![]() Skills that prevent nighttime ambush are very good. Its often better to buff up than to wait until your characters are run down. Camping has two uses: recovery and buffing.Overconfidence will kill you very quickly, actually. It's better to fail a mission with your resolve level 3 characters and take a stress hit than to lose the resources you've put into them.There are very few enemy healers in this game. This can mean an enemy is a dead man walking, barring a clutch enemy heal. Your characters and your enemies take damage from blights and bleeds at the beginning of their turn, before they act.Focus on preventing enemy actions using stuns or finishing them off over healing, unless you've somebody on death's door.They're usually much more dangerous to your run. In general, target backrow enemies first.Disease care is less important, both the plague doctor and the grave robber can have access to disease cures mid-dungeon. Removing bad quirks and locking in good quirks gets more expensive the higher a character's resolve rises. ![]() If you have a large roster, you'll rarely need to spend money on stress healing services at all.
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