How to play guide for Dread Nautical

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This page will serve as a basic **how to play guide for *Dread Nautical***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Controls

The game is controled by pointjng and clicking kn the desired space on the floor when not in combat the character will automatically take their way to that space as long as its not blocked by a door. Note the character will always take the path Through an open door ad they will not open any doors in their path regardless if the room has been cleared already.

Once combat begins the game shifts to a tactical turn based style where you use Action-Points (AP) to move and use weapons/items. In this mode game follows a grid system where character spends AP to move to an open space/tile. The grid system is important as the weapons in the game are limited tk only attacking directly adjacent targets and cannot attack diagonally. Only a select few weapons can bypass this limitation such as compount bows and Two handed magic staves. Note that some enemies can also bypass the grid limitation with their own ranged attack as long as their tatget is within range.

## Recruitable Characters

BILL - The first recruitable character that will be encountered. A retired soldier that comes equipped with an uncommon pipe. He has more health than usual. His passive allows him to grant other characters an extra Action Point for every killing blow he deals. His ability is a melee attack that deals more damage the lower his target's current health percentage. An all-rounder unit that can take a few hits while supporting his teammates with his passive.

MEL - Will be first encountered by the player as a tutorial for disarming traps. She gives the player an rare crowbar during this interaction and upon recruitment she wields an uncommon hammer that cleaves enemies around her. Her stats are average in terms of health and action points. Her passive allows her to bypass the elevator allowing the player to retreat from a level while keeping all of their currently held loot. Her ability allows her to place explosive traps around. It can be useful in certain rooms with tight spaces where the movement of enemies can be very predictable. Care must be taken with this ability as friendly characters (including herself) can also trigger and be damaged by her traps.

GIORGIO - A flamboyant dancer that can be encountered in the early levels of the game. He comes equipped with an uncommon kitchen knife. His ability allows him go into an evasive state that gives him increased dodge chance he is the only character who can utilise dodging in the game. His passive allows him to safely move over all types of traps without harm. He can be a very effective front line unit that can manoeuvre tricky traps laden paths and draw aggro while keeping safe with his dodge chance but it can still be risky as he is not very durable if he is unable to dodge.

SCRUMM - The stern captain of the ship that can be encountered in the early levels of the game. He comes equipped with an uncommon harpoon, this is the earliest way of obtaining a harpoon as it has decent damage, two tile range that can hit two enemies and increased sneak attack damage. His passive allows the player to player to view a map that shows the layout of the current level including the name of the room and any recruitable character within them. But it does not show how many enemies are inside the rooms. His ability makes him go into an alert mode that makes him automatically attack any enemy that enters his weapons attacking range for a turn.

LENA - A fancy movie star that can be encountered in the early levels of the game. She comes equipped with an uncommon slingshot with increased crit chance. Her passives makes her do more damage the more tiles she moves before attacking and her ability allows her to refill her actions for that turn effectively letting her have 2 turns in quick succession at the cost of losing out her next turn. She also has less health the usual but she also has one more action point than usual. This combination makes her one of the best offensive characters in any given situation. With the right stat investment and weapons in the late game she can clear out an entire room of enemies by herself.

NIKKI - The responsible ship's medic that can be encountered in the early to mid levels of the game, She comes equipped with an uncommon scalpel. Her ability allows her to heal herself and all allies standing beside her for a set amount and her passive allows her to save an ally from dying once per level. Her abilities makes her a very valuable unit particularly for farming runs as she negates the need to bring along med kits to heal during these runs and her passive can incredibly useful for difficult levels such as boss levels.

MARGO - An unshakable frontline journalist that can be encountered in the early to mid levels of the game. Her passive makes her immune to any sort of immobilisation or stun and her ability allows her to blind a target for a set amount of turns. Her most defining characteristic is that she comes equipped with an uncommon compound bow. This bow is incredibly powerful for how early it can be obtained. it has a fairly low amount of uses before it needs to be repaired and requires 4 actions points to use but it deals very heavy damage and can target any enemy inside the room regardless of range or line of sight. it can be used to eliminate dangerous enemies before they can become a problem.

GORDON - A socially awkward fat passenger with a low self esteem issues that can be encountered in the mid to late levels of the game. He comes equipped with an uncommon Candelabra a basic blunt weapon. His ability makes him deal damage to an enemy while also shoving them away by one space and his passive increases the amount of scraps earned in any completed that he is a part of by around 15%. While his weapon and ability are rather mediocre his passive makes him one if the best characters to be used for farming runs. He also has higher health than usual so he can also function as a frontline unit in those runs.

HENRI - The ship's passionate chef that can be found in the mid to late levels of the game. He comes equipped with an uncommon butchers knife. His ability allows him to stun an enemy within melee range and his passive increases the amount of food gathers from a level that he is involved by around 30%. At first his passive looks to be very useful but since the game automatically increases the amount of food you get from levels in regards to the number of recruited characters you will rarely ever run out of food as long as you loot each level thoroughly. Even the earliest level will increase the food for loot in regards to your current roster of recruited characters. So his passive isn't as useful as it first seems but his ability is actually quite useful. Being able to stun a dangerous enemy on demand is quite powerful. And since he also has increased health he can be comfortably take the frontlines of a fight.

CASSANDRA - The ship's stalwart security officer that can be found in the mid to late levels of the game. She equipped with an uncommon longbow. Her ability makes her taunt enemies within a certain radius around her making them more likely to attack her instead of her allies. Her passive makes her take less damage the more enemies nearby. She also has the highest health stat of any character. This combination of abilities makes her the best tank in the game and if she is equipped with a good body armour she can be essentially indestructible.

EVA - A wild woman from the stone age who somehow managed to get onboard the ship. She can be found in the late levels of the game. She comes equipped with her favourite torch which is basically a flaming pole with a two tile range that inflicts burning to its target. Her ability lets he throw bolas to an enemy within range that will immobilise them for a turn and her passive makes her both more powerful and more durable while inside "corrupted" rooms. She has lower health than usual but also one more Action point than usual. Her ability can be very useful in neutralising a dangerous melee enemy for a turn allowing her team to take care of other range enemies for that turn. And her passive can be quite useful as in the late game corrupted rooms are make up almost half the rooms in a late level such as the ones in floors 15-20.

JARED - A crazed cultist that can be found in the late levels of the game. He comes equipped with an uncommon bone club which is a mostly unremarkable blunt weapon. His ability allows his to deal a certain amount of unarmed damage to an enemy at the cost of some of his own health. and his passive makes him deal more damage the higher the danger level of the floor. This combination allows him to be great in farming runs where floors will be looted more thoroughly which takes more time and subsequently increasing the danger level of the room making him deal more damage. His ability has unlimited uses but it can be tricky to use as it cost him his own health every time he uses it. IT could be useful in long trips where it can be a substitute to a weapon saving weapon charges for when its needed the most.

TJ - The ship's friendly barista who can be found in the late levels of the game. He comes equipped with an uncommon pool cue which is fairly unremarkable at that point in the game. His ability lets him throw a molotov cocktail dealing AOE damage and setting the area on fire. His passive makes his teammates less panicked after completing a stage. At the point of the game where he can be recruited his weapon and passive aren't very useful as the player is most likely to have a well built med station by then. His ability can be quite powerful but once again at the stages where he can be recruited its not very useful as fire immune enemies are very common in those levels. His ability can come great if he is used in farming earlier levels where fire immune enemies are not common,

## Tips and tricks

• Replaying Deck 2 & 3 can net you more food than any other decks beginning of the game. You can get around 3 - 5 or even way more if you manage to defeat a mini boss that’s always at the After Deck (Need a key to unlock, a chance to drop by random monsters or any rooms that have loot)

• Higher rarity weapons tend to drop at random, but tougher enemies tend to drop them more often than normal loot that you find in rooms. Bosses usually drop high tier loot

• Also each time you’re at the Bridge to end the Deck, don’t forget to search the lockers for loot. Usually if not most of the time it will reward you with Blue - Purple weapons. May even give u Relics !! Deck rewards doesn’t seem to matter which deck you’re on, higher or lower decks still will reward you with either or.

• Don’t forget to upgrade your stations too, prioritise upgrading your skill & equipment station. Higher levels let you upgrade your weapons & gears even more !

• Be careful on putting skills for your MAIN hero, you can’t refund any skill points once you’ve upgraded them. I suggest putting more points into AP & Inventory slot in the earlier levels, but that also depends which Main Hero you choose

• It’s always good to have at least one of the survivors to be your main Range & Melee damage dealer. Your main Hero can fill either of this role perfectly

• Enemies CANNOT attack Diagonally, they will always attack you in a line of their sight & also depending on each enemy’s attack range

• When befriending any survivor, get to know each & every one of their personality, some will like you more if you agree to what they said & some others will appreciate it if you don’t try to “invade” their personal lives

• You’re able to acquire any survivor’s weapon if you recruit them again after kicking them out

• Depending on which Difficulty you’re on, survivors will come back the next day if they happen to die in battle.

• Mirage is mainly played as a “Team buff & support”, her first active skill at the start will give all allies within range a damage buff for few turns.
Her second active skill stuns all enemies in the same room as her

• Prioritise recruiting Mel & Lena as quickly as you can when you first start off. Mel’s active skill can lay down a mine per Deck, she can also tap into the Elevator if you need a quick escape ! (Don’t worry there’s no penalty in using the elevator, u just don’t progress the level) All loot you acquired on the current deck will be brought back along with you

• Lena is purely build like an Assassin, her skills allows her to deal more damage the more tiles she covers within that turn. She can fit as a Range or Melee damage dealer. Her active skill allows her to give back all of her AP per Deck, allowing her to be more mobile than others. The next turn after using her skill sets her AP to 0, be careful where you place her

• Margo the Frontline Journalist, has an amazing Green rarity bow. Her bow allows you to TARGET any enemies that is in the same room as you, downside is it uses 4AP

• Scrumm’s passive skill allows you to see all the rooms when you open the map & which survivor is in which room. Though it doesn’t reveal any loot until you open the door to that room

• Regardless of any type of traps, both enemies & allies can trigger them. Enemy traps triggered by enemies themselves will not be damaged but instead still have the debuff on them

• Having any rarity crowbars can disarm any traps without costing it’s durability, it may cost 1AP to remove per trap if during combat phase

• Circular spawn-like traps will spawn enemies within a few moment, if in combat phase it will spawn on the next turn. You can ambush the ones spawning or you can ignore it entirely

• All “immunity” resistant enemies can still be debuffed e.g stun, poisoned etc

• Poisoners & Firers are immune to their respective elements, hence the name. The initial blast will also not damage them

•Range immune enemies can still be damaged by any other range weapons that are blunt, pierce & so forth

• When you beat each Deck’s boss, you’ll receive a rune that will allow you to open “locked” doors indicated with a corrupted crack on the door on that level alone. E.g Deck 5 boss unlocks doors deck 5 & below

• Lena really hates Giorgio because she thinks hes a perked up white boy with a little bit of swag bussing it down sexual style and she cant accept that hes goated with the sauce.