Alpha:Strategy

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===First Strike Finisher===
===First Strike Finisher===
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.
 +
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.
-
===Fireball Softener===
+
=== Fireball Softener ===
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.
-
===Level-up Steamroll===
+
=== Level-up Steamroll ===
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.
 +
It is possible to level up more than once during a single fight. This usually requires the player utilizing the "Experience Catapult" strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.
-
===Battle of Attrition===
+
=== Battle of Attrition ===
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing.
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing.
 +
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy.
-
===Slow Poison===
+
=== Slow Poison ===
-
Casting poison on a single enemy and then alternating between attacking it and exploring allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.
+
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.
-
* This technique relies on either of two abilities. You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits. Else you can use the CYDSTEPP glyph and it does not matter how hard the enemy hits.
+
* This technique relies on either of two abilities. You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.
 +
==== Death of a Dozen Flames ====
 +
# Cast BURNDAYRAZ.
 +
# Cast APHEELSIK.
 +
# Explore until you have enough mana to cast both again.
 +
# Repeat as needed.
 +
 
 +
==== Persistent Martyr ====
 +
# Cast CYDSTEPP.
 +
# Explore until you have enough mana to cast APHEELSIK.
 +
# Attack monster until CYDSTEPP protects you from a fatal blow.
 +
# Cast APHEELSIK.
 +
# Explore until you have enough mana to cast CYDSTEPP.
 +
# Repeat as needed.
 +
 
 +
=== Double Deadly Blow ===
 +
Used mainly on high level monsters that are barely killable. First Strike encouraged.
 +
# Cast CYDSTEPP.
 +
# Explore until you have enough mana to cast another CYDSTEPP.
 +
# Attack monster until CYDSTEPP protects you from a fatal blow.
 +
# Cast the second CYDSTEPP and attack again.
 +
# Finish with First Strike.
 +
 
 +
=== Experience Catapult ===
 +
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.
 +
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.
 +
* A level 2 hero killing the same level 9 monster gets "only" 65 experience, and will wind up at level 5.
 +
 
 +
=== Single-Use Glyphs ===
 +
If you know early on in the game that you will be worshipping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.
 +
 
 +
=== Gold-Farming ===
 +
Gold "rollsover" between plays, and you can carry a maximum of 70 gold. It's very helpful to play a few runs with a Thief (33% more items on screen) and "gold farm" that 70 gold. Then, on your next playthrough, you can afford any items you may come across (whether it be potions, or the +5 damage sword.)

Latest revision as of 09:17, 22 April 2012

Contents

First Strike Finisher

First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.

  • Keep in mind that you still take a retaliation hit if the monster has first strike as well.

Fireball Softener

Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.

Level-up Steamroll

With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength. It is possible to level up more than once during a single fight. This usually requires the player utilizing the "Experience Catapult" strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.

Battle of Attrition

If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing.

  • Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy.

Slow Poison

Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.

  • This technique relies on either of two abilities. You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.

Death of a Dozen Flames

  1. Cast BURNDAYRAZ.
  2. Cast APHEELSIK.
  3. Explore until you have enough mana to cast both again.
  4. Repeat as needed.

Persistent Martyr

  1. Cast CYDSTEPP.
  2. Explore until you have enough mana to cast APHEELSIK.
  3. Attack monster until CYDSTEPP protects you from a fatal blow.
  4. Cast APHEELSIK.
  5. Explore until you have enough mana to cast CYDSTEPP.
  6. Repeat as needed.

Double Deadly Blow

Used mainly on high level monsters that are barely killable. First Strike encouraged.

  1. Cast CYDSTEPP.
  2. Explore until you have enough mana to cast another CYDSTEPP.
  3. Attack monster until CYDSTEPP protects you from a fatal blow.
  4. Cast the second CYDSTEPP and attack again.
  5. Finish with First Strike.

Experience Catapult

Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.

  • For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.
  • A level 2 hero killing the same level 9 monster gets "only" 65 experience, and will wind up at level 5.

Single-Use Glyphs

If you know early on in the game that you will be worshipping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will not anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (especially CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.

Gold-Farming

Gold "rollsover" between plays, and you can carry a maximum of 70 gold. It's very helpful to play a few runs with a Thief (33% more items on screen) and "gold farm" that 70 gold. Then, on your next playthrough, you can afford any items you may come across (whether it be potions, or the +5 damage sword.)

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