Combat Guide by Flameturtle

Ask, answer and discuss any and all topics about the hows, whys, wheres and whens of playing Haven & Hearth.

Re: Combat Guide by Flameturtle

Postby Archiplex » Wed Sep 02, 2015 12:57 am

Dmarc wrote:For the combat discovery to succeed the opponent must not have any defensive moves active, if they do then it will not give you anything.


This is true, also, Flame, could you list where you get certain moves from what opponents? For example, I recieved two cards of Haymaker from Ants, two cards of Watch Its Moves from Ants, and a single card of Yield Ground from a Boat.

Speaking of, here's yield ground.

Image

Also possibly what equipment you had in hand? I was wielding a bow.
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)

W7 - Hermit
W8 - Co-LS of R'lyeh, Owner of the Hermitarium Knowledge Group
W9 - LS of Niflheim
W11 - Hermitage (named Niflheim)
W12 - Hermit -> some rando ass village i forgot the name of that i joined
W10,13-15 - N/A
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Re: Combat Guide by Flameturtle

Postby Archiplex » Wed Sep 02, 2015 2:57 am

Another skill, gained from a badger

Image
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)

W7 - Hermit
W8 - Co-LS of R'lyeh, Owner of the Hermitarium Knowledge Group
W9 - LS of Niflheim
W11 - Hermitage (named Niflheim)
W12 - Hermit -> some rando ass village i forgot the name of that i joined
W10,13-15 - N/A
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Re: Combat Guide by Flameturtle

Postby CloudJhi » Wed Sep 02, 2015 6:02 am

So apparently foxes use striking and backhanded attacks.

That fight cost me 20 hhp though, ew.
I had to have quick dodge, watch its moves, and sidestep on to survive a single attack. Not that I could kite it anyway.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
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Re: Combat Guide by Flameturtle

Postby Hervarth » Wed Sep 02, 2015 6:20 am

CloudJhi wrote:So apparently foxes use striking and backhanded attacks.

That fight cost me 20 hhp though, ew.
I had to have quick dodge, watch its moves, and sidestep on to survive a single attack. Not that I could kite it anyway.


Hi, thanks for this info! at what UA did you do this?
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Re: Combat Guide by Flameturtle

Postby CloudJhi » Wed Sep 02, 2015 6:38 am

Done at 15 UA. I wouldn't really mind throwing this character away(wounds succ massive dongers and take forever to heal even with poultices) though I don't really have a defensive move for oppressive attacks so I can't properly tell what other animals could do. Plus they'd probably kill me too fast.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
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Re: Combat Guide by Flameturtle

Postby Archiplex » Wed Sep 02, 2015 7:32 am

CloudJhi wrote:Done at 15 UA. I wouldn't really mind throwing this character away(wounds succ massive dongers and take forever to heal even with poultices) though I don't really have a defensive move for oppressive attacks so I can't properly tell what other animals could do. Plus they'd probably kill me too fast.


About how much of a defensive move did the fox knock out per hit?
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)

W7 - Hermit
W8 - Co-LS of R'lyeh, Owner of the Hermitarium Knowledge Group
W9 - LS of Niflheim
W11 - Hermitage (named Niflheim)
W12 - Hermit -> some rando ass village i forgot the name of that i joined
W10,13-15 - N/A
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Re: Combat Guide by Flameturtle

Postby CloudJhi » Wed Sep 02, 2015 7:56 am

For a single defensive move of either quick dodge or sidestep it would take out more than 100% as it damaged me for 4 SHP and 1 HHP.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
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Re: Combat Guide by Flameturtle

Postby Archiplex » Wed Sep 02, 2015 8:03 am

CloudJhi wrote:For a single defensive move of either quick dodge or sidestep it would take out more than 100% as it damaged me for 4 SHP and 1 HHP.


Thanks! I'll be adding reccomended UA levels to my hunting thread.
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)

W7 - Hermit
W8 - Co-LS of R'lyeh, Owner of the Hermitarium Knowledge Group
W9 - LS of Niflheim
W11 - Hermitage (named Niflheim)
W12 - Hermit -> some rando ass village i forgot the name of that i joined
W10,13-15 - N/A
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Posts: 1260
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: Combat Guide by Flameturtle

Postby proknah » Wed Sep 02, 2015 8:24 am

Can you please explain more on martial arts & combat schools tab? What does 2/2 and 0/2 mean?
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Re: Combat Guide by Flameturtle

Postby Flameturtle » Wed Sep 02, 2015 10:36 am

I will add everything now, than ks for the input everyone.

proknah wrote:Can you please explain more on martial arts & combat schools tab? What does 2/2 and 0/2 mean?


I'll also update this with a more clear explanation.

Yeild Ground from a BOAT?
Flamturtle's Haven & Hearth 2.0 Combat Guide! http://www.havenandhearth.com/forum/viewtopic.php?f=42&t=40466 - Remade for its 5th Anniversary!
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