Several of the dungeons have subtleties that I didn't pick up on at first, although these have little to do with terrain. The Arena, for example, prevents monsters from mass-summoning. Anti-melee and anti-magic caves have pretty obvious mechanics. The glass castle and its transparent walls can also make for some interesting close-calls from breathers. ("A wall is crashed. (x99) *** LOW HITPOINT WARNING***")
Not sure where you're "grinding" right now, but the midgame can certainly feel awful esp. for builds with a high XP penalty.
Not sure where you're "grinding" right now, but the midgame can certainly feel awful esp. for builds with a high XP penalty.
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