Aloft
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Aloft Combat Guide
By intentionally blank
[EA version 0.3.3.22] Weapons, buffs, enemies, analysis, and more.
   
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Pyrologics Update
Still Editing
Recently, Astrolabe dropped a massive update (0.3.3.18). Among the numerous changes were several combat tweaks (what stand out in my mind are: increased attacked speed, improved blocking, nerfed Hydration, and -- most importantly -- a difficulty setting). I'm working on updating this guide, but I'm still in the process of trying out the game and processing my thoughts.

My Analysis (Summary)
  • The increased attack speed now favors the faster weapons, which I assume is an improvement. Dorkip and Pickaxe are not as advantageous, while Sword and Sickle are notably dangerous.
  • It looks like Sword is now the best weapon, having speed, damage, sweep, and knockback. In fact, I might even say it's now over-powered.
  • The Axe got an improvement: the combo finale now does a good deal of knockback, allowing you to keep the Guards on the ground. I may need to be less scathing in my assessment.
  • The hammer still sucks for combat, but it now has a slight "advantage" -- it doesn't have the pause between combos that the other tools have. That's good for its intended purpose: building.
  • The Mykter Trees now have three knosps
  • The generous "At Peace" buff (health regeneration for a long time) is now removed whenever I set foot on a Corrupted island (the times when I need it most). This will require a rewrite of the healing section.
  • Removing constant regeneration for the well-rested and adding an "Increased Threat" setting for damage makes combat more challenging, but I still find it easy.
Nomenclature
There are tall, viney things that have yellow orbs you want to hit in order to cleanse an island of corruption. The game's respawn screen refers to them simply as "Nodes" but I hereby dub them "Mykter Trees" throughout this guide.

Also, I'm quite fond of the "Denglish" term knosp to describe the balls at the end of the vines that are your main targets (inadvertently coined by Tialuna Rem-Iskalia). Apparently, "Knospe" is German for "bud", but these only vaguely resemble buds. "Knosp" is now what I shall call them.
Weapons
Weapon Selection
[EDIT v0.3.3.18+] In order from best to worst weapons (NEW list):
  1. Sword
  2. Sickle (crowds)
  3. Axe (keeps enemies grounded -- best with Energetic)
  4. Dorkip (knosps & single-file row of Guards)
  5. Pickax (when surrounded -- best with Energetic)
  6. Bow (no combat -- save for puzzle-solving)
  7. Hammer (no combat -- building only)

Sword = good all around
Combo Finish: Three quick stabs (no sweep, but high DPS if all 3 land)

[EDIT v0.3.3.18+] This is now the best weapon choice, due to improved attack speed. I think it may have had a slight improvement in reach (don't quote me on that).

[OLD assessment] The best combination of speed and damage, this is the go-to weapon for most sky sailors. On the down side, it does not have very good range. Although it makes a fine weapon, I believe (currently) the Dorkip and the Pickaxe (with food buffs) are actually better.

Until you get to the third biome (where there's cactus to collect), the sword is not technically necessary to make/carry. There are a few Mykter cages/barriers that can't be broken without a weapon coated with fungicide or antidote -- these may have the sword icon (implying that they can't be broken by anything but the sword), but any coated tool will suffice.

Sickle = good for crowd control, hit & run tactics
Combo Finish: A (slightly faster?) normal attack with an extra off-hand punch

[EDIT v0.3.3.18+] Due to attack speed changes, this is potentially a great weapon choice, if you can get the timing right.

[OLD assessment] What the sickle lacks in power it makes up for in speed. It also has a very broad sweep, possibly wider than the arc of the sword. The combo ends with an extra "punch" that also appears to have range/sweep not implied by the animation (I'll need to test more to verify that claim). If you can handle the quick timing, I bet you can wreak more havoc with a properly-upgraded sickle than its equivalent sword. I managed to clear Leviathan (in a single impulsive attempt) primarily using a stone sickle without upgrades; the broad sweeping attacks were perfect for managing the swarming enemies.

Axe = keeps foes grounded
Combo Finish: Heavy vertical strike with added damage+knockback. Note that this animation has an extra flourish (twirling the axe) before the actual attack, so it takes a bit longer to land.

[EDIT 0.3.3.18+] Due to added knockback to the combo finish and increased attack speed, the Axe is now an acceptable choice of weapon.

[OLD assessment] I tried to wield the axe. I really thought it should be an acceptable melee weapon. Alas, it is not. It may have power second only to the sword and sufficient sweep, but its dreadfully slow swing and ho-hum combo finale makes it the second-weakest tool choice for a weapon.

Dorkip = excellent for reaching knosps
Combo Finish: none.

[EDIT v0.3.3.18+] Due to attack speed changes, this is now a moderate weapon choice.

[OLD assessment] This hoe-spear-thingy has impressive range, making it the best weapon choice. Attacking the main bruiser enemies ("Guards") can keep them at a distance before they can attack, effectively stun-locking them. You can even get the knosps on the Mykter Trees while standing on their roots, outside the range of tentacle attacks! The one counter-balance to the Dorkip (besides reduced damage) is that it lacks a combo finish; instead, the final "move" of the combo is a regular attack that requires a little extra time before the next attack can execute (note that this is not the case with the bone dorkip, nor when the Energetic buff is applied).
Note that when you are surrounded, the Dorkip becomes less impressive. When you're facing too many goons, use the Pickaxe, Sword, or Sickle instead.

Pickaxe = excellent with Energetic buff, when surrounded
Combo Finish: Heavy vertical strike with a wide area of effect

[EDIT v0.3.3.18+] Due to attack speed changes, this is now a poor choice of weapon unless you have the Energetic buff. Even then, you only get the full utility of the area of effect if you're surrounded.

[OLD assessment] While it may be a bit slow (not as slow as the ax), the Pickaxe ends its combo with a wide area of effect, which makes it perfect for swarms of enemies. When you combine this with the Efficient and Energetic food buffs, you get massive devastation (without the need to aim, even!) at a range that exceeds even the Dorkip. Without the buffs, however, the Pickaxe is a bit clunky.

Bow = only useful on rare occasions
Combo Finish: not applicable

To fight long-distance, craft a bow and arrows. You need feathers from pheasants, which are not available in the first biome (Emerald Isles). Note that this is... a very... SLOOOOW... weapon. In the game files, there appears to be a bow that's better than the "Simple" variety, but that's currently unavailable.

Arrows are rather costly (they are always consumed -- no chance for recovery), and come in two varieties. Stone-tipped arrows cost Carved Wood (which costs Hardstone), have a slow draw time, and ignore heavy winds. Bone-tipped arrows cost Sharp Stone (which costs Hardsone and two Bones) as well as Darkwood, making them extremely expensive; they are supposed to draw faster but get affected by high winds.

Playing an archer is neither cost-efficient nor effective in close quarters nor when flanked.

Hammer = terrible
Combo Finish: Completes building for everything within a certain radius; requires no down-time before the next swing.

Apparently the hammer goes *squeak* when it lands a blow. It has a fast swing time (maybe as fast as the sickle), but negligible damage, range, and sweep. The final strike of the "combo" has no application for combat (but it's great when building, [EDIT 0.3.3.18+] and no longer causes a pause before the next swing). The hammer is a tool for creation, not destruction.



Ruminations
My goal is to consider all the tools as weapons, and to see how each fares against the others. The game is still changing rapidly, and these attributes have already gotten more balanced (maybe what I wrote here was taken into consideration?).
Improving Weapons
Currently, you spend most of the game stuck with Stone-tier tools and weapons. They work fine and all, but what about better ones? Well, if you can scrounge up enough Bone and Darkwood in the last biome, Red Cliffs, you can make Bone-tier tools, which are WAAAYYY better! Increased damage, speed, and (notably) combo timing. But until you get to that point, you'll have to make do with Stone-tier.


Below are other ways to augment your battle prowess. You should discover them in regular progression, but I have not hidden them with spoiler tags (I tried, but they were annoying).
Sharpening
Once you unlock the sharpening section of the upgrade station, you can spend 2 Hardstone to add significant damage to a weapon for a limited number of hits (about 1 battle's worth). This is a strategic/tactical choice: Hardstone is a limited-quantity resource (although you can find a fair quantity with meticulous exploration) that is critical for building mid- and high-tier base components. On the other hand, that +damage may be just the edge you need for an especially difficult fight.

Coating
Applying a coat of fungicide (or other things, later) will increase your damage (apparently only to specific types of enemies, according to the in-game documentation). Be careful not to waste a coated weapon on harvesting resources!

Trinkets
Once you get the last section of the upgrade station, you can install trinkets:
  • Golden Feather trinkets increase the range and damage of charged attacks (VERY useful)
  • Storm Shell trinkets increase attack speed when the winds are high
  • Water Opal trinkets aren't used in combat, but do help with resource gathering
  • Research trinket lets the coating on your weapon last longer
  • Sky Spirit trinket grants an extra airborne attack
  • Obsidian Shard trinket will stagger enemies
WARNING: Installing a trinket is permanent! You can't get the trinket back, even by dismantling the tool.

To see how many trinkets you can install, look for little dots below the weapon icon. Weapons you craft yourself have one dot. Placed weapons you find in the world have none. Some found in chests will have two dots; these are "upgrades", because they can potentially hold two trinkets.
Preparing for Battle

Get your buffs ready before entering a corrupted island:

Sleep Buffs
Get up fresh from sleeping, for optimal buffs. The Leaf Bed grants Well-Rested, which gives a nice movement speed buff for 10 minutes, about the length of an in-game day.

[EDIT v0.3.3.18+] You could try to take a few extra seconds of "snooze" time, in order to get the "At Peace" buff (regeneration) for 10 minutes. However, that can't be used on a Corrupted island (it gets removed as soon as you set foot on it), so don't bother.

Food Buffs
Eat two good meals with complimentary buffs, especially Efficient (8 minutes), Energetic (8 minutes), and Hydrated (5 minutes). See my Cooking Guide for details.

Drink a cup of coffee, since it can be consumed in addition to the two meals and grants the Zippy buff for 5 minutes. This accelerates Momentum gains, and allows you to have an extra Momentum charge, so fly around a bit on your glider to build up Momentum for the fight.

Choices at the Upgrade Station
Coat your weapon in fungicide, and maybe sharpen it (if the fight looks tough and you can afford the 2 Hardstone)

The Buffest Buff
If possible, restore an unhealthy ecosystem to 100% right before the battle. This grants the superlative Enthusiastic buff that increases damage, movement, attack speed, and momentum. You can also get this by drinking Wisteria Tea, after you have cleared Leviathan of the Corruption.
Combat (& Non-Combat) Moves
There are three combat maneuvers that must be unlocked by defeating Mykter trees, and a few more moves that can greatly assist combat:
  • Leap Attack: Hold attack to target an enemy (they highlight blue), then let go to charge forward quickly. This move is ideal for taking out the cowards (the scrawny missile throwers that run away when you approach). Costs one Momentum.
  • Upslash: Hold attack to target an enemy, then press space when they are near to launch them in the air. You hang mid-air for a few seconds, enough time to land several hits. Costs one Momentum.
  • Ground Pound: While airborne, hit Crouch to slam down with your weapon. Inflicts damage in a small radius. Costs one Momentum.
  • Hold Block and press Attack to shove an enemy, possibly into an attack or hazard (like the edge of the island). This will also cancel an incoming attack.
  • Pressing back, left, or right while hitting Jump causes you to dodge quickly (this doesn't cost momentum). Use this move frequently to avoid exploding fungal pods, enemy attacks, and the lashing vines at the base of the Mykter Trees.
  • If you run and then press Crouch, you will start sliding at a fast pace. You can travel maybe 20 meters in this manner (guesstimate).

Outside of Combat -- Harvesting
While harvesting resources, I have found it useful to hold down LMB in order to charge up my attack for double damage. This allows me to use two slower swings rather than four fast swings, ultimately harvesting the resource faster. When harvesting stone with the pickaxe, though, it may be preferable to complete the combo as normal for the wide area of effect.

Note that this technique does require the patience to wait for the animation to wind up, the swing meter to elapse, and the animation to wind up again. I suggest click+holding immediately after release; this will cause the combo meter to "fail" you (it flashes red, indicating the combo was broken), but after its allotted time has elapsed, if you are still holding LMB it will immediately launch into the next charge-up attack, thus optimizing your timing.
Foes
  • When you get to a corrupted island, take a fly around to survey how many Mykter trees there are, and how the "bomb" spores are laid out. "Fore-warned is fore-armed," they say.
  • Before taking on a Mykter tree, try to eliminate all enemies and bombs so you aren't overwhelmed or attacked from behind.
  • Alternately, if you hit a corrupted island hard and fast, you can avoid all enemies (they die when the island is cleared of corruption). This is not advised if you are running low on Mykter Fiber or Intact Mykter Samples (before you get the Mycosis Terrarium).

The Mykter Trees
  • Beware! The tentacles of a Mykter tree hit hard and have massive pushback. Fortunately, they have easily recognizable patterns with a long windup. When they are about to attack, stand on the roots of the tree right up against its trunk.
  • Stay far back to avoid getting pushed into a Mykter Tree by swarming enemies.
  • When you find a Mykter tree that elevates its knosps out of your reach, first see if your Dorkip can reach it with a well-timed jump. If not, try to find higher ground or stand on a mushroom to reach it. If all else fails, you can always shoot it with expensive arrows.

Specific Enemies
Guards
These bearded mushroom bruisers are slow, and prone to take each other out when crowded. I recommend eliminating them last, if you have the room to maneuver. If you have to stand your ground, attack quickly and try to dodge (Jump + strafe or back).

Cowards
[EDIT v0.3.3.18+] The Cowards' projectiles are now much larger (and slower?).
You can chase Cowards off a cliff to get rid of them. I haven't tried it, but you may be able to shove enemies off, as well (Block + Attack)
There's also an achievement for killing one while it's in a "cowering" animation. I'll try to get a pic of that.

Shriekers
These flying squids will inflict a mysterious "Terrified" debuff, and will lift you in the air for a few seconds, but I think these things are mere annoyances (not actually dangerous). They also have a drill attack for damage.
Debuffs
Don't get wet! The Wet debuff reduces your momentum by one bar; you need that momentum to execute combat moves. To avoid this during storms, wear the leaf apron "armor". Wading in water will still apply "Wet" no matter what you're wearing.

There's also a Terrified debuff inflicted by a flying Shrieker enemy. The Mighty Pancake observes that this will cause your buffs to wear off at an expedited rate.

The third and final biome, Red Cliffs, inflicts the Parched debuff that greatly reduces your attack speed (and occasionally it gets so hot that a threatening bar appears; if it gets all the way full, it's instant respawn for you). Avoid the Parched debuff by staying indoors, getting the Hydrated buff, getting the Wet debuff, and/or wearing Linen clothes (although sometimes it's just too hot).
Healing
If you get low on health, you will get a nominal "Recovering" buff to help you regenerate. Besides that, there are a few options for healing:

Digestive Tea + More Food
If your hit points fall below the bonus hp granted by your current food, drink Digestive Tea to clear your two food slots, then eat two more food items. The food grants healing as well as temp +max hp.

Bandages
With a bandage equipped, hold Attack to use it; hold it down longer to heal more HP.
(I thought that you just tapped Attack and it only healed a little bit, until I read the manual)

I personally don't use bandages (tried them once). Healing and +HP buffs are so readily available that I find them unnecessary. Additionally, I don't want them taking up space in my inventory/hotbar. I only collect them because I collect everything; maybe someday, I might need to deconstruct them for the resources. [EDIT] (see below)

Out of Combat - At Peace
Lay down in a bed or anywhere on the ground (not on a corrupted island) for a few seconds. This will spend your Momentum to heal your HP. Continuing to lay down grants the "At Peace" buff, which gives regeneration for 10 minutes after getting up.
[EDIT v0.3.3.18+] Now, setting foot on a Corrupted island removes "At Peace." Bandages are back on the menu.


"I Should Head Back Home"
Currently, there are no penalties for respawning (besides a brief setback), so I don't feel like you can call it "dying." If a battle is giving you trouble, just keep going at it with what you've got. Each hit you land will be progress that the enemy can't undo.
After the Furor Dies Down
With sufficient buffs, you can take out a Mykter tree in just a few seconds. Food buffs last 5 or 8 minutes, so if you clear one island and have another corrupted island nearby, just fly over to the next fight. You can always come back afterwards for all the loot.
Your Opinion
This forum post and this one cited a few points of a very common critique: that combat in this game "sucks."

While I do not agree, I am very curious as to why others feel this way. If you have criticisms to Aloft's combat system, would you please take some time to explain them in detail. You can follow the link above for a pertinent forum topic, or create a new topic, or else post your remarks below, in the Comments section.

[EDIT for version 0.3.3.18+] The Pyrologics update made several combat changes. Do you think combat improved? Was it enough? I'm curious what others have to say.




I've made several other guides for Aloft:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3411688526
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3414599424
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3422274125
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3430188769
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3518595767
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3519777262
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3555428518
2 Comments
intentionally blank  [author] 25 May @ 7:34am 
My pleasure! :steamhappy:

If combat isn't less of a game-ruiner after trying some of these tips, you may want to start a new world on Peaceful mode. I think they're still in the midst of improving it (making it totally peaceful, not just without the moving enemies), so it may be reasonable to wait until after that update drops.

Thanks for the comment, Anner.
Anner 25 May @ 4:35am 
Thanks a lot for this guide. I personally think combat kinda ruins the game a little bit, but maybe it can be more fun after reading your guide.