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                               Contents
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1. Introduction
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2. Classes
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3. Perks
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4. Tips
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                           1. Introduction
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One-Way Heroics is a JRPG-styled Roguelike by ShadowWOLF.
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One-Way Heroics is a JRPG-styled Roguelike by ShadowWOLF. 
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Instead of a food clock, you must constantly retreat from
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Instead of a food clock, you must constantly retreat from encroaching darkness (hence, one-way). Worlds are randomly generated from a seed phrase, and can be reattempted by different characters.
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encroaching darkness (hence, one-way). Worlds are randomly generated
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from a seed phrase, and can be reattempted by different characters.
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The game has online functionality, letting you see how other players in your world are doing.
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The game has online functionality, letting you see how other players
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in your world are doing.
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                              2. Classes
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Swordmaster: Has a 2x combo rate and can go Berserk for temporary damage and regen, with an exhaustion effect afterwards. Starts with Bash, but learns a skill to hit all enemies around them at level 10.
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It's an easy class to play, since it's strong in combat from the beginning.
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Swordmaster: Has a 2x Combo-hit rate, and a Berserk skill that offers
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large health regen and damage increases, debuffing you with a slow and 1/3 max HP afterwards.
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Great Wall cuts physical damage to 1/3 and heals you, at the cost of Stamina. Starts with Bash.
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Starts with Bash, learns an attack that hits all enemies around you later on.
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Probably the best class in the early game due to equipment, while Great Wall will let you fight almost anything head-on.
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Hunter: Longer bow range, senses monsters; onscreen monsters have visible HP totals.
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Great Wall cuts physical damage to 1/3 and heals you, at the cost of Stamina.
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Starts with Bash.
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A great class once you get rolling, since Dash lets you outspeed almost any threat and seeing life totals gives you a good idea what unique monsters are worth avoiding.
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Pirate: Starts with a great weapon, minor lockpicking ability, and great swimming ability.
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Water tiles will only take one turn to cross, but you'll still lose a tiny amount of stamina. Starts with Bash.
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Dark Brotherhood access is free; other classes need to get a (rare) invitation if they want to get all of the benefits of these shops.
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Pirate: Starts with a great weapon, Swimming 4, and lockpicking 1.
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The benefits are minor, but really helpful when you can use them. Early on, you're mostly carried by your axe.
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Has free entry to the Dark Brotherhood; other classes need an invitation item to access DB shops.
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Water tiles will only take 1 turn to cross, but you'll still lose a tiny amount of stamina.
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Starts with Bash.
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Has Dash, Lockpicking, and a Jump skill that can hop over a tile, ignoring enemies and terrain (except walls).
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Doesn't have any combat skills, but as long as you have stamina, you can avoid most threats.
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Force User: Can learn magic at any point by expending levels. Spells are also stronger.
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Doesn't have any combat skills. 
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You can meditate, which is required to cast spells. Certain items can decrease required charging time, but you can always overcharge for more damage.
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As long as you manage your energy well early on, you'll be very strong.
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Force User: Can learn magic at the beginning of the game; magic skills do more.
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Spells need turns to charge with Meditate, but ignore armor and inflict large damage.
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Certain items can decrease required charging time, but you can always overcharge for more damage.
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Sensing NPCs is very helpful, and being charismatic has lots of interesting benefits. With enough Charisma you'll have a full party right out of the gate, making bards relatively powerful.
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Hero: Immense battle ability through increased crit rate, combo rate, and shield blocking ability. However, hits from any direction but the front do highly amplified damage to you.
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Starts with Bash, and at level 3 learns an ability that makes you permanently unable to wear armor, in exchange
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Hero: Immense battle ability through increased crit rate, combo rate, and shield blocking ability.
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for powerful stat buffs. It's powerful all game, as long as you manage your positioning well.
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However, hits from any direction but the front do highly amplified damage to you.
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Starts with Bash, learns an ability that makes you permanently unable to wear armor, in exchange
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for powerful stat buffs. Powerful in the early game, but risky later on. 
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                               3. Perks
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Additional perks can be bought with Hero Points between games.
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You can apply 3 per character, increasing to 5 as you play.
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Str+/Agi+/Vit+/Int+/Wil+/Cha+: Stat increasing perks.
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Swim Coach: Gives a level of Swimming. At 4 Swimming, you can cross water in one turn.
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Cliffhanger: Gives a level of Mountain Climbing. At 5 Mountain climbing, you can cross mountains in one turn.
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Survivor: +30 HP per perk. One of the most cost-effective perks.
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Master of Unlocking: Gives a level of Lockpicking. You learn the skill if you don't start with it.
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Pro-Wrestler: Fighting unarmed gives you +30% combo rate and 5% crit rate per perk. Stacked, unarmed attacks become quite useful.
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Pack-Horse: +30% weight limit per perk. One of the most cost-effective perks, stacking multiplicatively with any other weight increases, such as through raising strength.
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Piggy Bank: +2500 Silver per perk.
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Item Appraiser: +30% identify rate. To get full identification, you need 200%, but you can identify item types with less.
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Pro-Wrestler: Fighting unarmed gives you +30% combo rate and 5% crit rate per perk. Stacked, unarmed attacks will outdamage most weapons against most enemy types.
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Masterful Stroke: 10% crit chance per perk. You get a lot of crit through levels and some item qualities, though.
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Loyal Pet: Start with a weak ally. It's weaker than any other ally in the game, but it's better than nothing, and will get stronger with levels.
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                               4. Tips
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Loyal Pet: Start with a weak ally. It's still weak with 5 points in it, so just take it once, if you want it.
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Character Creation:
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Agility+ tends to be the most useful status perk, but overall, they aren't very good. If you're playing in Maniac, stacking agility loses most of its benefits.
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Survivor and Pack-Horse are some of the best-scaling perks. Pro-Wrestler, when stacked, gives you a no-weight option for fighting unarmored enemies, which most are.
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If you start a game with 4 or more charisma, the Charisma Judge NPC will join you when talked to. The Bard class can start with a full party with proper perk selection.
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If your lockpicking skill is high enough, there's no door or chest you can't open.
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Survivor and Pro-Wrestler are some of the best early-game perks. Pro-Wrestler, when stacked, outdamages most weapons. However, you still need a weapon for armored enemies.
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If you start a game with 4 or more charisma, the Charisma Judge NPC will join you when talked to. The Bard class can start with 2 allies with a point in charisma and a pet, leaving room for three more.
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Awakening:
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You get five uses of this a game. When you use Awakening, you inflict significantly more damage for three turns, and nobody else can act. It's the ultimate life-saving tool.
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It's worth noting that under Awakening you can cross any type of terrain in one turn, though you still suffer stamina penalties.
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Ghosts:
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If you're playing in a world with other people and they die, their ghosts can appear in your playthrough. They have a lot of health, and when talked to, give EXP and an item from their inventory upon death. Pay close attention to unidentified weapons and armor you get from a ghost -- it might be very strong.
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	- you can't use your vault or goddess altars (you shouldn't be using them anyway, pussy)
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	- the demon lord is significantly more powerful and seems to scale with game progress
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	- all enemies have the exact same speed as you, except Fast elites, which have 2x speed every turn.
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There are four difficulty levels, though the latter two have to be unlocked by beating the game.
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In Maniac Mode, the Demon Lord has the same speed as you and always appears in front of you, so if you can't escape vertically, some combat is guaranteed. Save any Tentacle Weeds or Buddy Tablets you come across, as these always work and give you some room to escape without using Awakening charges.
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Maniac Mode can be applied to any difficulty, and changes some gameplay mechanics.
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 - you gain 30% more score at the end of the game
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 - you can't use your vault or goddess altars (you shouldn't be using them anyway, pussy)
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That said, if you come across a goddess altar, invest your levels in Strength or Will. Armored enemies need high base damage to kill quickly, and the other stats have diminishing returns in the late game.
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 - the demon lord is significantly more powerful
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 - most enemies have the exact same speed as you, but certain types always act twice to one of your actions without speed modifiers.
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In Maniac Mode, the Demon Lord has the same speed as you and always appears in front of you, so if you can't escape vertically, some combat is guaranteed. Save any Tentacle Weeds, Scrolls of Confusion, or Buddy Tablets you come across, as these always work and give you some room to escape without using Awakening charges.
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In Normal Mode or higher, the Demon Lord appears at random intervals. He leaves after three hours of in-game time. Damage dealt to him remains on subsequent arrivals, as does the number of barriers broken, but he seems to recover these eventually.
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There are two methods to clear the game. The second one requires a Holy Weapon.
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That said, if you come across a goddess altar, invest your levels in Agility or a damage stat for your class. Being able to kite enemies is the safest way to avoid damage, but if you already can, more damage never hurts.
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Elf Villages are a town type surrounded by mountains. Inside lies a full heal, and a shop that has a guaranteed rare variant of some of the normal weapon types. If you don't have any mountain climbing skill, you might need a Teleport Pill to escape in time. 
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In Normal Mode or higher, the Demon Lord appears at random intervals. He leaves after three hours of in-game time. Damage dealt to him remains on subsequent arrivals, as does the number of barriers broken.
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If the Demon Lord is engulfed by the Darkness, he'll recover all of his lost health. Try to avoid this, if you can do so without dying.
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	-The most valuable enchantments for weapons increase damage. Quality, Slayer and Mythical are ideal.
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	-The most valuable armor enchantments are Absorbing (damage taken reduced by 50/25%)  and Legendary (+armor/evasion)
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There are three methods to clear the game. The second one requires a Holy Weapon, and the third requires a bit of patience.
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	-Decay reduction caps at -90%.
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Elf Villages:
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Elf Villages are a town type surrounded by mountains. Inside lies a full heal and a shop that has a guaranteed Stark Needle, a strong and light weapon type. If you don't have any mountain climbing skill, you might need a Teleport Pill or an Awakening charge to escape in time. 
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Swords have generally high base stats. Spears have more range, but low durability. Axes are heavy, but have high item destructiveness. Bows have high range, but cannot combo hit.
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Equipment can have up to 10 added abilities on them. The first ability added to an item adds a prefix to it, doubling the ability's effect.
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	-Mythical, Slayer, Sturdy and Quality enchantments tend to be the most useful.
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Most enemies don't have any armor, but many of the stronger types do. Dragon Warriors can wear shields, while Skeleton types and Golems have naturally high armor. Armor applies to every attack in a combo hit, so in many cases, it's better to just Bash them instead of normally attacking. On higher difficulties, these can inflict upwards of 200 damage before armor, so be wary. Keep an axe or a heavily enchanted weapon for them.
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        -The most valuable armor enchantments are Legendary (+armor/evasion) and Absorbing (reduces damage taken by a percentage.)
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	-Decay reduction seems to cap at -90%?
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	-Scrolls of Sword Saint almost always give a crit rate enchantment.
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	-Item Destructiveness seems to work on skeletons and golems just as well as it does on walls and chests?
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Keep your starting weapon, it's the only guaranteed high durability weapon you'll get. Use Quality Whetstones and Scrolls of Swordplay on it, or the first decent high durability weapon you come across.
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Swords have generally high base stats. Spears have more range, but lower durability. Axes are heavy and inaccurate, but have high item destructiveness. Bows have high range, but cannot combo hit.
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Armored Enemies:
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Most enemies don't have any armor, but the ones that do can be threatening. Dragon Warriors can wear shields, while Skeleton types and Golems have naturally high armor. Armor applies to every attack in a combo hit, so in some cases, it's better to just Bash them instead of normally attacking. On higher difficulties, these can inflict upwards of 200 damage before armor, so be wary. Keep an axe or a heavily enchanted weapon for them.
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Force powers also ignore armor.
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TODO:
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looks like the different classes level up stats at different rates, i'll work that out later
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meeting game clear conditions makes your character images in the title screen brighter. clear them all and...?
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allied NPC seeds, thanks to neogaf and google:
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AEWUTAOW - Dosey, Queen
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OQBJH131 - Panty, King