11-11-2005, 01:59 AM
(This post was last modified: 12-19-2005, 04:48 PM by Soulmancer.)
HELL UNLEASHED 1.14
MULTI PLAYER MOD FOR LOD 1.10
BY TERRY MCDONALD
Official Site http://arimyth.planetdiablo.gamespy.com/hell.htm
Official Forum: http://arimyth.planetdiablo.gamespy.com/forum/
[email protected]
Screenshots:
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot01.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot02.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot03.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot04.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot05.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot06.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot07.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot08.jpg
Download 1.14f Full Eddition: http://arimyth.planetdiablo.gamespy.com/downloads/Hell%20Unleashed/Hell%20Unleashed%201.14f%20FULL.rar
Download 1.14f Solo Eddition: http://arimyth.planetdiablo.gamespy.com/downloads/Hell%20Unleashed/Hell%20Unleashed%201.14f%20SOLO.rar
OVERVIEW:
In short this is Diablo II with an enhanced twist with many new surprises!
This mod is focused towards group multiplayer in a manner of which a group of friends or players can start fresh new characters and fight through the forces of hell side by side.
As multiplayer is the prime focus here, I don’t recommend solo play in the sense of progressing onward. Solo play is used mainly as a means of treasure hunting, catching up in experience or going back to previous acts and boss killing… Those purely interested in solo play will find a huge obstacle in bosses, as they were designed mainly for multiplayer combat…
I recommend 3-6 players for this mod.
If you don’t know many people that play Diablo, I recommend trying to find others who are trying to assemble groups on either the official forum or the battle.net forums.
INSTALLATION:
1.) Update your Lord of Destruction to 1.10 if you haven’t already, NOT 1.11, HU is not stable with 1.11.
2.) If you have already installed 1.11 I’ve included the 1.10 default files within the main Hell Unleashed rar file, simply extract “Diablo II LoD 1.10.rar into your Diablo 2 directory and replace all files… This will return you to the official 1.10 version of Diablo 2.
3.) Extract Hell Unleashed into the Diablo 2 directory with, if you have already extracted it into a separate directory, move all the files into the Diablo 2 directory.
4.) Run D2modsetup, if you are running Win98 you may receive an error, if you do visit the Arimyth technical support forum.
5.) Load Diablo II with the Diablo II.exe icon
UNINSTALL:
1.) Simply extract the Diablo II LoD 1.10.rar included with the main Hell Unleashed rar file and over-write all existing files…
2.) Run D2modsetup again and remove the mod.
MULTIPLAYER:
Multiplayer will function with TCP/IP and open battle.net.
For anyone who doesn’t know how to use TCP/IP, one player hosts the game, gives other players their IP address, and players connect using the “Join Game” button under Multiplayer TCP/IP.
To play on the Closed Realm select Gateway and choose "Arimyth Network" and connect, setup an account and make sure you choose “Hell Unleashed” as the Realm.
You cannot connect to the official Battle.net servers with Hell Unleashed installed… If you wish to continue doing so it’s best to copy Diablo II to another directory and install Hell Unleashed to one of them.
FEATURES:
Difficulty has been increased greatly for Normal difficulty which will appeal toward new players as well as veteran players and very slight difficulty increase for nightmare and hell...
Many of the dungeons have "vastly" increased in size to better compensate for multi-player adventures and also focused more towards going through a dungeon once rather then the same dungeon numerous times for additional experience and items. "Although your still welcome too"
Many skills have been re-balanced, some more effective, some less effective. In my opinion, much needed changes.
18 additional music tracks including a slew of new dungeon musics as well as numerous boss musics, each Act final boss has it's own unique boss music. The loudness of music has also been increased. New tracks are listed below.
Boss Battle
Boss Battle II
Major boss (Countess, Ardual Viperclaw, High Council, Izual, Nihlathak)
Approaching Darkness (Last wilderness areas in acts 1,2 and 3)
The Monastery
Battle with Andariel
The Harem
Arcane Santuary
The Tombs of Tal'Rasha
Battle with Duriel
Durance of Hate
Battle with Mephisto
The River of Flame
Chaos Sanctuary (Also battle with Diablo)
Cleft of Chaos and Castle of Destruction (Lower depths of the worldstone keep)
Battle with the Demon Lords
Battle with Baal
Battle with Samhain
Slightly increased character hp/mp growth.
Repair costs have been reduced.
Shops have been greatly improved offering better equipment in the later acts and offering nightmare and hell equipment in nightmare and hell difficulties, gem's are also sold in the shops, but very costly prices.
This will give gold more of a use them throwing it away gambling all the time.
Item drops for rare, unique and set items has been increased slightly.
Bosses and superuniques now drop better items, most superunique monsters will drop yellow items, bosses will drop unique’s and set items quite commonly for better boss rewards and to compensate for more players.
Inventory size and stash size have been increased by 50%.
Durability of all weapons and armor has been doubled.
Throwing Weapons and Javelins spawn in stacks of 250 and can now have sockets.
Most unique items and set items have had changes made to them.
Many new unique items and rare and magic prefix’s.
All official runewords enabled including the 1.11 runewords as well as numerous new and altered runewords!
Life or mana cannot be drained from any undead
New cube recipes to add sockets to weapons and armor... Via new items based of the demonic jawbone graphics, these items spawn about the same frequency as gems do. These new items are simply called "sockets"
1 single socket + one magic item or non magic item = add's one socket to that item
2 single sockets + one rare item or crafted item = add's one socket to that item
1 dual socket + one magic item or non magic item = add's two socket to that item
2 dual sockets + one rare item or crafted item = add's two sockets to that item
You get the the idea. Here are additional cube recipes below.
3 Single Sockets = Dual Socket
3 Dual Sockets = Triple Socket
3 Triple Socket = Quad Socket
3 Quad Socket = X Socket (Add’s 1 socket to a unqiue or set item)
3 perfect gems will now make a starstone gem (Next level above perfect)
3 star stone will now make a moonstone gem and so forth.
Mithril and Adamant's Glyph's have been added and can be used on weapons and armor.
Mithril Glyph + One magic item = new magic item of the same type with enchantments based on the items level, the higher level the better enchantments can spawn, destroys sockets and gems if there are any.
Adamant Glyph will do the same for rare items and yes 3 Mithril glyphs in your cube will create an Adamant Glyph.
Mithirl and Adamant hammers have been added in and are used in upgrading and crafting recipes
Color dye's have also been added, which will permanently dye any weapon, shield, helmet or armor and these dye's will make quite an intense color shift to whatever you dye... You can create dyes with a gem of any color of the dye you want and a potion of any color of the dye you want placed in your cube together. You cannot re-dye in all cases, sometimes it lets you, sometimes it doesn’t, so it’s best to pick a color your planning on sticking with.
1 chipped ruby + 1 heal potion = red dye
1 skull + 1 antidote potion = black dye
1 chipped emerald + gas potion = green dye.
There are 9 different colors in total.
Crafted items have all been revised and improved upon as well as new crafting sets for Topaz(Elemental), Skulls(Death) and Diamonds(Holy)
Upgraded Mercenaries, Merc's will no longer gain resistances based on level. But can now equip belts, gloves, boots, rings and amulets and also have a larger range of equipment to select from... For example, rogue's can use crossbow class weapons. They also have access to new and improved skills, mostly on the higher difficulty settings.
Level requirements of all equipment is now equal to the equipments level… For example, a Warscythe is a level 36 weapon… Though this will not really be noticed, as by the time you find or buy these items you’ll already be in the proper level. This is mainly to curb hand-me-downs to prevent extremely low level characters for using high level equipment given to them. The level req though really isn’t anything steep though.
Gold loss from the stash in multiplayer games has been removed.
Town Portal has been removed "I know what your thinking, please read the rest". This mainly due to it being easily exploitable on multiplayer games and I also wanted to give players the feel of a more ruthless wilderness/deep dungeon atmosphere, besides that waypoints are often never to far away. Most visits to town are done for repairs, stocking up and selling or dumping equipment... With the increased inventory size and extra durability, visits to town wont be required as often.
And no easy retreats back to town during a boss fight to recover and re-stock on potions.
And a stronger desire to avoid death. Since honestly, death is barely even a slight inconvenience in Diablo II unless your playing hardcore.
We had our doubts about this at first, but it has been working out very well. You'll have to see for yourself, but in our opinion it is certainly an over-rated privilage that makes things a bit too convenient and one we have come not to miss in the slightest.
Town Portal Orbs however, which function much like portal shrines, have been placed at the entrances of all boss dungeons that don’t have waypoints inside of them, and inside some of the longer dungeons themselves.
Numerous additional monster graphics/animations from Baldur's Gate II, Icewind Dale II and Planescape Torment curtosy of Infinitum. The majority of these graphics are used for many of the additional new bosses like the, Hellforge Dragon, Beholder and Chimera to name a small few.
A great deal of extra bosses and superunique monsters have been added, all bearing a type of strategic element having different AI styles and numerous different and even brand new spells/skills, aura's, abilities and counters.
There are now a total of 44 bosses, not including superunique named monsters like Corpsefire, Rakanishu and Bishibosh.
The existing bosses have all been greatly improved with additional spells, abilities and counters of their own and stronger, faster and more terrifying then before.
Example: Nihlathak in act 5 has 2 shadows of himself that look like him (while they have different attacks/spells). When he and his shadows are attacked, they often teleport to keep you somewhat distracted and confused "the shadows are more much more common to teleport when hit then the True Nihlathak" . If the false shadows are also hit, they will usually counter with an Iron Maiden curse and imprisoning you in a Bone Prison. Destroying the true Nihthalak will instantly kill his shadows as well, he himself has numerous new spells and counters of his own.
This is merely one of many different boss fights with it's own feel and theme, all the boss fights have a verity of themes, of course none as terrifying as the Prime Evils "Just wait till you face off against them".
Bosses have special Hitpoint Bar's different from normal enemies and much bigger.
If the bosses are not harmed in anyway or left idle for roughly 20 seconds they will recover and return to full HP, this is to prevent retreating, restocking, dying and resuming where the fight left off...
Now if you are wiped out or forced to retreat, expect the boss to be at full power when you return... To over come bosses you will need tactics and skill as traditional in most action-rpg's, not simply persistence.
New area's have been added such as the Haunted Morgue in Act I, The Collapsed Escape Tunnel under the Harem in Act II, The Arcane Observatory (2nd part to the Sanctuary) and Izual's Isolated Purgatory (A hellish cave beneath the plains of despair)
To name a small few.
Each act will feature a couple new area's which will house new surprises including many new superunique class monsters.
Some area's use expanded tilesets as well. The tower entrance of the Countess's keep for example uses a brand new tileset and the Arcane Observatory uses an expanded tileset with normal arcane sanctuary tilesets, but with some new interesting additions!
PARTY:
As normal, there are numerous possibilities for character templates and party combinations, the bare minimum essential is for your party to have at least one primary tank, one means of long range support and one means of party support… How you wish to achieve that and beyond that will be whatever party your group wants to put together.
Examples:
Barbarian: Best tanking class, Warcries are excellent for party support..
Paladin: Second best tanking class, Aura’s are excellent for party support, Good at dealing with Undead.
CONCLUSION:
That about sums it up. There are other subtle changes and additions I haven't mentioned but you get the theme of it by now.
This is geared toward fresh new multiplayer characters who will fight through the legions of the prime evil's as a close group, somewhat poetic in a D&D fashion, of course only great dangers would keep you from wandering off from the group, I’m sure there are some brave enough, or foolish? Who would scout ahead or split up.
This is also very oriented toward climactic boss battles and there are many of them!
This will appeal to both veteran and newer players, many surprises await.
ADDITIONAL HINTS:
1.) Save resistance items for when you go up against bosses who focus more in specific elementals. Example, if you have low poison resistance against a poison oriented boss, you can expect to feel the consequences.
2.) Solo treasure hunting can help if your getting the shaft for items or if your group has a poor treasure splitting system.
3.) Stay with your group as often as you can.
4.) Many of the challenges and bosses you’ll go up against will require a certain level of strategy, don’t be discouraged if your group is walloped by a situation the first time, pay attention to the situation and find out how to better tackle it.
MULTI PLAYER MOD FOR LOD 1.10
BY TERRY MCDONALD
Official Site http://arimyth.planetdiablo.gamespy.com/hell.htm
Official Forum: http://arimyth.planetdiablo.gamespy.com/forum/
[email protected]
Screenshots:
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot01.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot02.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot03.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot04.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot05.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot06.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot07.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot08.jpg
Download 1.14f Full Eddition: http://arimyth.planetdiablo.gamespy.com/downloads/Hell%20Unleashed/Hell%20Unleashed%201.14f%20FULL.rar
Download 1.14f Solo Eddition: http://arimyth.planetdiablo.gamespy.com/downloads/Hell%20Unleashed/Hell%20Unleashed%201.14f%20SOLO.rar
OVERVIEW:
In short this is Diablo II with an enhanced twist with many new surprises!
This mod is focused towards group multiplayer in a manner of which a group of friends or players can start fresh new characters and fight through the forces of hell side by side.
As multiplayer is the prime focus here, I don’t recommend solo play in the sense of progressing onward. Solo play is used mainly as a means of treasure hunting, catching up in experience or going back to previous acts and boss killing… Those purely interested in solo play will find a huge obstacle in bosses, as they were designed mainly for multiplayer combat…
I recommend 3-6 players for this mod.
If you don’t know many people that play Diablo, I recommend trying to find others who are trying to assemble groups on either the official forum or the battle.net forums.
INSTALLATION:
1.) Update your Lord of Destruction to 1.10 if you haven’t already, NOT 1.11, HU is not stable with 1.11.
2.) If you have already installed 1.11 I’ve included the 1.10 default files within the main Hell Unleashed rar file, simply extract “Diablo II LoD 1.10.rar into your Diablo 2 directory and replace all files… This will return you to the official 1.10 version of Diablo 2.
3.) Extract Hell Unleashed into the Diablo 2 directory with, if you have already extracted it into a separate directory, move all the files into the Diablo 2 directory.
4.) Run D2modsetup, if you are running Win98 you may receive an error, if you do visit the Arimyth technical support forum.
5.) Load Diablo II with the Diablo II.exe icon
UNINSTALL:
1.) Simply extract the Diablo II LoD 1.10.rar included with the main Hell Unleashed rar file and over-write all existing files…
2.) Run D2modsetup again and remove the mod.
MULTIPLAYER:
Multiplayer will function with TCP/IP and open battle.net.
For anyone who doesn’t know how to use TCP/IP, one player hosts the game, gives other players their IP address, and players connect using the “Join Game” button under Multiplayer TCP/IP.
To play on the Closed Realm select Gateway and choose "Arimyth Network" and connect, setup an account and make sure you choose “Hell Unleashed” as the Realm.
You cannot connect to the official Battle.net servers with Hell Unleashed installed… If you wish to continue doing so it’s best to copy Diablo II to another directory and install Hell Unleashed to one of them.
FEATURES:
Difficulty has been increased greatly for Normal difficulty which will appeal toward new players as well as veteran players and very slight difficulty increase for nightmare and hell...
Many of the dungeons have "vastly" increased in size to better compensate for multi-player adventures and also focused more towards going through a dungeon once rather then the same dungeon numerous times for additional experience and items. "Although your still welcome too"
Many skills have been re-balanced, some more effective, some less effective. In my opinion, much needed changes.
18 additional music tracks including a slew of new dungeon musics as well as numerous boss musics, each Act final boss has it's own unique boss music. The loudness of music has also been increased. New tracks are listed below.
Boss Battle
Boss Battle II
Major boss (Countess, Ardual Viperclaw, High Council, Izual, Nihlathak)
Approaching Darkness (Last wilderness areas in acts 1,2 and 3)
The Monastery
Battle with Andariel
The Harem
Arcane Santuary
The Tombs of Tal'Rasha
Battle with Duriel
Durance of Hate
Battle with Mephisto
The River of Flame
Chaos Sanctuary (Also battle with Diablo)
Cleft of Chaos and Castle of Destruction (Lower depths of the worldstone keep)
Battle with the Demon Lords
Battle with Baal
Battle with Samhain
Slightly increased character hp/mp growth.
Repair costs have been reduced.
Shops have been greatly improved offering better equipment in the later acts and offering nightmare and hell equipment in nightmare and hell difficulties, gem's are also sold in the shops, but very costly prices.
This will give gold more of a use them throwing it away gambling all the time.
Item drops for rare, unique and set items has been increased slightly.
Bosses and superuniques now drop better items, most superunique monsters will drop yellow items, bosses will drop unique’s and set items quite commonly for better boss rewards and to compensate for more players.
Inventory size and stash size have been increased by 50%.
Durability of all weapons and armor has been doubled.
Throwing Weapons and Javelins spawn in stacks of 250 and can now have sockets.
Most unique items and set items have had changes made to them.
Many new unique items and rare and magic prefix’s.
All official runewords enabled including the 1.11 runewords as well as numerous new and altered runewords!
Life or mana cannot be drained from any undead
New cube recipes to add sockets to weapons and armor... Via new items based of the demonic jawbone graphics, these items spawn about the same frequency as gems do. These new items are simply called "sockets"
1 single socket + one magic item or non magic item = add's one socket to that item
2 single sockets + one rare item or crafted item = add's one socket to that item
1 dual socket + one magic item or non magic item = add's two socket to that item
2 dual sockets + one rare item or crafted item = add's two sockets to that item
You get the the idea. Here are additional cube recipes below.
3 Single Sockets = Dual Socket
3 Dual Sockets = Triple Socket
3 Triple Socket = Quad Socket
3 Quad Socket = X Socket (Add’s 1 socket to a unqiue or set item)
3 perfect gems will now make a starstone gem (Next level above perfect)
3 star stone will now make a moonstone gem and so forth.
Mithril and Adamant's Glyph's have been added and can be used on weapons and armor.
Mithril Glyph + One magic item = new magic item of the same type with enchantments based on the items level, the higher level the better enchantments can spawn, destroys sockets and gems if there are any.
Adamant Glyph will do the same for rare items and yes 3 Mithril glyphs in your cube will create an Adamant Glyph.
Mithirl and Adamant hammers have been added in and are used in upgrading and crafting recipes
Color dye's have also been added, which will permanently dye any weapon, shield, helmet or armor and these dye's will make quite an intense color shift to whatever you dye... You can create dyes with a gem of any color of the dye you want and a potion of any color of the dye you want placed in your cube together. You cannot re-dye in all cases, sometimes it lets you, sometimes it doesn’t, so it’s best to pick a color your planning on sticking with.
1 chipped ruby + 1 heal potion = red dye
1 skull + 1 antidote potion = black dye
1 chipped emerald + gas potion = green dye.
There are 9 different colors in total.
Crafted items have all been revised and improved upon as well as new crafting sets for Topaz(Elemental), Skulls(Death) and Diamonds(Holy)
Upgraded Mercenaries, Merc's will no longer gain resistances based on level. But can now equip belts, gloves, boots, rings and amulets and also have a larger range of equipment to select from... For example, rogue's can use crossbow class weapons. They also have access to new and improved skills, mostly on the higher difficulty settings.
Level requirements of all equipment is now equal to the equipments level… For example, a Warscythe is a level 36 weapon… Though this will not really be noticed, as by the time you find or buy these items you’ll already be in the proper level. This is mainly to curb hand-me-downs to prevent extremely low level characters for using high level equipment given to them. The level req though really isn’t anything steep though.
Gold loss from the stash in multiplayer games has been removed.
Town Portal has been removed "I know what your thinking, please read the rest". This mainly due to it being easily exploitable on multiplayer games and I also wanted to give players the feel of a more ruthless wilderness/deep dungeon atmosphere, besides that waypoints are often never to far away. Most visits to town are done for repairs, stocking up and selling or dumping equipment... With the increased inventory size and extra durability, visits to town wont be required as often.
And no easy retreats back to town during a boss fight to recover and re-stock on potions.
And a stronger desire to avoid death. Since honestly, death is barely even a slight inconvenience in Diablo II unless your playing hardcore.
We had our doubts about this at first, but it has been working out very well. You'll have to see for yourself, but in our opinion it is certainly an over-rated privilage that makes things a bit too convenient and one we have come not to miss in the slightest.
Town Portal Orbs however, which function much like portal shrines, have been placed at the entrances of all boss dungeons that don’t have waypoints inside of them, and inside some of the longer dungeons themselves.
Numerous additional monster graphics/animations from Baldur's Gate II, Icewind Dale II and Planescape Torment curtosy of Infinitum. The majority of these graphics are used for many of the additional new bosses like the, Hellforge Dragon, Beholder and Chimera to name a small few.
A great deal of extra bosses and superunique monsters have been added, all bearing a type of strategic element having different AI styles and numerous different and even brand new spells/skills, aura's, abilities and counters.
There are now a total of 44 bosses, not including superunique named monsters like Corpsefire, Rakanishu and Bishibosh.
The existing bosses have all been greatly improved with additional spells, abilities and counters of their own and stronger, faster and more terrifying then before.
Example: Nihlathak in act 5 has 2 shadows of himself that look like him (while they have different attacks/spells). When he and his shadows are attacked, they often teleport to keep you somewhat distracted and confused "the shadows are more much more common to teleport when hit then the True Nihlathak" . If the false shadows are also hit, they will usually counter with an Iron Maiden curse and imprisoning you in a Bone Prison. Destroying the true Nihthalak will instantly kill his shadows as well, he himself has numerous new spells and counters of his own.
This is merely one of many different boss fights with it's own feel and theme, all the boss fights have a verity of themes, of course none as terrifying as the Prime Evils "Just wait till you face off against them".
Bosses have special Hitpoint Bar's different from normal enemies and much bigger.
If the bosses are not harmed in anyway or left idle for roughly 20 seconds they will recover and return to full HP, this is to prevent retreating, restocking, dying and resuming where the fight left off...
Now if you are wiped out or forced to retreat, expect the boss to be at full power when you return... To over come bosses you will need tactics and skill as traditional in most action-rpg's, not simply persistence.
New area's have been added such as the Haunted Morgue in Act I, The Collapsed Escape Tunnel under the Harem in Act II, The Arcane Observatory (2nd part to the Sanctuary) and Izual's Isolated Purgatory (A hellish cave beneath the plains of despair)
To name a small few.
Each act will feature a couple new area's which will house new surprises including many new superunique class monsters.
Some area's use expanded tilesets as well. The tower entrance of the Countess's keep for example uses a brand new tileset and the Arcane Observatory uses an expanded tileset with normal arcane sanctuary tilesets, but with some new interesting additions!
PARTY:
As normal, there are numerous possibilities for character templates and party combinations, the bare minimum essential is for your party to have at least one primary tank, one means of long range support and one means of party support… How you wish to achieve that and beyond that will be whatever party your group wants to put together.
Examples:
Barbarian: Best tanking class, Warcries are excellent for party support..
Paladin: Second best tanking class, Aura’s are excellent for party support, Good at dealing with Undead.
CONCLUSION:
That about sums it up. There are other subtle changes and additions I haven't mentioned but you get the theme of it by now.
This is geared toward fresh new multiplayer characters who will fight through the legions of the prime evil's as a close group, somewhat poetic in a D&D fashion, of course only great dangers would keep you from wandering off from the group, I’m sure there are some brave enough, or foolish? Who would scout ahead or split up.
This is also very oriented toward climactic boss battles and there are many of them!
This will appeal to both veteran and newer players, many surprises await.
ADDITIONAL HINTS:
1.) Save resistance items for when you go up against bosses who focus more in specific elementals. Example, if you have low poison resistance against a poison oriented boss, you can expect to feel the consequences.
2.) Solo treasure hunting can help if your getting the shaft for items or if your group has a poor treasure splitting system.
3.) Stay with your group as often as you can.
4.) Many of the challenges and bosses you’ll go up against will require a certain level of strategy, don’t be discouraged if your group is walloped by a situation the first time, pay attention to the situation and find out how to better tackle it.