Strategies
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General Gameplay
- You will die. Death is normal. Keep that in mind, and don't give up.
- Because how far you get into the dungeons depends on random drops and cards, don't get upset when you are not able to get as far as you did before.
- Do not let yourself or your pet get surrounded by enemies. It will harm your health and your armor too much.
- Turn order is always: You, enemy monsters, friendly monster.
- Exception: If you try to escape a room when monsters are still inside the room (even invisible ghosts), the monsters inside the room will get a free turn before you escape.
- If you "use" any item (healing, equipment, reload ammo), you will use your turn.
- Attacking, moving, and throwing weapons all use your turn.
- Clicking on yourself will cause you to "wait", thus passing your turn.
- Switching to your secondary weapon does NOT use your turn.
- Doing an illegal action (trying to shoot too far, trying to shoot at a target that is blocked, using a spell you can not use, using a spell on an incorrect target, using a broken weapon) does not use your turn.
- If there are no enemies in the room, you can quick travel to any exit in the room or any object on the ground.
- Always try to kill monsters that can summon other monsters first, as enemy summoners can summon indefinitely, and can swamp you with monsters.
- Fountains (marked with blue dots in the mini-map) only affect the player and not any friendly monsters. They are mainly health fountains (+ green numbers), but there are also health max fountains (+ red numbers), power fountains (Stronger...), and duds (Sickly...)
- Not every item (marked with yellow dots in the mini-map) is worth collecting, especially considering the space restrictions.
- The stairs are marked with a red dot in the mini-map - in case you forgot where it was.
- That said - always make room for healing items. You never have enough healing items.
- Since you can set up 2 equipment, you should always have a melee weapon and a ranged weapon to switch between.
- If you have no ranged equipment, have another weapon set up anyways in case your weapon breaks
- Throwing from your inventory is no different from throwing your switch weapon, so throw something from your bag first
- Bows (not Pump Crossbow) and thrown weapons must be aimed at monsters that are not adjacent to the player. The player will automatically switch to the switch weapon if the player tries to attack an adjacent monster with a bow.
- Important to stress that switching weapons does NOT use your turn in the attack order.
Cards
Alchemist
- Get a melee weapon as soon as possible. While the Pump Crossbow can attack at melee range, it still uses up ammo, which is better reserved for ranged attacks.
- You might notice that you will sometimes lose 2 ammo per shot - it is possible that the Pump Crossbow uniquely works as 2 attacks with one shot (instead of the bow, which counts each arrow with the written damage of the bow). If only 1 attack connects, 1 ammo is lost, but if both attacks connect, 2 ammo is lost.
- Note: you do lose 1 ammo if your shot misses!
- Have the Alchemy recipes on hand, so that you know what you are making.
- It might be a good idea to stock up on alchemy bases, and essences you are really interested in. Malaria makes decent ammo with either base, while Antimony potions help make you more powerful.
- You can switch ammo without fearing that you will lose what you have preloaded. Just note that because you "use" potions to load it into your Crossbow, this will take your turn.
- With cards, you may wish to focus on Carry More and Health - power is useful when you get a melee weapon, but it will not affect your Crossbow damage (since it is ranged).
- You may wish to also keep a bow in stock in case you run out of alchemic ingredients needed to make ammo - Arsenic and Antimony can be a little rare at times.
- Remember that the Crossbow is considered a ranged weapon - so the line of sight rule applies for all shots.