![]() Depends on the build.Įvery spell has a use, I think. Multi upgrading a core spell can bring you farther than spreading the upgrades out, but not always. Try not buying any upgrades at the store, and using restock and the challenges to get your upgrades and removals. Generally speaking, they’re pure DPS checks, although one annoying bastard is an aim check (please get rid of this one, it sucks). Green dress hostages give you an artifact.Ĭhests are SUPER annoying mobs to fight if you’re not prepared. Red dress hostages heal you for 100 HP if they survive to the end of the fight. ![]() does something in the camp, but I have no idea what.īlack dress hostages give you extra money for saving them. Saffron is probably the most useful assistant, followed by Terra. Sparing them nets you a 400HP heal and 2-5 levels of “assistance” (looking at you Hazel, you’re useless, go build me a shield generator instead). Seed only seems to impact the order of stages, from what I can tell, but if you like the seed you were on then try it again. I wish there was a “restart run” button, but you can check your seed on the load screen. She’s easily one of the harder bosses, if just for the clutter and the chunkage, but she’s beatable or cheesable.ĭying and dying often is fine. The shopkeeper you have to beat in a fight. You unlock Reva, or any character, by beating them as a boss on floor 4 or higher (I think, it might be 3). Saffron is a very forgiving character, but if you can unlock Reva, Reva’s default loadout will teach you how to aim, and dodge, and pull off what look like BS moves. That’s actually super useful – in fact, getting the “double damage and consume” upgrade on a few cards that do a ton of damage and then keeping a shielding card (shields up, restore 1/2 MP is a good one) and an AoE card (glitter bombs if you have it unlocked, or the hearth card that cracks all four center tiles) lets you just cycle those two cards and concentrate on dodging/auto attacking. I’m a big fan of poison, but it’s a bit slow – detox + anubis + the poison vial artifact is a great way to do a ton of damage to something in just a few seconds, but if you miss with detox it’ll still tick down.Ĭonsume just uses the spell for that fight. ![]() The more cards and artifacts you unlock, the more synergies you’ll discover. A lot of the artifacts seem pointless at first, until you start getting some concept of synergies. Speaking of chests, chests have artifacts. If you can learn how far to push it, you can either facetank attacks that would kill hostages or in order to take that extra few seconds to break chests. ![]() The farther you go, the harder they hit, the quicker they fire or the more they fire. Evading enemy attacks is a key in this game, and most enemies have a pattern you can learn. It’s all pretty self-explanatory, and explained in the game with tool-tips on the cards themselves. There’s also status effects like Frost (whichs builds to 3 then explodes to do 100 damage), Poison (periodically does a damage tick, then halves the poison stack on the enemy) and Burn (which does 10 damage per tick). So in general, Flow decks are harder to manage, while a single Trinity card might be fine to use and pays off in a longer fight. You can run out of Flow (which just means the effect doesn’t go off, but you can still cast the spell), but Trinity never goes away unless it gets used. When full, the next card with a Trinity effect uses all 3 to do the effect. Some cards have special effects if cast when you have flow. The main card mechanics are Flow and Trinity.įlow: If you have it (you build it through ‘Gain X Flow’ effects on cards), one stack is used when you use a spell. How to Work Game Mechanics? Card Mechanics + Status Effects
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