Golden Krone Hotel

Golden Krone Hotel

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Guigui's Guide to Golden : A deconstructive approach
By Guigui
How not to die with every class. Also contains an analysis of spells, potions, builds, etc.

I have too much spare time.
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The basics
NOTE: This guide has not yet been updated for 1.9. See the game's patch notes for what might be different.

Intro

This guide is my analysis of the game, based on my own experiences. This means it has my biases based on variance. Feedback is welcome if your mileage varies.

Even with this guide, you will still need the wiki at times. The walkthrough page is the most helpful.

If you haven't played the game yet, go ahead and do that first; this guide may make little sense otherwise.

Time : Your main resource

I like to break systems down to their most basic elements and seek maximum cheese from there.

In this case, this guide assumes that your main resource is not HP or mana, but time itself.

As a human, time is measured in food and Soul Elixirs : You need both to stay human and alive, or in other words, to prolong your alive time.

As a vampire, time is measured in blood : You need it to stay alive.

Since all of these naturally run out, you should always be moving forward, and the risks you take should be inversely proportional to the amount of time you have left (as measured in food, soul elixirs and, though it is plentiful, blood).

Vampire time is flexible, it can be stretched out by taking more risk (i.e. finding more enemies). Human time is somewhat inflexible, you get the items you get and that's it. Therefore, human time should be considered scarcer and preserved as much as possible.

Other resources as time

HP : The only point of HP that matters is the last one, everything else is padding. As a human, you're always some time away from full HP. It comes back with time, therefore lack of HP eats time.

Mana : Mana comes back with time, but fast enough that it doesn't matter much. What matters more is spending mana, which in and of itself eats hunger, which is time. Therefore, don't spend mana (cast spells) unless you have to. This is more true if you have low int. Do cast spells when it saves you time, either directly or in the form of HP.

Potions : Quite literally time in a bottle, potions are the units by which time is measured (food, soul elixirs or blood). Apart from that, their buffs act as a safety margin. This means that the more good potions you have, the more risks you can afford to take, which saves time.

Equipment : More an attribute than a resource, since you can't spend gear. Still, the earlier you can get various pieces of armor, the more time you will save not waiting for your health to come back. That said, plate and plate leggings are inherently more valuable, since they help during both vampire and human phases.

Hunger : The thing that will kill you if you run out of time. Satiation is spent on spells (and inefficiency).

Money : Money can be exchanged for goods and services.
Strategies
There are a few ways to win the game, these are some of the ones that have been discussed on the game's discord server (which is quite friendly).

Basic strat

This is what the wiki's walkthrough recommends, and your default route. Go up the floors until you feel strong enough to go into branches ("side floors" on the map), which should be around floor 6 or 7. Then kill four ring-bearing bosses and you're done.

Look for the following potions in your ascent to easily beat the bosses:
  • Silence potion for the Princess in the Library and Strigoi in the Mausoleum 2.
  • Celestial potions for Strigoi. Ideally 2 but even a single one stacks the odds.
  • Luna potion for Varcolac in the Greenhouse (use during daytime).
  • Recall potion for the Workshop (Teleport is also likely to work, but not guaranteed).
  • Combustion potion to cheat Strigoi as a vampire (by throwing him into water), or the Princess as a human (but you will likely need more than one).
  • Big potion to make almost any boss extremely easy (provided you can hit them).
  • A Clarity potion won't neutralize the Pharmacopeia 2 boss, but it will help a lot.

The following spells can win you the game as well:
  • Focus can cheat the Princess (sometimes), as, like all humans, she may turn into a feeble werewolf upon being moonlit.
  • Quake 2 is enough to cheat the Baths and the Workshop, Quake 3 can cheat almost all bosses (most from behind walls). Quake 4 makes you the boss.
  • Bomb 3 can one-shot the Princess, you will need to time it right (or use a Blood potion).
  • Glaciate 1 makes the Baths boss trivial.

Avoid the Watchtower and the River completely. The Menagerie is optional, but can provide easy experience as a vampire (and doesn't cost "time" since everything in it bleeds). The Hive and Ice House can provide a lot of food and allow you to be much more liberal with spells, but they are dangerous until the late game, at which point you should usually be set (or dead).

Umbra strat

Using a melee build (recommend 2:1 dex-str, since hitting is accuracy is particularly important), maximize Umbra levels and collect strong minions and bosses.

Taking more than 3-4 minions along is very tedious, so here is a general guide on who to keep: Bosses are very good, psychic fliers are very good (for their Vulnerable effect), Golems are good but slow (maybe good for one floor). Vampires are generally trash, as they will die to sunlight in time, and most humans are too weak to be used strategically. Offensive (red and purple) mages are good. Most beasts are practically useless even as meat shields. Sludges will actively kill you and your minions due to their trail. Artificers don't understand allegiances and are generally buggy (they will boost enemy golems).

Merchant strat

Restart Merchant plays until you get a guaranteed Bounty potion (which you will eventually, since all 3 potions are always the same). Go up the floors until monsters get actually dangerous (at least 1000 turns / floor 4) and drink the Bounty potion. You now have "I win" money. Buy all the things, win.

Maelstrom roulette

Venture to the Maelstrom as soon as possible and look for a Floor 10 portal (they exist). If you find one, you win. High-risk high-reward, but surprisingly fun and potentially good for speedruns.

To make this faster, you can use the Scholar or Alchemist to try and destabilize yourself repeatedly (using Teleport and Blink spells and potions). The Scholar seems faster on average, and the Teleport spell increases your very slim chances of survival somewhat.
Builds
A build (in this context) refers to how you spend attribute points, ie what the character is shaping into as they progress.

For the lists below, "1:1" means points are invested equally in both attributes, "2:1" means investing twice the amount of points in the first attribute (in a 2-1-2-1 pattern). Invested in your tertiary attribute is usually pointless.

Go-to builds for a basic strat :
  • 2:1 int-dex, aka brains build : My go-to build for mage classes, though I sometimes prefer 3:1 int:dex if I have good long-range attack spells (or Quake). Dex helps make your Revolver useful (for those pesky diagonals).
  • 1:1 dex-str, aka brawn build : My go-to build for melee or stat-neutral classes. If mostly vampire, I tend to go 2:1 dex-str up until about 14 dex (because the vampire phase stat bonus doesn't apply to dex), then I will raise str until I have as much as dex and go 1:1 from there (dex first). In other words, from 10 each go dex, dex, str, dex, dex, str, str, str, dex, str, dex, str, etc. I always put the first point in dex, as the early game is full of somewhat weak yet somewhat agile creatures.

Less recommended / more situational builds :
  • 100% Int : I have seen people recommend going all Int for mage classes. The problem is that it costs a lot of resources (ie time) to avoid melee altogether. So you're usually better off dipping into dex at least a bit to be able to do most damage from afar and finish off enemies quickly in melee.
  • 2:1 dex-str : Generally the same use cases as 1:1 dex-str, but avoiding getting hit altogether is almost impossible (especially against very strong enemies), and killing things will take time regardless. May be best suited to Umbra runs however (as hitting things heals you).
  • 2:1 str-dex : Over time, I ended up avoiding this build altogether, since equipment will boost str-related attributes over time (and not dex), and vampires have bonus strength anyhow. Hitting things generally appears to be harder than damaging them.
  • 2:1 int-str : Very rarely good, as you typically want to maximize either Human or Vampire time (and int is only useful as a mage, where dex is more useful than str). In my opinion, trying to do both brains and brawn will make you all-around mediocre instead, which leads to a slow, agonizing death to resource starvation.
  • 100% str : You still need to hit things in order to damage them.
  • 100% dex : Doesn't seem horrible in theory, since you get equipment, but I could never make it work in practice. It just takes too long to kill stuff with your wet noodle arms, especially as a vampire, and crits remain unreliable.

On Normal, you can likely win with almost any build given enough luck, but using a bad build can mean your resources will dwindle, forcing you to take big risks (and get killed) in the mid or late game. If this is you, stick to either recommended build.
Classes (disguises)
Tips per class. They are ranked in order of easiest to hardest. "Brains" and "brawn" are referring to stat builds, see the "Builds" section.

Alchemist: The easiest class in my experience, partly because of the vamp start, but mostly because of potion identification. Most potions are melee buffs, so go with a brawn build and you should be fine (spend as much time as you can as a vampire).

Scholar: Getting to high level spells is very likely. You should be fine if you put everything into int until the number seems ludicrous, then you can put some points in dex (3:1 seems like a good ratio, depending on your spells).

Ice Mage: Very rarely chosen, it's actually very consistent, which makes it pretty easy overall. You would think the "only ice spells" would be detrimental, but you can get to Ice3 or even Ice4 very efficiently. I recommend going brains or even 3:1 Int-dex, and just going all in on the Ice spell, since very few enemies are resistant to it.

Bombardier: Bomb go boom. Brains build seems consistent. The Hive is better than usual, as you can use the food as Bomb fuel.

Vagabond: More interesting (and easier) than it seems at first, due to hunger being half of the components that allow human time. Since spells cost satiation and you have some to spare, they are much better (especially Heal), so brains is probably a good way to go.

Light Mage: Focus is a great spell, the glow is more inconvenient than helpful, but it doesn't matter much. Brain strat will tend to be good.

Merchant: Normal class, made easier with the healing (but not by much). Go with whatever build the items favor. Playing as a vampire may be slightly easier because the gold allows you to heal without blood, and the potions will tend to favor melee builds.

Officer: The baseline. Go brawn and be careful, you should be fine.

Assassin: Look for the Disappear spell. I recommend going brawn strength-first, as dexterity is free. Get just enough int to be able to cast Disappear without using too much mana.

Revenant: A very fun and strange class, though easier than it first appears. You will need to be even more careful than usual, since your HP doesn't come back on its own. Since hunger is not a thing, time is irrelevant, and all other advice in this guide largely doesn't apply. Magic is very limited, but Cleanse or the right escape spell may save your life. Use your thirstless vampire form to wait out the sun while vampires on your floor die. The Pharmacopeia is obviously great, and you will want to buy as many unidentified potions as possible. You can and should abuse stairs to optimize sunlight kills. Luna potions are more valuable, as fighting in the moonlight will regen tons of health. Assume you will spend most of your time as a vampire and extinguish all torches. Ideally, avoid fighting strong humans altogether, maybe try to test them with moonlight to see which ones are werewolves (and therefore weaker). This is the "stealth build" of a game with big bad mandatory bosses. Save the Baths for when you can use the healing effect their fountains provide. Big sludges are your best friend. This is basically a totally different game, you'll need to pull out all the cheese.

Berserker: This is a strange class, in that Enrage is a bad spell and the push is hard to leverage, but easy once you can get enough strength. Recommend going brawns and using Enrage only against very tough enemies. Levitate or swap might do you good if you want to cheese monsters with pits. You can push furniture around, report on the Discord if you find a way to abuse that!

Shapeshifter: I died a lot more than I expected trying to complete this class. The -10 HP means you really have to reevaluate your understanding of what a "strong" monster is. You can get the Focus spell to turn werewolf at will, but being a werewolf is more useful to regain health as a vampire (and avoid the fire weakness when fighting mages). The Library may be easier if you can use Focus to fight mages one on one. A brawn build may work well, be sure to invest in dex before str (maybe up to 14). Umbra is much riskier than usual due to how little HP you have.

Cultist: Surprisingly difficult, partly because the powers granted by the demon blood are inherently unreliable; you might not get a lot of vampire time, and the power itself may be terrible. I recommend putting everything into Dex until it is time to turn into a human (at 13-14 dex) and then going equal dex-strength or dex-int depending on which items you obtained as a vampire.

Sharpshooter: A rough one. The idea of this class seems to be to use your revolver a lot. Unfortunately, you'll never get enough bullets for all the strong enemies you face, and you likely won't find a good gun, so going full dex/gun pretty much out. You can probably recoup a brawn build. Generously distribute your bullets at high velocity throughout the first levels until your first vampire phase (or you will die). If you survive to that point, you get to become a big dumb ape. Prioritize safety and utility (in other words, rarely used spells), since casting spells will be costly.

Beastmaster: Pet the doggo before it dies, which happens so much faster than you think. Charm is "good" for the early game (sort of), but your own beasts don't give you exp when dying, so you're only making it easier for a very short time, meanwhile wasting hunger (and therefore time). On top of this, they won't attack their own species, and there are overall few types of beasts. At least you don't have maluses! Just ignore your power (except for bees early on) and use whichever strat you like. Pretend you're a worse Officeer.

Commander: A Beastmaster of people, except half your minions die in the sun. Standard 1:1 dex-str build strat should work with some luck (yes, you have to raise dex to 10 first). Note that it may not be worth recruiting humans until very high levels, because they are useful as blood bags and generally prone to dying. At least the Library is easier! By the way, your vampires trigger things such as Toxic Slude puddles and Devourers steal the blood that creatures drop. Pretend you're a worse Beastmaster.

Warp mage: Your main ability is a very bad spell, and this class doesn't make it much better. At least you're wicked smaht! Just do a spell (brains) strat and replace Blink as soon as possible. Maybe have fun with Teleport, once you get to high int it's basically free.

Apothecary: A glass canon without the canon, this has been the hardest class for me. A lot of enemies are immune or resistant to poison, and your own resistance is no immunity. The idea seems to be to poison and run while they get damaged, but poison does very little damage, and running costs time. Still, your only talent is running, so you will have to use it whether you like it or not (you will not). Going full 2:1 int-dex may be a good idea, since you'll still want to use your revolver at times. The Sewers may be easier than usual, but when are they hard? Golems are your worst nightmare in the early game, just run. Quake is great behind walls since hiding is your passion, and Cleanse may be worth taking for your own poison. Avoid escape spells, you are faster than the wind.
Potions
Good potions are much cheaper before they are identified, with the exception of Blood and Soul Elixirs. Therefore, while it's a good general rule that one shouldn't hoard unidentified potions, if an unidentified potion at the shop has two or more excellent effects, it's probably worth buying them (as a vampire).

Here are some potions to look out for:
  • Food potions (honey, ale, curry) are necessary to survive as a human. That said, they are the most common. Unidentified potions that could be food are very likely to be (doubly so if you have many of them).
  • Soul elixirs are obviously extremely important to have as well, unless you plan to spend a lot of time as a vampire. They are somewhat more common than other potions, therefore unidentified potions with this effect are likely to be this (doubly so if you have many of them).
  • Blood is mostly utility. Use it to get out of overwhelming vampire fights or to heal. Don't hesitate to use it when needed, you can always become a vampire again just by waiting (though consider that in doing so, you are trading soul for satiation in terms of human time).
  • Celestial potion is very valuable for the Mausoleum boss, or, in a pinch, against vampires and Ice Golems.
  • Potion of Bounty can completely break the game. The gold is based on the number of turns that have passed and can grow to ludicrous amounts quickly. The amount varies greatly, I've seen it very between 30% to 200% of the number of turns.
  • Big potion embiggens the smallest man, it is the strongest buff potion by far.
  • Potion of Experience is great, but shoul be used only after leveling up (or else exp is wasted), it may be best to keep it for the mid-game, where the stat boost might make a difference but exp is no longer so easy to come by.
  • Combustion potion is useful to kill neutral creatures, though it doesn't kill most dangerous creatures outright.
  • Luna is good to attack neutral creatures as well.
  • Petrify is good for defense. Alternatively, can be used in the Baths or the Rafters to stop yourself from being moved.
  • Deadeye comboes with Petrify (as per Sharshooter) and is generally useful against high-dex enemies such as the Pharmacopeia boss.
  • Teleport and blink, like the spells, are unreliable and cannot easily be used strategically.
  • Recall potion, on the other hand, is extremely valuable, if somewhat risky. Not only does it always work, the Maelstrom can bring you to new floors (including the 10th floor).
  • Silence potions are valuable against all mages, which are the toughest human enemies apart from bosses.
  • Bat potion is good for seeing in the dark and substitutes for a Float potion in a pinch. Good for escaping in theory, but you better start fleeing before you're low on health, in which case a staircase is usually nearby anyhow.
  • Summoning potion is useful as a vampire to heal, and to block actually dangerous creatures. Can be used for experience at low levels.
  • Demon Blood can be used right before a Soul Elixir to ensure the added HP is not wasted.
  • Deceleration potion is useful to make other potions more useful.
  • Acceleration potion costs hunger or blood, which is time.

This is not a complete list of all the potions, most situational ones are somewhat obvious.
Spells
Spells cost hunger based on your intelligence, therefore non-int builds should favor rare spells such as utility and escape.

Spells can be split into approximately four categories: Damage (quake, shock, etc), escape (haste, teleport, etc), safety (heal, cleanse, ward) and utility. To cover your bases, you should generally aim for a spell in each category.

For safety spells, prevention is worse than repairing the damage, because the cost in hunger is "paid up front". In other words, Ward is worse than Heal, because you might get lucky on rolls. The general RPG principle of offense before defense also applies here: Offense makes you win faster, defense only makes you lose slower.

Here are my personal rankings from best to worst in each category:

Damage:
  • Focus is completely overpowered in the current version, at least in terms of cost to quality ratio. On top of being very cheap, almost all early game enemies will die with a single blast of level 1 focused sunlight. It is also the only spell to do fire damage from a distance, and many things are weak to fire. Additionally, ambient light makes a moonbeam, which can turn strong humans (ie mages) into weak werewolves. Lycanthropy is assigned to humans at random, but the rate seems very high.
  • Quake is fantastic, especially at higher levels. It can kill enemies behind doors without aggroing them, including bosses.
  • Shock is a good, simple spell that saves mana when attacking multiple enemies.
  • Ice is not bad, but costly all things considered.
  • Firestorm is good against many creatures, but has the obvious drawback of being close-ranged. Make sure to use the diagonal range and burn damage to your advantage.
  • Miasma: Cheap in theory, a good way to die in practice. Plus, many strong monsters are immune to poison. Prefer any other offensive spell.

Safety:
  • Heal is not as good as first appears, especially for low int characters, as its main cost is hunger and therefore time. One of two good spells against poison however.
  • Cleanse: Heal can usually substitute for Cleanse in most cases, whereas Cleanse can't substitute for Heal. Very specific statuses (ie Vulnerable) can be well countered by Cleanse, but then again, most of them won't kill you outright.
  • Ward is strangely unusable, as if you use an Int build, you are better off using your mana on offensive spells, whereas a non-int build doesn't have the mana to spare in the first place.

Utility:
  • Enrage: Very good against bosses, probably overkill for normal monsters if you're a brawn build (since the cost will be steep). Can make the early game for int builds, but it's debatable if that snowballs into the mid and late game or not.
  • Charm seems good at first, but you don't get XP when your minions die, and its effect is too unreliable to act as a probable defense for dangerous animals (ie bees and sneks). On top of this, minions are too slow and weak.
  • Blast: Mostly utility. Blast 3 can destroy the crystal cases in the Library. The same goes for the Workshop, for which it is very precisely suited.
  • Levitate: Something of a compromise between escape and utility. I don't recommend wasting a slot on it, inaccessible items are too rare and the effect is too weak (and can work against you).
  • Glaciate: Used to cheat the Baths. Comboes with Tempest, but this is expensive for the damage it does.
  • Glow: NPC spell. Why would you want to be more visible?
  • Tempest: NPC spell. On top of being very unreliable, the water may impede your own progress when you inevitably turn vampire. Glaciate may help, if the gods have forsaken you.

Escape:
  • Encase: Seems weak at first, but enemies won't try to break the ice, so it can buy a lot of time. Also, blocks don't spawn where an enemy is present, this can be used to kill an enemy almost without risk if you can get them into a diagonal tile and shoot them (since they cannot attack diagonally). Comboes well with Shock and Quake, as well as Bomb (sometimes).
  • Whirlwind seems very bad. You can theoretically use it to push enemies down pits, but this doesn't scale into the late game.
  • Teleport is bad because it is unreliable, though it will teleport you farther thank Blink... maybe. Perfect to go from a fire into a frying pan.
  • Blink is bad, don't Blink, Blink and you die. In all seriousness, it's supremely unreliable and can't safely be cast repeatedly. By the time you realize you need Blink, it's probably too late anyway. Prefer any other spell.

Special cases:
  • Umbra: There is an entire strat based on this spell.
  • Haste: Good for running away or for combat! Haste is never a waste.
  • Bomb is very versatile. Its cost is steep, but it does very high damage at higher levels, though by then you should have better spells available. It is versatile in that in case help you escape even at low levels, as well as open up passages between rooms (if that's ever worth it). Plus, it opens up crystal cases in the Gallery. Overall, not a bad spell to have if you have only the one.








Enemies
Enemies tend to "cluster" on any given floor based on type, ie a floor with animals tends to have other animals, golems with golems, etc. For this purpose, poisonous animals seem to count as a single group and may often be found together (to be confirmed).

Here are some enemy-specific tips to gain tactical advantages based on enemy type:
  • Use sunlight to kill vampires when you have it handy, but don't waste too much time running back and forth; early game vampires are basically flies.
  • Though poison can be especially treacherous since you will waste time recovering if you survive, a lot of poisonous enemies are very weak. Consider shooting all bees and vipers early on.
  • Hunters can be easier if "timed", as they will always use a turn to rebuff. This is generally only worth it when you first encounter them, as they quickly become weak even when enraged.
  • Frogs are blood bags, not true enemies, as they will not pursue (far). Their damage doesn't scale but the healing you get from their blood does. As a bonus, since they do very little damage, you can wait out the arrival of your vamp phase by them and try to drink the very blood you just spilled.
  • If you have the Focus spell, Sun golems are more friend than foe. They can be killed with their own sunlight this way, or kited around to kill any other enemies easily.
  • Crocodiles, though they hit hard, are slow on land. As a vampire, you should be able to kill them almost without risk by drinking their blood as they spill it.
  • Goblin anarchists: Slower than you, they can be used as a bomb to kill other enemies (even neutrals). You can likely avoid them forever if you wish, but at higher levels you can just tank the hit and move on.
  • Big Sludes: Quite slow and mostly innocuous, their trail of Toxic Sludge can be used to kill enemies and neutrals surprisingly efficiently.
  • Golems are very slow, fight them only on your terms. Make sure you don't waste resources on the weaker ones.
Starting rooms
The starting room is the room you are in when first starting a run.

Here is my approximate ranking of them:
  • Key : The absolute best, represents immense value, provided you can get to a chest.
  • Item rooms : As good as the item therein, getting a good item early can save a lot of time overall.
  • Merchant : As good as the items they carry. The equipment will be bad, but potions are still random.
  • Fountains : Usually pretty good, having more potions identified can save your life eventually.
  • Mini beehive : Not bad, it's exp and food, two things you'll always need.
  • Arcane Hammer : Seems fun to get at first, but there's really no right time to use it (especially since you don't get to choose the item). Worse than a level 3 item if you use it immediately.
  • "Pets" : Pretty bad, except for "pet collector" classes. At least it's exp.
  • Garden (sunlit exterior) : Close to useless, because floor 1 vampires (grunts) are too weak to pose a threat.
  • Time crystal : Probably the worst, who has time to kite an enemy all the way down to floor 1? Not you, that's who.
General tips
Haphazard stuff that wouldn't fit elsewhere, in order of obviousness:
  • Rush prudently : you are much more likely to die from needless risks than from an objective lack of resources. Waste means eventual death, but hoarding can mean immediate death. Mastering this balance means mastering the game.
  • Equipment makes a major difference and is scales appropriately with floors, don't be afraid to "bump" enemies to finish them off even if strength is your dump stat.
  • Spells costing hunger means you must use them relatively sparingly. Before using a spell, consider whether you can kill the enemy in melee without taking much damage.
  • While time is your main resource, it is a nonetheless a resource you can spend. If you have a lot of food, use spells liberally. If you have a lot food AND elixirs (ie 3-4 or more of each), take your time to heal completely and to wait for sunlight.
  • Since higher floors contain better items on average, it can be worth it to peek into the next floor to see if you can quickly grab a higher level item.
  • Poison damage doesn't scale with your level, which means it is much more dangerous early in the game. Play it safe with poisoners until it is no longer a real threat, the time it wastes can add up.
  • Change into a human liberally as a safety measure (e.g. when surrounded by dangerous hostile humans). You can use Blood potions in the same way if necessary, but as a human you usually have other means of escape.
  • Fountains are worth drinking even if they have an adverse effect, as this will identify the effect in potions.
  • Vampires never enter water spaces voluntarily, therefore they can be easily be killed from within a pool as long as you have a way to do ranged damage.
  • Level 9 is the last non-boss floor, but you don't actually have to explore it. If you go with the typical strategy, it may be worth peeking in from each entrance to see if you can see a staircase to dash to (skipping the floor entirely).
  • Falling down a Pit hurts very little (and doesn't scale). Don't be afraid to jump down a hole if a fight is getting dicey.
  • When standing still next to a neutral NPC, they will never move unless an enemy wants to enter their space. This can be used to kill them, especially neutral vampires, or to "surprise" humans when you turn vampire.
Thanks
Thanks to Jeremiah Reid, the lone developer behind Vulgat Games, for making this amazing game and engaging on the roguelikes Discord server. Check out their Patreon[www.patreon.com] if you want to help them make more (I am in no way associated with Jeremiah or Vulgat, I just love the game).

Thanks to Tone and all other players who answered my questions as well on the Discord.
2 Comments
Answermancer 20 Apr, 2022 @ 2:57am 
I only just started playing but this guide seems amazing, especially for getting started, thank you!
tuxdelux 31 Mar, 2022 @ 11:45am 
I spotted the simpsons quotation :-)
I liked your guide to thinking about time-management