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Roguelike Path of Achra - dark fantasy roguelike

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Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
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16,136
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.
 

whocares

Savant
Joined
Nov 8, 2016
Messages
152
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

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Edgy
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Hoodoo

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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.
 
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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
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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.
 

Hoodoo

Arcane
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Teleporting Fire Tree: complete

Trying to do Liturgist prestige achievement and having no luck.
 

whocares

Savant
Joined
Nov 8, 2016
Messages
152
All this talk ITT got me to fire it up again and go up a few cycles. Now on 12.
pa11.jpg

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.
 
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The most satisfying glass-cannon build yet (Tamasa):

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

2B4HN1b.jpeg


5kFTDvz.jpeg
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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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.
Yeah, I've been doing the same thing. Gets harder every time I pick it back up, especially if the items don't cooperate with whatever niche synergy I'm relying on between whatever oddball collection of race/class/god I'm taking.

Just tried with a druid/necromancer build, summoning a ton of chaff and when they die it makes the familiars stronger. Died in the first void level; I didn't read the enemies carefully enough and picked one filled with enemies that both got more powerful and healed whenever they scored a kill. Derp. My one gripe is that builds that trigger a ton of hits/effects (like the one I just used) take a long time to resolve turns, especially on higher ascensions. I'm on 11 now, and waiting for 40 minions to each add 8 lines to the log every time they take a turn, which is 4 times for every one of mine... ugh. 1000 fps is not enough. Rift Wizard 1/2 is better in that regard; when you crank the speed on that game, shit gets DONE.
 

Hoodoo

Arcane
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Jun 5, 2009
Messages
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Haha game does have an fps problem. Usually if my build is halfway decent I will do one action and spend 5 seconds or so just watching sprites explode.

Also, bought this game for a friend so I could have someone to sperg about it to in real time and I'm pretty sure he's played about 20hrs in 3 days. Almost feel guilty.
 

Fedora Master

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Been trying to win as the basic-ass Stran Emir of Ashem on the uhhh... 7th Cycle. It's not easy I find. The combo is a bit schizophrenic. Tried out familiars/summon builds but those often end up too weak later on and if you go TOO hard into it all the minions keep blocking each other from attacking.

1730980853537.png


There we go. One thing I certainly learned: Summons really don't scale well. If you do a build like that, ~20 Will is plenty for your summon limit since there is only so much space on each map. LOS also affects your dudes, so it can get really tedious sometimes.
 
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Joined
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1,079
Been trying to win as the basic-ass Stran Emir of Ashem on the uhhh... 7th Cycle. It's not easy I find. The combo is a bit schizophrenic. Tried out familiars/summon builds but those often end up too weak later on and if you go TOO hard into it all the minions keep blocking each other from attacking.
Psychonaut / Meditate could also work I think.

EDIT:
N8mGgCS.jpeg
 
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Hoodoo

Arcane
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Jun 5, 2009
Messages
7,238
'Standstill' builds work well with summons I find. The summons give you space while your build kicks in. I'm on the 23rd cycle now and I don't know how to win with melee builds anymore. Been trying various psychic/blood builds and havnt made it to the first boss once.

Last build I won with was the teleport race with the teleport god and the meditate class. Pretty funny. Dumped 11 points into shimmergang so was summoning sometimes 20+ teleporting snakes a turn which would then proc meditate and extra attacks for me.
 
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1,079
I'm on the 23rd cycle now and I don't know how to win with melee builds anymore. Been trying various psychic/blood builds and havnt made it to the first boss once.
For aggro melee builds, my approach was to get some source of healing (fire, poison, blood, Batform), focus on Speed (berserk, charge, Batform again, entangle kinda) and applying status effects. Without speed, KoMC will machine-gun you down before you even get a chance to hit back and heal, he spawns with ~600 speed at that cycle. Stats-wise I think you can ignore Strength, as you can quickly offset the encumbrance speed penalty anyway (not Inflexibility though), get more Willpower for healing. Hide behind corners, fight enemies one on one, especially early on. Avoid enemies with Retort! Good luck :salute:
 

Hoodoo

Arcane
Joined
Jun 5, 2009
Messages
7,238
True I usually dump str thinking it will give me extra survivability. Alot of simple creeps are quite capable of 1 shotting me. Do you know if psychic retort procs blood roil? I thought it would but it dosnt seem like the fountain of life I imagined it to be.
 
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It does, probably need to spend more points into it and WIL before it becomes noticeable though.
I like dumping points into VIT because its HP bonus scales with cycles.

Kind of random race/class/religion combination, and not quite cycle 23. Still... :-D
On being attacked, you get 2 Roil + 3 Poison Skin triggers = 520 HP healed.

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Hoodoo

Arcane
Joined
Jun 5, 2009
Messages
7,238
32 is that the final?

Damn you got mindhunter with that build too. Hmmm. Would you happen to know how much vitality scales? I sqear it always says 75. Or does it just scale per cycle? So 75x32 for outerdark, same applies for the creeps?
 
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32 is that the final?

Damn you got mindhunter with that build too. Hmmm. Would you happen to know how much vitality scales? I sqear it always says 75. Or does it just scale per cycle? So 75x32 for outerdark, same applies for the creeps?
32 is the final cycle, yes. I think it's just +6 HP per cycle from VIT. You also level up quicker. Enemies seem to get much larger bonuses, don't know how it works exactly.
You can verify HP gains in the combat log:
jr70rYq.png


Just checked myself, you also get +2 HP per cycle from STR :oops:
 

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