razvedchiki
Magister
any tips for extra edgy difficulty? (very hard).
any tips for extra edgy difficulty? (very hard).
I think there was a third option for a feast?rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.
I think there was a third option for a feast?rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.
rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.
Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.
Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.
Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor dots and valuable affixes are very worthwhile the purchase.
Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.
Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally tanking 2-4 mobs - no other characters can do anything remotely close to that.
Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).
Gold is less valuable than crafting resources in the early game.
Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.
Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.
rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.
Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.
Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.
Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor dots and valuable affixes are very worthwhile the purchase.
Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.
Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally tanking 2-4 mobs - no other characters can do anything remotely close to that.
Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).
Gold is less valuable than crafting resources in the early game.
Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.
Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.
does the choice between good/edgelord impact the gameplay in anyway?
There's also missions unique to your morality/religion. You were mentioning missions earlier I didn't even get, when I looked it up it was a christian mission.rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.
Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.
Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.
Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor dots and valuable affixes are very worthwhile the purchase.
Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.
Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally tanking 2-4 mobs - no other characters can do anything remotely close to that.
Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).
Gold is less valuable than crafting resources in the early game.
Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.
Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.
does the choice between good/edgelord impact the gameplay in anyway?
Yes, quite heavily. All four axis on the moral system has two unique heroes that only unlock when you've gathered enough points on that axis - and each combination has a unique hero has well (so, a unique hero for Christian Edgelord, say). In addition, the axis and combinations unlock different building upgrades (for your buildings) and decrees and laws (the former a mechanic that generates a free bonus once per mission, the latter I haven't unlocked yet).
On top of that, you unlock permanent bonuses for your team. So Christian Edgelords get phys reist, while Christian Boy Scouts grant an extra skill point to all Christian and/or Boy Scout heroes.
rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.
any tips for extra edgy difficulty? (very hard).
Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.
Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.
Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor pips and valuable affixes are very much worth the purchase.
Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.
Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally tanking 2-4 mobs - no other characters can do anything remotely close to that.
Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).
Gold is less valuable than crafting resources in the early game.
Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.
Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.
Roguelite very hard? I was of a mind to call that impossible, lol. You have big cojones
you can only sacrifice artifactsAnyone has a clue how to sacrifice items in the enchanted tower? All my items are greyed out.
Yeah that one is going to carry the early game for you. I’ve got one shit relic, two ok relics and one relic I’m still in doubt about but it seems to be strong. It comes with the heavy cost of making all Mordred’s skills cost one more AP which would normally be a huge no-no, but provides:
1 extra AP on all characters first encounter after rest.
+5HP shield on all characters at the start of each encounter.
Seeing as how very hard is so much about attrition, I think it might actually be worth it. Seems like it so far.
Yeah that one is going to carry the early game for you. I’ve got one shit relic, two ok relics and one relic I’m still in doubt about but it seems to be strong. It comes with the heavy cost of making all Mordred’s skills cost one more AP which would normally be a huge no-no, but provides:
1 extra AP on all characters first encounter after rest.
+5HP shield on all characters at the start of each encounter.
Seeing as how very hard is so much about attrition, I think it might actually be worth it. Seems like it so far.
That's a lot of relics, what level are you at on your main team?
My relics:
Heal skill cures 15HP once per encounter. The fact that this gives such good resists means it might be replaced later than I'd like, because it's not that impressive.
Meh - but decent enough on my backstabber who frequently deals a shitton of damage which is marginally less than the enemy's full HP.
I think this is a huge trap - positioning is THE most important thing on very hard, so an entire encounter can be utterly ruined, causing a reload (or game end on roguelite) by this item.
The headscratcher. I am leaning towards this thing actually being worthless, even though it breaks with Roguey's rule that in all games with variable AP, AP > everything. The thing is, this isn't really true of this game where more AP is often just saved or used for movement, and it's especially untrue on Mordred who uses spare AP on a pitiful auto-attack. In exchange for using that auto-attack less, you get +1AP on *everyone* after a rest - which you can time for hard fights - and you a 5HP shield *every single encounter*, helping you fight attrition.
I think this may actually be good enough, even with the steep cost.
I have to say I love the design of these items. On the surface this game has sucky itemization like your DoSes or XCOMs, but you quickly start to realize that not only can base items make a gigantic difference, relics seem to have a great deal of thought put into them.