The Doors of Trithius

The Doors of Trithius

new player here, a bit surprised about the first area of the game
Before starting let me say that i like the concept of the game, and i understand that is in early access and being developed and that changes may happen.


But the start of the game should be doable right now with any class, to allow new players to enjoy the game.

I am not going to talk about the rest of the game because honestly, i have never been able to reach it, but the starting area is crazy.

Half of the enemies poison you over. It does not matter that you kill the enemy in two hits, he touches you once, and you are poisoned. And poison in this game has no duration, so, yes, i have had half of my life dropped with a single hit of one enemy whose type has dozens of those monsters.

Currently the game has almost all the classes as melee, and the starting area is tailored to be anti-melee, this is not logical and is detrimental to the game.

Again, i am not saying that the game should be EASIER, but the starting area should be doable for everybody without needing an specific set of class/skills selected, otherwise there will be classes that cannot be picked.


suggestion 1: poison should have a SHORT duration
suggestion 2: enemies in the starting area should have less chance of poisoning you
suggestion 3: enemies should drop something that allows you to craft antidotes according to the number of those enemies (if you put 50 enemies that can poison you but drop nothing to create antidotes, you die)
suggestion 4: the chance of having the poison disappear should be increased
suggestion 5: botany critical fails should be called common fails, it's not normal that every three herbs picked, one gives poison critical, critical should be rare, not common

edited: two new chars again, two new chars dead by poison, one of them due again to poison being super common in enemies, the other botany special mention (4 poison criticals from picking 10 herbs ....), unistalling and waiting, we will see in a few months
Last edited by xavieres; 26 Jan @ 10:17am
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Showing 1-9 of 9 comments
Rod_Shaft 26 Jan @ 10:58am 
The game has a learning curve for sure, but rest assured you'll get a hang for dealing with the issues you're having. I've not a character die in the 1st dungeon in over a year, after an admittedly challenging start, it's all meta knowledge.

One strat for a early poison enemies is to choose a fast starting weapon with bleed. Once they bleed, just back away. Higher speed characters like the Urchin excel in this.

If you take survival as a skill, you can take the skill that doubles poison and bleed recovery likelihood.

Another tactic is to consider pulling multiple enemies to the healing pools in the starting area before engaging them. Once you have 3 or so, engage and kill them, then immediately hit the pool, which will cure all poison.

Another option is to roll your starting gear until you roll 3 antidotes.

There are other more complicated strategies, but for getting out of the dungeon, these should help as a beginner.

As far as harvesting poison plants, the best solution is to not do it until you leave the first dungeon. Outside you can get gardening gloves that reduce failure chance. Also once you learn which ones poison and which ones are harmless, you can focus on the safe ones until you have a couple botany levels, and can harvest the sketchy ones with more confidence.

Hope I helped ya friend, stick with it, the game is amazing. Just takes a bit to grasp, but you'll quickly surpass the initially intimidating learning curve.
Last edited by Rod_Shaft; 26 Jan @ 11:34am
BadCub 26 Jan @ 1:51pm 
If you don't mind magic, you can play as a druid (or whatever it is called). I passed through the first area first try because I spammed summons. Then again, it was a few months ago, so, maybe something changed?
With that said, I am in the same boat as you, but for different reasons: I am waiting for more magic.
xavieres 26 Jan @ 2:18pm 
thanks for the hints, i have reloaded and i have retried and it has been better

not trying to pick the herbs have helped definetly, since one of the two herbs must be higher level and triggers criticals very easily

i will try to see how a melee char goes before there is magic and see how it goes
myrix  [developer] 26 Jan @ 2:49pm 
Would second Rod_Shaft's suggestions. Main hints:

1. Start with druid or knight to get the hang of the game, then when you're better acclimated to the game could try other starting backgrounds.

2. Use water pools, each can heal you once, by removing a wound or giving some hp.

3. Use your food strategically, don't always have to heal right away and maybe lose some healing, can save for little bit later for more efficient healing.

4. Pick survival skill as a starting one, it has a +10 healing ability, with a long cooldown but still can help you.

5. Don't engage with things you're not sure you can handle. The game doesn't shy from pitting you against danger, if you're not yet up to it, better pass and perhaps return later when you're more capable.

See a poisonous enemy, don't have antidotes or other means of healing poison? Try to go around, or speed past it.

See a room full of spiders? Close the door, leave for later.

See a plant you don't have enough botany skill to harvest relatively safely? Pass it.
Last edited by myrix; 26 Jan @ 7:34pm
Sineso  [developer] 26 Jan @ 6:10pm 
Good advice in this thread.

One comment to add - the starter dungeon is not just teaching you the game mechanics, it's teaching you that thoughtfulness and caution is rewarded. Many other games want you to interact with everything but in Doors of Trithius, not taking action can be a strategic decision. Not every enemy has to be defeated.

The plants on the 3rd floor, and the snakes (which start sleeping) are two avoidable poison sources. You can also close doors and just leave enemies trapped in a room.

Someday your character will be more powerful, and on that day it will be all the more sweeter remembering the struggle you came from.

Also note that poison does have a chance to heal itself over time. If you are higher health the chance is slightly higher.
Last edited by Sineso; 26 Jan @ 10:10pm
Zien 26 Jan @ 7:18pm 
A lot of what folks said here will help, for sure. As far as traditional roguelikes go, I'd actually argue this one is on the more casual side. Not to say easy, at least not when you are first learning it, but very much in the realm of "once you learn the game, getting OP becomes easy in any run." I actually like to start off as an unarmed farmer, these days, lol.

By far the easiest class to start with is the Druid. Even if you want to play a melee character, knowing that skill tree grants access to some incredible early level crowd control ala bramble and the best form of mid-late game healing. Plus having a pet bear kicks ass.

It really does all just come down to trial and error. And once you learn a few game-breaking things, you become a god amongst men.
Originally posted by Sineso:
Good advice in this thread.

One comment to add - the starter dungeon is not just teaching you the game mechanics, it's teaching you that thoughtfulness and caution is rewarded. Many other games want you to interact with everything but in Doors of Trithius, not taking action can be a strategic decision. Not every enemy has to be defeated.

The plants on the 3rd floor, and the snakes (which start sleeping) are two avoidable poison sources. You can also close doors and just leave enemies trapped in a room.

Someday your character will be more powerful, and on that day it will be all the more sweeter remembering the struggle you came from.

Also note that poison does have a chance to heal itself over time. If you are higher health the chance is slightly higher.

Its funny as a dev that you say this, but you've made it so that players get thrown into battles in the wild that they cant sneak out of/escape without fighting/killing the enemies and providing quests that require combat to finish the quest. This game needs a bit more leniency in ways to tackle things. The constant exhaustion when traveling and roaming bands of thieves that force you into fights isn't fun.
myrix  [developer] 2 Feb @ 10:38am 
Originally posted by Webbedgiant:
Its funny as a dev that you say this, but you've made it so that players get thrown into battles in the wild that they cant sneak out of/escape without fighting/killing the enemies and providing quests that require combat to finish the quest. This game needs a bit more leniency in ways to tackle things. The constant exhaustion when traveling and roaming bands of thieves that force you into fights isn't fun.
Would like to comment on that even if it's addressed to the dev.

Maybe some specific things, like battles you can't escape from and you don't know it until you've experienced it, can be improved, but in general the overwhelming majority of the gameplay being combat and survival is expected and par for the course for a roguelike.

The point is to foresee, plan and prepare in how you go about things and tackle challenges, facing ones you can overcome and evading ones you can't yet. And finding ways to make yourself more capable, survive and thrive, and tackle more later.

Don't get into situations that are too dangerous for you, like go around enemy armies in the overworld if necessary and manage you food and travel weariness with some planning. Then find tactics and strategies to make yourself more powerful in combat and find ways to make survival challenges easier.

And eventually you're good enough to defeat almost everything in a flashy way, and not be concerned with food as you always can get enough of it, and not be concerned with travel weariness cause it builds up much slower now and you can always go to the nearest place with a bed to rest.
Last edited by myrix; 2 Feb @ 10:39am
Yeah exactly this

Originally posted by myrix:
Originally posted by Webbedgiant:
Its funny as a dev that you say this, but you've made it so that players get thrown into battles in the wild that they cant sneak out of/escape without fighting/killing the enemies and providing quests that require combat to finish the quest. This game needs a bit more leniency in ways to tackle things. The constant exhaustion when traveling and roaming bands of thieves that force you into fights isn't fun.
Would like to comment on that even if it's addressed to the dev.

Maybe some specific things, like battles you can't escape from and you don't know it until you've experienced it, can be improved, but in general the overwhelming majority of the gameplay being combat and survival is expected and par for the course for a roguelike.

The point is to foresee, plan and prepare in how you go about things and tackle challenges, facing ones you can overcome and evading ones you can't yet. And finding ways to make yourself more capable, survive and thrive, and tackle more later.

Don't get into situations that are too dangerous for you, like go around enemy armies in the overworld if necessary and manage you food and travel weariness with some planning. Then find tactics and strategies to make yourself more powerful in combat and find ways to make survival challenges easier.

And eventually you're good enough to defeat almost everything in a flashy way, and not be concerned with food as you always can get enough of it, and not be concerned with travel weariness cause it builds up much slower now and you can always go to the nearest place with a bed to rest.

Yep, exactly this. Well said. I always try to approach criticisms coming from a place of unfamiliarity, with confidence. Assurance that you'll soon breach the meta knowledge barrier and get a feel for the game's systems, with a modicum of patience.

Some folks seems to have an idea that some gameplay aspects of "difficult" roguelikes, are intrinsically wrong or right, or that a mistake has somehow been made by the developer.

Many of the complaints in regard to this games' systems are in critique of some of the dev choices, that I believe make DOT such a unique and deeply satisfying game.

Compared to the some of the legendarily punishing games of this genre though, I would not classify this game as particularly difficult, or too obtuse.
Last edited by Rod_Shaft; 2 Feb @ 1:05pm
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