How To Win As An Adventurer
MainPage»Gameplay»Roguelike
Updated March 2018
Please note that in more recent versions of KeeperRL, adventure mode has
moved from a single map battle to a campaign battle. This has changed
the game-play somewhat.
The basics
- Keeperrl adventurer mode RPG is hardcore and old style.
- It features permadeath. If you die, your save file is deleted. Very
unforgiving. One wrong move and it is over very quickly.
- Realistically, you won’t beat a map first time you play it (unless
you are an expert).
- You can face maps generated by another player’s dungeon game.
- You are not guided through a story. The story line is made by you.
- Nobody has checked to see if the keeper maps are “fair”. You will
need to use your own initiative.
- If you beat a map that has no wins against it, you are probably the
first human in the world to ever do so. You are on your own.
- Some of the maps seem virtually unwinnable, but time and again
people have found they can still be cracked.
- Unlike most modern RPGs, there is nothing forcing you to level up
before facing the final boss.
- If you try and storm the enemy dungeon at level 3 wielding a knife
you will die. Don’t be silly! Don’t complain! The game will let you
do it though.
The game set up
- Map selection is the single most important choice of the game.
- Choose keeper dungeons that someone else has already beaten for a
better chance. Look at the stats on the campaign screen.
- Scout out the keeper maps you wish to play to get a feel for them.
Staying alive and exploring the map
- Rest your cursor on all enemies to judge their stats and level
before attacking.
- If your enemy has higher defense and attack stats than you, run
away.
- Alternatively find somewhere to hide and use the h key to escape.
- If you think the enemy has a ranged attack, avoid lines of sight
where it can shoot you or potion you
- Slower enemies without a ranged attack can be shot by you.
- When you need to heal, sleep on a bed somewhere, use a first aid
kit, or use a healing potion
Game Plan
The game plan may look something like this:
- Level 5 - Kit up on all the friendly tribes
- Level 5 - Level 6 - Take out all bandits
- Level 6 - Level 8 - Take out ogres and orcs and harpies and zombies.
- Level 8 - Level 9 - Take out all lizard men
- Level 9 - Level 10 - Kill Cyclops
- Level 10 - Level 12 - Wipe out the mini dwarf tribes
- Level 12 - Level 14 - Take out minor villains
- Level 14 - Level 15 - Major villain 1
- Level 15 - Level 16 - Major villain 2
- Level 16 - Level 17 - Major villain 3
- Level 18 - Level 20 - Take out enemy keeper dungeon.
Kitting up
- Visit as many friendly tribes as you can find at the beginning.
- Collect gold from your allies, they will usually let you take it
(Maybe they want the forces of evil dead too?)
- Pay for shop items before leaving shops, or the entire tribe will be
offended.
- Take the most powerful weapon only. Drop the rest. The same goes for
each armour slot.
- Friendly tribes are not at all interested in buying goods off you,
they just don’t do that.
- Look out for speed boots and strength gloves and a telepathy helm,
these are all very good.
Minor tribes
- Neutral and hostile tribes provide bonus score, XP and loot.
- Dark elves and gnomes: Shoot to declare war. Loot.
- Dark elf lord: Look out for an artifact weapon like a silver sword
to slay undead!
- Dwarves: Some survivors of the dwarven tribe may exist in lower
dungeons but will be hostile. Use for XP/Score.
- Vampire Lord (in his coffin), Minotaur, etc: XP. Loot. Only if you
can get the advantage in combat.
- Cyclops, driads, other minor tribes and creatures. XP. Loot.
Equipping yourself
Equipment is different on each map.
- Important potions: invisibility, speed, blindness, sleep, slowness,
healing, poison
- Important scrolls: teleport, armour enchantment, weapon enchantment,
flies, deception, fire sphere
- Decent mushrooms: Damage, Defence
- Weapons: silver sword artifact, or high stat artifact, use light
weapons at low level, bows
- Armour: telepathy helm (best), speed boots, dex gloves, high stat
armour, low weight armour for speed bonus.
- Jewelry: 1 fire ring, 1 poison ring, healing or defense amulet
Line of sight
- Potion throwing enemies and archers: Shoot them or avoid direct
lines of sight or hit them with slow, sleep, blindness or poison
Collecting Magic
- Potions, scrolls and mushrooms are the only way adventurers can use
magic. Get as many usable ones as possible.
- They are light to carry.
- Armour enchantment - Choose a good piece of armour and remove the
rest to target the enchantment at the remaining worn armour.
- Try to keep a teleport spell for emergencies.
- Try to get an invisibility potion to take out the keeper(s) at the
end.
- If you want to loot potions and scrolls from monsters then you must
kill them quickly, before the monster users those items itself.
Making war using magic
- The magic available is different on each map. This forces you to
improvise.
- Going invisble is your single best move. Try to keep one in reserve.
Speed is also great.
- Blinding enemies with potions seems to be like going invisible but
the potion has to hit your target.
- If you can’t afford to go invisible, fast or blind them…Put them
to sleep, slow them down or poison them (these
are weaker potions).
- Scrolls: teleport (You need this whenever you are about to die).
Other scrolls may come in handy.
- Enchant up your best weapon and armours. When the traps have now
been dealt with, use the extra deception, flies and
fire sphere. Fire sphere is also useful in burning down some rooms.
- Use Strength and dexterity mushrooms when you most need a buff.
- Don’t let yourself die when you still have loads of magic options
available to use.
Progressing onto the Keeper dungeon(s)
- Systematically work your way up from the weaker tribes to the
tougher ones until they are all dead.
- Leave the Keeper (if he is at all difficult) until the last.
- Before you do anything else, kill all the keepers imp’s so he cant
arm any more traps or improve his armory any further.
- Tempt them out of the dungeon by knocking down their front door -
shoot them when the come out to investigate! (Very occasionally
there are no bows and arrows. Throw stuff instead).
- With all the imps dead, there is now a limit to the number of traps
you will face in the dungeon.
Night beasts
- Vultures: Tiny amount of XP and score. Possible to level you up from
level 3 to 4.
- Kill the keeper’s night animals if you need xp. Right outside the
dungeon entrance is the prime spot to do this.
- Once you have killed any of the keeper’s army, reinforcements will
come in from off the map.
- Intercept reinforcements before they enter the dungeon and you will
have a supply of monsters to level up on.
- Werewolves are the worst of the keeper’s night explorers. Be careful
if you meet one.
- The price you pay for this is that eventually, the keeper will be
left with no night animals and a full population.
Accessing the enemy dungeon safely
- It is not normally time to take on the enemy army or keeper yet.
- Invisible opponents: Usually, you have 3 options - go invisible
yourself, run, or die!
- Running is the best option because invisibility spells have a
cool-down.
- Get the enemy to use all his invisibility potions up during the
mid-game.
- Web trap: You can still fight from within the web. Teleport if you
are webbed and attacked by stronger enemies.
- Poison trap: Works in your favor if you have a poison resistance
ring
- Surprise, alarm and panic traps: Trigger the trap and run away
again. Come back later.
- Undead: They are tough. You really need the silver sword artifact,
or else behead/dismember them
- Unarmed traps: If you discover the enemy’s workshop you may find
unarmed traps. Take the boulder and web ones for later.
- Loot: Potions, scrolls, mushrooms especially. Find the labs and
storage rooms and empty them of all the useful items. Check corpses
for these items after killing enemies.
Facing boulder/web combos
If there is a boulder trap with a web trap in front and you get webbed,
you must use any teleport spell immediately. Without that you will die.
If you already know that trap is on the map, then herd neutral or
hostile tribes into it. They will die not you. Alternatively, trigger
the trap using deception, flies or fire sphere scrolls.
- Some maps force you to play “Indiana Jones” with the traps.
- Smashing a sleeping potion over a boulder trap will send the trap to
sleep, much as if it were a living thing.(not sure this still works)
- Lone boulder trap: Often you are able to trigger the trap and then
step aside. If not, treat it the same way as a boulder web combo and
trigger the trap without stepping near it.
Using room based strategies
- Some rooms have things to hide behind. Cages, beds etc. You can hide
and sneak attack or just choose enemies to pick off that walk past.
- Pigsty - This is a great place to visit. Kill the enemy when he gets
hungry and comes for lunch - one by one.
- Workshops - Once the imps are dead, these are a great place for
goblins to make you traps. The keeper can’t arm them.
- Laboratories - Leave little goblins happily making potions. You can
usually acquire them yourself later
- Dormitories - Catch monsters in their sleep. When you have cleared
the dormitory, pick off monsters one by one as they enter for a nap.
Finally, burn down the dormitory so the keeper can’t recruit orc
shaman healers.
- Forges - There is almost always a surplus of weapons and armour.
Ignore them. Kill inhabitants. Pick off workers as they enter.
- Jewellers - Amulets and rings. Not useful unless you missed these
from the start.
- Ritual rooms - These undead are often pretty useless to the keeper.
Consider leaving the ghosts alone to do their rituals.
- Beast lairs - Often no need to kill the weak monsters in here.
Werewolves and legendary beasts can cause a problem and are worth
killing if you can.
- Graveyards - Zombies and vampires tend to train and you don’t want
that. Kill them when they go to their grave to sleep. A silver sword
is very useful to do this.
- Weaken down the army as much as possible before trying to sort out
the training room or library.
- Libraries: Wooden ones can be burnt to the ground with fire sphere.
Vampires and orc shaman here. Vampires are worse. Is sometimes
possible to burn the keeper alive if he doesn’t resist fire.
- If the keeper is living in the library avoid taking him on
surrounded by shaman and vampires.
- Training rooms - Often where you find the keeper. Can be full of the
worst armed units in the game
- Flaming swords are good at burning rooms down during combat, once
you have fire resistance.
Defeating the enemy army
- Orc shaman: Take them out ASAP because they go invisible and also
heal other monsters.
- Always consider your enemy before attacking. Rest your cursor on an
enemy to judge their stats and level.
- Pick them off one at a time.
- Fight enemies in corridors in preference to rooms. With multiple
enemies, you can fight one at a time.
- Try to fix it so that you get the first hit.
- Compare their stats to your own.
- To be reasonably safe you need attack and defense about 10 points
higher than your opponent.
- Wounded opponents however, are normally safe to fight.
- Also blind and sleeping opponents are safer. When you are invisible,
most enemies of a similar level are fairly safe to kill.
- Realise when you are about to die and retreat. Use a speed potion if
you need to.
- Take being wounded VERY seriously. Never just keep on fighting.
- Retreat and use a first aid kit. If you are chased, go for a speedy
retreat and a heal potion.
- Don’t heal yourself in battle, even with a heal potion.
Using the enemy’s population limit against him
- Statues and thrones - It is sometimes possible to destroy these. It
will decrease his army size. Try scroll of power, force bolt or fire
sphere.
- Kill off the high level monsters and deliberately clog him up with
useless ravens etc.
Planting traps
- Use the keeper’s spare traps against him. Pick up the unarmed traps
and click apply.
- Boulders and web traps are worth arming against the enemy. Try and
put them somewhere that you expect the keeper or high level minions
to go. Web/boulder combo works against your enemy as well as against
you.
- Don’t plant a trap while in combat. It will most likely go off
straight away and kill you!
Winning the game
- Killing the end boss is always dangerous. Don’t come this far and
just rush it.
- Use up your spare traps and magic to weaken down the keeper’s army.
- Send vollies of arrows into the keepers location (often a training
room or library)
- Don’t get too close to the keeper in his line of sight, or he may
use a deadly ranged attack.
- You can sometimes execute the tyrant keeper in a ranged attack
shootout, although he may still have some army left and he will also
heal himself.
- When you turn up, the first thing he normally does is to go
invisible for about 15 turns. This will wear off and has a large
cool-down, so just retreat and come back in a few turns. Make sure
you are wearing your telepathy helm if you have one.
- Trap him if you can. Choose your moment and take your chance. Go
invisible if at all possible. Speed yourself. Buff strength and dex.
Go kill him to win the game.
MainPage»Gameplay»Roguelike
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