The Nomad's Guild: Gameplay Tips & Tricks

General Tips and Advice

  • Never enter the dungeon carrying gold or spare items you don't want to risk losing. The Bank is there for a reason, use it.
  • There are two things that can force a character to retire: Complications from a raise, and old age. The former risks making them unplayable until enough stat boosting items are acquired, which might not be worth your time. Items that restore youth are very rare, so you're better off trying to limit how quickly your characters grow old. The best way to do that is to try to heal your party before leaving the dungeon. Every day spent recovering from an adventure is a day against the clock.
  • When it comes to weaponry, prioritize damage over multiple swings. While multiple swings are nice, you'll only be able to use them if each blow kills a monster.
  • Characters should join as few Guilds as possible - a jack of all trades is a master of none, and that's an especially bad thing in this game.

The Optimal Leveling Route

Over the years, players have developed a method for ensuring new characters are competent fighters, have plenty of useful spells, and a very large pool of HP. This strategy has become known as the "Optimal Leveling Route", though its requirements are fairly steep and can only be met by characters who are given plenty of Tomes to study before they enter the dungeon for the first time.

The first step is to create a new Dwarf or Human character capable of joining the Warrior's Guild. Next, use items like Tomes or an Aard of Being to raise their Constitution to its maximum (24 for a Dwarf, 22 for a Human).

Now, have your character join the Warrior's Guild and level up until they reach level 28. Once they've made it this far, re-acquaint them with the Nomad's Guild and proceed to level them up until level 30.

Next, they'll need to have their stats boosted high enough to join the Wizard's Guild. You can either raise their stats before they enter the dungeon for the first time, as they level in Warrior and Nomad, or you can wait until this step; it doesn't really matter. You'll also need a few million gold to join the Wizard's Guild, so save some money back as you play.

Once your character is a Wizard, continue to train them until level 41. After this, you're free to go about exploring however you want, as you've completed the route and should have a pretty badass character.

Regarding Stats

  • Characters with a high Constitution will gain extra HP from leveling up.
  • A Constitution of 12 or higher will automatically give you a 98% chance of a successful resurrection. This is useful for avoiding the disastrous Complications that may occur when a raise fails.
  • You need at least 10 Intelligence and 10 Wisdom to use Tomes, scrolls, and some magical items.
  • While there are Potions that increase stats, they are much more expensive and are harder to come by than Tomes, so save them for anyone unfortunate enough to suffer Complications.
  • Tomes of Learning and Insight are the rarest of the stat-boosting Tomes. Give them to your spellcasters first, as melee combatants won't gain much from an increased Intelligence or Wisdom.
  • For every point in Intelligence and Wisdom, characters are granted 5 SP. Thus, the most intelligent and wise Elves can have up to 250 SP.
  • Charisma does actually have a use: it influences the odds of a monster requesting to join your party. If this doesn't interest you, feel free to ignore it.

Regarding Trapped Chests

  • Fear traps scare off your companions. If you have no companions, then this trap is harmless.
  • Slime traps attempt to destroy something you're carrying, and rarely have anything important in them, so just ignore them.
  • Teleport traps can be disastrous; if you're not sure that you can regroup your party, don't open them.
  • You can improve the odds of disarming a trapped chest by having everyone in the party look it over. To do this, just cycle through your party members (tap the N key a few times) before having your thief open it.
  • Some traps don't appear above specific floors. Knowing this can help you recognize when your party has misidentified the trap. Withering, Fear, and Teleport traps do not appear above the fourth floor, Blackout and Slime traps start appearing on the seventh, and Fate is only found on the eighth floor or below.
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