Difference between revisions of "Half-Dragon"
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− | ;DRAGON TAIL: Start with 20% | + | ;[[File:DRAGON BREATH.png]] DRAGON BREATH: Normal attacks count as {{t|Magical attack}}s |
− | + | ;[[File:DRAGON TAIL.png]] DRAGON TAIL: Start with 20% {{t|Knockback}} damage | |
− | ;DRAGON STATURE: | + | ;[[File:DRAGON STATURE.png]] DRAGON STATURE: Doubled sight range and starting health |
− | |Conversion=20% Knockback damage per 100 Conversion Points | + | |Conversion=20% {{t|Knockback}} damage per 100 Conversion Points |
|Unlock= | |Unlock= | ||
Complete [[Dragon Isle]] with 3 [[Class]]es | Complete [[Dragon Isle]] with 3 [[Class]]es |
Revision as of 13:16, 9 March 2016
Half-Dragon | |
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Monster Class | |
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Class traits | |
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Conversion | |
20% ![]() | |
Unlocking | |
Complete Dragon Isle with 3 Classes |
This article is in need of content, please consider adding to it. |
Strategy
Half-Dragons specialize in knockback damage so it's important to position both you and your enemy in order to make the most out of it. Their magical attack allows them to easily bypass the defenses of monsters such as the Goo Blob, but at the same time makes enemies with magic resistance such as the
Golem more challenging. Knockback damage is still physical, and a half-dragon will need to balance his main attack and secondary knockback to deal with mixed threats. Dragon Stature gives half-dragons 10 extra health at the start, making level 1 catapults easier. The extra sight lets you see what you're about to knock your enemies into, avoiding blind attacks.
Since much of the half-dragon's damage will be coming from knockback, glyphs used to aid positioning are very useful for them. WEYTWUT and
ENDISWAL, and in some cases
WONAFYT, can move the enemy or yourself to get in position for a knockback. Other than those, there aren't any particular glyphs half-dragons require to be successful.
PISORF can be somewhat useful as a glyph, but since the half-dragon gets free knockback on attack he often has better things to spend his mana on.
As for Gods, the half-dragon has great synergy with Binlor Ironshield since you'll be breaking a lot of walls. Stone Form and Stone Fist gives half-dragon serious boost to his damage output, plus some magic resistance. Stone Skin can be used for extra physical resistance as needed, but Stone Heart should be avoided; you need to conserve walls for knockback damage. There is no deity that is useless to the half-dragon, and he can work well with any of them.
The Half-dragon's knockback effect means that he greatly enjoys any source of base attack damage, and his focus on melee combat means that boosts to attack bonus aren't wasted either.
Interaction with plants
Due to the normal attacks dealing magical damage it presents some interesting interaction with magic immune plants, namely being able to push plants around without killing them. It used to allow you to launch them onto enemies as well a more advanced strategy involving joining Tikki Tooki and having dodge boon letting you infinetely spam piety easily if you knock the magic immune plant into something indesctructible. Now, magic immune plant is killed after two hits.
Alpha Verison Trivia
Unlike the alpha half-dragon, the full version allows them to use BURNDAYRAZ without any penalty. This means they are not totally dependent on the
HALPMEH glyph for a decent spellcasting option as they were in the alpha, although that glyph is still very useful for them.