2013-02-06

Experience is not gained through combat alone. Some misinformation, a total lack of links... Someone help reorganize this...

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Revision as of 03:52, February 6, 2013

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== Survival ==

== Survival ==

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*As a basic survival method, simply don't engage any enemy you can't defeat. Experience is not gained through combat alone, and a [[farmer]] or [[pianist]] will be better-served staying in town as much as possible.  Use teleportation skills, spells, or items to run from enemies you can't face.

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*The overall goal is to just gain skills by getting platinum through quests until you can buy all the skills you need to become powerful in the long run.  Early on, you just need to be powerful enough to complete basic quests that get you more platinum (and pets can help with that).  Focus on skills that help you get more platinum to be able to afford the other skills you'll need for your long-term goals.

*If you find adventuring too difficult by yourself (and possibly your starting pet from [[Vernis]]), go to [[Derphy]] and buy "slaves". You can have two party members, plus one more for every 5 [[Charisma]] you have over 10. Yerles Machine Infantry are an ideal choice, being ranged attackers with the firearms skill, and are even available at level 1. Juere Infantry are relatively strong level 7 melee pets that become available at level 4.

*If you find adventuring too difficult by yourself (and possibly your starting pet from [[Vernis]]), go to [[Derphy]] and buy "slaves". You can have two party members, plus one more for every 5 [[Charisma]] you have over 10. Yerles Machine Infantry are an ideal choice, being ranged attackers with the firearms skill, and are even available at level 1. Juere Infantry are relatively strong level 7 melee pets that become available at level 4.

*If your pets and allies fall in combat, bartenders in town can bring them back to life for a price.

*If your pets and allies fall in combat, bartenders in town can bring them back to life for a price.

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*Always keep a staff or scrolls of teleportation on you. If you run into bandits, you can teleport yourself (hopefully somewhere close to the edge of the screen) and escape before you or your pets take any significant damage.

*Always keep a staff or scrolls of teleportation on you. If you run into bandits, you can teleport yourself (hopefully somewhere close to the edge of the screen) and escape before you or your pets take any significant damage.



== Slaying==

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== Defeating Enemies==



Monster slaying is the second most important part of Elona. Being able to stand up to a putit and kill it enables you to level up and increase your attributes and skills. As of ElonaPlus 1.14, the following are important factors to consider for monster slaying. Damage is determined by type of attack, equipped weapon, attributes, and skills.

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Ultimately, being able to survive is not enough, and to advance the game, you must be capable of defeating threats that stand in your way. Several combat skills require training through use to be of much effect, and training adds to your attributes, as well.  Remember, however, that combat skills are trained ''per swing'', not per kill. Punching a golem ineffectually for hours trains your skills more than slaying hundreds of high-level monsters in one hit. As of ElonaPlus 1.14, the following are important factors to consider for monster slaying. Damage is determined by type of attack, equipped weapon, attributes, and skills.



*The most important part of monster slaying is hitting the monster. Depending on the weapon you use, your attributes will affect the hit rate. Strength effects Long Sword, Axe, Martial Arts, and Scythe. Constitution effects Blunt, Polearm, and Stave. Dexterity effects Short Sword, Bow, Crossbow, and Throwing. Perception effects Firearm. Wearing armor will decrease your hit rate. That is, when just starting the game it is better to fight naked. To increase hit rate while wearing armor, improve the skills and respective attributes, Heavy Armor (CON), Medium Armor (CON), or Light Armor (DEX). Speed is also important to increase the number of your attacks before the monster can react. A supplement to improving hit rate are Neck equips and Arm equips (read the item info).

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*[[Speed]] is the most universally crucial [[attribute]]. It doesn't matter what you are doing in combat, doing it faster is doing it better. Some enemies like [[bells]] can run away, regenerate any wounds, and attack multiple times in the single turn you move towards them. A fast character has a massive advantage in battle.

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*For physical combatants, no matter how much damage you deal, it doesn't matter if you can't hit the target. Depending on the weapon you use, your attributes will affect the hit rate. [[Strength]] effects [[Long Sword]], [[Axe]], [[Martial Arts]], and [[Scythe]]. [[Constitution]] effects [[Blunt]], [[Polearm]], and [[Stave]]. [[Dexterity]] effects [[Short Sword]], [[Bow]], [[Crossbow]], and [[Throwing]]. [[Perception]] effects [[Firearm]]. Wearing [[armors]] will decrease your hit rate. That is, when just starting the game it is better to fight lightly armored. To increase hit rate while wearing armor, improve the skills and respective attributes, [[Heavy Armor]] (CON), [[Medium Armor]] (CON), or [[Light Armor]] (DEX).

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*[[Armors]] like some neck and arm equipment can also improve hit rate.

*The second part is damaging the monster.

*The second part is damaging the monster.

**Strength adds to the base damage to Long Sword, Axe, Martial Arts, and Scythe weapons. Constitution adds to the base damage of Blunt, Polearm, and Stave weapons. Weapon Proficiency (skill) adds to the damage multiplier and hit rate. Tactics (skill) applies to all melee attacks, Two Hand (skill) only applies to weapons heavy enough to be wield with two hands (i.e. no equipment in second hand slot). Damage, dependent on weapon type, is calculated as follows:  (Base Damage + Weapon Damage + Equipment Damage) * Skill Multiplier

**Strength adds to the base damage to Long Sword, Axe, Martial Arts, and Scythe weapons. Constitution adds to the base damage of Blunt, Polearm, and Stave weapons. Weapon Proficiency (skill) adds to the damage multiplier and hit rate. Tactics (skill) applies to all melee attacks, Two Hand (skill) only applies to weapons heavy enough to be wield with two hands (i.e. no equipment in second hand slot). Damage, dependent on weapon type, is calculated as follows:  (Base Damage + Weapon Damage + Equipment Damage) * Skill Multiplier

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