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				Serpent: Resurrection - Hints & Tips
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If you're having trouble getting to grips with things, here's a brief guide:






































(this file contains spoilers, so scroll down)



















General Tips
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The maps are laid out in a non-linear fashion, you can go anywhere you want at any time
(keys permitting). Nothing is given to you on a plate like in most wads, you have to find
things yourself. Sometimes there's clues around (particularly on the message logs) and
other times it's just down to exploration...nothing essential is hidden in secrets though.
Sometimes you might need a pair of jump boots to get somewhere (particularly if you have
low dexterity) or a torch to see in dark areas etc. but these are always available at
the shops if you don't have any to hand.

Managing your possessions is key. Over time you'll work out what your character needs 
the most and what his buying and selling habits are. Remember that all non-puzzle items
can be traded (except the golden potions) so when you find something you should be able
to work out whether to keep it or sell it. As you get better at this you'll eventually
be able to work out the point at which something like kraters of might or holy temples 
become more viable.

Normal skill is the standard skill setting (not Hard skill as in all other wads), this 
is better for introductory playthroughs as you have more ammo and take less damage
than Hard skill, meaning less reliance on careful play and managing your items.
If you choose Hard skill as your first playthrough, you do so at your own risk...this 
wad is somewhat different and you may regret it if you don't know the ropes.

Combat Tips
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Each weapon will work better against certain mob types and worse against others...
in various ways. Some mobs are ghostly, these can't be hit by physical attacks
(except with a power spell or mana-using timon's axe) and some projectiles, others 
will be resistant or immune to fire/ice weapons (such mobs will be more vulnerable 
to the opposite). Many spells and items will be useful on groups, as with weapons 
you'll need to work out the best way to use them depending on your character.

Anvar (fighter) Tips
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Your main strategy will be hack & slash. Ranged combat is your weakness, but your 
high health and armour will compensate. Use your non-magical hand weapons whenever
you can (in order to save mana) and experiment a bit too, as each weapon has it's
good and bad times for usage. But naturally, the axe (when it costs mana) and the 
big weapons will be better than the rest.

Primary stats are strength and dexterity, constitution is useful too as you take
more damage than any other class. Sorcery must be maxed out at 5 for the protection
spell, and wisdom is the least useful but feel free to try out different setups.

Braxus (cleric) Tips
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Your main strategy is based around weapons. Work out which ones are better against
certain mobs and which ones don't. Manage your mana effectively and you'll be fine,
but you may need spells/items for extra firepower against groups...well, until
you assemble your big weapons later on.

Primary stats are up to you. A strength-based cleric will be reaching for the mace
a lot (due to higher damage than other weapons), while a wisdom-based cleric will 
have plenty of mana and a sorcery-based cleric will have 7 of the 10 spells to use.
It's the most versatile class, and there are many different ways to play it.

Qinefer (assassin) Tips
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Your main strategy concerns movement. You're faster than anything else, and can jump
fairly high too. You possess good ranged weapons together with some tactical ones, 
and your dagger can be pretty effective with poison and also with the power spell.
You do lack a bit of firepower against groups, although your big weapons will help.

Primary stats are dexterity, followed by wisdom. Strength can be useful, but is not 
essential. Sorcery will let you use up to half the spells in the game, but none of 
them can deal heavy damage to groups.

Sallazar (mage) Tips
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Your main strategy is about ranged and magical combat. Because you're slow, squishy 
and armed only with a staff, you'll rely on tricks, spells and evasion to get started.
A summoned chaos serpent is very useful, it's also ghostly...therefore immune to melee 
attacks. The power/protection spells are also very cheap and effective throughout.
Once you have some weapons and some extra scrolls, you'll need to know when to fire
and when to cast...you can easily put out more damage than any other class, but you'll
need some tactical trickery to stay alive in order to do so.

Primary stats are wisdom and sorcery. A wisdom-based mage will have a huge mana pool
for weapons, while a sorcery-based mage will be able to cast spells like there's no 
tomorrow (as your magic points regenerate quickly at higher values). Strength is 
practically worthless. Dexterity and constitution can be useful, but you must find 
a balance between enhancing your strengths and negating your weaknesses.
