Difference between revisions of "Retcon Guide"

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(Badger Gauntlets based on IotMs;redundant to mention.)
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Recommended. Note: Naturalists fare better with melee weapons, Gadgeteers should stick to ranged weapons, and Elementalists and Psions are good with either, as with them, (ranged weapons tend towards more reliable but less damaging, and melee tends towards less reliable but more damaging).
 
Recommended. Note: Naturalists fare better with melee weapons, Gadgeteers should stick to ranged weapons, and Elementalists and Psions are good with either, as with them, (ranged weapons tend towards more reliable but less damaging, and melee tends towards less reliable but more damaging).
Special Note: Items that are either Items of the Month (IotM) or are derived from IotM are usually superior to their normal equivalents. However, many of them have high level requirements or can't be pulled.
+
Special Note: Items that are either Items of the Month (IotM) or that come from an IotM are usually superior to their normal equivalents. However, many of them have high level requirements or can't be pulled during pull-restricted runs.
  
 
===Utilities===
 
===Utilities===
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[[Phial of Samuels]] - Arguably one of the best accessories in the mid-game during normal patrolling. Extra item drops, a ton of PP restored every turn and, as icing on the cake, more maximum PP.
 
[[Phial of Samuels]] - Arguably one of the best accessories in the mid-game during normal patrolling. Extra item drops, a ton of PP restored every turn and, as icing on the cake, more maximum PP.
 
[[Badger gauntlets]] ([[Naturalist]] only): *If* you are a Naturalist who is having trouble with fights, these will provide +10 to both melee damage and to-hit. Requires level 5.
 
  
 
Anything from [[Nocturne's Shop]] - Again, much better than the normal looted/chip-bought equipment you can get at those levels. Requires levels 5-8.
 
Anything from [[Nocturne's Shop]] - Again, much better than the normal looted/chip-bought equipment you can get at those levels. Requires levels 5-8.
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==Specific Retcon Walkthroughs==
 
==Specific Retcon Walkthroughs==
  
Guide by Penguinpyro: [[User:Penguinpyro/Penguinpyro's Retcon Walkthrough]]
+
Guide by Penguinpyro (half-complete): [[User:Penguinpyro/Penguinpyro's Retcon Walkthrough]]
 +
 
 +
Elemental Guide by Strlikecrazy: [[User:Strlikecrazy#Elemental_Mick_slaying_guide_and_how_to_choose_a_permanent_Elemental_skill/Elemental Mick Slaying Guide and how to choose a permanent Elemental Skill]]
  
Elemental Guide by Strlikecrazy: [[User:Strlikecrazy#Elemental_Mick_slaying_guide_and_how_to_choose_a_permanent_Elemental_skill]]
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Pulls Guide by Zillow: [[User_talk:Zillow#The_Retconners_guide_to_Twilight_Heroes/The Retconners Guide to Twilight Heroes]]
  
 
==Finally...==
 
==Finally...==

Revision as of 11:18, 24 November 2010

This guide assumes you are somewhat familiar with the mechanics behind Retcon.

If you want to experience the joy of overcoming Retcon and discovering its ins and outs on your own, immediately press the "back" button on your browser or close this tab/window, then continue enjoying Twilight Heroes.

If you want help and don't mind spoiling a little of Retcon's mystique, keep reading.

(work in progress, feel free to correct or add)

What do I get out of Retcon?

There are several rewards for whaling on the Mick endlessly, including:

  1. Quest rewards. Quest items such as the Skeptic Sandals are removed, but you get to keep Gold Coins, Blue Chip, bonus skill points etc. if you haven't sold/used them.
  2. Medals of Mettle, based on the difficulty of your run. These can either be combined to make a fairly useful early-game accessory or to buy powerful gear/bonuses at Nocturne's shop.
  3. *If* your run was worth more than 1 mettle, you get to "perm" one skill you have learned so far and keep it for all of your subsequent runs(except no-permed skill ones, of course).
  4. Bragging Rights for "maso" runs, those set to maximum mettle.
  5. The most important: Lulz!

Before Retcon

All optional, but these precautions may save you a lot of trouble later.

Pick Your Retcon

Not all retcons are created equal. An evaluation of the merits of each.

Class

Here is a generalization of the various strengths and weaknesses of each class.

  • Pros: Very powerful offensive skills, high HP, decent combat stats.
  • Cons: Lack of self-healing, late-game normal attack is relatively inaccurate.
  • Pros: Powerful offensive spells, high PP, decent self-buffs.
  • Cons: Fairly weak combat stats, low HP.
  • Pros: Excellent combat stats, great self-healing, offensive spells weaken enemies.
  • Cons: Offensive spells do little damage, some permed skills don't benefit other classes much.
  • Pros: Excellent combat stats at low level, high PP, good farming skills, good offensive spells.
  • Cons: Low HP, weak combat stats at high level.

Part of the fun of retcon is trying them all and combining their skills together. Beginners might find it easy to go with naturalist, since they have the easiest time taking down tough bosses.

Items/Pulls

You have several options.

  • All items available immediately (-4 mettle)- While it may be tempting to immediately have access to any powerful gear and consumables you have, the -4 mettle will set you back quite a bit if you plan on shopping at Nocturne's.
  • Max pulls (10/day) and get a break after 48 hours of patrolling(-2 mettle)- Similar to the previous option
  • Max pulls (10/day) (0 mettle)- This is the baseline option. If you find you have too many items to grab, go for the "some pulls" option instead.
  • Some pulls (5/day) (+2 mettle)- This option requires much more consideration and efficiency than "max pulls", since you only have 5.
  • No pulls (+5 mettle)- A very difficult option, since, aside from free pulls, you'll have to loot/purchase almost any and all items you want, including certain quest-required items.

Skills

  • All permed skills available (0 mettle)- This is a good option for later runs, considering some permed skills benefit greatly.
  • Permed skills remembered, but only class skills can have skill points applied (+2 mettle)- Having your non-class permed skills left at lv. 0 isn't that bad, especially if you want to focus on putting SP into class skills you believe are equally worthy.
  • No permed skills remembered (+5 mettle)- The only permed skill you could possibly have on your first retcon is Precompletion_Pro, which isn't of much value compared to the extra mettle, so your first retcon run won't suffer with this option. However, part of what makes repeated retcons easy is the extra permed skills. If you want a fresh challenge, this is the option for you.

Food

  • Both caffeine and sugar (0 mettle)- No sacrifice made. Not a bad idea, especially if you want to finish the retcon fast.
  • Decaf (no caffeine) (+3 mettle)- Statistically, this is less efficient than Diet. With sugar only, you get only .5-1 hours a day for 3 mettle, unless you decide to pull high-level sugar items. Compare this with the 2-3 hours a day for +2 mettle, and Decaf pales in comparison to Diet.
  • Diet (no sugar) (+2 mettle)- This is the option probably best suited for those who want a small challenge with regard to turns.
  • Naturally hyper: no caffeine or sugar, but +1 hour/day (+3 mettle)- Better than decaf, since you gain 1 hour automatically, where with decaf, 1 hours is the most you could hope to gain on a normal basis. Still not as efficient as Diet, however.
  • Abstainer (no caffeine, no sugar) (+5 mettle)- With this, you will only receive 45-60 turns a day, plus level-up time bonuses, but if you can stand it, the +5 mettle will be well worth the extra mile.

SideKick/Understudy

  • Sidekick with you from the beginning (0 mettle)- The sidekick can provide a bonus to defense, items/chips, damage-dealing and any other number of things, and if you're struggling with no sidekick, this can be a good choice.
  • Sidekick has to be recruited at level 9 (+2 mettle)- This isn't too great a sacrifice, given that your sidekick, being based on your level, is fairly weak anyway until you hit level 9. On the other hand, short help is better than no help. It depends on how much you enjoy the benefits of what the low-level sidekick can bring you.

Items to Pull

Recommended. Note: Naturalists fare better with melee weapons, Gadgeteers should stick to ranged weapons, and Elementalists and Psions are good with either, as with them, (ranged weapons tend towards more reliable but less damaging, and melee tends towards less reliable but more damaging). Special Note: Items that are either Items of the Month (IotM) or that come from an IotM are usually superior to their normal equivalents. However, many of them have high level requirements or can't be pulled during pull-restricted runs.

Utilities

Mister Tea - Extremely efficient use of caffeine, gives 3 whole hours. Requires level 5, but coffee shop items should do in the meantime.

Blue chip, gold coin - Basically a ton of free chips. Two gold coins can easily finance you with no trouble until you beat the Mick.

Stroopwafel - If you picked a sugar-included option, this is the most efficient of the common sugar items. Granted, you can't use it until level 7, but it's still efficient.

Eye podule/SQUID player - Both useful for getting free XP from SQUID disks. Both items are fairly hard to get without pulling, so if you have nothing better to pull, pull these. Eye Podule has a slightly higher level requirement, but gives slightly more XP.

Bonus skill points, pre-prepared skill points - Self-explanatory.

Brewmeister's master potion - A very powerful buff item if you're having trouble getting past a particular boss.

Ticketmaster's ticket punch - A good one-shot damage item if you're having trouble damaging a particular boss.

Night cap, deluxe Lux Leather chair, Wiggum wigwam - Eventually, you'll have to rest at one point or another. These will make resting a lot powerful and are thus definitely worth the pull. Night cap requires level 5, others don't have a level requirement.

Early Game Equips

Paradime device - +2 PP and +1 HP regeneration *and* +5 dodge. No level requirement. Definitely worth a pull.

Talisman - Pick your Talisman of choice and immediately change it at level 1, so you only lose a few XP. The Swedish Navy Wrench is notable for its dodging and reflex bonuses.

Icicle - Good early-game melee weapon. Requires only level 2.

Filigreed foil hat, gold-plated poncho, gilded leggings - Excellent early-game equips, probably the best you can do until level 4. You don't have to pull these if you're willing to spend Gold Foil making them yourself instead.

Raskolnikov's fur hat - Just as good as the filigreed foil hat. Requires level 2.

Supersolid mettle medal - Excellent early-game accessory. It's a free pull too (see below).

Electronic computers, positronic computers - If you have them, bring them in, and save yourself some time looking for components.

Number one fan - Restores 3 PP AND has a 6 point spell damage bonus. A very worthy choice if you are burning through PP too quickly. Still useful through the mid-game.

Rolled Doll dahl- An offhand source of +noncombats, which should speed up quite a few quests. Also, no level requirement and stays useful for most of your run.

embossed emblem-Provides an incredible +4 XP boost, as well as a slight edge in combat. Indispensable for level grinding. Requires level 4.

Mid Game Equips

Lexura Infinides D-8 - PP regeneration and range 4. No level requirement.

Bass-O-Matic 77 - Pull this so you can ask for loot (a whopping 2500 chips) from the Go Fish mid-quest reward and still have an easy time beating up Troutmaster.

Harbor pearl/sub-ma-car - If you aren't an Elemental, pull one of these so you can breathe water. Otherwise, you'll either have to equip the Bayside Dive Shop items, which are both a hassle and a disadvantage, or you'll have to fight in the difficult Docks area to get the Harbor Pearl again. Save some trouble.

Mighty quill/Repeating rifle/Recoil foil rifle/Foil foil - All are very powerful weapons and will remain so for a while. Requires level 5.

Foyal crown - The bonus to base metal drops may be useless inrun, but the +7 XP/turn could speed you up a bit. Requires level 8. Could also be assembled if you grab a royal crown at level 9 and still have foil left.

Karma charm - Immensely useful for spell-reliant heroes. Still useful if you want to save PP healing or buffing. Requires level 5.

Blue Elsa's blue blade, Biff Socko's socks, Big Earl's suspenders, gothy black dress, Malappropriator's ski beanery, The Shark's darts. Requires levels 4-7

Phial of Samuels - Arguably one of the best accessories in the mid-game during normal patrolling. Extra item drops, a ton of PP restored every turn and, as icing on the cake, more maximum PP.

Anything from Nocturne's Shop - Again, much better than the normal looted/chip-bought equipment you can get at those levels. Requires levels 5-8.

Jetpack/Pegasus/Hot rodimus - These are useful for getting to the Rejected Rogue Ranch. The jetpack requires the Passable Pilot skill, the pegasus requires level 12, and the hot rodimus requires level 15.

Personal copy of the internet/ other software - The Internet is particularly useful because it is never consumed when installed. Anyway, if you need to make your foes tougher so they give you more XP, use Internet. Otherwise, don't. Other software just saves you time that would be spent looking for data plates. The +noncombat software(Garcia's Traffic Avoider software)could also speed up quests significantly.

Sneakiers -The +noncombat on these shoes can speed up the level 8, 9 and 10 quests significantly. Requires level 8.

Late Game Equips

Chuck van Arnolde's tank top, Delilah's shears, Doctor Worm's surgical gloves, The Baroness's stiletto boots, The Tenderizer's hammer, Kookoo's pie pitcher, the golem's Glock, chalkboard shield, Thundarr's photon blade - All villain drop items. Not as powerful as the two categories below, but still better than normal loot/purchases. Requires levels 8-13.

brick wall - If you need a cheap source of damage absorption, this could be an useful offhand. The strength penalty is irrelevant if you use ranged weapons. Requires level 9.

Anything the hint giver trades Rejected Rogue Ranch items for - Probably the best set of items you can obtain at this level. Requires level 10.

Anything the Wade-bot Base trades Space Station items for - Probably the best set of items you can obtain at this level. Requires level 12.

Paddlebot logo/Fordbot logo - Excellent stat bonuses. Requires level 9.

High-jump boots/Gnat gloves - Necessary for the level 11 quest, and also necessary to explore the roofs of downtown area, which brings some very good enemy drops.

Relaxing flats - These provide some amazing PP/HP regeneration, great for patrolling, although they're available when retcon should be almost over. Requires level 10.

Binoculars - Hey, more items! More effective at its job than any other available option, of course. Requires level 12.

Free Pulls

These are items that you can pull regardless of how many normal pulls you have left, and do not take up your pulls.

Skills to Perm

Every retcon, you can choose one skill to pull, making the game much easier.

These are the most important skills to learn. All skills have their merits, but these are the most useful for a smooth retcon. Partially based on Valera's and Cristiona's opinions.

Recommended

Lightning Bolt - Lightning bolt has just the right level of power for an offensive spell- not so much you rapidly burn PP, not so little you have little use for it later. Just be aware when you are fighting lightning resistant opponents.

Trample of the Rhino - Indispensable when fighting bosses. It's less reliable than lightning bolt and so not as well suited to normal fights, but, if the hits connect, it can easily take down bosses in one or two turns.

Maul of the Cave Bear - Good for similar reasons to Trample of the Rhino. It takes more PP, so is not well suited for low levels.

Basic Martial Arts - The to-hit bonus is indispensable at low-level, regardless of who you are.

Advanced Martial Arts - Less useful than Basic Martial Arts because it only improves general offense, as opposed to the to-hit you really need at low level, but still a great help.

Battle Armor - Similar concept to Basic Martial Arts. Improves defense, which is also important.

Aura: Vim - Extremely useful. The extra to-hit and dodging abilities are crucial at low levels.

Proper Hydration - The extra PP will go a long way if you use offensive skills often.

First Aid/Knit Flesh/Knit Bone- You only need one of these. Knit Bone is the most efficient, but usually overkill at low-levels. Knit Flesh is well suited to low-levels due to low PP cost, but it the least efficient. First Aid is between both of them. FA can also be used in combat, but it's value there is debatable.


Also Useful

Upgrade Armor - Very flexible and cheap bonus to various stats. Motorized is good for certain areas, Resistance is good for certain bosses and areas, and Superabsorbance is general use.

Stone Armor - A much needed bonus to various elemental resistances, especially electricity.

Firestorm/Psionic Blast - Similar to Lightning Bolt. These are too expensive/overkill for early game, and still PP-expensive late game but it packs a better punch than lightning bolt. Note that Psionic Blast is weak against robots, even with Electronic Understanding, so Fire Storm may be slightly preferable.

Metal Detector - Extra items. 'Nuff said.

Armadillo Armor - Extra defense. Not as constant as Battle Armor, but still useful.

Starfish Regeneration - Generally speaking, PP is better than HP, so Starfish takes a backseat to Proper Hydration. Still a worthy skill to perm.

Aura: Mystery, The Fire Within - Only good for "casters"- characters who rely on spells rather than weaponry for damage.

Aura: Vigor - Not anywhere as useful as Aura: Vim, but at high levels, it's the best choice for that second aura slot if you're not going to be casting spells much.

Shock Grenade - Good for softening up enemies and bosses and even does a little damage as a bonus.

Detachment - Mostly good for bosses, since the increased turn length detracts from using it during normal patrolling. The damage reduction is pretty good still.

Sniper - If you like using ranged weapons, this passive gives up to +25 ranged damage and +30 init, which could help immensely with tough fights.

Dealing with General Situations FAQ

Q: A boss is kicking my ass!
A:

  • Load up on skill buffs and item buffs and double check your equipment is properly suited for the boss.
  • If you don't have a sidekick, consider getting a temporary combat-based one.
  • If you are a naturalist, just hit them repeatedly with Charge of the Bovine/Trample of the Rhino/Maul of the Cave Bear. Problem solved.
  • If you have some good offensive spells but are losing in normal combat, consider using those spells and changing your equipment loadout to improve intellect, defense and spell damage.
  • If you have a powerful damaging item like TNT or Ticketmaster's Ticket Punch, use them.
  • If you are engaging in normal weapon combat, use a glob of goo, rank bun, webbed sand or a Gadgeteer/Elemental weakening spell to soften them up.
  • Make sure you don't have any negative combat-related buffs on you, such as Listless, Weakened or Concussed. Internal Injuries and Needs Stitches are fine.
  • Go somewhere else, level up, come back, get revenge.

Q: An area is kicking my ass!
A: Don't go there. Find someplace better suited for your level. If you have any foe toughness inhancers, though, remove them and it might just work.

Q: An area I *must* be in is kicking my ass!
A:

  • Check your equipment to see if it could be better. Remove foe toughness increasing items.
  • Level up and come back.
  • Make sure you don't have any negative buffs on you.
  • If you're a Psion or Elementalist, consider using offensive spells instead. Modify equipment accordingly.
  • If you're a naturalist, spam Charge/Trample/Maul.

Q: I can't get an item! It just won't drop!
A: Equip items/software that improve drop rate and combat encounter rate.

Q: I need a specific encounter!
A: Equip items/software that improve noncombat encounter rate and just be patient.

Q: How should I restore HP/PP? I keep running out!
A: There are seven ways, in rough order of time/money /PP efficiency.

  1. Increase your regeneration. Skills, equipment, and certain buff items can all do this. Totally free, and if done right, can end up fully restoring HP/PP while you patrol!
  2. Level up. You restore HP and PP fully when leveling up, so try leveling up once you are out of PP and low on HP.
  3. Rest. It only costs time, and if done with a Night Cap/Deluxe Lux Leather Chair/Wiggum Wigwam, can be extremely effective.
  4. Use Items. If you get them from patrolling, it's free. Don't bother buying such items; the hospital costs less.
  5. Use healing skills. Sometimes, if you need HP, restoring PP and then using skills to heal is more efficient. Remember that the Karma Charm also improves the cost and effect of healing spells.
  6. Visit the Hospital/Enlightenment Center. It costs quite a bit of cash, but there's no time cost.
  7. Set your sidekick to "message therapist". There are much better uses for your sidekick, though.

Q: How do I solve this quest? I forgot!
A: Either check your journal for a hint, or consult this wiki.

Q: ARRRRRGGGGGG MASO IS KILLING ME!!!
A: In "Account Settings" you can drop any number of the restrictions on your run. Of course, this will reduce your mettle award, but if you don't like Maso, the mettle sacrifice should be worth it.

Specific Retcon Walkthroughs

Guide by Penguinpyro (half-complete): User:Penguinpyro/Penguinpyro's Retcon Walkthrough

Elemental Guide by Strlikecrazy: User:Strlikecrazy#Elemental_Mick_slaying_guide_and_how_to_choose_a_permanent_Elemental_skill/Elemental Mick Slaying Guide and how to choose a permanent Elemental Skill

Pulls Guide by Zillow: User_talk:Zillow#The_Retconners_guide_to_Twilight_Heroes/The Retconners Guide to Twilight Heroes

Finally...

Ask people in the forums/chat for advice and use your common sense!