Questions about AP

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Veloci
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Questions about AP

Post by Veloci »

Hello everybody.
I'm new as a member, but spent much time in this forum.
You got a list of items you need until level 20. But in my opinion there is missing one very powerful I bought first (maybe I'm wrong, no one else finds it useful... ;) ) Jewel of Fallhaven (-1AP). With an 4AP weapon you got an extra hit "for free" and most monsters fall at the first attack.
You get it from Tailor in Fallhaven for 3593.
LVL:48 | EXP:2013166| LP: 121(129) | AC:299%(334%) | AD:26-32(26-41)| CHS:50/3.0/26%(9)| BC:114% | DR:4
EisSpray
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Re: Andor's Trail Walkthrough: From fly to dual-wielding mon

Post by EisSpray »

i dont really get this.
Since u have 10 AP and 3 x 4 AP = 12 AP u need an additional items which grants you +1 AP... am i wrong?
Sadly i confused AP with moving points, and bought crappy "Coward's boots" in thought to have 1 more hit every round...

EDIT: NVM this necklace is awesome, it just sub 1 AP, no matter what weapon.

Nice, now i got 3 hits with flagstones pride...
Level: 40|Exp:1172135|Gold:72430|AP:12/3|HP:85|AC:237%|AD:22-26|BC:71%|DR:2
Skills: WA:1|CS:2|QL:1|CE:1|IF:2|Evasion:2
Items: RolS: 1
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Flaming
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Re: Andor's Trail Walkthrough: From fly to dual-wielding mon

Post by Flaming »

There is a skill that allows you to gain a maximum of two extra AP, increasing the total AP to 12 from 10.
RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0, SRoV: 0, VSH: 0, WMC: 0, GoW: 0
EisSpray
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Re: Andor's Trail Walkthrough: From fly to dual-wielding mon

Post by EisSpray »

any1 got an idea how this "cleave" skillworks? will it really add 3 !!!!! AP each level up?

i just hit lvl 20 and gained another skill point, but no idea what to take now, those i alrdy learned:

"weapon precision"
"quick learner"
"IF"

i thought about regeneration now, or the one for +1 AP

any guesseS?
Level: 40|Exp:1172135|Gold:72430|AP:12/3|HP:85|AC:237%|AD:22-26|BC:71%|DR:2
Skills: WA:1|CS:2|QL:1|CE:1|IF:2|Evasion:2
Items: RolS: 1
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rijackson741
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Re: Andor's Trail Walkthrough: From fly to dual-wielding mon

Post by rijackson741 »

Get both levels of combat speed as soon as you can. They increase your AP by 1. Also get the Jewel of Falhaven, which reduces your attack cost by 1, so a 4AP weapon becomes a 3AP weapon. With the JoF and 1 level of CS you have 11AP, so you get 3 attacks, or 1 attack and a chance to flee. But if you have the Cowards Boots or the Villain's Leather Armor your move cost is lowered by 1, so you get 2 attacks and a chance to flee. With 2 levels of CS you get 4 attacks, or two attacks and a chance to flee. The lowered move cost from the Cowards Boots and the Villain's Leather Armor is no longer useful. Mostly, anyway:
There is a quest where you might find the lowered move cost very useful, even with JoF and 2 levels of CS
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
Balapaan
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Re: Andor's Trail Walkthrough: From fly to dual-wielding mon

Post by Balapaan »

EisSpray wrote:i dont really get this.
Since u have 10 AP and 3 x 4 AP = 12 AP u need an additional items which grants you +1 AP... am i wrong?
Sadly i confused AP with moving points, and bought crappy "Coward's boots" in thought to have 1 more hit every round...
Per round you have a maximum of 10 action points (APs) to spend. [Without using any specials, that is.] These APs can be used for attacking and other actions.
The APs needed for one attack -- and thus the number of attacks possible per round -- depend on the equipment you use resp. wear (weapon, shield, armour, `bling-bling´):
6_AP :arrow: 1 attack/round --- 1 attack = 6_AP | 2 attacks = 12_AP
5_AP :arrow: 2 attacks/round --- 2 attacks = 10_AP | 3 attacks = 15_AP
4_AP :arrow: 2 attacks/round --- 2 attacks = 8_AP | 3 attacks = 12_AP
3_AP :arrow: 3 attacks/round --- 3 attacks = 9_AP | 4 attacks = 12_AP

The "Jewel of Fallhaven" (JoF) reduces the APs needed for one attack by 1.
Example: Using a 4_AP-weapon you can attack 2 times per round. Wearing the JoF the 4_AP-weapon becomes a 3_AP-weapon -- well, sort of ;) -- and thus giving you 1 extra attack per round. :D

Advice:
A notable damage resistance (DR) is important to longer survival!
This is true for monsters (some having [relatively] high DR) as well as it is true for you (always ;) ).
Therefore: Get gear which gives you DR.
And with monsters having notable DR it is more effective to hit fewer times with high damage than often with somewhat lower damage.
Example: You have got a 5_AP-weapon making 7_DP (damage points), a 3_AP-weapon making 5_DP, and a 40_HP monster with 3_DR. Hitting twice with the `slower´ & `bigger´ weapon [2 x (7_DP - 3_DR) = 8_DP/round] kills the monster faster than hitting thrice with the `faster´ & `lighter´ weapon [3 x (5_DP - 3_DR) = 6_DP/round] --- 40/8=5 rounds instead of 40/6=7 rounds.
This way leads to less damage on your side per killed foe, because there are fewer rounds in which you can lose health points (HP).
level 110+
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