Escape from Duckov Totem Obtaining and Matching Recommendations
Returning to the theme of this issue, the waiter in this issue will make an inventory of all the totems involved in the current version of the game, and give a brief review and regular graduation matching. I hope it will be helpful to you.
There are three main ways to obtain totems in this game: BOSS drops, black market purchases, and sewer sacrifices. The main source of acquisition is sacrifice. You can get one out of 8 feathers. The location is in the sewer at home. One on the left and right is a single draw, and the other is a ten-game draw. According to actual measurements, the probability should be the same. I still recommend that you try to bring back all the blurred feathers when hunting ducks. After all, as a special prop, it has no weight. Generally, a handful only occupies 1-2 grids. Xiaoer divided the totems into three categories: attack gain, defense survival, and auxiliary optimization, so that everyone can combine them according to their needs.
2. Inventory of Escape from Duckoff attack buff totems
① Attack Ⅰ/Ⅱ/Ⅲ
Attack totems have three levels in total. The effects are in order: Attack Ⅰ, increase firearm damage +8%; Attack Ⅱ, increase firearm damage +15%; Attack III: Increase firearm damage +25%, firearm range coefficient -15%. Attack III has the highest damage multiplier. Unfortunately, the range of one more firearm is shortened. In this game, the damage over range will be attenuated, so I personally recommend bringing Attack 2, unless you mainly focus on short-range shooting, such as spraying or submachine guns.
②Gun Control I/II/III
There are three levels of gun control totem, and the effects are in order: gun control I, recoil control +30%; gun control II, gun dispersion -15%; Gun Control III: Recoil Control +15%, Gun Dispersion -8%. The strength of the gun control totem is quite interesting. Hip shooting is the mainstream now. In my opinion, gun control II > gun control III > gun control I. Everyone can focus on gun control II.
③Headshot Ⅰ/Ⅱ/Ⅲ
There are three levels of headshot totem. The effects are: headshot Ⅰ, headshot damage +10%; headshot Ⅱ, headshot damage +15%; headshot Ⅲ: headshot damage +25% Gun spread +15%. Headshot III provides the highest headshot damage, but greatly increases the spread. It is obviously prepared for one-shot headshot gameplay, such as shotguns and M14. If you don’t have an M14 yet, it is more recommended to bring Headshot II.
④Sniper I/Ⅱ/Ⅲ
There are three levels of sniper totem. The effects are in order: Sniper I, vision distance +25%; Sniper II, firearm range coefficient +25%; Sniper III: firearm range coefficient +30%, sight distance +30%, movement ability -10%. The sniper series is mainly designed for sniper rifles. Unfortunately, the official version of sniper rifles has been greatly reduced. If Sniper II and Sniper III are not reduced, the usage rate will be very exaggerated. In the current version, the waiter thinks that Sniper II > Sniper III, and there is almost no improvement in field of view distance.
⑤Frenzy War I/Ⅱ/Ⅲ
Frenzy War Totem has three levels. The effects are in order: Frenzy I, melee critical hit rate +50%; Frenzy II, melee critical hit rate +120%; Mad War III: melee critical hit rate +280%, melee damage multiplier -10%. Crazy Fighting II is the most prominent. Everyone basically uses Crazy Fighting II to play melee combat. The reduced melee damage multiplier of Crazy Fighting III is too deadly.
⑥Warrior Ⅰ/Ⅱ/Ⅲ
There are three levels of warrior totems. The effects are: Warrior Ⅰ, melee damage multiplier +15%; Warrior Ⅱ, melee damage multiplier +25%; Warrior Ⅲ: melee damage multiplier +35% Melee Critical Damage -15%. The totem is exclusive for melee combat. Normally, Warrior II + Mad Fighter II increase melee damage. It is basically not included in the middle and late stages of the highest level.
⑦ Tactical reloading
Tactical reloading has no level classification, because the value itself is very powerful, providing a 50% reloading speed bonus, and the reloading speed alone is completely enough. However, in the mid-term, we usually use two guns, and it is more direct to directly cut the gun.
3. Inventory of Escape from Duckov defense survival totems
①Resistance to fire, electricity, and poison Ⅰ/Ⅱ/Ⅲ
These three are attribute resistance improving totems, and their descriptions are exactly the same, but the attributes have been changed. There are three levels in total, and the effects are in order: Fire, Electricity, and Poison Resistance I, which reduces the damage multiplier of this attribute by 12%; Fire, Electricity, and Poison Resistance II, which is immune to this attribute damage; Fire, Electricity, and Poison Resistance III: It is immune to this attribute damage and reduces the corresponding attribute damage by 8%.
It is mainly used in special BOSS battles. For example, the roadblock has fire resistance III, and the four knights can each bring corresponding resistance. ②Anti-Object Ⅰ/Ⅱ/Ⅲ
Anti-Object Totem has three levels in total. The effects are: Anti-Object Ⅰ, immune to bleeding; Anti-Object Ⅱ, physical damage reduction of 12%; Anti-Object Ⅲ: immune to bleed, physical damage multiplier - 8%.
Because most maps still focus on physical damage, the priority of resistance totems is higher than attributes. In the second position, I use Resistance III at the beginning, and I am locked in the totem position for a long time. I personally feel that it is very easy to use, especially in the early and mid-term. It is quite disgusting to eat one and bleed. ③Anti-space I/II/III
There are three levels of anti-space totem. The effects are: anti-space I, space damage reduction by 12%; anti-space II, immune to the fragmentation effect caused by space bullets, but not immune to space storms, maximum health value -15; Resistance to Space III: Immune to the fragmentation effect caused by space bullets, but not immune to space storms.
The anti-space series is currently mainly used in storm areas. It is recommended to spawn an anti-space III when fighting the final BOSS. The fault tolerance rate will be much higher. ④Armor I/II/III
There are three levels of armor totem. The effects are in order: Armor I, head and body armor +0.4 each; Armor II, head and body armor each +0.4 +0.7; Armor III: Head and body armor +1.2 each, fire, poison, electricity, and space damage multiplier +15%. These three are good totems that can be used immediately. The negative effects of Armor III will basically not take effect in normal mapping. If used with the survivor talent, our duck can achieve an extremely exaggerated tankiness. We only need to pay attention to removing it when fighting attribute monsters.
⑤Life I/II/III
There are three levels of life totem, and the effects are: Life I, maximum health +8; Life II, maximum health +15; Life III: maximum health +25 and movement ability -10%. Life 2 + Life 3 can increase the blood volume by 40 points. After the blood volume exceeds 100 and there is a large medical box in the mid-term, the boss has a high fault tolerance, which is a good combination.
⑥Restore I/Ⅱ/Ⅲ
There are three levels of recovery totems, with effects The order is: after 10 seconds without being injured, 1HP will be restored every 4.5 seconds; Recovery II, after 10 seconds without being injured, 1HP will be restored every 2 seconds; Recovery: after 10 seconds without being injured, 1HP will be restored every 1 second, and the food and water consumption rate will be increased by 30%.
The three recovered brothers can be divided directly. The number of medicines in this game is quite sufficient. Generally, you bring a medical kit when you go out. Plus the ducks and medical supply boxes on the map are completely enough.
⑦Amulet
An exclusive item released on Halloween, it is immune to fear and reduces the spiritual damage multiplier by 10%. Once everyone makes the copper coin sword, the amulet is basically useless, but it is recommended to keep one in case there is a psychic-related BOSS later.
4. Inventory of Escape from Duckov auxiliary optimization totems
①Lightness I/Ⅱ/Ⅲ
There are three levels of lightness totems, and the effects are in order: lightness I, running and walking speed +7%; Lightness II, running and walking speed +10%; Lightness III: running and walking speed +15%, continuous blood deduction (1 HP deducted every 3 seconds).
I will not repeat the importance of mobility. Always carry the Lightweight II. If you can still walk with more than the weight, you can tell me whether it is strong or not! It can still be used in the later stage of Lightweight III with Hot Blood Injection.
②Efficiency I/Ⅱ/Ⅲ
There are three levels of efficiency totem. The effects are: efficiency I, running and walking speed +7%; efficiency II, treatment efficiency +30%; efficiency III: food efficiency +30% treatment efficiency +20%. Now the laboratory CH has also added food boxes, making this totem series almost impossible to appear.
③ Marathon I/Ⅱ/Ⅲ
There are three levels of marathon totem, and the effects are in order: Marathon I, physical consumption -20%; Marathon II, physical consumption -30%; Marathon III: physical consumption -40%.
Marathon reduces physical exertion and significantly improves the running experience. Friends who play Zelda should be familiar with this. It is recommended to use the farm running knife to open the X/O room. ④Ninja I/Ⅱ/Ⅲ
There are three levels of ninja totems. The effects are as follows: Ninja I, the sound distance of running and walking is -25%; Ninja II, the sound distance of running and walking is -35%; Ninja III: the sound distance of running and walking is -50%.
Ninja Ⅱ + Ninja Ⅲ + Carrier talent can make the running sound full. This waiter is usually used to touch the dropped items when you died last time. You can also bring a cardboard box for stability.
⑤Perception Ⅰ/Ⅱ/Ⅲ
There are three levels of perception totem. The effects are: perception Ⅰ, perception distance +1.5; perception Ⅱ, perception distance +2.5; perception Ⅲ: perception distance +75%.
The main usage scenario is the laboratory. Perception II + Perception III + blindfold. It is very useful for fighting wanderers and invisible ducks on the second underground floor. Whoever uses it will know.
⑥Strongness I/Ⅱ/Ⅲ
Strongness totem has three levels. The effects are: Strongness I, maximum load +25%; Strongness II, backpack space +25%; Strongness III: backpack space and maximum load +20%.
Weight-bearing and backpack capacity are still very useful in the early and mid-term when the skill level and training are not high. You can carry more at a time. This is a god-level totem for a collecting maniac like Xiaoer. When I go to the lab, the waiter will basically lock a Strong III, and I will take away the bullets and guns!
⑦Endurance & Hunger Master
Endurance: Stamina +20 Stamina recovery +20%. Hunger Master: -15% water and food consumption rate. There is no level classification for these two totems. I personally feel that the acquisition rate is more difficult than the above. I was stuck on these two totems, so I never wrote the totem chapter. I didn't get it together until yesterday. However, the intensity of these two is not high, and there is no chance to play in the middle and late stages.
5. Recommended practical totems for Escape From Duckov
Two identical totems in this game cannot be worn at the same time, including level and name. In other words, you can bring two totems of the same type with different levels.
Here, the waiter will share some practical totem combinations based on his comprehensive experience of the two gears.
① Perception II + Perception III: Paired with blindfolds, it is a god in a narrow area like the laboratory!
② Life III + Armor III: Improves survival, very suitable for novices. The BOSS cannot be killed at once. If you pull it and use medical treatment to make up for it, you can beat most BOSS after a few more rounds.
③Attack II+Attack III/Headshot II: Extreme output style of play. Either you die or I die today!
④ Warrior II + Berserker II: This is the graduation totem combination recommended by the waiter of the Berserker genre. What you want is high damage.
⑤ Marathon III + Lightness II: Totem that increases the efficiency of running maps, this combination is very useful for mid-to-late running knife or farm town search.
⑥Ninja II + Ninja III: Silent step can be used to avoid battles or sneak attacks on enemies. It feels like Assassin's Creed.
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