Pockie Ninja, like many other browser based games of the type, is a grind fest. There are few easy ways to earn XP, and those that you have are either dangerous, expensive, or both. I thought I'd write a simple guide to help people along who struggle with the low levels.
#1. Complete your quests
It's a simple truth of all games like this that quests give amssivly out of proportion floods of xp, versus what one would normally get from grinding. When you have a quest avalible, do it.
#2. Save those gift cupons
There are many things that one can spend gift cupons on, but the one thing that I seem to find gives the most bang is HP/Chakra carier bags. It works in Los Noches, which saves a tonne of trouble, and it means that you can easily join groups of players with far faster computers for Slots, which seems to give a large proportion of good equipment rewards.
#3. Get apprentices
A junior player with two apprentices can net over 8000 xp a day without even playing, and one who maximises thier availible apprentices can walk away with a extra 10,000 Xp. Something simple to think about.
#4. Use xp maks and fresh beer
Fresh beer(+1.25% xp) and xp marks(varies) are a essential to any slots group or monster grind. It dosen't seem like much at first, but the extra 100 or so xp per battle really adds up in the end.
#5. Level and equip your pet.
High skilled pets can be the difference between life and death in some matches, so make sure you have one with at least one attack skill equipped. I run a potato normally with suppression(stun + attack) and block on, and it has saved my butt more times then I can count. Higher skill = tougher monsters, more xp.
#6. ALWAYS do Los Noches.
Los Noches is simply pure xp. You don't get bonuses, but it also dosen't take movement power, and seems to be able to generate 1/10th of what you need to level up each day. It's worth it. Note: XP marks do not work in Los Noches.
#7. Always do Valhala
Even if you have to run the intro course, always do val. The items, xp and stones make it one of the best areas in the game to farm, and you will never, ever regret doing a instance.
#8. Run slots at least once a day
It's a silly thing and the xp is not worth it, but there are great rewards hidden...
Showing posts with label Strategy. Show all posts
Showing posts with label Strategy. Show all posts
Wednesday, July 6, 2011
Pockie Ninja - Basics - Synthesizing
I thought I'd whip up a quick article about synthesizing, as this seems to be a question asked over and over on the game chat system.
Synthesizing in Pockie Ninja all goes about with the item value. Each item has it's own value rating, on a scale of 1 to 70. To understand the pure basics, this is a good general rule-
Tier 1(Grey suits and items) + 30 + 30 = Tier 2(Blue suit/item)
Tier 2(blue suits and 2 enchantment items) + 30 + 40 = Tier 3(orange suit/item)
Alright, that seems pretty simple... what's all this about 2s, 3s, 4s then?
#s is just a simple abreviation for the number of enchantments a item has. For example, if you have a sword that gives + 20 agility and +2% speed, it's a 2s sword.
So what about 2s and 3s recipies?
I... don't really like using enhanced equipment by it's enchantment rating. The synth rating is a much more even gague of what you're going to get.
Alright, I have a tier 2 suit, but it's not the one I want. What do I do?
Simple. If you synth a blue, orange or grey suit with 2 1s items as catalysts you will get a item of the same tier 100% of the time.
Synthesizing in Pockie Ninja all goes about with the item value. Each item has it's own value rating, on a scale of 1 to 70. To understand the pure basics, this is a good general rule-
Tier 1(Grey suits and items) + 30 + 30 = Tier 2(Blue suit/item)
Tier 2(blue suits and 2 enchantment items) + 30 + 40 = Tier 3(orange suit/item)
Alright, that seems pretty simple... what's all this about 2s, 3s, 4s then?
#s is just a simple abreviation for the number of enchantments a item has. For example, if you have a sword that gives + 20 agility and +2% speed, it's a 2s sword.
So what about 2s and 3s recipies?
I... don't really like using enhanced equipment by it's enchantment rating. The synth rating is a much more even gague of what you're going to get.
Alright, I have a tier 2 suit, but it's not the one I want. What do I do?
Simple. If you synth a blue, orange or grey suit with 2 1s items as catalysts you will get a item of the same tier 100% of the time.
Sunday, January 16, 2011
Dwarfishness - Fortress Planning
Well, I thought I'd write a small post on fortress design...
As most of you know, I'm a feverent fan of dwarf fortress. I love the design abilities, and engeneering traps for my enemies. At times, I try and provoke the elves and the dwarves to attack early, just to start driving them through some of my setups.
Here's my generic main gate design. I build my entrances on flat ground in contrast to most dwarf fortress designers, who build thier fortress on mountainsides. It takes more effort to begin with, but it makes it easier to direct enemies to where you want them. I also always give the enemy at least two controlled options to enter my fortress, and different gate mechanisms to control the options available.
This is my medical tower and jail. I place these off to the side, and in a fully contained area that can only be accessed from sublevel 3. This has two purposes... firstly, this means that I can keep my prisoners near medical facilities, just in case. The second thing this means is that I can do this:
Added security, let's just say...
The final steps I add is a gate on each side(north, south, east and west), a large perimeter wall, a elevated entry walkway and a Hydra Lock. The theory behind the hydra lock is simple -- If I have any people escape he main bulk of my traps, I pull a lever and my main fortress is sealed off, and that entry way, the outer ring, is completely filled with water, drowning all opposition. The main part of this is easy, resettable traps... I'll work out a post on my Hydra Lock system next... it's simple, easy to control and makes defense easy.
As most of you know, I'm a feverent fan of dwarf fortress. I love the design abilities, and engeneering traps for my enemies. At times, I try and provoke the elves and the dwarves to attack early, just to start driving them through some of my setups.
Here's my generic main gate design. I build my entrances on flat ground in contrast to most dwarf fortress designers, who build thier fortress on mountainsides. It takes more effort to begin with, but it makes it easier to direct enemies to where you want them. I also always give the enemy at least two controlled options to enter my fortress, and different gate mechanisms to control the options available.
This is my medical tower and jail. I place these off to the side, and in a fully contained area that can only be accessed from sublevel 3. This has two purposes... firstly, this means that I can keep my prisoners near medical facilities, just in case. The second thing this means is that I can do this:
Added security, let's just say...
The final steps I add is a gate on each side(north, south, east and west), a large perimeter wall, a elevated entry walkway and a Hydra Lock. The theory behind the hydra lock is simple -- If I have any people escape he main bulk of my traps, I pull a lever and my main fortress is sealed off, and that entry way, the outer ring, is completely filled with water, drowning all opposition. The main part of this is easy, resettable traps... I'll work out a post on my Hydra Lock system next... it's simple, easy to control and makes defense easy.
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