Post by Agrith Dragonflame on Mar 4, 2023 4:46:47 GMT -5
Digging through the mines to confirm things really does help give one a sense of what helps out in the mines and what doesn't. So, here's some advice for those that want it:
Supplies: Molo recommends you bring food and herbs and they aren't kidding (not that that mole ever does). While the exact amount depends are how far in the mines you are planning to go, I highly recommend buying inventory upgrades from Ember to save on space!
- Bring at least 9 food items (preferably ones that restore 2 hunger or better). That may not seem like much, but most levels with have at least 1 or 2 bats that can be eaten to restore 1 hunger. However, they don't always appear and you do have to fight them (ambushing them does make it that you can kill them with a moderately charged attack), so it's better to have the extras. Bring more if you don't fancy fighting much (Mold's shop does sell food for mews, but only at the rest stops every 25 levels).
--- If you have access to mushroom salads, I highly recommend at least 3 of them. They save up on space and make it much easier to build up a stock of bats.
--- Other food you can find are random prey (random chance from breaking rocks), mushrooms (portobello and white caps in dark floors), fish (in wet floors), snakes (in mossy floors), adders (in ruin floors), and rats (in noxious floors). Note that most of these require you to fight.
- Healing is much harder to get. Make sure you bring plenty of goldenseal (at least 9 if you can, more is preferable) and marigold (at least 3, unless you tend to find yourself poisoned a lot). If you have them, feel free to replace the goldenseal with morel and/or the marigold with coprinus (the morel is essentially a 3 star goldenseal, while the coprinus is a 1 star marigold).
--- It is possible to replenish healing items. However, they tend to be sparce compared to food. Mold's shop is only available at the rest stops. You can find mossy floors that can have herbs, but usually only 1 or 2 and they aren't always healing herbs (also remember that 1 star marigold only cures poison). Dark floors can have mushrooms, but they can be any kind, so no guarantee that there will be morel or coprinus.
--- If you have access to elixirs of healing, I recommend bringing at least one for emergencies.
Equipment: A few other useful accessories/items to bring along.
- Get the headlamp as soon as possible. It can be bought from Mold for 80 Mews or Molo for 100 Mole Cash. The dark floors practically require it with how dark they are and level 26 is guaranteed to be a dark floor.
--- I recommend upgrading the headlamp as soon as possible at the anvil (so much so that I recommend leaving the mine at a rest stop to upgrade if you have the items for it). The basic headlamp is not great and you'll want the light. Each upgrade requires 6 quartz and 3 of some other ore/gem. Iron ore for upgrade 1, amber for upgrade 2, and rubies for upgrade 3.
- Bring a masonry kit or two, which you can buy from Mold or Molo or just make at the anvil.
--- While you should never run into a location where you need a masonry kit to progress, it can sometimes let you pick a normally broken staircase or save you time/resources by just letting you take the broken staircase you just found instead of having to find the other staircase. Or find the key for the other staircase. Or solving the totem puzzle for the other staircase. Or killing all the enemies for the other staircase.
- The Greedy Paw accessory can make your life a bit easier by automatically picking up items. However, bear in mind that it can make dropping items you don't want difficult. Not because it picks up the items you just dropped, but because it will pick up whatever is nearby you. Since it is an accessory that can be worn and removed at any time, I recommend trying it for a while and then deciding if you like it. Molo sells it and it can be upgraded at the anvil for better pick-up range.
Buddies: You can take buddies into the mine. However, remember that you will have to share your supplies to keep them active. The best buddies for the mines have the Persistent trait (that trait has a chance of allowing the buddy to break all nearby rocks, thus making it meant for the mines). As such, I recommend Glimmer, Jag, or one of your kittens that have Persistent.
- Glimmer: Probably the best non-kitten buddy for the mines, as they have Hardy. This makes them immune to poison, reducing the amount of resources they need to keep going.
- Jag: Usually good if you find it difficult to keep food stocked or have trouble with some of the fighting. Their Subtle trait helps makes it easier to get the drop on bats, as well as snakes, adders, rats, ghosts, and any random prey that show up. Bear in mind that noxious floors and rats will eat up extra health with poison.
- Kittens: For your kittens, different traits have different amounts of usefulness:
--- Hardy: See Glimmer above
--- Subtle: See Jag above
--- Adaptive: If your trying to gain XP for yourself and your kitten, a good choice. The mines are a great place for XP. Remember that leveling up a buddy fully heals them, but they max out at level 10. Otherwise, not helpful.
--- Tough: This will help your kitten clear out enemies quicker, which is especially helpful since some enemies, like Glowers, Murks, and Darkcandles, ignore your buddy, making them easy to kill. Those enemies can still damage your kitten, however.
--- Inspiring: Since there are no allies in the mines, this trait is almost useless there. The exception is if you bring allies via the Summon Allies skill.
--- Vivacious: Extra health means your kitten will last a little longer. While not the best trait on this list, still can be helpful.
--- Lucky: Luck does appear to influence the mines. Among other things, you'll find more and rarer gems while alongside a kitten with this trait. If you think you can keep them standing (since they will have nothing innately to improve their survivability), this is highly recommended (Personally, I consider it the best option).
Skills: No skill explicitly marks itself as a mining skill, but you'd be surprised which skills actually have a use down there.
- Rejuvenate: Recommended. It removes status effects, like poison, from you and your buddy. Helps reduce your resource usage.
- Tenacity: Recommended. This skills resets the cooldown on all other skills. Thus, its utility is determined by your other skills.
- Deep Cuts: Recommended. Damaging skills can actually break rocks. This one breaks all nearby rocks in addition to doing damage over time to nearby enemies. Does have a modest cooldown, so goes well with Tenacity.
- Shield: Pretty self-explanatory. For a short period, you are invulnerable. Less damage means less resources spent. Doesn't protect your buddy, however.
- Sweet Melody: Highly recommended if you have a buddy. It grants a short regeneration effect to nearby allies and has a short cooldown. This lets you heal up your buddy without spending resources (aside from time), and it can be used while they are in combat. Useless if you are in the mine alone.
- Menacing Fangs: Recommended. It does minor damage to nearby enemies (aggro-ing them if they weren't before), but also heals you for 1 heart. While the heal requires enemies to be damaged by the skill, it helps you patch yourself up without using resources. Provided you can handle the enemies afterwards. Has a relatively short cooldown, too.
- Return Home: Unfortunately, this is useless in the mines. You can leave at any time by getting to the staircase up. Meanwhile, even at max rank, the start-up period on this skill means that enemies would get to you before you can escape and interrupt you. I suppose it might let you escape if you are not being attacked and are cornered, but that's about it.
- Hunter's Gamble: As this name says, a gamble. If you find prey, you can use this to double that prey (provided you are a good hunter). You can also use it to instakill hostile prey (like rats, snakes, adder, bats. Maybe even ghosts). Useful for restocking food, but not helpful for actually mining.
- Tiger's Breath: Recommended. This one will essentially break all rocks in a line for a short cooldown, as well as damaging enemies in the line. Quite useful.
- Summon Allies: This won't help your mining really, but it can help out with the fighting, especially in a pinch. If you plan on using this skill, I recommend taking Sweet Melody and bringing a kitten with Inspiring to make the most of it.
- Warding Scrawl: Can damage enemies and break rocks when the ward detonates. Useful if traps are your style, but other skills are better for rock breaking.
- Lion's Roar: Recommended. While it won't do much for making your enemies flee, it actually breaks all nearby rocks for a modest cooldown. Quite helpful. Pair with Tenacity for lots of rock-breaking.
- Diplomacy: As there is no influence in the mines, this is completely useless there.
- Spectral Dodge: Useful for getting out of scrapes and traversing the mine. Lava floors can sometimes necessitate you to make your way past a pool of lava, which this helps a lot with.
- Kindly Purr: Unfortunately, the only cat that you can build relationship with is the buddy you brought with you. Useless in the mines.
- Wild Slash: Probably the best skill for the mines, paws down. Short cooldown, breaks all nearby rocks, and does more damage than your max charged attack.
- Botany: The only floor with herbs is the mossy floor. Given that it usually only has like 1 or 2, they are kind of hard to miss. So, not very helpful.
- Mortal Wound: Recommended. It can still instakill random nearby enemies and it breaks all nearby rocks. The only real downside is its massive cooldown. Use with Tenacity.
- Nine Lives: Recommended. It will break nearby rocks (up to the number of sprites) and can damage nearby enemies, especially the annoying ones like Darkcandles. Other skills do outperform it in rock breaking, but its relatively low cooldown and ability to help with those blasted Darkcandles make it have its uses.
- Pinecone Toss: It could be helpful, given the pinecones will break rocks, but they don't pierce. Meaning each pinecone will break one rock. Can be used for fighting, but there are much better choices with better versatility in the mines.
Supplies: Molo recommends you bring food and herbs and they aren't kidding (not that that mole ever does). While the exact amount depends are how far in the mines you are planning to go, I highly recommend buying inventory upgrades from Ember to save on space!
- Bring at least 9 food items (preferably ones that restore 2 hunger or better). That may not seem like much, but most levels with have at least 1 or 2 bats that can be eaten to restore 1 hunger. However, they don't always appear and you do have to fight them (ambushing them does make it that you can kill them with a moderately charged attack), so it's better to have the extras. Bring more if you don't fancy fighting much (Mold's shop does sell food for mews, but only at the rest stops every 25 levels).
--- If you have access to mushroom salads, I highly recommend at least 3 of them. They save up on space and make it much easier to build up a stock of bats.
--- Other food you can find are random prey (random chance from breaking rocks), mushrooms (portobello and white caps in dark floors), fish (in wet floors), snakes (in mossy floors), adders (in ruin floors), and rats (in noxious floors). Note that most of these require you to fight.
- Healing is much harder to get. Make sure you bring plenty of goldenseal (at least 9 if you can, more is preferable) and marigold (at least 3, unless you tend to find yourself poisoned a lot). If you have them, feel free to replace the goldenseal with morel and/or the marigold with coprinus (the morel is essentially a 3 star goldenseal, while the coprinus is a 1 star marigold).
--- It is possible to replenish healing items. However, they tend to be sparce compared to food. Mold's shop is only available at the rest stops. You can find mossy floors that can have herbs, but usually only 1 or 2 and they aren't always healing herbs (also remember that 1 star marigold only cures poison). Dark floors can have mushrooms, but they can be any kind, so no guarantee that there will be morel or coprinus.
--- If you have access to elixirs of healing, I recommend bringing at least one for emergencies.
Equipment: A few other useful accessories/items to bring along.
- Get the headlamp as soon as possible. It can be bought from Mold for 80 Mews or Molo for 100 Mole Cash. The dark floors practically require it with how dark they are and level 26 is guaranteed to be a dark floor.
--- I recommend upgrading the headlamp as soon as possible at the anvil (so much so that I recommend leaving the mine at a rest stop to upgrade if you have the items for it). The basic headlamp is not great and you'll want the light. Each upgrade requires 6 quartz and 3 of some other ore/gem. Iron ore for upgrade 1, amber for upgrade 2, and rubies for upgrade 3.
- Bring a masonry kit or two, which you can buy from Mold or Molo or just make at the anvil.
--- While you should never run into a location where you need a masonry kit to progress, it can sometimes let you pick a normally broken staircase or save you time/resources by just letting you take the broken staircase you just found instead of having to find the other staircase. Or find the key for the other staircase. Or solving the totem puzzle for the other staircase. Or killing all the enemies for the other staircase.
- The Greedy Paw accessory can make your life a bit easier by automatically picking up items. However, bear in mind that it can make dropping items you don't want difficult. Not because it picks up the items you just dropped, but because it will pick up whatever is nearby you. Since it is an accessory that can be worn and removed at any time, I recommend trying it for a while and then deciding if you like it. Molo sells it and it can be upgraded at the anvil for better pick-up range.
Buddies: You can take buddies into the mine. However, remember that you will have to share your supplies to keep them active. The best buddies for the mines have the Persistent trait (that trait has a chance of allowing the buddy to break all nearby rocks, thus making it meant for the mines). As such, I recommend Glimmer, Jag, or one of your kittens that have Persistent.
- Glimmer: Probably the best non-kitten buddy for the mines, as they have Hardy. This makes them immune to poison, reducing the amount of resources they need to keep going.
- Jag: Usually good if you find it difficult to keep food stocked or have trouble with some of the fighting. Their Subtle trait helps makes it easier to get the drop on bats, as well as snakes, adders, rats, ghosts, and any random prey that show up. Bear in mind that noxious floors and rats will eat up extra health with poison.
- Kittens: For your kittens, different traits have different amounts of usefulness:
--- Hardy: See Glimmer above
--- Subtle: See Jag above
--- Adaptive: If your trying to gain XP for yourself and your kitten, a good choice. The mines are a great place for XP. Remember that leveling up a buddy fully heals them, but they max out at level 10. Otherwise, not helpful.
--- Tough: This will help your kitten clear out enemies quicker, which is especially helpful since some enemies, like Glowers, Murks, and Darkcandles, ignore your buddy, making them easy to kill. Those enemies can still damage your kitten, however.
--- Inspiring: Since there are no allies in the mines, this trait is almost useless there. The exception is if you bring allies via the Summon Allies skill.
--- Vivacious: Extra health means your kitten will last a little longer. While not the best trait on this list, still can be helpful.
--- Lucky: Luck does appear to influence the mines. Among other things, you'll find more and rarer gems while alongside a kitten with this trait. If you think you can keep them standing (since they will have nothing innately to improve their survivability), this is highly recommended (Personally, I consider it the best option).
Skills: No skill explicitly marks itself as a mining skill, but you'd be surprised which skills actually have a use down there.
- Rejuvenate: Recommended. It removes status effects, like poison, from you and your buddy. Helps reduce your resource usage.
- Tenacity: Recommended. This skills resets the cooldown on all other skills. Thus, its utility is determined by your other skills.
- Deep Cuts: Recommended. Damaging skills can actually break rocks. This one breaks all nearby rocks in addition to doing damage over time to nearby enemies. Does have a modest cooldown, so goes well with Tenacity.
- Shield: Pretty self-explanatory. For a short period, you are invulnerable. Less damage means less resources spent. Doesn't protect your buddy, however.
- Sweet Melody: Highly recommended if you have a buddy. It grants a short regeneration effect to nearby allies and has a short cooldown. This lets you heal up your buddy without spending resources (aside from time), and it can be used while they are in combat. Useless if you are in the mine alone.
- Menacing Fangs: Recommended. It does minor damage to nearby enemies (aggro-ing them if they weren't before), but also heals you for 1 heart. While the heal requires enemies to be damaged by the skill, it helps you patch yourself up without using resources. Provided you can handle the enemies afterwards. Has a relatively short cooldown, too.
- Return Home: Unfortunately, this is useless in the mines. You can leave at any time by getting to the staircase up. Meanwhile, even at max rank, the start-up period on this skill means that enemies would get to you before you can escape and interrupt you. I suppose it might let you escape if you are not being attacked and are cornered, but that's about it.
- Hunter's Gamble: As this name says, a gamble. If you find prey, you can use this to double that prey (provided you are a good hunter). You can also use it to instakill hostile prey (like rats, snakes, adder, bats. Maybe even ghosts). Useful for restocking food, but not helpful for actually mining.
- Tiger's Breath: Recommended. This one will essentially break all rocks in a line for a short cooldown, as well as damaging enemies in the line. Quite useful.
- Summon Allies: This won't help your mining really, but it can help out with the fighting, especially in a pinch. If you plan on using this skill, I recommend taking Sweet Melody and bringing a kitten with Inspiring to make the most of it.
- Warding Scrawl: Can damage enemies and break rocks when the ward detonates. Useful if traps are your style, but other skills are better for rock breaking.
- Lion's Roar: Recommended. While it won't do much for making your enemies flee, it actually breaks all nearby rocks for a modest cooldown. Quite helpful. Pair with Tenacity for lots of rock-breaking.
- Diplomacy: As there is no influence in the mines, this is completely useless there.
- Spectral Dodge: Useful for getting out of scrapes and traversing the mine. Lava floors can sometimes necessitate you to make your way past a pool of lava, which this helps a lot with.
- Kindly Purr: Unfortunately, the only cat that you can build relationship with is the buddy you brought with you. Useless in the mines.
- Wild Slash: Probably the best skill for the mines, paws down. Short cooldown, breaks all nearby rocks, and does more damage than your max charged attack.
- Botany: The only floor with herbs is the mossy floor. Given that it usually only has like 1 or 2, they are kind of hard to miss. So, not very helpful.
- Mortal Wound: Recommended. It can still instakill random nearby enemies and it breaks all nearby rocks. The only real downside is its massive cooldown. Use with Tenacity.
- Nine Lives: Recommended. It will break nearby rocks (up to the number of sprites) and can damage nearby enemies, especially the annoying ones like Darkcandles. Other skills do outperform it in rock breaking, but its relatively low cooldown and ability to help with those blasted Darkcandles make it have its uses.
- Pinecone Toss: It could be helpful, given the pinecones will break rocks, but they don't pierce. Meaning each pinecone will break one rock. Can be used for fighting, but there are much better choices with better versatility in the mines.