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Roguelike Path of Achra - dark fantasy roguelike

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,759
It really is a well crafted game. I think the last time I got this into a coffeebreak roguelike was Desktop Dungeons, and this is much better. It's definitely got that puzzle genre kind of vibe though; rarely does tactical movement matter as much as just understanding how stuff works.

I'll throw in my own pro tip: The abilities that path to a target in a given range, will path around obstacles to targets in the range as the crow flies. So by hiding in a little nook you can have shit pathing out and hitting everything trying to reach you while it can't even fight back.
 

DoWhocares

Novice
Joined
Feb 3, 2024
Messages
87
Granted, it's only "base" difficulty. The build worked out, I had so many items and abilities that shat out minions, plus Doom from attacks and such, nothing could really stand against me. Probably works with other gods, too, but I was going for MAX SUMMONS.

Some advice since I feel like I have the game figured out now:
- Line of sight shenanigans are totally possible! Lure enemies around corners, or place yourself so only one guy can even see you at a time. Be smart about positioning.
- A source of healing is very important for most builds, you can get healing from certain items but most likely from abilities like Fire Healing and Dread Flesh. Picking one of those is generally a good idea for any build.
- The entire point of the system is to stack effects, so go hard for a few of them. Stack extra attacks that trigger more extra physical damage. Get items that apply debuffs on hits. You really want to put out as many actions as possible
- Items are surprisingly balanced, something you find early on might remain relevant all the way to the King of Many Colors!
- As with healing, it's a good idea to invest in HP. Leveling Vigor serves as a full heal and debuff remover for a reason!
- I find a lot of builds will want at least 10 Strength, so a full set of light items won't encumber you needlessly
- Read the ability descriptions carefully, some of them are rather involved and might not work as you expect them
- I believe diversity of skill is better than quality in the early game. Get your skills filled out is what I'm saying.
- Remember to sacrifice your unneeded items to gain max health/stats
To have more fun, you really should be upping the dificulty every time you unlock a new circle. It will keep things fresh longer, and you'll keep finding yourself in a spot where what worked for you in the past now gets you killed, so you have to adjust your strategies and put more thinking into it. I went up to the eigth circle by the time I've had my fill of Achra for the time being. But I intend to keep going at it later when the mental cooldown passes. Would recommend.

(Altho after going up a few circles pretty quick, I kept getting rekt so I dropped the difficulty back down to learn the game better. So there's definitely a balance to be had between upping the difficulty and practice.)

Some higher difficulty adjustments to your advice:
"Line of sight shenanigans are totally possible! Lure enemies around corners, or place yourself so only one guy can even see you at a time. Be smart about positioning."
This one's a big one. But what's more, holding the right button to autoresolve is all fine and cool on the early floors but for later and especially for glass cannon builds, manual movement and using LoS/chokepoints is curcial for long term survival.
"As with healing, it's a good idea to invest in HP. Leveling Vigor serves as a full heal and debuff remover for a reason!"
This one, I feel you should never see Vigor as a stat. Leveling it up early will screw you later. What it is tho, is an emergency heal. When things are bad and you level up, going Vigor for the full heal can save your whole run. With how high the damage scales, you can't keep up with it by raising your HP, especially when it comes at the cost of encumbrance/damage. You should instead build your survivability around block/dodge/armor (preferrably one of them per run), and some situational stuff like skills that negate a hit or having too many meat shields to ever get hit.
"I believe diversity of skill is better than quality in the early game. Get your skills filled out is what I'm saying."
This was my go to for the early circles, but later on I tended to focus on just a couple skills and pumping them up as much as possible. Most of the runs I didn't even have all 9 skill slots occupied by the time a run was over. At the same time, don't neglect single value points of certain skills that will enable some synergy or turn an item you have from decent to run-winning.
 
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Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,509
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Hoodoo

Arcane
Joined
Jun 5, 2009
Messages
7,110
Found Toothed Blade in the Star realm with the effect that if you kill it attacks the closest enemy for 50% of your hit. Char was a Varya, Assassin of Eris who prestige into Blood Knight. Cleared entire rooms after first kill in the Star Realm with this blade lol. Didn't realise what was happening at first.


Had another good run just before that with a Teleporting summoner aligned with the Ant God that was going well before I died to those machine-gun eye things in the Star realm. Still mad. Was about to cancel off the cult prestige achievement.
 
Joined
May 10, 2011
Messages
1,066
This one, I feel you should never see Vigor as a stat. Leveling it up early will screw you later. What it is tho, is an emergency heal. When things are bad and you level up, going Vigor for the full heal can save your whole run. With how high the damage scales, you can't keep up with it by raising your HP, especially when it comes at the cost of encumbrance/damage. You should instead build your survivability around block/dodge/armor (preferrably one of them per run), and some situational stuff like skills that negate a hit or having too many meat shields to ever get hit.
Interesting, I like having a lot of HP, especially with % heal items. You definitely want to have enough to not get OHK'd by an attack that bypasses your defenses. Also gives you more time to build stacks of whatever effect increases your damage.

Latest wins :-D:
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Hoodoo

Arcane
Joined
Jun 5, 2009
Messages
7,110
Probably everyone is getting tired of hearing about my absolute genius but just finished a Goblin Apostle run worshipping the Phoenix, prestiged into chanter and dumped in the fire chant. Started off slow but +1 Willpower every time you kill yourself stacks up. By the end could just run up to bosses and kill them in a turn. Golden greaves is one of my favourite items I think. Had that and the mask that hits another random unit every time you make an attack.
 

DoWhocares

Novice
Joined
Feb 3, 2024
Messages
87
All this talk ITT got me to fire it up again and go up a few cycles. Now on 12.
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This one really shouldn't have been a win - the only defensive power here is copious stacks of blind and freeze. But you need to live long enough to apply them. Some lucky drops, mainly robe of light and mind diamond solved that problem. Enter a map, skip some turns. If anything survives, by the time it gets to you, it has about 1000 blind stacks, plus a bunch of freeze and scorch. Most of the skills weren't really necessary past lvl1, just enough to unlock status effect application. After some preliminary stacking, king of many colors went down in one click.

My progress is slowed down by the self impopsed challenge of not using the classes/races/gods I've already beaten a run with. And now it's getting harder to find winning combos.
 
Joined
May 10, 2011
Messages
1,066
The most satisfying glass-cannon build yet (Tamasa):

Went for the mini-boss just before the final level and almost died there :shredder:

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