Tips for new guys that aren't mentioned:
-First and foremost, there is never a reason to come back home other than a feather other than being incompetent, learning the ropes, feeling lewd, or just being too ballsy. The only exception is a stun-lock kill from a rare mob. Otherwise, you should never have problems with coming back in one piece. You want that because it gives you extra levels, which in turn benefit everything as a whole
- Mob traps (The ones that spawn and drain you of HP and level) are strictly based on the highest floor you've gone into. In other words, you could get a floor 70 mob draining you on the first floor. I recommend avoiding higher floors until your base stats without weaponry are at least at 200. This can be improved by unlocking rare boxes, so go all-out with the lockpick girl. Remember that spamming Z will free you from a mob trap, but the higher level the enemy is compared to you, the harder it is to escape.
- There are multiple events in between floors. These are specifically designated by the person who shows up. The healer heals, the one-eyed merc gives you either mass gold or equip, and so on for each character. This strictly depends on luck. In fact, you play rock paper scissors with a guy for items. If you lose, he takes some HP and SP.
- If you haven't seen an NPC but looks like they're female (anyone without a mustache, usually) I recommend avoiding them unless it's your first time talking to them. After that, only approach if you're willing and able for a fight. They sometimes just jump you with no consent whatsoever, albeit rare, which can have you lose your levelling progress up to that point.
-The items you pick up like herbs, stones, etc are used in crafting. This is done in the research building, with the males on the bottom left of that building. The top ones are funded by the scientist. The bottom ones are funded by the catgirl. Levelling the scientist offers more equipment from the top guys, "Donating" to the cat offers more from the bottom guys.
- Certain enemies have extreme amounts of AGI, which can render you incapable of escaping. Examples include some of the rare mobs, and a few succubi.
- Watch the enemy. If you notice a white flash, or she's not dealing damage, she's probably saving up for an ult. This can be countered by tackling her (15 SP skill that's below the healing spells, once you unlock it) or by defending it out, which significantly decreases damage dealt.
- Some enemies have stun-lock capabilities. To be safe, always have your HP above %60. It also helps to invest your first turn into the defensive skill, which heals a little and adds the defense buff.
- Attack is better than defense when it comes between those two in a small-scale fight. Bosses and rarities require the defense ability instead.
- If you're blatantly curious what an enemies special moves are, stock up on HP, put on defense buff and select the second skull option. If there's a multiple choice, there's two routes. Usually her first option is an ultimate (has a cut-in with her face then usually results in either a three-hitter blowjob, titjob, etc.) the second option is usually just a stun-lock or a normal-damage 3-hitter.
-Succubi are never worth their fight. Avoid them at all cost. Stick to normal enemies so that you don't regress your levels. While it might not look like a big change at first, it can get you to level 70 and on before floor 30 if done right, making the entire run from there on a breeze-- should you stock up on enough food.
-Bosses are a breeze if you're high level. Mob traps can be survived, if not avoided altogether.
-There are three equips that raise your XP. The first two are gold orbs that you can craft in the science lab. The cheaper one doubles XP at face value, while the more expensive one gives you it at a more "compound interest" sort of way, meanwhile giving enemies the first strike more often. The other equip is a white orb. I can't tell how the stack, if they do.
- There's ways to equip two reds instead of blues. I recommend two excaliburs, which give you rare mob spawns more often, meanwhile giving you the best stats the game has to offer, as far as I've seen. At all costs, avoid the sheep until you've cleared the game and have at least 90 levels, because it is an absolute monster to take down. -Winning or losing to an enemy unlocks their full animations in the recall room, with the exception of NPC and NPC townfolk. Those are unlocked just by getting the minimum required stats to see them, even if you haven't already done so.
- Despite what others may suggest, I highly suggest you invest in the chef more than others. While others have their perks, you can't get very far in the dungeon with only 1000 reason lunches. the 2000 and 5000 lunches can make you character start much earlier, meaning you have much more stats when you get into higher floors, meaning you can increase your levels even faster.
-Boss room NPC's either give gifts or are insta-kills. savescum,
-Boss room black circles are "achievements." Once you beat the requirement, you'll get a pink card on the top right of your screen. When the black circle "opens", it's red. It's an instant GoR with absolutely no purpose, since you can just view them in your recall room with no price rather than wasting your efforts in vain in a dungeon.
-Starting from the bottom is best, especially when you stack lunches. What I mean is leaving a high-value lunch overnight then eating it the next day. You can also give gift boxes to the innkeeper maid and she'll give you chocolates that increase either HP and SP, or reason. Extremely useful stuff, especially since they can be bought late game. The exception being skipping past the third boss.
-Use the grey book on boss floors. Also, it usually makes mobs spawn on floors you've cleared most of, so spamming it for levels is a good way to progress.
-The tiny bell thing is used to call in NPCs. This is best used just as you enter a floor, since they can block pesky mobs with their bodies in tight spaces.
-You can warp through 1 tile areas with S. This includes walls, barrels, etc. It's difficult to warp over enemies without being attacked, but I've managed it on rare occasions.
-There are quite a few types of potions. Blue, Pink, Blue, Green is the usual order. The first blue is usually HP and buff. The pinks are SP. The second blue is HP. The first slots of greens are your combo potions that heal a percentage of HP And SP. The final greens are divided into two. The first is a combat buff, the second is a permanent stat upgrade. You can tell when it's a stat upgrade by seeing 1 in the definition, which is usually short. I've only seen 1's, not 2's and so on. They can be farmed in boxes from the lockpick, but remember that her consecutive success rates mean you're more likely to get OP items.
- If I'm right, which I'm unsure, the medal merchant's items don't stack independently. That means you only need one of each improvement item, not more than one. Those are the first selections. When you notice the numbers get higher, I believe those were equipments. When they drop at the bottom of the list, it's items.
-Tentacle items, which look like flowers, are used to restrain and slightly "damage" enemies. Extremely useful stuff when dealing with bosses, as they negate their ult charges, and often give you at least two turns to recollect yourself. Use it to test the enemy's weaknesses and apply buffs/debuffs. Expensive stuff, but worth their weight
-Don't pick the weapon that gives you two or more attacks. It's usually garbage unless you have equipment that raises your crit rate.
Hope this helps.