Focusing on building a bunch of Magic Damage (which surpasses defense) might help in the early game, but as you encounter higher-level enemies a handful of free damage will feel like a bad investment of your cards. Meanwhile, 33% evasion stays pretty useful loop after loop. The Necromancer is a particularly good example of why you should scrutinize gear before swapping it in. Some lower-level rings will grant "+1 Skeleton," which can be a massive difference-maker in extended fights, and be preferable over many items three or four levels higher. Likewise, some gear art in particular will correspond with useful effects. The Rogue's winged boots have ludicrously high evasion that I almost always reach for. Swapping items too freely also has a minor disadvantage: when you hit max item capacity in your inventory and earn a new item, the oldest item becomes a piece of scrap metal, one of the more valuable basic resources for building camp structures. (Image credit: Devolver) Delay the boss!ĭon't play every card that enters your hand. The boss spawns on your campfire tile once you've placed a certain number of cards. The green map completion bar in the upper left corner corresponds with how many tiles populate the board: watch this closely to make sure you spawn the boss when you're confident in your gear, HP, and level. If you play every card that comes into your hand all willy-nilly, you'll end up fighting the boss much sooner than you'd like. Inevitably, this means you'll churn through cards. That's OK: once your hand fills the bottom row of the screen, discarded cards actually become a useful resource you can use at camp. I actually avoid playing lower-tier cards like Rocks and Forest unless I'm forced to. It's OK to let your hero make a few loops without playing any cards. If you want to take this a step further, use Oblivion cards to undo less-effective card placements, which will dial the boss progress bar back a little. There are lots of secret tile effects waiting to be discovered.
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