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Forums » Epic Week 2018 » Warrior Guide

This guide is a haphazard mix of data from 2015, 2017, and scrapes of data from this year. A lot of data is still missing, and some might be wrong. A copy of this guide can be found in the Armory.

Remember to coordinate with your follow warriors in the Warrior Chat thread, especially as tougher enemies appear. (For an idea of what to expect, take a look at last year's data!)

A good practice is to gang up on the hardest enemy first. This way, if you can't kill all the enemies by the turn of the hour, the remaining weak enemies will be taking up slots that might have otherwise been filled by harder enemies. If weapons or healing items are low, it's also advisable to start holding off the attack until there is a list of guesses for the symbols.

I'm not going to be able to maintain this thing this year. Anyone else who wants to try taking it over is welcome to. You can either keep adding to the layout I've set up, or you can grab the data and build your own if you feel you can be more effective.

Weapons


Fists - Infinitely usable, but only deals straight 1d4 damage and may be resisted by any enemy.

Noble Rapier - Appears to be ideal against green enemies. Other enemies take reduced damage. Increased accuracy.
Stats
Damage type: Piercing
Attack bonus: 3
Damage Dice: 1d8
Damage Bonus: 2
Crit Threshold: 18
Crit Multiplier: 2
AC Bonus: 4


Energy Sword - Appears to be ideal against green enemies. Other enemies take reduced damage. Increased accuracy and dodging. Can come in different colors (wait until your sword has 1 use left before applying crystal for best effect!).
Stats
Damage type: Piercing
Attack bonus: 3
Damage Dice: 1d8
Damage Bonus: 2
Crit Threshold: 18
Crit Multiplier: 2
AC Bonus: 4


Wicked Battle Axe - Appears to be ideal against red enemies. Other enemies take reduced damage.
Stats
Damage type: Slashing
Attack bonus: 5
Damage Dice: 2d8
Damage Bonus: 3
Crit Threshold: 20
Crit Multiplier: 3


Alien Honor Blade - Appears to be ideal against red enemies. Other enemies take reduced damage. Appears to sometimes deal a couple points extra damage via insult to honor.
Stats
Damage type: Slashing
Attack bonus: 5
Damage Dice: 2d8
Damage Bonus: 3
Crit Threshold: 20
Crit Multiplier: 3


Flintlock Pistol - Appears to be ideal against blue enemies. Other enemies take reduced damage.
Hardest-hitting multi-use weapon.
Stats
Damage type: Energy
Attack bonus: 5
Damage Dice: 3d8
Damage Bonus: 4
Crit Threshold: 19
Crit Multiplier: 3


Ray Gun - Appears to be ideal against blue enemies. Other enemies take reduced damage.
Hardest-hitting multi-use weapon.
Stats
Damage type: Energy
Attack bonus: 5
Damage Dice: 3d8
Damage Bonus: 4
Crit Threshold: 19
Crit Multiplier: 3


Pineapple Grenade - One-use high-damage item. Equally useful against all enemies.
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 6d8
Damage Bonus: 5
Crit Threshold: 20
Crit Multiplier: 3


Portable Cannon - One-use high-damage item. Equally useful against all enemies.
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 8d10
Damage Bonus: 5
Crit Threshold: 19
Crit Multiplier: 3


Rocket Launcher - One-use high-damage item. Equally useful against all enemies.
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 8d10
Damage Bonus: 5
Crit Threshold: 19
Crit Multiplier: 3




Healing/Protection


Party Hat of Healing - Heals 5-15 health.

Super Party Hat of Healing - Heals half your total health and a small bit of stamina.

Stimspray - Recovery from blight and poison. May sometimes be received when turning in scrap.

Medicinal Plant - Recovery from blight and poison.

Walrus - Not a usable item. A walrus in your inventory may randomly absorb some of the damage meant for you.



Boosts


A player can give another active player a boost from inside combat once per 10 stamina (after you've used 10 stamina total, you can give another boost so long as you have at least 1 stamina). Boosts replace each other, but those with oil boosts already will not be listed as an option.

Red Fish Oil - +4 to melee damage.

Blue Fish Oil - +4 to defense.

Yellow Fish Oil - +4 to damage reduction.

A +1 defense boost can be given without oil.



Status Effects


Poison - Reduces accuracy, making it harder to hit enemies. Can be removed with a medicinal plant or stimspray.

Blight - Prevents normal healing users get every 5 minutes. Can be removed with a medicinal plant or stimspray.

Bleed - Drops HP by 1-5 points per round for 3 action rounds after infliction.



Enemies

Most enemies require multiple people to kill it. All enemies except boss types will fully heal every 5 minutes (so don't start attacking a healthy one if there's just a minute or two left!). New enemies spawn at the top of every hour (and whenever a symbol is correctly answered?).

Goblin Invader (Underwater) Green. 25 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 10
Attack bonus: 0
Damage: 1d4


Fiendish Invader (Underwater) Red. 75 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20


Blue Invader (Underwater) Blue. 100 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 11
Attack bonus: 2
Damage: 1d8
Crit Range: 20


Goblin Mage (Underwater) Green. 75 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Can inflict poison/blight?
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19


Fiendish Goblin Mage (Underwater) Red. 150 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Can inflict poison.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19


Blue Goblin Mage (Underwater) Blue. 225 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Can inflict poison/blight?
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18


Wolf Rider (Underwater) Green. 125 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20


Fiendish Wolf Rider (Underwater) Red. 250 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20


Blue Wolf Rider (Underwater) Blue. 375 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19


Goblin Pirate Green. 100 HP. Inflicts bleed. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20


Fiendish Goblin Pirate Red. 200 HP. Inflicts bleed. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20


Blue Goblin Pirate Blue. 300 HP. Inflicts bleed. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19


Mech-Pilot Goblin (Underwater) Green. 200 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19


Fiendish Mech-Pilot Goblin (Underwater) Red. 400 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19


Blue Mech-Pilot Goblin (Underwater) Blue. 600 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18


Goblin Corsair Boss. 8000 HP. Inflicts bleed. Appears to get 2 turns per attack.
Stats
AC: 15
Attack bonus: 5
Damage: 5d6
Crit Range: 17


Kraken (Frenzied) Boss. 1500p HP. Inflicts poison.
Stats
AC: 11
Attack bonus: 4
Damage: 4d6 (4d8)
Crit Range: 18




grandfinale_smonsterguide.png
thank you for sharing Nova
Zelphyr Topic Starter

Updated to include some pirate data.
SeraphicStar

Worth of noting is the fact that despite some weapons being less effective against certain foes, in many situations if the weapon is high-damage, the difference will be compensated for anyway. I've found that the flintlock/ray gun is extremely effective against even resistant enemies, due to its high damage dice and good crit rate. Basically, there's never not a reason to use flintlock/ray gun other than limited uses (or unless you have a single-use item, which are all better).
Zelphyr Topic Starter

SeraphicStar wrote:
Worth of noting is the fact that despite some weapons being less effective against certain foes, in many situations if the weapon is high-damage, the difference will be compensated for anyway. I've found that the flintlock/ray gun is extremely effective against even resistant enemies, due to its high damage dice and good crit rate. Basically, there's never not a reason to use flintlock/ray gun other than limited uses (or unless you have a single-use item, which are all better).
True, but then we run out of those items when we really need them. ^^
Zelphyr Topic Starter

Initial info for mech goblins added.

If anyone else wants to gather data and post it here when they see info on something I'm missing - enemies, status effects, new items, etc - then I can update it as I find time. I still won't be able to keep up with developments in a timely manner, though.
SeraphicStar

Some notes for fighting bosses, based on my experience fighting them:

It might be tempting to only face bosses when fully healed. This is not the best way to go about it, however! Bosses deal incredible damage, enough to take you down in two or three turns if they roll well. I've found that the best way to maintain engagement with a boss is to forego healing and simply take potshots each round, as your HP regenerates. HP regeneration is slow but certain, and only having very little HP when fighting a boss means that their huge damage output doesn't really matter. If (when ;)) you go down, no problem - just wait five minutes and try again!

This, I think, is the most efficient way to handle them, especially since they don't regenerate, making a war of attrition type strategy viable (where against regular monsters, it is useless!). You have to beat the boss on the initiative roll, but it's still more sustainable than only tackling them when at full hp!

This also means that, against bosses, you want to prioritize dodge (to avoid damage altogether) and damage buffs (to deal higher damage). Damage resistance buffs are useless if you use this strategy, because no matter how much you resist, any damage will probably knock you out again! So, if there's a boss and everyone is fighting it, throw out dodge and damage buffs, but hold on to damage resist ones to use against regular monsters.

As for weapons, the AC buff on Rapiers and Energy Swords can keep you alive for more turns, which is EXTREMELY useful when any attack can get you killed, and of course, the trusty ray gun/flintlock deals incredible damage (if you can survive long enough to use it). Remember that if you roll lower initiative and go last, and get KO'd without being able to attack, the durability for the weapon you used won't go down (it only goes down on a hit or a miss).
rat

Do fish oil buffs stack, or does giving one to someone replace their current buff if they have one?
Kim Site Admin

rat wrote:
Do fish oil buffs stack, or does giving one to someone replace their current buff if they have one?

Buffs replace one another; but people who have an oil-powered buff shouldn't appear in the list of people you can buff while their +4 is still in effect on them. :) People can replace (or essentially "top up") +1 buffs until the cows come home though, since it's essentially a freebie.
Hey Nova, you can feel free to edit the quote containing the link to my guide to have an imgcode/[ img] in it, it's big but being the first post in a guide thread it shouldn't be a problem having a large image in it.
Dragonfire Moderator

We're facing off against the Kraken haunting the undersea ruins!

Starting HP: 15000
AC: 11
Attack bonus: 4
Damage: 4d6
Crit Range: 18
Dragonfire Moderator

At 6000 HP, the Kraken entered a frenzy, changing it's stats a little bit:

AC: 11
Attack bonus: 4
Damage: 4d8
Crit Range: 18
Zelphyr Topic Starter

Thanks. <3

Did it poison or anything?
Kim Site Admin

Yes, it did poison :)
Zelphyr Topic Starter

Thought so. It looks like it would. ^^

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