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			Serpent: Resurrection (RPG system) - Hints & Tips
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If you're having trouble getting to grips with things, here's a brief guide:






































(this file contains spoilers, so scroll down)



















General Tips
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This depends on what mapset you're playing. The only real difference is that some jumps
won't be doable with a dexterity lower than 21, hence why you start with 5 jump boots.
Gold is generally a lot less of a factor outside Serpent though, so you'll have plenty
to keep the boots in stock. Your hearthstone can be used every 30 mins to visit shops.

Managing your possessions is key. Over time you'll work out what your character needs 
the most and what his buying and selling habits are. Remember that all non-puzzle items
can be traded (except the golden potions) so when you find something you should be able
to work out whether to keep it or sell it. As you get better at this you'll eventually
be able to work out the point at which something like kraters of might or holy temples 
become more viable.

Normal skill is the standard skill setting in Serpent, however this may not apply to 
the mapset you're playing (notably the original Hexen, which is somewhat easier). If
you never played Serpent before, then Normal is better for introductory playthroughs 
as you have more ammo and take less damage than Hard skill, meaning less reliance on 
careful play and managing your items.


Combat Tips
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Each weapon will work better against certain mob types and worse against others...
in various ways. Some mobs are ghostly, these can't be hit by physical attacks
(except with a power spell or mana-using timon's axe) and some projectiles, others 
will be resistant or immune to fire/ice weapons (such mobs will be more vulnerable 
to the opposite). Many spells and items will be useful on groups, as with weapons 
you'll need to work out the best way to use them depending on your character.

Baratus (warrior) Tips
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Your main strategy will be hack & slash. Ranged combat is your weakness, but your 
high health and armour will compensate. Use your non-magical hand weapons whenever
you can (in order to save mana) and experiment a bit too, as each weapon has it's
good and bad times for usage. But naturally, the axe (when it costs mana) and the 
big weapons will be better than the rest.

Primary stats are strength and dexterity, constitution is useful too as you take
more damage than any other class. Sorcery must be maxed out at 5 for the protection
spell, and wisdom is the least useful but feel free to try out different setups.

Pariah (paladin) Tips
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Your main strategy is based around weapons. Work out which ones are better against
certain mobs and which ones don't. Manage your mana effectively and you'll be fine,
but you may need spells/items for extra firepower against groups...well, until
you assemble your big weapons later on.

Primary stats are up to you. A strength-based paladin will be reaching for the mace
a lot (due to higher damage than other weapons), while a wisdom-based paladin will 
have plenty of mana and a sorcery-based paladin will have 7 of the 10 spells to use.
It's a versatile class, and there are many different ways to play it.

Nerina (assassin) Tips
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Your main strategy concerns movement. You're faster than anything else, and can jump
fairly high too. You possess good ranged weapons together with some tactical ones, 
and your dagger can be pretty effective with poison and also with the power spell.
You do lack a bit of firepower against groups, although your big weapons will help.

Primary stats are dexterity, followed by wisdom. Strength can be useful, but is not 
essential. Sorcery will let you use up to half the spells in the game, but none of 
them can deal heavy damage to groups.

Daedolon (runemaster) Tips
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Your main strategy is about ranged and magical combat. Because you're slow, squishy 
and armed only with a staff, you'll rely on tricks, spells and evasion to get started.
A summoned chaos serpent is very useful, it's also ghostly...therefore immune to melee 
attacks. The power/protection spells are also very cheap and effective throughout.
Once you have some weapons and some extra scrolls, you'll need to know when to fire
and when to cast...you can easily put out more damage than any other class, but you'll
need some tactical trickery to stay alive in order to do so.

Primary stats are wisdom and sorcery. A wisdom-based runemaster will have a huge 
mana pool, while a sorcery-based runemaster will be able to cast spells like there's
no tomorrow (as your magic points regenerate quickly at higher values). Strength is 
practically worthless. Dexterity and constitution can be useful, but you must find 
a balance between enhancing your strengths and negating your weaknesses.

Corvus (heretic) Tips
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Your main strategy will be similar to that in Heretic, but not quite. You'll need to use
your spear quite a bit, as the single-target nature of the weapons (phoenix rod aside)
means that you'll run out of mana somewhat faster than expected. This does mean however
that the 2 big weapons are good for all situations (except bosses ofc like everyone else)
instead of just on groups, and you have many options to use in terms of spells/items.

Primary stats are neutral, as they all have a limit of 20. It will be hard to ignore the
chance to use all the spells in the game (albeit situationally, unlike Daedolon) but 
strength and wisdom are also nice to have, due to the mana problems mentioned above.

Doshin (physadept) Tips
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Your main strategy is efficiency. You'll always fight with your fists but each different 
magic-infused technique is a weapon. Your mana capacity is low, but you have the means to 
compensate - each weapon delivers a free melee hit with every shot, uses up all remaining
mana before running out, and the power spell boosts every weapon at no extra mana cost.
You can't wear any armour, but your high constitution will make up for that.

Primary stats are constitution, strength and dexterity (ideally you'll want to balance 
all three). Wisdom and sorcery are low, but will need to be maxed out.

Gurrag (shaman) Tips
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Your main strategy is can be melee or ranged combat. The 4 main weapons are the totems - 
in addition to the weapon itself, you will also get a melee weapon imbue for that element
(use alt-fire to switch between them) and the power to summon an elemental spirit (this 
follows the same rules as the summoned chaos serpent but will only last for 2 minutes). The 
big weapons allow you to combine two totems for a big attack, but with no extra features.

Your speed is quite low, and you can't use spells at all - but you are heavily armoured, 
have more mana than anyone else, and can summon a friendly monster at will.
You're also a bit taller than average, so you may need to duck in some areas.

Primary stat is wisdom (he needs a lot of mana), constitution is useful with no protection 
spell, and strength has a bigger effect on your melee weapon due to the elemental imbues.
Sorcery is set to 0, you cannot put points into it.
