Overview
An up to date (July 2019) guide containing some tips and tricks for the game in general and for some specific nauts. Meant for players who understand the basics, advanced players and players who spent half their lives in this game.Current version: basic tips and tricks. Awesomenauts detailed: Ix, Ksenia, Sentry, Skree.
Introduction
I’m Rahm, I’ve been playing Nauts since January 2014 and did not take any major breaks in this game. I mostly solo queue or play with friends. I’m not the best player ever (I usually rank between 1000-2000 on the Leaderboards), but I did learn a lot about this game that I’d like to share with you.
So, this guide will contain:
- General tips
- The Utility Upgrades
- Some things you might not know yet
- Specific Awesomenaut information on Nauts I know how to play
General tips
Awesomenauts is won by staying in the field and helping to remove anything red or blue. The best way to help with this is to be in the field, as much as possible. There are two tips I want to share to maximize your uptime in the field:
- Increase your health regen. Get the Med’i’can item (its one of the best items in the game), get a lifesteal upgrade, hunt for creeps or hug your support (if you have one)
- Don’t return to base every time you can buy 1 upgrade. Wait until you have around 500 solar so you can buy a few items at once. Or wait until your HP has dropped to 0 and buy from the droppod.
If you follow both these tips, you will be more in the field helping out. As a passive bonus, it will help you earn Solar faster (more time in the field = more things killed = more Solar earned. Quick maths).
Solar is what wins this game. The level system adds a nice bonus, but nothing game-deciding. You need to get as much of it as you can. How to earn Solar fast:
- Get all the Solar you see lying around, just don’t go too far away from the fight (or safety) to get it. Take the bottom lane walk upon dropping down for example, you’ll arrive only a few seconds later and will easily pick up 20+ solar on the way.
- Kill as many droids and creeps as you can. They are easy kills (especially the creeps), they will not give you much solar each but if you count them up… it’s a lot.
- Farm the Solar Boss (that big slimey thing on Ribbit IV that has a picture here). A Voltar without upgrades can kill this thing, so pretty much anyone can. Killing it gives every teammember 20 solar. Just don’t let the enemy team killsteal it.
- Don’t think that the concept of killsteals on players is a thing. Yes, it is rude to let another Naut deal heavy damage to a droid wave for you to do the last hit. But not when killing Awesomenauts. Considering how fast the game is and how fast people can escape, always go for a kill shot. Securing it for your team is more important than who gets the 40 solar bonus for the kill.
- See an enemy turret with barely any HP left? Sneeze on it to make it go boom and give your team some solar. The superdroid you spawn then rarely has any use, so don’t try to spawn it at a good time. Just get the solar.
- Keep a watch on how much Solar everybody earned so far. You can check this by pressing the Tab key ingame (default). If you see that your team is falling behind the enemy team, go for farming droids and avoid fights as much as you can. This will give you a chance to close the Solar gap and not allow the enemy to win.
- Another thing you can do to close the Solar gap is buy the Piggy Bank. It is a strategic item. You can also get it if you are winning hard and want to maximize your solar advantage over the enemy team. More on the Piggy bank later.
The Minimap is the tactical tool so many people forget. It shows you the location of your teammates, visible enemy Nauts, the status of all the turrets and the base, how many droids are in the field, where health pack and creeps are located, the general layout of the map and so on.
Learn to look at it every few seconds, and make decisions based on its information:
- Not sure where you are needed? Look whee every other player is at.
- Need health? Scan the minimap for locations.
- Not sure if the droid balance is in order? Look at the map and see if your color of droids are at least halfway the map. If not, fix that.
- Want to earn solar fast? See if there is a turret at 3 hp left.
Next to that, the minimap also provides you the location of the Taunts (enemy team) and Help, Defend and Attack commands (friendly team). Especially the Help command can be useful to see on the minimap, so you actually know where you can make a difference.
The Utility Upgrades
Piggybank is a strategic item, giving you 100 solar for free. Some people get it at spawn to buy more items in the first go. BIG MISTAKE. I cannot emphasize that enough.
When to get Piggy Bank:
- If you are falling behind harshly solar-wise on the enemy team
- If you are winning and want that extra bit of oomph to win faster
- If getting you 100 solar instantly allows you to get the game-changing item you really need (which is hardly ever)
When not to get Piggy Bank
- At spawn
- To get an item a little faster because you are impatient
Why not get the Piggy Bank? Because it takes a valuable item slot in your bottom row. Every single item in there has use: more HP, more regen, more speed, more damage resistance, resistance to effects, more damage, less cooldown.
In short: only buy the Piggy Bank when it is a game-saving item, or if the match will not last long enough for you to get a useful item anyway.
Going to quickly cover the other Utilities and when to get them.
Power Pills Turbo give you +16% health. A powerful upgrade in the mid game. Early game this upgrade is virtually useless, so wait until around the 10 minute mark to get it. Since its a % increase, you need to have a good number for the 16% to do something.
Both Med’I’Can and Solar Krab Burgers are powerful items that help increase your passive health regen. They are both powerful from the first second, and buying these as your first upgrades is never a bad idea. Honestly, except if you are going for an Evil Eye Ayla build, I see no reason not to get these. Note: some Nauts can get both. Don’t ever do that. I prefer Solar Krab Burgers in those cases, since you will get some more Solar as a passive bonus.
Med’I’Can also counters Damage over Time pretty hard, so if you spawn and see a Gnaw, Skolldir or Qi’Tara on the enemy team, buy it.
The boots (Space Air Max and Naut-specific variations) are interesting. Many people get these items, I rarely buy them. I would advice to learn to play each naut without buying this item, with some exceptions (Vinnie, Skree and Clunk come to mind). It gives you some space for other powerful items. If you do want to get this, don’t buy it upon the start of the match, but wait a bit. This will fool your enemy into getting used to slow you, with your new speed coming as an unpleasant surprise
Wraith Stone is useless. I never found myself in a situation I needed it in, ever. You are much better off with the passive regen upgrades.
The Barrier Magazine is an interesting upgrade. Get it on tanky nauts (especially Derpl). If you have to choose between this and the Power Pills Turbo, only get this item if you need as much solar as possible for other upgrades and if your team has no healer in it. Otherwise the Power Pills are the better choice.
The Baby Kuri Mammoth is by far the most powerful upgrade in the bottom row that you don’t always need. This thing gives you a 30% effect reduction on all the nasty slows, snares, blinds, silences and so on the enemy team gives you. Get this item if you are fighting Nauts that rely on effects to win (which is a lot), or on slows to escape (looking at you Raelynn). You will be amazed by how much this item will do for your win chances, compared to its cheap prize.
The Star Storm Statue and Overdrive Gear are only available to some characters (from the old Expansion packs). They are powerful items, giving you a total of +10% damage on all your attacks (Statue) or -20% ability cooldown (Gear). However, don’t go out of your way to get these items. Often, you’ll find yourself needing the other Utility upgrades much more.
Some things you might not know yet
You can buy items when you are in the droppod before you fall down (except during your first spawn). This can help save time should you die.
Wonder why many people tell you to defend at random moments? They shout that to signal that they are teleporting to base, so temporary out of the fight. The default key for shouting defend is 3. Do this as well to give your teammates a headsup.
Is somebody being a pain in the (spot where the sun doesn’t shine) in the chat? You can mute them from the pause menu while in the match. Enjoy your happy, toxic-free chat!
Main menu has a minigame (and I don’t mean engaging in the global chat). When you are waiting for matchmaking, in the corner below the timer and to the left of your profile picture a very small square will appear. Slightly right above your Awesomepoint balance. Pressing it opens a minigame. Enjoy!
Specific Naut tips and tricks
Below you’ll find the tips and tricks to some Awesomenauts. All of these characters I levelled to 12 and feel confident enough about to write a guide. I listed them alphabetically.
I will only describe them briefly and to the point, for extended guides you can always ask the older guides for updates.
Note: if you miss a Naut here and want to include him/her, post a comment and we’ll get in touch. And yes, I will give you due credit for your work.
Clunk
Coming soon ™
Commander Rocket
Coming soon ™
Ix the Interloper
Ix is a very versatile Naut who can be relied upon for many jobs. He is described as a support, not his best area (only 1 healing that is not that good and takes away an offensive ability for a few seconds). You can play him as support, but Ix also excels at pushing (clearing droids rapidly and doing massive damage while having multiple escapes), at initiating (swapping nauts in uncomfortable positions and tanking the enemy nukes) or an outright assassin (bonding and dealing massive damage). My build is a mix of these , although I lean to fighting 1v1 and pushing.
Best thing about Ix is his massive sustain, the guy comes packed with self-heals in every single row. I personally get all of them. Overdoing it? Perhaps, but I am 95% of the time in the fight being useful.
This ability can be used all the time. You probably know you can heal allies and hurt enemies with it, as well as swap people. What you might not know is that you can use it to hit turrets as well (useful if the enemy team is far away while you are pushing). And the biggest surprise is that swapping gives both you and your linked guy a 0.1 second immunity (similar to Refract). With a bit of practice, you can use it to shield yourself and allies from nukes of all kind, like Clunk, Derpl, Sentry and Raelynn.
Abilities to get:
Crystal Leaves: obvious. Get this early game, but not on spawn.
Mammoth Hair Scarf: really gives you the assassin option because of the slow. Also really useful in teamfights. A late game item, unless you are really great at chasing and want that extra edge.
Overexposed Nature Photo: useful to heal yourself if you find yourself healing teammates often. If you are playing more aggresive, then don’t get this. If you do get it, its a midgame item.
Root Tea: doesn’t seem too useful, until you use it in pushing. Then it melts turrets, droids and anything else. A mid-to-late game item, depending on your push.
On default a very powerful item, but the items really give it flair. Using this in a slow effect (Time rift, warp bubble, etc.) massively increases your immunity, use that information wisely when a Raelynn is timerifting before sniping (really helps out to dodge the snipes).
Abilities to get:
Diamond Pickaxe: that knockback is great to give you some breathing space or to knock enemies in places they don’t want to be. Although you can also use swap for that second. A late game item, unless you die too often for your taste.
Broken Solar Tree: the self heal is great. You probably will never refract when full-health, so the extra heal is great. A mid-game item since the healing effect levels up with your team level.
Salt Miner: gives you a small damage effect arround you. Helps in the mid-to-late game when taking on enemies in large groups or who think that standing in turrets is safe (its not).
Robotic Wrecking Ball: halves the cooldown when you block 400 (default) or more damage with refract. AKA, when you use it against any decent nuke. Get this item if the enemy team is nuke-heavy and/or if you want to use the Broken Solar Tree heal more often.
Radiate is the most diverse Auto-attack in this game. It has a powerful ranged component that pierces through enemies, but also comes with small crystals that effectively deal additional melee damage. Key in my opinion is to fight enemy Awesomenauts mainly with the ranged attack, but to hug turrets and droids in melee style.
Abilities to get
Crystal Crunch: get this immediately. The heal is powerful from minute one and will sustain you throughout the match.
Time-travelled Diamond: Get this after a few minutes. Its a percentage damage upgrade for the ranged crystal part of your auto attack, and thus works best after your team got a few levels. Powerful and will help you shred enemies to pieces much faster.
Luxors Purest Crystal: this ability works mid-to-late game if you go full assassin-mode and want to melt enemies to bits. I prefer Prismatic Moonstone Dust myself (mostly because when I link up with enemies, they run away and I don’t score as many hits). Prismatic also gives you the advantage of working always, while Luxors only works when linked. That being said, its a good ability.
Prismatic Moonstone Dust: this might not appear the most useful ability with a very slow DoT, but it works charms. First of all, it helps to keep a track on invisible enemies. Secondly, you don’t know how often it helps seal the deal on securing a kill. Its honestly beyond reason in my experience. If you don’t get this, get Luxors.
Ix has a powerful jump. A big first jump, followed by a flying effect. You can reach any StarStorm area by the jump alone, even from bottom of the map back into the turret lane. You are more than a match for most flying Nauts. And you can dodge melee strikes while hovering over melee Nauts.
Abilities to get
Med’I’Can in the early game. Power Pills Turbo when needed. Space Air Max or Piggy Bank depending on the match. Baby Kuri is not needed on Ix, due to his Refract power.
Lonestar
Coming soon ™
Ksenia
Ksenia is an out-right nightmare to face when she is played by somebody who knows how to play her. She is quick, appears and disappears all the time, hits hard and is tough to catch.
Ksenia is an assassin, which is how I play her to the max. Every upgrade I buy is to improve the effect of her throwing sissors or her invisibility, with the exception of the lifesteal to have some sustain.
My Ksenia build is not very flexible, which is why there is only 3 items in every row listed.
General Ksenia tip: the roll of Vanish takes you through enemy droids, Nauts and summons (yes, that includes Lonestar’s hyperbull). Use it to escape when you are pinned down. This is not intended (the Virtual Girl upgrade should arrange this.
Scissor Throw is where Ksenia is at. Only start playing PvP once you master your skill in hitting the scissors. Once you do though, you will find this to be one of the most efficient ways of killing people.
Tip 1: this ability outdamages a lot of nukes if you hit all 4 scissors. So next time Raelynn begins to snipe, charge in her face and hit her with everything you have.
Tip 2: You can use this ability while also using your auto attack. There is no instance when you should not have your Auto Attack pressed as well.
Abilities to get
Laser Bladed Scissors: The second item you should buy (third if you really need Med’I’Can). Increases the damage of each thrown scissor, making them lethal instead of annoying.
Steel Feathers: lowers the Vanish cooldown. Once you max Vanish’s uptime, you can literally go invisible, wait it out, decloak and throw 4 scissors and immediately cloak again. Perfect hit-and-run item.
Occam’s Razor: adds a 20% slow. Useful in chasing down fleeing enemies (most will survive the initial 4 scissors, but can’t take much more after that). A late game item, its not that good and it gives you a nasty surprise just when the enemy thought they saw it all (also lowers the chances of the enemy getting Baby Kuri Mammoth to counter you).
Vanish allows you a short roll (nothing spectacular, you can use it to roll from the broken platform into the teleport on StarStorm if you are lazy). Then it gives you a 4 second invisibility. Also nothing special, but once you get that time up to 6 seconds, it allows for deadly ambushes and quick escapes. Last: if you attack an enemy from stealth, they get silenced. Allowing you to shut down any enemy Awesomenaut before the fight even began.
Abilities to get
Spare 4th Wall: a two stage upgrade, each adding 2 seconds up your stealth. Get the first stage early-to-mid game (depends if your scissors are already in a good shape or not). The second stage doesn’t add too much, so wait with that until the late game.
Deja Vu Blocker: two stage upgrade that doubles the silence. Really depends on the enemy team when to get this. Fighting enemy Awesomenauts that rely on abilities to fight or escape (say Ksenia, Vinnie or Froggy), get this early. Otherwise, wait for it (lowers the chances of the enemy getting Baby Kuri Mammoth to counter you).
The Gorge and the Beautiful: greatly reduces cooldown on scissor recharge. Get this early or mid-game, you’ll find yourself having a lot more scissors to throw, which translates to more kills.
The auto attack is a 3-stage attack that each increases in damage. Always try to land the third hit due to the upgrades we will be buying. Its a good attack, especially on droids and turrets, but also very handy in assassination attempts as long as you keep hitting that third hit.
Do note that if you miss any of the 3 stages, the next attack will always be the stage 1 attack. The stages also only stay charged for about 2 seconds, just enough to rush from creep to creep in most maps. Afterwards they return to stage 1, so you cannot prepare a stage 3 for a fight.
Abilities to get
Braided Tentacles: get this immediately. The life steal is just ridiculously powerful, especially for that price. Just taking on a single droid wave will restore half your hit points.
Fury Blowout: a mid-game item. Restores a scissor on each stage 3 attack on a droid or an Awesomenaut. Which you can then immediately throw on the enemy Awesomenaut you are fighting.
Bob Cat: a mid game item. Improves the damage of the next scissor thrown by 50% after you hit an enemy with a stage 3 attack. This also means turrets and base. This is a perfect initiating ability, but also a lethal finisher (5th knife to hit an enemy once you got the stage 3 hit in). You can check if it is charged on the icon (it will change into a more red icon for the scissor throw) and the Naut model ingame (the VR set over her head will begin to glow).
Ksenia comes with a nice double jump that gives you a lot of flexibility. Her speed is also very decent, which means you do not need Space Air Max all the time (depends on the enemy team really).
Abilities to get
Med’I’Can early game to increase your time in the fight. The Power Pills Turbo, Space Air Max, Piggy Bank and Baby Kuri Mammoth should be bought according to your needs that match. I do always get Baby Kuri Mammoth when facing a Raelynn, makes it a lot easier to get through her time rift and hit her when she feels safe enough to snipe. The amount of dead Raelynns that way is beyond belief.
Rocco
Coming soon ™
Sentry
Sentry is a tank and very-hard-hitting damage dealer that can feel like he is all over the map attacking everywhere at once. HIs speciality is ambushing enemy teams, grabbing them together and shielding his allies while they finish of the broken remains of the enemy health bars. Sentry can be the cornerstone of his team, provided your team makes use of your powerful initiates and quick teleporting abilities.
My Sentry build leans to the initial ambush, in which I have had success in killing an enemy (or two, or three…) before my team even realized I wanted to fight. It comes packed with damage improvements, while I rely on the health bar and lifesteal to survive (and sometimes the ability to teleport out).
Ow, and even though the model shrinks while teleporting to base, your hit box DOES NOT. So don’t think you can dodge enemies by holding down teleport.
Black Hole Sun is a two-stage ability. Stage 1 is a shield. When it is up, try to take as many hits as possible to charge up (see the purple bar underneath your hit points).
Stage 2 is letting out a black hole which sucks in enemies and deals damage based on how charged up it was.
Use this ability often. Try to use it when your teammates are nearby so they can deal damage on helpless enemies. Also use it to keep droids away from your turret, displace anything you feel like displacing and attacking lonely enemy Awesomenauts.
Don’t be afraid to shoot a black hole. Don’t think that you need to save up a well-charged one. It depletes over time. And if you charge up weakly, use it as soon as possible. The gravity of the black hole still sucks enemies in.
Abilities to get
Cyanide Cigarettes: really depends on how the match goes when you buy this. Once the enemy begins filling up your charge to the max, it is time to buy a stage of these. The second stage once the enemy again fills up the charge. Improves your general damage output with the black hole.
Bug Detector: gives a damage-over-time to anything you touch while charging up the black hole. Nothing special in its own, but it adds a lot to an enemy you also can catch with the black hole itself. An early-game item for sure.
Disguise Moustache: increases the base damage of black hole against Awesomenauts. Useful to get early or mid-game (depends is you want to increase the black hole damage or the teleport burst damage (which depends on what you use most succesfully that particular match)).
A very potent ability. What it does: 1) allows you to teleport to location of beacon, 2) deal damage to anything standing in the beacon on moment you jump in, 3) makes hidden areas visible even if you are not there.
Early game you will use this to make hidden areas visible and teleport between lanes if needed (or back from base if you go shopping). Mid to late game this becomes a nightmare of a nuke.
Keep in mind that you need to be undamaged for 2 seconds before you can teleport. So use it to initiate teamfights, not in the middle of one. And remember that if this is your escape button, you need to dodge enemies for 2 straight seconds. Which is a lot. Better to jump when the enemy approaches the turret you are attacking rather then testing your luck for 2 extra mines into the turret.
Abilities to get
Yellow King Pages: almost doubles the damage output of teleporting to beacon. Very powerful. Get this depending on your succesrate compared with the black hole. Early or mid-game item.
Glass Case Of Emotion: cuts 5 seconds of the 15s cooldown. A late-game item, not that powerful but still useful.
Interrogation Answering Machine: increases the mine launcher attack speed a lot right after teleporting in. Helps with making the most out of a succesfull ambush. Mid to late game.
Ringtones For The Deaf: adds a nice silence of 1,5 seconds. Makes it hard for some enemies to strike back or escape once you ambushed them jumping in.
The mine launcher is a decent attack. It comes packed with an area of effect, allowing you to hit more droids, turrets and players at once. The mines also stay a short while (you can stack 3 mines on top of each other if you keep firing on the same spot) which you can use to deal some early damage to droids or to keep fighting while running away.
Abilities to get
Not So Serious Tank: increases the damage of each mine. Midgame item.
Tactical Vest: gives you a lifesteal on the mine launcher. Usually the first item I get. I have to walk out of the base for some solar to get it, but it is worth it due to the good sustain you get.
Dog Tags: makes you fire mines faster. Now it feels like your weapon is actually doing something. Added bonus: you can now stack 4 mines on top of each other. Midgame item.
Counter Intelligence Cross: makes mines fly forward when they would usually explode. Effectively doubles the range of your mine weapon, but lowers the damage of mines that fly forward. I almost never get this, except when I need to poke an enemy base from a distance or when I want to annoy a Derpl. The damage reduction just seriously harms it. If I get it, I usually swap out the Dog Tags. Late game item at best, you want those flying mines to be worth something when hitting anything.
Sentry comes with a leaping thruster kind of jump, like Clunk and Derpl. Nothing special really. He is a slow naut, which is why I don’t get the Space Air Max: improving slow still means you’re slower than everyone else, so what is the point?
Abilities to get
Power Pills Turbo when you need them. Med’I’Can early or mid-game. Baby Kuri Mammoth if the enemy team requires you to get it. If not, get StarStorm Statue early or mid-game.
Skolldir
Coming soon ™
Skree
Skree is a versatile Awesomenaut with a very relaxed play style. His auto attack is Skree’s best asset, as soon as you invested in it to make it lethal. Whether you want to damage a lot in your area, track invisible Awesomenauts or slow down enemies for your team to finish off, his Lightning Rod has the power.
The thing you need to know about Skree is that he counters almost every Awesomenaut, so he is always an asset to your team. This use is only amplified by his flexibility, with the potential to be a harasser, an initiator, a pusher or an assassin.
My build goes into the last 2 roles. I do not offer flexibility in this build, but I have relied on it succesfully ever since Skree joined the roster.
Saw Blade is your high-end damaging weapon. Use it to clear droid waves or to hit Awesomenauts hard. A very lethal move is to trap an enemy with the Totem of Power and then hit them with the Saw Blade. Like a hot knife through butter.
Keep in mind: you can manually place AND recall the sawblade. Use that to slice up enemy Awesomenauts at will.
Abilities to get
Steeldrum: increases the damage output. Has a powerful effect even in the early game. Get this sooner rather than later.
Scruffy Towel: gives you lifesteal. Not that powerful to be honest. Get this late game, unless you find yourself lacking sustain earlier. But don’t expect miracles from it.
Alien Hula Girl: adds a slow. Makes chasing (assassin style) easier. And the slower they are, the longer they are in the saw blade, the more damage they get.
The Totem is a placable wall, that can also buff/debuff anything around it. Use it to (stop) pushing, to block an enemy from making a kill, to trap an enemy between a turret and a hard place, to block an incoming nuke and so on. Its a very tactical tool with some nice upgrades to make it even more useful.
One piece of advice: try to always place the totem in a choke point. Whether you block a turret gap or block the ability to move through platforms (especially fun on Aquillon near the invisibility orb), placing it in such a place prevents the enemy from going over or past it.
Abilities to get
Mask Of Fear: buffs your entire teams damage output of any ability. Very useful upgrade for the mid-to-late game (your team needs to do decent damage for this upgrade to have any effect). When you get this, use the totem in teamfights or in pushing.
Closed Coffin: gives your totem more max health. Get this upgrade as soon as you feel that the regular health doesn’t do the trick anymore.
Voodoo Doll: gives your totem a Slow to any enemy in the area. Makes it easier to fight and kill them. A late game upgrade, you want to keep this nasty surprise a surprise for a while.
Skree’s homing auto attack is my favourite in the game. It deals massive damage to multiple targets, makes it easy to tag and chase anything, including invisible enemies, and has a very high damage on structures. The upgrades listed below aim to deal heavy damage to a single target while slowing said target. AKA: the assassin build. All upgrades should be early game/mid game upgrades.
Abilities to get
Lashes Of The Goddess: get this damage-increasing upgrade last of your Lightning Rod upgrades.
Pills For The Mind: the second upgrade you should get from the Lightning Rod upgrades, gives you a powerful slow that, in combination with the Device Of The Heavens should be up at all time.
Device Of The Heavens: increases your attack speed to 2 attacks per second. First of the Lightnign Rod upgrades you should get, and definitely one of the earliest upgrades for Skree (after the Steeldrum and Med’I’Can).
Skree has a good jump and an excellent hover after the jump. This allows you to slide horizontally across the map, while dropping if the situation requires it. Very useful to use in pushing and fighting flying Nauts.
Abilities to get
Med’I’Can right off the bat. The Space Air Max around the same time as you get the Pills For The Mind. The Starstorm Statue midgame, once both your Saw Blade and Lightning Rod have their damage maxed on their own.
Voltar the Omniscient
Coming soon ™
Conclusion
I hope you enjoyed my guide. I will keep it up to date with game developments or new insights I acquire from playing and interacting with you guys. Any questions or suggestions? Do use the comments! Anything typed civilized I will answer for as long as I keep playing this game.