is essential for a spell caster in combat. It allows the character to avoid being interrupted by taking damage while casting a spell.
69 The critical hit multiplier is the number by which players multiply their normal damage if they roll a critical hit.
70 A Difficulty Check (DC) is made to determine if the player's action succeeded. Example skills that use a DC: Open Lock, Disable Device, Heal.
71 3d6' means three six-sided dice are being rolled. For example, when you see that a weapon does '2d4' damage, it means that two 4-sided dice are rolled for damage, for a damage range of 2-8.
72 Negative effects on characters can be removed by a variety of curative spells such as Remove Disease, Neutralize Poison, Remove Blindness, Lesser Restoration, and Restoration.
73 Removing heavy armor may reduce skill penalties, but it won't reduce your overall encumbrance. Your encumbrance is based on the total weight of all items in your inventory.
74 The Evasion feat allows a player to avoid all the damage when making a successful Reflex save rather than taking half damage.
75 The Spell Focus feat makes the spells of the chosen specific School more difficult to resist.
76 A higher Fortitude save increases your chances of resisting poison, disease, and negative level effects.
77 The Wizard is the only class that can learn every arcane spell in the game. Simply find a scroll of the spell, get the proper inscription components, and inscribe it into your spell book.
78 Metamagic Feats enhance the functionality of your spells, but make your spells cost more Spell Points
79 The paladin's Aura of Good gives nearby players a bonus to their Armor Class against evil creatures.
80 Many feats have prerequisites such as a certain Base Attack Bonus, the ability to cast a certain level of spell, or other feats.
81 Any character can attempt to use any weapon but will incur substantial non-proficiency penalties if they do not have the proper proficiency feat.
82 A Barbarian's Rage makes him or her stronger, tougher, and more resistant to mind-affecting spells, but also reduces Armor Class until raging is done.
83 A higher Reflex save increases your chances of resisting against Area of Effect (AoE) spells such as Cone of Cold or Fireball.
84 Some monsters have spell resistance, which acts like an Armor Class against spells. It forces the attacking caster to make a caster level check for the spell to get through.
85 Oozes, undead, and constructs are immune to critical hits and a Rogue's sneak attack.
86 The higher your Saves (Fortitude, Reflex, and Will), the more likely you are to resist the effects of enemy spells.
87 Each spell belongs to a specific magic school based on its effects. For example, Fireball is an Evocation spell and Summon Monster is a Conjuration spell.
88 Rogues perform their Sneak Attack when they attack before the creature has detected them or when the creature is attacking another target.
89 The higher the Ability modifier for your spell-casting attribute (e.g. Intelligence for Wizards) the more difficult it is for opponents to resist your spells.
90 Clerics' cure spells are automatically memorized to represent their Spontaneous Casting ability. These spells cannot be untrained and are always available to cast.
91 If your Spot skill is high enough, you will be able to detect the faint outlines of hidden creatures before they can sneak up on you. Likewise, a high Listen skill will allow you to 'hear'
approaching creatures (you will see small red blips at their feet as they move).
92 Tower shields provide a large bonus to Armor Class, but penalize your attack bonus by 2. If you are not proficient with tower shields, you incur much more severe penalities. Don't use them unless
you have the proficiency feat.
93 Only rogues or characters affected by the cleric Find Traps spell can search and find traps with a Search Difficulty Check (DC) higher than 20.
94 When Clerics turn undead, they can either stun the undead or destroy them outright. The higher the level of the Cleric is versus the level of the target undead, the more likely the Cleric is to
succeed.
95 A higher Will save increases your chances of resisting Enchantment spells such as Hold Person or Command.
96 If you use a Holy, Unholy, Axiomatic, or Anarchic weapon and are of the opposite alignment, you will suffer a temporary negative level as long as you have the weapon equipped.
97 Hold down the 'Ctrl' key while you click and drag a stack of items to split the stack.
98 Press 'Z' to examine your currently selected item, monster, or player character.
99 Heavy armor reduces your chance to sneak effectively.
100 Press the 'I' key to access your inventory.
1
2 You can adjust your graphics settings in the options panel (Control-O)
3 Leaving and reentering an adventure will reduce the XP granted upon completion.
4 As you gain experience points and reach new ranks, you gain action points which you can use with a Trainer to get Enhancements.
5 Active skills (square icons) must be dragged into your shortcut bar to be used. Passive skills (octagonal icons) work automatically.
6 Use the Diplomacy skill in battle to make monsters pay less attention to you.
7
8 If you have a high Dexterity and low Strength, you should consider the Weapon Finesse feat.
9 Glittersdust reveals invisible creatures.
10 Use the Intimidate skill to draw monsters to you and away from your fellow party members.
11 You can use the Use Magic Device skill to employ scrolls and wands as well as to bypass certain magical restrictions on weapons and equipment.
12 Some spells require material components that can be purchased from a vendor. Be sure to stock up before entering a dungeon.
13 Wizards can learn new spells from scrolls if they have the correct spell inscription components. These are purchasable from a vendor.
14 The Sneak feat activates both the Move Silently and the Hide skills.
15 A few exceptional spells, like Stoneskin, require special, expensive material components.
16 If you want to fight with a weapon in each hand, the Two Weapon Fighting feat and a light offhand weapon will reduce your attack penalties.
17 Treasure chests are better stocked when you play adventures on higher difficulty settings.
18 Collectable objects found on monsters and around dungeons can be traded to Collector NPCs for useful items. They cannot be sold to vendors.
19 You can only disarm traps if you have a high enough Disable Device skill. Use the Search skill to find the trap's control box, and use Disable Device once it is selected.
20 You can make the adventure display translucent or invisible by clicking on the 'eye' button in the top right corner.
21 When an adventure is complete, you can hit the 'Finished' button to quickly teleport out of the dungeon.
22 A Healer's Kit helps you to stabilize party members who are incapacitated but not yet dead.
23 Some quest items, such as keys, are removed from your inventory when you exit an adventure. If they are essential to completing the quest, they can be found where you dropped them when you return.
24 Looting the same chest too many times in a short period will temporarily reduce the level of the treasure you get. Eventually, the chest will be completely ransacked and will not give any more
treasure. When this happens, you must wait a while for the chest to recover.
25 The party leader can convert a party to a raid party by right clicking on the party display.
26 Chalice-shaped Mapnotes show you where quest giving NPCs are. Door-shaped icons show you where quest entrances are and are gold when accessible.
27 The sound of things breaking may attract monsters.
28 The entire party shares all adventure objectives; keep an eye out for optional objectives. They will grant you additional XP.
29 Quests are advanced by completing adventures and talking with NPCs.
30 Raid adventures allow raiding parties (up to 12 players) to enter. These are high difficulty adventures and are much tougher than regular quests to complete.
31 If you aren't low on hit points or spell points, save Rest shrines for later -- you never know when you will run into a trap or need to heal up before engaging the boss.
32 Rogues are the best at detecting and disabling traps. They also make the best scouts, and may save you time and hit points.
33 Keep an eye out for searchable items like moss clumps, corpses, and rubble to find collectables.
34 Many NPCs hang out in taverns -- talk to them all to collect the quests for that area.
35 You must have Thieves' Tools to use the Disable Device and Open Lock skills.
36 It can be hard to find traps and other dangers -- invest in your Search skill or recruit someone who has a high Search skill to find as many traps as possible.
37 You can accompany your party members on most adventures, even if you don't have the quest or haven't unlocked the difficulty level. Keep in mind when you do this though, that you may not receive the
quest end rewards.
38 Hold down the middle mouse button to rotate the camera to see your character from the front.
39 Holding down the Right Mouse Button will engage mouse-look mode. Releasing the button will bring you back to cursor mode.
40 Press the 'T' key to toggle mouse-look mode on and off.
41 Use the mouse wheel to zoom in and out on your character.
42 Use '/p <message>' to send a message to your party.
43 Messages from your Party are displayed by default in the 'Party' tab of the chat window.
44 You can resize your chat window by clicking and dragging one of the borders.
45 Right-click on a chat tab to add and remove message types, such as Say, Combat, or Dungeon Master text.
46 When you type '/say <message>' everyone in your general vicinity will be able to read your message.
47
48 You can display multiple chat windows by right-clicking on a chat tab and selecting 'undock window.'
49 Holding down the 'Shift' key puts you in 'block' mode which gives you extra Damage Reduction and can prevent many special attacks such as a spider's poison.
50 If you are wielding a two-handed weapon, you will strike 'glancing blows' that cause damage to monsters near your main target. Having the Two-Handed Fighting feat increases the effectiveness of your
glancing blows.
51 Yellow damage text means the monster is resistant to that type of attack, and Purple damage text means the monster is especially vulnerable to that type of attack. These colors can be changed in the
Options menu under UI Settings.
52 Having a good Tumble skill will keep you from losing too many hit points from falls. Wearing a Feather Falling item will prevent falling damage completely.
53 When you execute a save, a blue hexagon displays above your head; this is also true for monsters when they save against harmful effects. When a monster executes a save for a damage effect, the text
will appear in yellow to show the damage has been reduced.
54 Shields work better if you're actively blocking with them (hold Shift) and are much more effective than blocking with weapons.
55 The amount of damage bonus you get from your strength increases when you use two-handed weapons.
56 Hitting the 'Tab' key repeatedly will cycle you through the available combat targets in your area.
57 If you possess the Mobility feat, you gain an Armor Class bonus when tumbling.
58 Your Tumble skill will take a penalty if you are wearing heavy armor. If the total modifier goes below zero, you won't be able to tumble.
59 To Tumble, hold down 'Shift' and hit a movement key ('W', 'A', 'S', 'D'). You must invest at least one skill point into your Tumble skill to do this.
60 If you release from death, you will return to your bind point, which you can set by speaking with a Spirit Binder in a tavern.
61 Clerics at level 9 and higher can cast the Raise Dead spell, which will return you to life with a 10 percent of your total hit points.
62a Ask your party members to carry your Soulstone to a Resurrection shrine so you can use the shrine.
62b If you die on an adventure you can use a Resurrection shrine (marked with a flame symbol) to come back to life, but your Soulstone must be close enough to allow you to touch the shrine.
63 The higher your Armor Class, the more difficult it is for monsters to hit you. Armor, shields, magic items, high Dexterity, and spells can all increase Armor Class.
64 When worn, an armor's Armor Check Penalty applies to the following skills: Balance, Hide, Jump, Move Silently, and Swim (the Armor Check Penalty is doubled for Swim).
65 Your Base Attack Bonus (BAB) increases as you gain levels. The rate of increase depends on your class.
66
67 Bards are not susceptible to an arcane spell failure chance when wearing Light armor.
68 Concentration is essential for a spell caster in combat. It allows the character to avoid being interrupted by taking damage while casting a spell.
69 The critical hit multiplier is the number by which players multiply their normal damage if they roll a critical hit.
70 A Difficulty Check (DC) is made to determine if the player's action succeeded. Example skills that use a DC: Open Lock, Disable Device, Heal.
71 3d6' means three six-sided dice are being rolled. For example, when you see that a weapon does '2d4' damage, it means that two 4-sided dice are rolled for damage, for a damage range of 2-8.
72 Negative effects on characters can be removed by a variety of curative spells such as Remove Disease, Neutralize Poison, Remove Blindness, Lesser Restoration, and Restoration.
73 Removing heavy armor may reduce skill penalties, but it won't reduce your overall encumbrance. Your encumbrance is based on the total weight of all items in your inventory.
74 The Evasion feat allows a player to avoid all the damage when making a successful Reflex save rather than taking half damage.
75 The Spell Focus feat makes the spells of the chosen specific School more difficult to resist.
76 A higher Fortitude save increases your chances of resisting poison, disease, and negative level effects.
77 The Wizard is the only class that can learn every arcane spell in the game. Simply find a scroll of the spell, get the proper inscription components, and inscribe it into your spell book.
78 Metamagic Feats enhance the functionality of your spells, but make your spells cost more Spell Points
79 The paladin's Aura of Good gives nearby players a bonus to their Armor Class against evil creatures.
80 Many feats have prerequisites such as a certain Base Attack Bonus, the ability to cast a certain level of spell, or other feats.
81 Any character can attempt to use any weapon but will incur substantial non-proficiency penalties if they do not have the proper proficiency feat.
82 A Barbarian's Rage makes him or her stronger, tougher, and more resistant to mind-affecting spells, but also reduces Armor Class until raging is done.
83 A higher Reflex save increases your chances of resisting against Area of Effect (AoE) spells such as Cone of Cold or Fireball.
84 Some monsters have spell resistance, which acts like an Armor Class against spells. It forces the attacking caster to make a caster level check for the spell to get through.
85 Oozes, undead, and constructs are immune to critical hits and a Rogue's sneak attack.
86 The higher your Saves (Fortitude, Reflex, and Will), the more likely you are to resist the effects of enemy spells.
87 Each spell belongs to a specific magic school based on its effects. For example, Fireball is an Evocation spell and Summon Monster is a Conjuration spell.
88 Rogues perform their Sneak Attack when they attack before the creature has detected them or when the creature is attacking another target.
89 The higher the Ability modifier for your spell-casting attribute (e.g. Intelligence for Wizards) the more difficult it is for opponents to resist your spells.
90 Clerics' cure spells are automatically memorized to represent their Spontaneous Casting ability. These spells cannot be untrained and are always available to cast.
91 If your Spot skill is high enough, you will be able to detect the faint outlines of hidden creatures before they can sneak up on you. Likewise, a high Listen skill will allow you to 'hear'
approaching creatures (you will see small red blips at their feet as they move).
92 Tower shields provide a large bonus to Armor Class, but penalize your attack bonus by 2. If you are not proficient with tower shields, you incur much more severe penalities. Don't use them unless
you have the proficiency feat.
93 Only rogues or characters affected by the cleric Find Traps spell can search and find traps with a Search Difficulty Check (DC) higher than 20.
94 When Clerics turn undead, they can either stun the undead or destroy them outright. The higher the level of the Cleric is versus the level of the target undead, the more likely the Cleric is to
succeed.
95 A higher Will save increases your chances of resisting Enchantment spells such as Hold Person or Command.
96 If you use a Holy, Unholy, Axiomatic, or Anarchic weapon and are of the opposite alignment, you will suffer a temporary negative level as long as you have the weapon equipped.
97 Hold down the 'Ctrl' key while you click and drag a stack of items to split the stack.
98 Press 'Z' to examine your currently selected item, monster, or player character.
99 Heavy armor reduces your chance to sneak effectively.
100 Press the 'I' key to access your inventory.