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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.
With that said, I am in the same boat as you, but for different reasons: I am waiting for more magic.
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
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.
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.
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.
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.
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.