Early Game Checklist: Difference between revisions

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Getting lead slugs is the easy part. The village merchant will always sell about 30-60 of them. Be sure to conserve them for enemies with high AV that you couldn't kill otherwise, because it will be hard to get more. The early game is the only time where finding ammunition is difficult. Once your character is able to take on turrets safely or reaches Grit Gate, ammo will be a nonissue.
Getting lead slugs is the easy part. The village merchant will always sell about 30-60 of them. Be sure to conserve them for enemies with high AV that you couldn't kill otherwise, because it will be hard to get more. The early game is the only time where finding ammunition is difficult. Once your character is able to take on turrets safely or reaches Grit Gate, ammo will be a nonissue.


Some castes/callings start with missile weapons already, making this a non issue. These starts are the Warden, Gunslinger, and Praetorian. If you didn't start as one of these, you can sneak into the desert and take one off of a Issachari rifle. You'll know when the Issachari has a red rifle in their sprite. They only have 4 or so bullets, so stay far away to cause them to miss ([[Spry]] and [[Acrobatics]] help here) and melee them once they run out. The desert rifle is a very powerful gun and can hold 6 shots before requiring a reload. Another strategy to kill one is to attack one and bait them to the edge of a screen. Wait on the other screen until they follow you through. Projectiles are unable to travel if the attacker is offscreen. If you wait near the edge the rifler will appear in melee range without being able to fire a single shot! (thanks Darkflagrance)
Some castes/callings start with missile weapons already, making this a non issue. These starts are the Warden, Gunslinger, and Praetorian. If you didn't start as one of these, you can sneak into the desert and take one off of a Issachari rifle. You'll know when the Issachari has a red rifle in their sprite. They only have 4 or so bullets, so stay far away to cause them to miss ([[Spry]] and [[Acrobatics]] help here) and melee them once they run out. The desert rifle is a very powerful gun and can hold 6 shots before requiring a reload.  
 
Another strategy to kill one is to attack one and bait them to the edge of a screen. Wait on the other screen until they follow you through. Projectiles are unable to travel if the attacker is offscreen. If you wait near the edge the rifler will appear in melee range without being able to fire a single shot! (thanks Darkflagrance)
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==Healing Items==
==Healing Items==
Characters only start out at about 14-20 HP, and enemies can dish out much more than that, especially over extended periods of combat without time to heal in between. This is where Joppa starts and Saltmarsh starts shine again. Both of these starts teach [[Harvestry]], which allows you to harvest [[Witchwood bark]] from bright red [[witchwood tree]]s. Witchwood bark heals you to full right now, but will cause confusion if your character has low Willpower
Characters only start out at about 14-20 HP, and enemies can dish out much more than that, especially over extended periods of combat without time to heal in between. This is where Joppa starts and Saltmarsh starts shine again. Both of these starts teach [[Harvestry]], which allows you to harvest [[Witchwood bark]] from bright red [[witchwood tree]]s. Witchwood bark heals you to full right now, but will cause confusion if your character has low Willpower. Confusion is manageable if you memorize the map before hand and where the stairs are. Eat a bark and run back upstairs and wait until the confusion wears off.
 
If you don't have harvestry, making your way to the [[Six Day Stilt]] has [[apothecary|apothecaries]] that sell them extremely cheaply. If you have the ego, salve injectors are sold there too.


==Light Sources==
==Light Sources==
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| style = "border:1px solid #155352;padding:0.5em 1em;" | I do worship a highly entropic being, but leaving it up to random chance seems not ideal.
| style = "border:1px solid #155352;padding:0.5em 1em;" | I do worship a highly entropic being, but leaving it up to random chance seems not ideal for everyone else.
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Right, which is why finding a good light source is recommended but not required. Torches will keep you safe temporarily, as long as you travel mostly during the day, and you won't be running out so there's no need to buy more. They can also be thrown to set enemies on fire for some bonus damage over time!  
Right, which is why finding a good light source is recommended but not required. Torches will keep you safe temporarily, as long as you travel mostly during the day, and you won't be running out so there's no need to buy more. They can also be thrown to set enemies on fire for some bonus damage over time!  
Special mentions go to the symbiotic firefly and the electrobow that characters can randomly spawn in with. Both have the same light radius as the torch, but are in a slot other than the hand, freeing up a space. They are also really good items (symbiotic firefly gives +400 insect rep, electrobow is a highly accurate low power missile weapon)


==Escape Strategy==
==Escape Strategy==
By default, your escape strategy is sprinting and running away until you can escape to the world map. This is often not helpful in certain cases like when you are surrounded, or are up against a creature with high movespeed.
By default, your escape strategy is sprinting and running away until you can escape to the world map. This is often not helpful in certain cases like when you are surrounded, or are up against a creature with high movespeed. This will be the most common escape tactic when True Kin due to not having any mutations like [[Teleportation]].
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| style = "border:1px solid #155352;padding:0.5em 1em;" | What do I run away from? How do I pick my fights?
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As a general rule of thumb, <code>L</code>ook at any new creature and check their [[difficulty]] level. If it's "average" it will be tough one on one. More than one is probably not survivable unless you know what you're doing. Anything hostile that's "very tough" or "impossible" means you should run away immediately.
 
Legendary creatures which are purple in color are also much tougher than their normal counterparts. Seeing one at an early level is also cause for running away, and they are also surrounded with a posse so you have a number disadvantage as well. Leave them alone for now.