Where is the tea room demise




















If you're into dungeon crawlers, it could mean a lot of time spent on exploring and building up characters. It's just the game to kill a lot of time. Yes, building up characters! It's all this game is about, unless you count exploration. But exploration is quite slow, exactly thanks to character building. When you've explored some 10 dungeon levels, you want to go to the 11th level, but when you go there, you meet some bastards that wipe out your party before you can blink.

Or just hurt you bad enough to make further explanation quite difficult. So you continue to travel around level 10 until you can navigate through it with your eyes closed. One good thing about Demise Ascension is that there is a lot of ways to play it. There's a lot of races and guilds to choose from, and even when the choice is made, the playing style could be different depending on other choices.

The world Demise is one big dungeon with about 30 levels or so, each being 45x45 in Ascension, it's 90x90 with the old part remaining mostly the same. Each level is a huge maze that looks like a randomly generated, but some places were definitely done by hand. You can move only in four directions, and turn only by 90 degrees ever played Eye of the Beholder? It is also possible to look 45 degrees left, right, up and down.

The dungeon is filled up with various monsters. Some of them are too scared of your mighty party and run away. Some are just peacefully living there, but nothing stops you from attacking them anyway. And some attack you first unless you're fast enough.

Some even offer to join your party! Besides monsters, there's little of interest. Well, there's of course the loot that monsters drop or keep in chests. There are fountains and mana orbs that slowly regen your HP and mana, and there are pyramids that drain your mana away. There are deep water areas, which can kill you pretty fast unless you're playing races that are good at underwater breathing, or you have an appropriate spell. There is also a swamp that can steal your items, and it is rumored that there is even more dangerous lava deep below.

There are also teleporters. They either send your whole party to a fixed location, which could be everywhere from the city to the deepest level, or throw each character to some random place, but thankfully only within the same level. Other than that, the dungeon consists mostly of decorations. It looks pretty nice for such an old game.

No, wait, there's also the Tea Room. It can be reached before level 16, it's a very useful place, and there are other hints how to find it , but don't ask me where it is - it isn't that hard to find it on your own! The party The party can have 1 to 4 characters.

The party size is pretty important as the combat is semi-realtime: usually the first turn is yours, and each character makes their best effort to defeat the enemies, then it's the enemies' turn, IF any of them survive. So when you have 4 characters, enemies have 4 times more attacks to deal with. Now, there are quite dangerous enemies around. If they get a chance to attack, they may stone your character, which means insta-kill and some troubles during resurrection too.

These dangerous guys are usually encountered in groups of , so when you've got 4 characters attacking, enemies have very little chance to survive. But the more there are characters in the party, the more it takes XP to level them all up so in the end you spend more time. I used to play with a 4 character party, but most of the time only first two characters had any action. The other two were just walking behind.

Then I switched to 1 character. Man, was it boring! I couldn't even go down to level 3 for a while, where the real fun starts. And even when I finally could survive there, I would sometimes get killed by a sort of monster I never had any trouble with. So I decided to go with 2 characters.

This way they get the most action, and they can survive pretty deep. In fact, there's little difference between 2 and 4 characters - with 4 characters I could go to the dungeon level 9 when they were around level 50 in their guilds, with 2 character at the same level, I can still survive level 9, but with some troubles.

When one of my characters dies, the other one takes them back to the city to resurrect. Another nice thing about having more than 1 character is the ability to quickly identify random teleporters. With a solo character, you must enter it twice to figure out whether it's random or not. On the other hand, if you enter it once, and end up in a nondescript place, it's probably random. Even if it's not random, it's just as useless.

If you end up on another level, it's not random. If you end up in a "special" place on the same level, it could be luck or it could be not random, you'll have to double-check. The guild system and leveling up Yes, the guilds! There are plenty of guilds, and each character can join some of them depending on character's alignment good, neutral or evil and race. One of the guilds your character is a member of is the active guild - when the character gains XP, it goes to this guild and nowhere else.

In fact, as you gain your abilities with levels, there is so-called penalty going up for other guilds. The higher your abilities in your current guild are, the higher the penalty for other guilds is. The funny thing about penalties is that they affect the total amount of XP needed to make a level, not the difference between levels.

Say, you have XP and you need XP for the next level. Now you switch the guild and the penalty starts to build up. But then you'll need approximately for the next level, so it's only the first time after the switch-back when you need to work out that much of a penalty. The levelling strategy is important: you could take one character to level in the Warrior Guild, then switch to Thief and have it level insanely fast, because your level 1 Thief would still be a level Warrior, which means killing very powerful monsters easily.

But when you level your Warrior, you'll have to ignore all the locked chests because Warrior cannot possibly open them safely.

And therefore you loose all the fun of disarming traps and getting all the best loot until you've done with your Warrior Guild, and that could take MONTHS even if you play a lot. On the other hand, switching between guilds too often isn't fun either, and it takes a lot more time. If you level your Warrior to the guild level 10, you probably can survive the dungeon level 3, especially if you have more than 1 character in your party.

But if you switch to Thief then, you'll make those same 10 levels for the Thief Guild in approximately the same time or even worse, because Thief can't use the best weapons. On the other hand, if you take your Warrior to level 46 instead, and switch to Thief only then, your Thief will level up much faster for a while because you'll be able to fight more powerful monsters which gives more XP.

Penalty is another reason not to switch too often, because you'll end up working out your penalty more often. It won't be that big in that case, though. So the most fun but not the fastest levelling strategy is to go as deep as you can with your fighting guild, and switch to another guilds when you feel you need their abilities: for example, when your Thief fails to open chests too open or if monsters are stealing from you, or when you get stoned or paralyzed or whatever, and you decide you need a better Sorcerer.

Starting up It is a bad idea to play the game from fresh install to the end. The thing about Demise is, the game world is independent from your characters. For example, if you run characters until they are level 30, then you suddenly decide to start again, you get to keep everything your old character had. In fact, you get to keep your old character too - it's just you probably wouldn't want to use them anymore.

So transfer all the money and items to your new character s , and forget about the old one s. You can even delete them, but it's a good idea to keep them around to store seemingly useless rare stuff - you never know when you'll need it. So the proper way of playing Demise would be to have a throw-away party run through the dungeon, explore a bit, and bring back the necessary stuff, - most importantly, tomes and potions that boost characters' stats.

Of those, Constitution should be maxed out from the 1st level, because it affects the number of HP the character gains with each level. The number of HP also depends on the guild, that's why it's a good idea to start with Warrior if available, because it gets the most HP. If Warrior isn't available, Artisan and Paladin are the next best choices, but Artisan levels up faster and has no stat requirements to join. Warrior gets that HP until level 26, Artisan until level 30, which is why it also makes sense for Warrior to switch to Artisan after level 26, and make Artisan 30 too.

So the start-up levelling is: Warrior: to level 26, then switch to Artisan and go all the way from level 1 to Then level whatever you want. Other guilds: Artisan to level 30, then whatever. After level 30, the only guild that gains some additional HP is Warlock, but it isn't much, so it's kind of stupid to level Warlock just for that, given that Warlock levels much slower than Artisan or Warrior. Once you reach that max level Warrior 26, Artisan 30 or Warlock whatever , you only gain 2 HP per level.

In Demise it was 2 HP for every guild except Artisan which had only 1 , but in Ascension they sort of "fixed" that, so Artisan now gets 2 HP too, which is awesome because it levels insanely fast. The maximum possible natural constitution for a race is the maximum starting constitution plus 5.

It will be displayed in bold when you reach it, so it's easy to figure out even without the numbers. Remember, it must be boosted at level 1, when your character starts, otherwise you'll get less HP per level, and you only have time until level 30 or so to make it!

It's also a nice idea to boost strength and dexterity too, but that's not as important, it just helps leveling up faster. The quests A quest may be given to a character by the guild. If it happens, then the character must either complete or forfeit the quest in order to level up. There are mandatory and random quests. Mandatory quests are given at fixed levels for each guilds, and they are accompanied by nice descriptions that are fun to read.

Mandatory quests can't be forfeited at all, but are usually somewhat easy. Some require to spend a lot of time looking for a rare monster, some require exploration in order to get a specific item.

Unless you're single-guilding, it makes sense to switch the guild while you're working on a long quest, to avoid wasting XP while you can't level your character in that guild. Random quests, on the other hand, are ridiculously annoying.

You can be quested to bring back an extremely rare item, which is found perhaps once per half a year of playing. Thankfully, usually these quests aren't that bad, and even if they are, they can be forfeited - this demotes your character back some levels and you loose all the abilities and even HP in the process , but nothing stops you from making up that demotion - unless you're unlucky enough to get quested again! For completion of mandatory quests, there is usually a reward. Sometimes it is very nice, like a rare item.

Random quests offer no reward at all, which makes them only more annoying. Maybe the developers do something about it in future releases of Ascension, like disabling random quests after the last mandatory quest is completed, or when a character reaches a certain level. Quests are the main reason to keep rare items on your "old" character in the city.

Some items can be sold to the store and bought back for a higher price later in case you need them - it's fine, but there are spell books treatises, librams and similar that can't be sold, and there are cursed items that can't be bought back.

The guilds For my 2 character party I chose a neutral Dwarf and a good Elf. Elves are the strongest magic users, and they can be Paladins too, who are the second best fighters in the game. So my fighting guilds are Warrior for the Dwarf and Paladin for the Elf.

Dwarf is also in the Thief Guild, because Thieves can only be neutral and because Dwarf has quite good dexterity which is useful for thieving. Both characters are members of the Explorer Guild too - it gives very useful movement and location spells, like locating lost characters, teleporting around and walking through walls. It also makes it easier for characters to find each other in case they hit a random teleporter and become lost.

As for the spellcasting, there are various useful guilds for that. Well, there's nearly useless Warlock which has a lot of different spells, all of them with rather high mana cost. It is nice for a solo character which doesn't want to spend too much XP on spellcasting - a reasonable idea because spellcasting guilds require the most XP to level up. Besides Warlock, there are Sorcerer, Mage and Cleric.

Cleric is limited to neutral characters only, that's why my Dwarf is a Cleric. Cleric in Demise isn't your typical Cleric with powerful healing magic, a mace and a shield.

Surely, they have powerful magic, but they are just as limited with weapons and armor as other spellcasting guilds. To offset that, there is also very powerful offensive magic available. Sorcerer is your typical battle mage. Then I discovered there is a "shift-P" pause function. This allows the player to assign different characters actions to different enemy groups in mob encounters and then plays out more like phased combat.

There was a greater need for tactics, especially in the deeper levels, than one might first surmise. I should mention again, the experience I have had is with the Ascension expansion, which might have made gameplay improvements over original Demise, and I could be taking for granted. The way I would characterize the gameplay is that there is a lot going on underneath the surface. I found the Lord Gherrick quest line interesting enough, and enjoyable.

There is a level of complexity here in mechanics, if one is persistent enough to appreciate it. And the dungeon design was unmatched, with the varying locations and changes of scenery, and confronting obstacles to further exploration. Legend of Grimrock was received well on the Codex.

To me, Ascension is like Grimrock on steroids and a magnitude greater in terms of being hard-core. Mar 12, Stats Ignoring. I shudder to imagine how amazing this game could be with good writing, though, or more quests to give it more of a directed feel. I know some people might file this under "working as intended", or "love it", but Demise is the first game I've played where some sort of EZ-mode teleport system wouldn't be out of place.

I know, I know, you can do X-Y-Z coordinate teleports, and there are specific location teleporters in the dungeon which often separate the party, but that's another complaint , but once you're doing multiple trips to the levels of the dungeon just to get enough XP for one level, it starts to get really old and clunky.

Oh, Bioware, stone of recall wasn't a bad idea, it was just in the wrong damn game. Still, fucking gem of a game despite all its flaws. Xi Arcane. Mar 22, Stats Ignoring. The pinning mechanic should just be removed altogether. It's the most pointlessly annoying thing I've ever come across in a game.

There is literally no reason for it other than to annoy the player. It should let you accumulate XP limitlessly but not let you level until you return to town.

Mraston Learned. Joined: Jan 23, Messages: I'm giving some serious thought to getting this game but the 32 bucks is holding me back. Can any one one say something that will push me over the edge to buying it? Renevent Arbiter. Joined: Feb 22, Messages: I got the game about a year ago in the gamersgate indie fort deal Would crash on launch with some weird error message I remember searching the error and found some links saying to manually register DLL's but didn't seem to help.

Don't waste your money, 32 is ridiculous. I got this as part of a Gamersgate bundle, and while it's fine to waste some time on you do not want to be spending more than 5 dorrar on it. Sounds sorta like the error message, but it's been a while. Thanks though, I will definitely try that! Joined: Mar 26, Messages: 1. Mar 26, Stats Ignoring. I think you might be out of luck, unfortunately. Do you have any proof that you have a legit copy of the game?

Or know the email used originally? If so you might be able to email support decklinsdemise. Otherwise, I have no idea. Joined: Mar 26, Messages: Severian Silk Guest. Aug 26, Stats Ignoring. Is this game a blobber, or what? First person perspective dungeon crawl. It can be soloed, but also played with a party of 4, plus summoned companions.

Combat happens in real time, but a shift-p function allows the ability to pause and select targets or change tactics. Played this way, it is kind of like a player initiated phased system. Issue orders, and then unpause to watch the battle unfold. And you can fly. Map reminds me of Mordor: Depths of Dejenol. The sequel to Mordor was actually called 'Demise: Rise of the Ku'tan'.

Any idea if those games are related? EDIT: Oh wait, they are Yeah, they're related. Demise is a sequel, afterall Great idea, terrible mechanics. That's all there is to say about this game. The character system is meant for people to sperg in, and you won't be successful otherwise.



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