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Thanks for playing! Both of those are fragile early on. They have 24 HP to the Death Knight's 30, and both are weak in melee. 

Some tips:

Everyone
- Travel and fight at night. By day, out in the wilds, your blows do 25% less damage and the monsters are tougher.
- Rest between fights. Hold SPACE to wait. You get back 1 HP every 8 turns, and the Necromancer gets 1 MP every 4.
- Use your potions (P). One heals half your max HP plus 8. The inn in your starting town gives a full heal for 10 gold, and potions there cost 15.
- Stay close to your starting town for a while. The first level-up comes quickly, and every level-up fully heals you. Danger goes up the closer you get to the Sanctums. 
- Dying isn't the end, unless you turned on perma-death. You lose half your gold and wake up in the last monster town you visited.

Necromancer

- Don't melee. You have no strength bonus, so the staff barely scratches anything.
- Bolt from a distance: hold FIRE and push toward the foe. It costs 2 MP, and you can usually get two or three off before it reaches you.
- Cast WARD before it closes in: FIRE alone, then DOWN. It costs 3 MP and gives +4 defence for 30 turns.
- Heal when you drop below half: FIRE alone, then RIGHT, for 4 MP. Then rest to get your MP back before you go looking for the next fight.

Shade

- Shoot first: FIRE plus a direction fires the bow. You start with 40 arrows, and 10 more cost 8 gold.
- Sneak attack: a dagger hit on a foe that hasn't noticed you does double damage. "Out of the dark you strike!" Arrows never get this bonus, so creep up at night and stab first.
- When something big is coming at you, shoot it as it walks in, then finish it with the dagger.

Good luck in the dark!

Thanks. Will try it this weekend, when I got some spare time to play again Blightmoor. Have a good day.