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- Contents
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- 1. Introduction
- 2. Classes
- 3. Perks
- 4. Tips
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- 1. Introduction
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- One-Way Heroics is a JRPG-styled Roguelike by ShadowWOLF.
- 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.
- The game has online functionality, letting you see how other players
- in your world are doing.
- It can be bought from Playism for $1.99. It's DRM-free, if that matters.
- http://www.playism-games.com/games/onewayheroics/
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- 2. Classes
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- Swordmaster: Has a 2x Combo-hit rate, and a Berserk skill that offers
- large health regen and damage increases, debuffing you with a slow and 1/3 max HP afterwards.
- Starts with Bash, learns an attack that hits all enemies around you later on.
- Knight: Starts with a good weapon, and shields block twice as much damage.
- Great Wall cuts physical damage to 1/3 and heals you, at the cost of Stamina.
- Starts with Bash.
- Hunter: Longer bow range, senses monsters; onscreen monsters have visible HP totals.
- Dash increases your movement speed for ~20 turns, at the cost of Stamina.
- Pirate: Starts with a great weapon, Swimming 4, and lockpicking 1.
- Has free entry to the Dark Brotherhood; other classes need an invitation item to access DB shops.
- Water tiles will only take 1 turn to cross, but you'll still lose a tiny amount of stamina.
- Starts with Bash.
- Adventurer: Starts with swimming and mountain climbing, Senses treasure chests; anything onscreen
- holding items gets an indication.
- Has Dash, Lockpicking, and a Jump skill that can hop over a tile, ignoring enemies and terrain (except walls).
- Doesn't have any combat skills.
- Force User: Can learn magic at the beginning of the game; magic skills do more.
- Spells need turns to charge with Meditate, but ignore armor and inflict large damage.
- Certain items can decrease required charging time, but you can always overcharge for more damage.
- Bard: Senses NPCs and towns. Starts with Dash and Heroic Ballad, which dramatically increases ally damage.
- Later learns Defend, which reduces your damage dealt, as well as taken, by 1/3. Works well with allies.
- 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.
- Starts with Bash, learns an ability that makes you permanently unable to wear armor, in exchange
- for powerful stat buffs. Powerful in the early game, but risky later on.
- Unlocked after beating the game on Afternoon Stroll. (?)
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- 3. Perks
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- Additional perks can be bought with Hero Points between games.
- You can apply 3 per character, increasing to 5 as you play.
- Str+/Agi+/Vit+/Int+/Wil+/Cha+: Stat increasing perks.
- Swim Coach: Gives a level of Swimming. At 4 Swimming, you can cross water in one turn.
- Cliffhanger: Gives a level of Mountain Climbing. At 5 Mountain climbing, you can cross mountains in one turn.
- Survivor: +30 HP per perk. One of the most cost-effective perks.
- Master of Unlocking: Gives a level of Lockpicking. You learn the skill if you don't start with it.
- 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.
- 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.
- Piggy Bank: +2500 Silver per perk.
- Item Appraiser: +30% identify rate. To get full identification, you need 200%, but you can identify item types with less.
- Shield Master: Shields block 50% more damage per perk. On Hero and Knight, stacking this perk makes even light shields very effective.
- Masterful Stroke: 10% crit chance per perk. You get a lot of crit through levels and some item qualities, though.
- 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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- 4. Tips
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- Character Creation:
- 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.
- 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.
- 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.
- Maniac Mode:
- There are four difficulty levels, though the latter two have to be unlocked by beating the game.
- Once you unlock Hard Mode, an additional modifier is added: Maniac Mode.
- Maniac Mode can be applied to any difficulty, and changes some gameplay mechanics.
- - you can't use your vault or goddess altars (you shouldn't be using them anyway, pussy)
- - the demon lord is significantly more powerful and seems to scale with game progress
- - all enemies have the exact same speed as you, except Fast elites, which have 2x speed every turn.
- 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.
- Goddess Altars:
- 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.
- Demon Lord:
- 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.
- There are two methods to clear the game. The second one requires a Holy Weapon.
- Elf Villages:
- 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.
- Equipment:
- 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.
- -The most valuable enchantments for weapons increase damage. Quality, Slayer and Mythical are ideal.
- -The most valuable armor enchantments are Absorbing (damage taken reduced by 50/25%) and Legendary (+armor/evasion)
- -Decay reduction caps at -90%.
- -Scrolls of Sword Saint almost always give a crit rate enchantment.
- -Item Destructiveness seems to work on skeletons and golems just as well as it does on walls and chests?
- 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.
- 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.
- Armored Enemies:
- 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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