Power Type
"Mice have specific weaknesses to certain Power Types. Using the appropriate weapon in the appropriate area is a critical part of any hunter’s strategy."
Power Type is an important attribute of weapons which determines overall trap effectiveness against different breeds of mice. In MouseHunt 2.0 it also used to refer to an attribute of the different types of mice that roam the land, which in MouseHunt 3.0 was replaced roughly with Mouse Group. As bases do not have Power Types attributes, the Power Type of a trap is determined by the weapon component. The effectiveness of a weapon of a particular power type varies depending on the mice and its location. That a trap works effectively or very effectively against a mouse in one location does not necessarily imply the same in other locations.
Many hunting locations have a preponderance of mice weak to a given Power Type. For example, in the Mousoleum, mice weak to Shadow power dominate. As such, certain weapon Power Types are more suited, and often required for successful hunting, in certain locations.
Contents
Power Types
There are currently eight different power types, as listed below. Players can follow the respective weapons or mice links for a list of that particular type of weapons or mice.
Physical
The most straight-forward type of damage a trap weapon can inflict. It is effective against a variety of mice.
Physical weapons are the first type of weapons that all hunters will own. The mouse groups known to have weakness to physical weapons to some degree include Indigenous Mice, Forest Guild, Digby Dirt Dwellers, Followers of Furoma, Aquatic Order, The Derr Tribe, and Event Mice.
Shadow
Shadow is a magical type of damage that is effective against ghostly breeds of mice.
Shadow weapons are generally low powered, especially when compared against other weapons of similar requirements. Thus even though many mouse groups (Indigenous Mice, Forest Guild, Digby Dirt Dwellers, The Forgotten Mice) have a certain degree of weakness to them, they are best used against The Shadow Clan, The Dreaded Horde and Balack's Banished.
Tactical
Built upon research of battle strategy, these traps are especially strong against mice trained in the art of war.
Tactical weapons are of average power as compared to other weapons of similar requirements. Indigenous Mice, Digby Dirt Dwellers and Aquatic Order have a degree of weakness to tactical weapons, but they work best against Forest Guild, The Followers of Furoma and The Nerg Tribe.
Arcane
Traps utilizing arcane damage come from sources shrouded in mystery. The strength of arcane damage increases proportionally against forgotten mice, making the traps especially effective in the Catacombs.
Arcane weapons are of average to high power as compared to other weapons of similar requirements. Indigenous Mice and The Shadow Clan have a degree of weakness to arcane weapons, but they work best against The Forgotten Mice and Balack's Banished.
Forgotten
Long before the castle was built, the lands of Gnawnia were quite a different place littered with hunting strategies that have not been spoken of since. Mice that utilize these long-forgotten tactics are amongst the most difficult to catch.
The Acolyte Mouse and The Forgotten Mice have a degree of weakness to Forgotten weapons. Balack's Banished have a particular weakness to Forgotten weapons.
Hydro
Effective against mice who dwell in and around water. Hydro traps are designed to be able to capture a mouse even if they are lurking deep below the water's surface.
Hydro weapons are of average power as compared to other weapons of similar requirements. Indigenous Mice and Forest Guild have a degree of weakness to Hydro weapons. Aquatic Order and The Elub Tribe have a particular weakness to Hydro weapons.
Draconic
Draconic traps were designed long ago by the Acolyte to control the powerful Dragon mice of Dracano in an attempt to add them to the ranks of their armies.
Draconic Brood has a weakness to Draconic weapons.
Parental
Traps utilizing parental power specialize in administering discipline on ill-behaving mice. These traps are firm, but fair, never harming the mouse but making sure it thinks long and hard about the trouble it caused.
Parental weapons were designed to catch Terrible Twos mice, who were particularly weak to this power type. Indigenous Mice, Forest Guild and Aquatic Order also had a degree of weakness to this power type.
Images
Depictions of each power type exist to assist hunters in identifying the attributes of a weapon at a glance.
Physical | Shadow | Tactical | Arcane | Forgotten |
Hydro | Draconic | Parental |
See also
- Power – Strength of a trap.
- Effectiveness – How the various trap types fare against the mice types.
- Cheat Sheet – Condensed Effectiveness Chart