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TOPIC | Alfa’s Adventuring Strategy Guidebook

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Silverstone

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Oct 4, 2022 7:56:03
Alfa's Adventuring Strategy Guidebook


A guide to strategies and tricks of Adventure Mode




Welcome to the AASG! This is mainly a guide for strategies for team compesition, foe management, tips and tricks, and things to know rather than an overview of adventuring. If you are looking for that Sharklore's Guide Is Here.

Please note that adventuring is still very new and my, or any other users', word is not law. The guidebook will be constantly shifting, especially in these early stages, with strategies proven to not be very effective being swapped out for better ones. On a similar note, I am not obligated to keep every strategy featured here, and may be removed if proven to not be very effective. I will not list them elsewhere unless there is enough intrest for a 'strategies through the ages' section to document the history of strategies submitted.

This guidebook is still a heavy WIP, and may not truely be 'finished' for quite some time. (Please see above for more info about the relative 'newness' of AdvM)



Pinglist


General Updates: N/A
New Information (not strategies): N/A
-- Last edited on Oct 5, 2022 22:27:31
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Silverstone

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account age 8/9

Oct 4, 2022 7:59:08
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Foundations
Classes
Foes
Statuses, Movement, and Skillchecks
Events (WIP! Come back soon)
---

User Submitted Strategies
How the strategy section works
Guidebook creator’s notes
Other’s strats
Other’s strats


Adventuring Locations
Heart of the Woods


-- Last edited on May 8, 2023 12:14:44
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Oct 4, 2022 7:59:20
Classes




One of the most important parts of your adventuring party is their stats and class, and how they play into each other. This section will go over each class' primary stat, buffs, and how they might synergize on and off the battlefield.

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Class' Primary Stats

  • Fighter: Strength
  • Thief: Strength (backstab), Agility (dodge)
  • Guardian: Health, No Special Offensive Ability
  • Ranger: Finesse
  • Scout: None
  • Medic: Cleverness, No Special Offensive Ability
  • Bard: None


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Class' Buffs


Each class' buff can be placed into one of two categories (with the exception of one, the scout), Individuals and Team Players. Individual buffs only effect the cat with the class. (ex. fighter) Team Players buff the whole team. (ex. bard)

Here's all of them split into each category:

b]Individuals:[/b]
  • Fighter: Uses an improved die
    type on melee attacks.

  • Theif: Uses an improved die
    type on dodge rolls.

  • Guardian: Maximum health points
    are increased to 150%.

  • Ranger: Uses an improved die
    type on range attacks.

  • Medic: Uses an improved die
    type on first aid/support actions
    and can use any item as either
    melee or range.

  • Scout: Uses an improved die
    type on all non-personality skills
    and initiative turn order is increased
    by 150% for the whole team.

Team Players:
  • Scout: Uses an improved die
    type on all non-personality skills and
    initiative turn order is increased by
    150% for the whole team.

  • Bard: Entire team uses an improved die
    type on bravery, benevolence,
    and spite rolls.


Their skills are also important to how you want to use them, and are not restricted to your not-cat's current class. The list of their skills are as follows.

Information gathered and organised by: Untitled #259


Fighter:
Lv 2 - Bite (Melee attack with +2 bonus dice.)
Lv 3 - Kick (Melee attack that pushes the target back up to two tiles.)

Theif:
Lv 2 - Hide (Improves the user's dodge die type twice for the next round.)
Lv 3 - Backstab (Melee attack with +3 bonus dice that requires the user to be hidden)

Guardian:
Lv 2 - Protect (For the next round, the target has +2 dodge dice. (adjacent allies only))
Lv 3 - Guard (For the next round (or until the target is next attacked), the user takes all damage that would have been dealt to the target.)

Ranger:
Lv 2 - Piercing Bolt (Range attack with +2 bonus dice.)
Lv 3 - Double Shot (If this range attack hits, the user can make the same attack a second time.)

Scout:
Lv 2 - Call to Action (An ability that gives all allies +1 die to their ability rolls for the next round.)
Lv 3 - Sprint (Allows the user to move to any space on the map.)

Medic:
Lv 2 - Tend Wounds (A healing ability with +2 bonus dice.)
Lv 3 - Cooperative Care (A healing ability that targets all adjacent allies.)

Bard:
Lv 2 - Hiss (Shocks the target, causing them to lose 2 dice on rolls until their next turn.)
Lv 3 - Rally (All adjacent allies get +2 dice on rolls until their next turn.)

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Multiclassing and the Art of Cats That Aren't What They Seem


Multiclassing is when a not-cat has skills of a different class. This is done by leveling a not-cat in a class then switching them over. This is useful for having the skills of one class who's class specific bonuses aren't as great. (ex. a fighter with thief skills) Specific skills will be expanded upon in the strategies section.

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Potential Synergies


WIP
-- Last edited on May 8, 2023 12:15:35
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Silverstone

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account age 8/9

Oct 4, 2022 7:59:25
Foes




A huge part of the difficulty and time spent in Adventure Mode is the battles. But what order am I supposed to take down enemies? How do I know how dangerous something is? Whats the best way to deal with them? All questions to be answered in the upcoming section

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Effecient Enemy Prioritisation (EEP)


To put it simply EEP (an acronym and also the sound your foes likely make when this method is implemented) is an efficient way to clear enemies off the board. It has a few simple steps to follow to ensure quick battles.

  1. Identify which foe is the biggest threat (please see your specific location's enemy danger list in the Adventuring Locations section)
  2. Identify which of the foes that are the biggest threats is closest to your not-cats
  3. Target that enemy with all of your cats
  4. If that enemy is on low health, it is usually okay to move your best fighter to start working on the next biggest threat/next closest threat and have the other 2-3 pick off the one on low health
  5. Rinse and repeat steps 1-4


The EEP method can also be adjusted to go for the foe with the lowest health as to get rid of as many things off the board as soon as possible, but its up to prefrence and playstyle.
-- Last edited on Oct 4, 2022 23:28:06
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Silverstone

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account age 8/9

Oct 4, 2022 7:59:29
Statuses, Movement, and Skill Checks




Whist damage, healing, and other such things are very important, the background processes of Adventure Mode are also important. This section will answer the questions of: what are statuses and why did blocking override my hide? When does a tile constitute as a board hazard? How do I prep for the non-combat sections?

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Statuses


A not-cat can only have a max of three statuses at all times, one per each 'type' of status. These are Physical, Emotional, and True statuses. The not-cat's current status for each of these types is determined by the latest thing applied to them (ex. if a cat is hidden [physical], and is blocked by another cat [physical] the not-cat will have the condition blocked, but if they are called to action [emotional] they would be hidden and called to action)

The status list is:

Physical
  • Blocking - Blocking creatures use an improved die for dodge.
  • Hidden - Hidden creatures use a twice-improved die for dodge.
  • Protected - Protected creatures get +2 Dice on all dodge rolls.
  • Guarded - If a creature is guarded, anything that might attack them will instead have to attack the creature guarding them.
  • Ready to Counterattack - Creatures that are ready to counterattack will reflect any extra defense back on the attacker as damage when attacked.
  • Fallen - Creatures that have fallen down cannot move during next movement action.
  • Trapped - Trapped creatures need to use their next action to attempt to escape.
  • Hasted - Creatures that are hasted have double the movement speed.

Emotional
  • Called to Action - Creatures called to action will gain +1 die on all ability rolls.
  • Rallied - Rallied creatures will gain +2 dice on all ability rolls.
  • Afraid - Creatures that are afraid will use a reduced die type on all ability rolls.
  • Shocked - Shocked creatures lose -2 dice on all ability rolls.

True
  • Poisoned - Poisoned creatures will lose 2HP on each of their turns.


Also important to note is sticky and non-sticky conditions. Most conditions are removed after the creature who gave the status's turn is over. Sticky conditions, however, stay until another condition of the same type is applied or an item is used.

The list of sticky conditions are as follows:

  • Afraid
  • Poisioned


Using the layering of statuses, it is possible to status cancel. Status canceling is when you remove a negative status effect by layering a positive status atop it, particularly useful with sticky conditions. Such applications could be calling the team to action with your scout to get rid of afraid, and so on and so forth as more conditions are added.

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Movement


The combat board is a 7x7 grid. When a not-cat has its turn to move a line is drawn in all directions based off of a cat's movement speed. The line will stop when it hits the max movement speed (not going diagonally).

Board hazards are tiles that require skillchecks to get to. Wether or not a tile requires a skill check is determined by obstacle tiles (tiles that just flat have skill checks always, unless a cat is up against it). If a obstacle tile is in the way of a regular tile, then that tile will also require a skill check. If a not-cat fails a skill check then they will stop at the first free tile. Tiles immediantly surrounding a not-cat will also not require a skill check, no matter if it is an obstacle tile or not.

Information found and organised by: Quid #542

The following visual representation was also created by: Quid #542


A combat board with a not-cat in the top right corner taking their movement turn. there are numbers on a variety of the avaiable tiles to move to with different numbers and colors. at the top is a row of gray numbers from 5-1 signifying this not-cat's 5 movement speed and how the line works. there are other various lines where they suddenly turn blue as they hit a board hazard and remain blue for the rest of the count




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Out of Combat Checks


WIP, needs more data
-- Last edited on Oct 6, 2022 18:51:14
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Silverstone

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account age 8/9

Oct 4, 2022 7:59:34
Events




WIP! Will go over the box events and any potential future events! Possibly even puzzles once they're added?
-- Last edited on May 8, 2023 12:16:27
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Silverstone

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account age 8/9

Oct 4, 2022 7:59:38
Claim
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Silverstone

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Oct 4, 2022 7:59:42
User Submitted Strategies




This chapter is dedicated to user submitted cat strategies of skills and team composition to defeat Adventure Mode in the most efficient way possible. Yes, you may submit strategies. (this is done preferably in this thread whilst pinging me)

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The Strategy Template




Strategy Name
By: Username #0000

Not-Cat A:
Main Class (lv)
Preffered stats
Skills:
1,2,3,4
Not-Cat B:
Main Class (lv)
Preffered stats
Skills:
1,2,3,4
Not-Cat C:
Main Class (lv)
Preffered stats
Skills:
1,2,3,4
Not-Cat D:
Main Class (lv)
Preffered stats
Skills:
1,2,3,4



Difficulty Rating: redheart
Efficiency Rating: essencefragment



Notes:


Instructions (if needed):



[columns][size=5]Strategy Name[/size]
[size=1][color=grey][i]By: Username #0000[/i][/color][/size]

[b]Not-Cat A:[/b]
Main Class (lv)
Preffered stats
Skills:
1,2,3,4
[b]Not-Cat B:[/b]
Main Class (lv)
Preffered stats
Skills:
1,2,3,4
[b]Not-Cat C:[/b]
Main Class (lv)
Preffered stats
Skills:
1,2,3,4
[b]Not-Cat D:[/b]
Main Class (lv)
Preffered stats
Skills:
1,2,3,4
[nextcol]


Difficulty Rating: [catmoji=redheart]
Efficiency Rating: [catmoji=essencefragment]
[nextcol]


Notes:[/columns]

[i]Instructions (if needed):[/i]



Please note this form is not restricted to a full party of four, and may be changed to only utilise one or two not cat slots if needed.

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The Rating Systems


Difficulty Rating:

This rates how hard it is for a player with 0 prior EXP in adventuring to acheive this setup.
Point values go as follows:

1 Level in a Class: redheart (Doubles per level. ex. two levels is two hearts, three is four)

Requires multiple bolts: redheart redheart (Add another two points per ranged not-cat)

Requires multiple cloth bandages: redheart (Add another two points per medic)

Requires multiple misc items: redheart (Add another point per not-cat that utilizes it)

Evrey five redheart is one orangeheart and so on and so forth. (ex. a score of 32 would be yellowheart orangeheart redheart redheart)



Effeciency Rating:

A simple rating out of five prism shards of how effective this strategy is for everyone. This one is more subjective and is prone to change.
-- Last edited on Oct 5, 2022 17:51:04
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Silverstone

(they/them)

account age 8/9

Oct 4, 2022 7:59:46
Guidebook Creator's Notes




A list of my own strategies, a featured user submitted strategy, and other such things!

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Featured User Submitted Strategy:


Strategy Name
By: Username #0000

Not-Cat A:
Not-Cat B:
Not-Cat C:
Not-Cat D:



Difficulty Rating: redheart
Efficiency Rating: essencefragment



Notes:


Found Here at (amount down)


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Alfa's Personal Strategies
-- Last edited on Oct 4, 2022 23:30:58
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Silverstone

(they/them)

account age 8/9

Oct 4, 2022 7:59:52
Users' Strategies




Navigation: Wombo Combo by Mertisal, Can't Touch This by CandleTheCat


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Wombo Combo
By: Mertisal #1434

Not-Cat A: Scout, high perception
Not-Cat B: Fighter, try for high str and high agi
Not-Cat C: Fighter, try for high str and high agi
Not-Cat D:Fighter, try for high str and high agi



Difficulty Rating: redheart redheart redheart redheart
Efficiency Rating: essencefragment essencefragmentessencefragmentessencefragment



Notes: Get the scout to level 2 and the fighters to level 2. Keep the scout in the back and spam Call to Action. Then have the fighters bite all the enemies to dust. Decent HP on the fighters is recommended, but high hp isn't necessary. Focus on one enemy at a time to speed things up.


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Can't Touch This
By: CandleTheCat #942

Not-Cat A:
Lvl 2 Scout
Go for high perception
Skills:
Call to Action
Not-Cat B:
Rogue
Go for high agility and high perception,
as high as possible.
Health can also be very useful.
Skills:
[Block or Hide, dependent on level]
Not-Cat C:
Medic (any lvl)
Try to give this one lower perception than
the rogue, otherwise stat as standard medic
Skills:
[Any heal (important)] [scratch] [block]
Not-Cat D:
Fighter *or* Ranger (fighter prefered)
Stat to increase damage dice
Skills:
Block, [preferred damage move]



Difficulty Rating: redheartredheartredheartredheartredheartredheart
Efficiency Rating: Varies



Notes: Not fully effective on the following: Ranged enemies, support enemies.


Instructions (if needed):

1. Spam call to action.

2. Identify the largest group (multiple enemies near 1 location) and move your rogue in movement range of all of them.

3. Start spamming either block or hide with the rogue.

4. Fight all enemies that are not attacking the rogue. I would reccomend taking out supports like fungus pups first. Keep the medic in a location not too close to the rogue that can be landed next to by the damage dealer and the rogue.

5. Fight enemies that are attacking the rogue. Always give the enemy that is getting attacked the option to attack the rogue, even if being attacked in melee. Important: Only let your damage dealer be bordered by *one* enemy at a time.

6. If needed, the medic can be used as a secondary, smaller damage dealer if an enemysurvives a hit with 1 hp. Whatever you do, do Not stop spamming call to action.

Healing priorities: Heal damage dealer first, then rogue. The scout should not be anywhere near any enemies and thus should not be gettingdamaged much.
-- Last edited on Oct 5, 2022 23:38:32
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