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 Post subject: [Archaeologist] 102 - After the Basics
PostPosted: 9. Jul 2011, 18:56 
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For any player, the ideal is to be below maximum mana, all the time.
This means although you're trying to get mana as fast as possible (without being an item hog and taking stuff away from others that also need it), that you're spamming your abilities so hard, you just keep running dry on mana.

After you pick up the basics of archaeologist, you can think about improving your game.

This guide is split into three parts; the basic "102" course, and two more sections; one for if you think you have a strong team that will work together, and another for if you have a bunch of new players that you're worried about.

[Archaeologist] 102 - After the Basics: The Most Difficult Profession. The Role Of An Archaeologist. What Can I Find? Using What You Find. Archaeologist Abilities and Mana Management. Who Is My Mana Buddy? Archaeology World By World. Not Running Dry On Mana On World 1. Choosing Knowledge, Luck, or Both. Going Marine, Templar, or Chaos Knight? How Many Archaeologists Per Group Of Players?

The Most Difficult Profession
Miners, constructors, alchemists, healers, and crafters all have jobs that rely on monitoring the game situation moment by moment. Almost their entire games can be determined by what’s happening at the moment, and using them fairly well is not too difficult – labor intensive, but not a lot of active thinking involved.

Archaeologists, though, are another matter.

Archaeologists need to do more than just monitor the game situation moment by moment to do well. More than any class, archaeologists need an *overall* sense of the game; not just the game at the moment, not just the player’s own situation, but how each and every player is doing, not just now, but in the past, in the present, and in the likely future. The best archaeologists will also need to monitor which players are the most skilled (NOT merely who has the highest score), which players chose which builds (i.e. which players chose Knowledge, which Luck) and compare it to their professions, level, and game situation. Furthermore, archaeologists need to have a good idea of which of their items do what, of the relative importance of their effect at different stages in the game, and further, how and when those items will best be used based on the strengths or weaknesses of each player based on past, present, and likely future performance.

This is the longest of the "102" series guides I’m writing, and with good reason. A good archaeologist can mean the difference between death and survival for a weak group. For a strong group, an archaeologist can mean the difference between a normal and an extraordinarily powerful group. However, if the archaeologist doesn't figure out which sort of group he/she is in, the archaeologist won't do what's best. Doing what's best for a strong group will get a weak group killed. Doing what's best for a weak group will get leave a strong group underpowered. Being a good archaeologist means not only thinking about what the archaeologist is doing, it means thinking about what each and every one of the other players is doing, has done, and is going to do! Hence the length of this guide.

The Role Of An Archaeologist
The archaeologist finds items marked with a “?”, and identifies them once, twice, or not at all, then places them on ship for storage, sells them, or gives them to allies as appropriate. As the game develops, the archaeologist should monitor the game situation to identify the players that will best have “Generate Mana” used on them. The best use of items, and the players best mana boosted, change as the game develops. Finally, the archaeologist has attack abilities that are very powerful early on; these are powered by mana or glyphs; effective mana and glyph management need to be weighed with the game situation to determine best use of powers.

What Can I Find?
At first, glyphs, crystal?, and alien artifact?; later stone?, rune?, alien egg, and book? Glyphs are used to power your attack abilities, or stored on planet or on ship as appropriate. Crystal? items are identified as power crystals; alien artifact? items are one of five types (type I is frost nova, type 2 flame breath, type 3 chain lightning, type 4 alien bed, and type 5 volcano). Stone? items are identified into regular stone, iron ore, a health stone, or mana stone (increase hp/mana regeneration and/or can be eaten for large hp/mana boost respectively). Rune? items are identified as runes of restoration, healing, or mana. Placing such a rune into a scout tower turns that tower into a tower of restoration, healing, or mana. Studying such a rune again generates a number of scrolls of restoration, healing, or mana, respectively. Alien eggs can be used to generate a blood hydralisk with 1000 hit points and 100 damage. Book? items become a tome that boosts statistics.

Using What You Find
You may choose to use glyphs immediately, set them aside on the planet, or place them on the ship. Using them obviously is useful since it lets you spam your archaeologist attack powers, which makes things easier for the group. But if your power level is healthy, you may set them aside or even bring them to the ship for storage. Another good reason to set glyphs aside is that if the miners have been busy, there may be so many ? items sitting around that you had best use your Identify powers on those ? items.

Early in world 1, power crystals are often best eaten for mana until you only have one left. That power crystal is best given to the alchemist to try to make a mana potion with. The purpose of that is NOT to try to get a mana potion out of the deal; the purpose is really to try to boost the alchemist level faster so the alchemist can process purple and red potions.

If you’ve managed your mana by switching into another profession like miner or alchemist, though, or if you end up with loads of power crystals because of lucky finds by you and/or the miners, you can afford to give your power crystals to the constructor to eat. The constructor, in turn, should give the power crystal to the alchemist when there’s only one left in the stack. Alternatively, the power crystal can be saved on the ship for conversion into mana potions between worlds, or for power armor when steel bars are made. Don't give power crystals to anyone else except archaeologists and constructors early on!

Do not give power crystals to a healer on world 1 USA. New players often choose healer on world 1 USA, and spam their ability uselessly, then try to grab power crystals and/or mana potions because they “need mana”.
On USA, healing is a total waste of mana that would better be spent mining for steel that’s neeed early, crafting heal kits that could be used, for archaeology that could find power crystals for mana generation and for mana potion generation, for constructing extra stone, or whatever.

On the other hand, think about giving power crystals to a healer on world 1 Moon. Even though crafters should have the priority for bandages and gunpowder for cheap medkits and grenades, healers are the only way to get players out of trouble sometimes, especially against the boss that stuns.

There are five types of alien artifact. Type I is a three use frost nova item selling for 250 gold. Type 2 is a three use fire breath item selling for 500 gold, and the only item that doesn’t require a specific enemy unit to be targeted (so you can use it on invisible units if you think you know where they are, or if you’re running in a panic, you can just fire it off in a direction of your choice) Type II is a bit more useful than a regular grenade because it doesn’t have a delay before going into effect, and has nice range. Type III is a three use chain lightning item selling for 750 gold. Type IV is a single use alien bed that sells for 1000 gold. Type V is a single use volcano item that sells for 1250 gold.

Type I, II, and III either kill or almost kill multiple non boss enemies on world 1. On world 2, they do decent damage but usually won’t finish a target that started at full health. On world 3, they don’t do much at all. All of these items are instant use, meaning they don’t have a delay before going off, unlike regular grenades. However, these items also have a few drawbacks. There’s a limit of 3 uses per item slot on these alien artifacts, unlike grenades which can be stacked in great numbers. New players, or even veteran players that haven’t had experience with archaeologist, often won’t think to pick up and use these items even if a lot of them are lying around. Finally, for sheer bang for buck, grenades are almost always better.

So how will you want to use Type I-III items?
If your team is having a lot of trouble staying alive, you could use these in combination with your archaeologist abilities, or let other players use these items. If your team is having no trouble staying alive, you can sell them off and give the gold to the commander; you’ll be making less than a good alchemist, but more than a miner or crafter that’s working for gold ore. Or, if your team is having trouble staying alive, you could sell these and buy bandages, medkits, gunpowder, and grenades.

Type IV is an alien bed. Always give the alien bed to the commander. Alien beds can generate units to help you, but these units require food, and can cost hundreds of gold apiece. All players except the commander have a limit of one food. So if any player except the commander uses an alien bed, only one unit at the most can be produced. Besides, everyone should be passing most of their gold to the commander anyways!

Type IV can produce flying units (useful on maps that don’t have much that can hit air), flying units that cast Frost Nova, ground ranged spellcasters that can autocast Frost Armor, hydralisks that can use Shadow Strike (it’s the ranged magic attack that poisons a target, like the Night Elf Warden), and ground ranged targets with venomous attacks that can cast Entangle. There are also cheap units to act as fodder.

Type IV is best used if the players think they will have an awfully hard time. For example, it should never be used on world 1 Earth with decent players.
It should never be used on world 2 Earth with good players. It is best placed on world 3+, or possibly moon (the advanced version of world 1) or Venus (the advanced version of world 2) depending on how the group is doing. When using Type IV, it’s best to make sure flying units don’t cover up the players or a herb bed, so players can manage their actions, and take herbs from the herb bed when they want to. Until Type IV is used, leave it on the ship; make sure it doesn’t get lost! It is one of the most useful and powerful items.

Type V is a single use volcano. Use judiciously. Remember that players won’t be able to pick up items that are underneath the ground swell. For example, if someone’s horribly hurt and is running towards healing items, and you (or whoever uses Type V) uses Volcano, whoever’s running might not be able to pick up the item. Then that player might get killed. Type V is best used on world 3+, or on world 2+ in emergency situations. It is best saved and/or given to a player that isn’t panic-prone.

Stone? items become stone, iron ore, health stones, or mana stones. Stone is used by the constructor; ore by marine crafters. Try to organize stone and/or ores into piles so crafters don’t have to run all over the place. Health stones sell for 600 gold, increase hit point regeneration when held, or can be eaten for a quick hit point boost. Health stones are best sold or left to use as a very expensive medkit; the health regeneration effects are negligible. Mana stones sell for 600 gold, increase mana regeneration by 100% when held, or provide 300 mana boost when eaten. Mana stones are very precious items that should not be eaten! They should normally be held by the archaeologist, constructor, or marine crafter.

Rune? items become runes of health, mana, or restoration. Such runes sell for 50 gold apiece although you should NEVER sell any such runes. Runes of health / mana / restoration can be placed in a scout tower for a health tower / mana tower / restoration tower, or can be further identified to become scolls of health, scrolls of mana, or scrolls of restoration. Any single rune of health/mana/restoration, when further identified, will create *multiple* scrolls that sell for 112 gold apiece. Scrolls of health restore 30 hit points to all units in an area; scrolls of mana restore 30 mana to all units in an area, scrolls of restoration restore 15 hit points and 15 mana to all units in an area. Using early scrolls can mean a huge overall difference to party hit points and/or mana!

Runes are not easy to find, and the benefits of a health tower / mana tower / restoration tower are very great. But there are times when scrolls are more useful than runes for a tower, such as scrolls of mana or scrolls of restoration on world 1, when mana is usually very hard to come by, or scrolls of health on difficult worlds on which everyone’s having trouble staying alive. The archaeologist will have to have a sense of when and where a rune is best saved for later use in a scout tower, or further identified into scrolls for immediate use.

Alien eggs sell for 1500 gold apiece. Each can be used to create one 1000 hit point blood hydralisk that does 100 damage. These are best used as meat shields on very difficult worlds. “Difficult” depends on the group; some groups may find world 1 Earth too much to handle; some may find world 1 Moon difficult, some may have a hard time on world 2. Generally, if your group is very strong, you should save all alien eggs for world 3+, to help protect buildings as they go up. If your group is weaker, you should use them earlier. Alien eggs are one of the things that new players love to pick up and sell or use, so try not to just leave them sitting around.

Books? Become tomes that sell for 250 gold apiece that improve strength, agility, or intelligence. Hand such tomes off to whoever’s best suited by profession and/or equipment, or just read them yourself.

(continued)


Last edited by Sleepy_Panda on 10. Jul 2011, 23:46, edited 3 times in total.

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 Post subject: Re: [Archaeologist] 102 - After the Basics
PostPosted: 9. Jul 2011, 19:01 
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 Post subject: Re: [Archaeologist] 102 - After the Basics
PostPosted: 9. Jul 2011, 19:06 
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Archaeologist Abilities and Mana Management
Archaeologist abilities are based on archaeologist profession level. Profession level depends on use of your profession skills, and is independent of your characters’ “actual” level. For example, your character could be 6th level, and have Knowledge 6 (having boosted Knowledge at every level), but could be Archaeologist 1 (if you’d just switched to Archaeologist, or hadn’t been using your abilities at all). Or, you could be Archaeologist 8 or 9 or even more.

Managing your archaeologist and its abilities effectively requires keeping an eye on your archaeologist level and your mana level.

All archaeologist abilities increase in power with level. For example, at level 3, you gain the Frost Nova ability with your archaeologist, which initially does 60 damage to the primary target and 30 nova damage. That damage increases a lot with level; I think it hits maybe 300 or 400 damage the primary target when the archaeologist is high level. Similarly, your "Identify ability can't identify rune? or stone? items at low level, but will at higher level.

The archaeologist starts with Find Items at 50 mana, and Idenitfy at 5 mana. Identify at this point can only be used to identify glyphs, crystal? items and alien artifacts (I think). The archaeologist will not be able to identify stone? or rune? items at low level.

The archaeologist gains frost nova at 3, fire breath at 4, store energy at 6, chain lighting at 8, generate mana at 9, and volcano at 10. Frost nova, fire breath, and chain lightning are very useful on world 1, but even with upscaled damage, become less useful on world 2 and much less useful on world 3. Volcano requires careful use (see Alien Artifact V above for notes on volcano use).

Of these abilities, frost nova requires 1 energy or 100 hit points; fire breath 2 energy or 200 hit points, chain lightning 3 energy or 300 hit points, and volcano 10 energy or 1000 hit points. It’s sometimes worth using frost nova or fire breath in exchange for hit point loss depending on the situation (almost always only on early levels and under limited circumstances). Using volcano without having the energy for it will almost always kill you. So don’t do it.

You can get energy by identifying glyphs (1 energy per glyph), which is why you may want to store glyphs on the ship if you end up with a lot. You can also get energy by using the Store Energy ability you gain at Archaeology 6, which slowly drains your mana and replenishes your energy, but this will drain your mana dry if you’re constantly using your energy, even if you’re constantly munching power crystals. Only potions and/or a mana stone can give you the boost to maintain both mana and energy levels if you’re constantly using your energy to power attack abilities.

Generate Mana is an ability gained at Archaeologist 9 that increases a target’s mana regeneration by 2 for 12 seconds. It has a cooldown rate of 6 seconds. So you should always be using this ability on two targets, whether yourself and another target, or two other targets. Getting this ability is your main target for early archaeology; the earlier you can get this, the better off your team will be, so long as you’re constantly using it.

Who Is My Mana Buddy?
Generate Mana, the Archaeologist 9 ability, is useful for boosting someone’s mana. But whose mana should be boosted? Who will be your Mana Buddy? A good archaeologist should have some idea by monitoring the pace of the game, the players’ professions, and whether a player went Constitution, Accuracy, Knowledge, or Luck. This can help you figure out who’s a marine crafter without even asking. Paying attention to the game and who is doing what, though, is the most important factor for determining who your Mana Buddy / Mana Buddies are.

Game Pace
Early in the game, with few ways of getting extra mana, the professions with the most trouble maintaining mana are Archaeologist and Constructor. Generate Mana should be used for those targets as soon as possible on world 1. After that, if the group has steel bars and power crystals, crafters will need mana for the 150 mana requirement to make power armor. Alternately, if the group is having a tough time staying alive, say on the moon, Generate Mana should first go to players that are helping keep the group alive; that is, crafters (medkits and grenades), and healers.

Player Professions
How can you know who is archaeologist and who is constructor? Expand the top right submenu and look! Player level is followed by player profession then profession level.

Who Went Constitution, Accuracy, Knowledge, or Luck?
Look at a player’s stats. If someone went Constitution, their Strength will be higher than their other stats. If someone went Accuracy, their Agility will be higher. Knowledge has Intelligence higher. Luck has everything higher. If you are not sure if maybe someone just didn’t click any of constitution, accuracy, knowledge or luck, you can compare him or her to other players. For example, if you see two marines, Marine A at level 6 with 30 Strength, Agility, and Intelligence, and Marine B at level 6 with 30 Intelligence but with 24 Agility and Strength, you can guess Marine A boosted luck (which increases all attributes), and that Marine B boosted Knowledge (which just increases intelligence). Compare with Marine C, with 24 Strength, Agility, and Intelligence. Marine C probably didn’t increase anything at all.

This is how you can figure out who your marine crafters are without even asking. You will often want to click on other players as part of monitoring the pace of the game; looking at inventories can help you determine if someone’s a veteran player, an item hog, or a panicky grenade flinger.

Paying Attention
Determining your Mana Buddy is not just a question of game pace, profession, and who’s a marine crafter. You can have a constructor that doesn’t use construction abilities, who went Knowledge but doesn’t craft. This is even the case for gods with thousands of points. Sometimes such players are just not feeling up to playing a serious game. Sometimes such players really don’t know what they’re doing at all and are using hacked codes. Sometimes such players are trying hard, but need to split their attention between pretending to work in front of their boss, or making sure the kids don’t drown themselves, or maybe negotiating with small vicious farm animals that are holding them at gunpoint. The point is you can’t really tell what’s going on unless you’re clicking around. Try to figure out who’s doing what before you hit archaeologist 9; when you hit archaeologist 9, that’s when you really have to start spamming your Generate Mana ability and when you won’t have a lot of time to pay attention and monitor everyone else.

To determine game pace and the ability of players around you, it’s usually best to click on other players to examine their inventories, stats, and mana levels. If you see a player with inappropriate items (a miner holding a red herb for a few minutes), then you know that person probably shouldn’t be your Mana Buddy. If you see a Marine miner or alchemist that doesn’t have higher Intelligence than other stats, you know they’re probably shouldn’t be your Mana Buddy because their professions don’t require a lot of mana, and they’re not crafting. There’s also the question of mana level. A constructor with stone and lumber in his/her inventory may look busy, but if he/she is always sitting on maximum mana, that player probably isn’t doing anything. (Being NEAR maximum mana is a trick that constructors that go Knowledge can use to effectively gain more mana. But not using mana at ALL is a bad sign!) Or, if you look at a miner with Intelligence only 1 or 2 higher than his/her other stats, but almost no mana, maybe that miner’s been working hard on medkits or grenades, or has switched to miner to recover mana from a more mana-intensive profession.

After clicking on everyone in the group, and monitoring their progress, you will have some idea of which players are really strong. By identifying those players, and keeping an eye on the pace of the game, and generally looking around and clicking like crazy while thinking about everything you’re seeing, you’ll know who your Mana Buddy should be.

Generally, early on world 1 USA you will make your Mana Buddy low level constructors and archaeologists until there are a few purple potions floating around. Around then, if you see steel and power crystal in some marine inventories (specifically marines with Intelligence at least 7 higher than other stats), you will want to make them your Mana Buddy. On world 2 and 3+, you may want to make your Mana Buddy the healer(s).

Your Mana Buddy should not necessarily be the player asking for mana. Generally your priorities are to help get a herb bed up early on world 1 by giving any spare power crystals to the constructor to eat, and to make sure you and the constructor both give depleted stacks of power crystals to the alchemist to attempt to make mana potions with. Attempting to make mana potions increases the alchemist's profession level, which in turn will allow the alchemist to process purple potions earlier. With the herb bed, the entire group can spam mana abilities as purple potions and mana potions allow them to recover mana. Specifically, with mana and purple potions available, marine crafters can try to make sure as many players as possible have power armor by world 2. But marine crafters will NOT be able to try to craft items repeatedly if they don't have the mana power to drive their crafting abilities, and that mana power is only going to come from powerful potions, not power crystal munching.

So on World 1 Earth, ignore the healer that demands power crystals to eat, or the crafter that demands power crystals to eat for medkit or grenade production, or the fella with the steel bar that thinks he's got something to prove by making early power armor. None of these things really are needed on the first world. It's tough to make these calls as an archaeologist. It helps to have a thick skin for when players call you a noob. :roll:


Last edited by Sleepy_Panda on 9. Jul 2011, 19:51, edited 4 times in total.

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 Post subject: Re: [Archaeologist] 102 - After the Basics
PostPosted: 9. Jul 2011, 19:07 
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 Post subject: Re: [Archaeologist] 102 - After the Basics
PostPosted: 9. Jul 2011, 19:08 
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Archaeology World By World
On world 1, your priority will be to watch health, mana, and items on the floor and in inventories, as well as everything previously mentioned, and setting up the party for early quick mana. A lot of players will be running out of mana early; since you have the earliest access to power crystals; you’ll have to be sure to give them to the most important active players, hopefully archaeologist, constructor, and alchemists as described earlier, then crafters later on. If you get a rune of mana or restoration, it’s often a good idea to identify it immediately on world 1, so everyone can get mana faster. Everyone should be able to use lots of mana on world 1.

On world 2+, you will want to make a balance between having runes for scout towers and runes for scrolls, while also making sure your alien artifacts are best put to use as previously described. It’s really something that you develop an understanding for over time; there isn’t any one thing that you can watch out for. A single new player with bad manners (snatches everything up to sell and won’t listen) can often sink an otherwise great group of players (bad mannered players can have hundreds or thousands of points; you can't tell who's a poor team player by looking at points), or you could have a group of well mannered and intelligent players that have no points, that surprisingly do extremely well.

Not Running Dry On Mana On World 1
Whether you boost Knowledge or Luck (remember, boosting Luck also increases your Intelligence attribute), you can effectively gain a greater mana pool by acting like this – suppose your level 1 marine had 100 mana maximum, and your level 2 marine 200 mana maximum. If you used Find Items and brought your level 1 marine down to 0 mana just as it was about to level, you would start level 2 with 0 mana. But if you used Find Items sparingly so your level 1 marine was at 90 mana just as about to level, you would start level 2 with 180 mana, effectively gaining 80 mana you wouldn’t otherwise have had. Of course, the actual case has different numbers and the difference is not so great, but the idea is the same – and since you gain levels so quickly, the difference in mana pool is still a LOT. As you increase in level, use your abilities sparingly so your percentage of mana available remains near its maximum. When you’re higher level (say fifth or sixth level for your Marine/whatever), you’ll have a larger mana pool and can spam your abilities rapidly Since when you increase in archaeologist level, the cooldown time on your Find Items is reset, you can rapidly late spam your way up in level and make up for lost time - far more quickly than if you had tried to rapidly early spam your abilities, and had to wait for crystals and/or mana potions to regain your mana. Your higher luck will also make each use of your abilities more efficient than if you had spammed your abillity at lower Luck and lower level.

Choosing Knowledge, Luck, or Both
Archaeologists should go luck immediately unless they have good reason to suspect that Knowledge is a must have skill. Archaeologists rely on the items they find with Find Item early; specifically, early power crystals give the archaeologist more mana to use Find Item more, which leads to more power crystals, which the constructor and alchemist can use for early mana and/or abiilities to increase in level. Since Luck helps archaeologists find good items, Luck is very important! Even at midlevel, an archaeologist does well to find runes that can be used to group heal or group mana recover very quickly early on world 1. Every bit of luck helps, and since Luck also boosts Intelligence, boosting maximum mana capacity, there’s little reason not to go Luck unless you have some very particular reason for NOT choosing Luck, like the entire rest of the group going Accuracy and therefore having no crafters :shock: Archaeologists don’t even need to go Knowledge to use crafting to suck up their extra mana. Archaeologists have to deal with heavy mana drain as part of their profession, so no potential is wasted by going straight archaeology-luck.

However, as crafting is an important part of the game, an archaeologist may have to take one or two points in Knowledge to craft medkits and grenades to help the group survive, or even more Knowledge to craft electrogrenades and power armor. This is especially true in games that have little to no group coordination, like a group with no archaeologists and no crafters. Even a fairly well coordinated game with marine crafters may want to have a templar with early mana regeneration aura along. Ideally an archaeologist will be able to go Luck, but many games are far from ideal!

Going Marine, Templar, or Chaos Knight
Early Archaeologists with Luck can speed up development on world 1. Early power crystals give the constructor early mana, allowing a much earlier herb bed; small power crystal stacks given to the alchemist allow the alchemist to attempt to make mana potions, increasing alchemist level and possibly giving mana potions back to the archaeologist and the constructor. The quicker increase in alchemist level allows the alchemist to process purple potions faster. With the alchemist gaining level quicker, a high level alchemist can make power crystals of his/her own, as well as being able to process valuable red herb potions. So there are red herb potions for sale, everyone’s spamming abilities with all the purple and mana potions lying around from the herb bed, and things quickly become very interesting if you’re playing with a good group of teammates. If the group is really good, the ship gets sold out of everything, there are medkits and electro grenades and towers and herb beds lying around on the ship, people are carrying around backpacks on level 1 and loading free missile guns onto them, the constructor doesn’t need to build any towers on world 1 because everything is dead anyways, and a few players may have power armor or even a neutron gun. As ridiculous as this sounds, this is all possible with an archaeologist luck build that catapults early development, with just a bit of luck in finding power crystal stacks.

Chaos Knights can’t get Luck. So chaos knights are really not ideally suited to be archaeologists, considering the importance of a Luck Archaeologist to early game development.

That said, sometimes you will not be able to go Archaeologist with Luck because the team won’t work together. In such cases, you may choose to go Knowledge for crafting instead (for marines or chaos knights) or templar (for mana regeneration aura). It’s still usually best to go marine or templar in case you can take Luck as your secondary attribute, but Chaos Knights may be the best choice in case you think a lot of players are going to vote for Moon.

Boosting Luck/Accuracy is the best combination for a Marine wielding a neutron gun. Luck isn’t much use as an aura for a Templar, but neither mana regeneration nor defensive auras are as useful later in the game as an offensive aura, so luck/offensive aura templar works decently too.

If you’re a Chaos Knight Archaeologist, there’s probably some particular reason for it, in which case you know best what you should do. Or maybe you don't believe in anything that's in this guide . . . :shock:

How Many Archaeologists Per Group Of Players?
If you’re going for an archaeologist catapult for world 1, one archaeologist going luck for every three to four players is a good guideline; the rest of the group should be miners and/or constructers to start with, with perhaps one of the archaeologists switching to alchemy later. This requires coordination in advance to really carry off well, but even a decently skilled group of players that know what to do can carry it off to some extent when they see an early herb bed pop up.

If you’re not going for an archaeologist catapult, one archaeologist for every five to six players should be enough to identify items.

If You Think Your Group Is Strong:
Go marine or templar luck 10 , then up your accuracy if you’re a marine so you can tote a neutron gun, or up your offensive aura if a templar. Make sure your group has marine crafters! Even relatively experienced players often don’t understand the power of an archaeologist catapult on world 1, until they see it in action.

Since you need to make key decisions before seeing firsthand the strength of your group, it’s best to try to get a bit of a feel beforehand. If your group is a bit of a shambles, or if you’re not sure of what to do, play it safe and go Knowledge - see the next section of this guide.

If You Think Your Group Is Weak:
Go marine knowledge 7 to begin with, or templar with mana regeneration aura, because you will probably have to also go miner, archaeologist, and maybe constructor. Go knowledge 7 for power armor at least if Marine, but after that, luck will help you quite a lot. If a templar, go mana regeneration aura to help the new players enjoy their game more. Be mindful of alchemy; you will need potions for mana to perform your crafting tasks. Remember that you will want Knowledge 10 by world 3.

Iron may be hard to come by, but you can at worst get some iron ore from the ship and hope for some luck when refining, or do miner for a while as your mana recovers from archaeology (assuming that the group wasted all their grenades so you had to spam archaeologist abilities to save them, using mana to power energy)

EVERYONE SHOULD BE A SHIP MULE!!! YOU TOO!!!1!one!
It's well and fine to follow the guidelines set here, but maxing out a party's potential depends on working together, with the ENTIRE group making regular trips to the ship to drop/sell gold bars, steel bars, coal, red herbs (in case there are a lot of red herb drops before the alchemist can process them), lodestone, nuclear waste, or whatever, and picking up stone, lumber, bandages, gunpowder, and teleport items to bring back to the surface. You can be a great archaeologist, but if the party doesn't help keep blue herbs organized, bring gold ore and iron ore from the ship (or refine it themselves if they can), and generally try to help each other and everybody out, you’ll end up being the whipping boy with everybody yelling for power armor and neutron guns and blaming you for not pumping out a steady stream of power crystals, even if they demanded you also go Marine Knowledge crafter, so you didn’t have the Luck to power good power crystal finds.

Make sure to bring stone and lumber from the ship, and to ferry gold/steel/lodestone whatever back to the ship. This will make everyone’s job easier, so they can in turn make your job easier.

Although it's your job as an archaeologist to identify “?’ items, you also have to make sure the group has someone that can refine and/or craft, as well as keeping an eye on everyone and everything to know what best to do! Your performance as an archaeologist can often mean the difference between early death and survival for weaker groups. For stronger groups, you may make the difference between a “normal” game (no early world 1 herb bed and no early purple/mana potions) and an abusive world 1 catapult that has everybody rolling in gold and items.

Also, make sure you mule items to the ship and back! Whenever you can!

Archaeologists that go Luck often don’t have an easy time of getting to the ship, and if switching between professions is done smoothly, you probably won’t want to use the 85 mana teleport ability if you have it, especially since Archaeologists suck up so mana at low levels to begin with. Make sure you have a teleport item always handy (not ‘try”; do!), making sure to buy one whenever you’re on the ship. If you can’t get to the ship in the first place, ask someone to bring you back a teleport item. With alien artifacts for sale, you should easily be able to purchase a teleport or two.

Of course, if you go Knowledge, you will at the very worst be able to teleport to the ship for 10 mana with your Knowledge 6 ability. But hopefully that will not be the case.

Bring nuclear waste or gold or lodestone or coal or red herbs (red herbs take a lot of mana to turn into potions, so an alchemist may not be able to turn them all into potions before world 1 ends), or whatever will be good to store on the ship. Bring stone, lumber, and teleport items back for the templar / chaos knights and marines that didn’t go Knowledge, and bandages at the beginning of world 1, gunpowder if on the moon, etc. Ferry items back and forth; it's everyone's job to mule a bit!

Even though a lot of these things are not directly a part of your job as an archaeologist, they’re part of making a strong team work! (which, come to think of it, is very much what an archaeologist does best!) So muling is quite as essential as your other duties!


Last edited by Sleepy_Panda on 9. Jul 2011, 20:05, edited 1 time in total.

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 Post subject: Re: [Archaeologist] 102 - After the Basics
PostPosted: 9. Jul 2011, 19:10 
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Done!




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 Post subject: Re: [Archaeologist] 102 - After the Basics
PostPosted: 10. Jul 2011, 11:11 
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Panda FTW.

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