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Wildermyth thornfang
Wildermyth thornfang











Alternatively, it can be right to just double move run your entire party backwards to get some breathing room. It’s common to leave a melee opponent or two alive, with all your heroes out of their range. Movement – You can see what an opponent’s move range is by holding shift and hovering over their figure. Abilities like engage and throw hurlax let you flank with a single character, if need be. For flanking purposes, the interfusion attacks came from the interfused object. Mystic interfusions do not get the flanking accuracy bonus, but do enable flanking for any following attacks. Finer points: Multi-tile enemies calculate for the center of all their tiles. This is your goal.įlanking – attacks that are 90 degrees from a previous attack on the same enemy with have 100% to hit.

#Wildermyth thornfang series

Everyone makes a series of flanking attacks or high% attacks and the enemy dies. Generally, this will take the form of: Mystic does an area of effect interfusion that will enable flanking against most opponents, while staying at range. The best way to do this is always to kill them all on your turn. Combat TacticsĪlpha Strike – To reiterate, your aim is to take 0 damage from every monster pack. You don’t need to go crazy with rerolls, but the retirement ages in particular can make a big difference. If you get a +5 or 10 to recovery rate for your mystic, you will absolutely feel the difference once they hit 70. None of the other stats help with the 0 damage touchstone, so we’re back to what works for chapter 5, and old characters take massive hits to recovery rate. So: ranged accuracy for mystic is good, other accuracy is mediocre.Īfter those, some health is fine or some recovery rate is useful for older characters in chapters 4 and 5. Older characters also get large speed penalties, so speed works for both touchstones.Īccuracy technically helps kill people, but for the most part your mystic will enable flanks for everyone else. 6 brings you to 5, which is pretty big difference early game. So that puts potency for your mystic in the top tier, along with speed for everyone (which helps outrange and sometimes kill via flanking.) Having a speed bonus of. Okay, so what about other stats? Well, what’s going to help us take 0 damage? In order, we want to either: kill, outrange, or mitigate. This can take a bit for the warrior, but you get a high-levelled, high-geared, high-relationship character to fight in chapter 5 (our touchstone). Once they’re no longer farmers, Hunters get +10 retirement age and Mystics get +20 retirement age, so you want to reroll your characters until the Warrior gets +20 retirement age and the Hunter gets +10 retirement age. A retirement age of 65 will generally get us there, though there’s a few events that can push that by a decade. For making chapter 5 as easy as possible, we don’t want our starting three heroes to retire. In almost all strategy games, you do better by increasing your chances of future success rather than taking temporary gains or mitigating the downsides of potential failure. Every time you diverge from them, you better have a good reason. Now, even I don’t follow those rules 100% of the time, especially if I’m comfortable with my chances and looking to make someone better for when they become legacy, but they’re your two touchstones. But when they conflict with one of our two main goals, we need to pass up on them. Here are some things we’re NOT aiming for: You’ll take damage, get maimed, maybe even lose a person or two on the way. Keep in mind that they’re what you’re working towards, not failure conditions. Most of the other strategies and evaluations are built around one of those two keystones. Getting dodge/block up to have 100% evasion is an alternative that I haven’t really explored and won’t be talking about in this guide

wildermyth thornfang

In order, the best ways to take 0 damage are: kill everything, be out of range of everything, or have armor/warding/temp hp to cancel out their attacks. Play to take 0 damage from enemies every fight.Items can come and go, but calamities are forever. Play to make chapter 5 as easy as possible.If you’re in a rush, just do these two things and you’ll win. This guide is a starting place, not the final say. That said, I’m sure there’s a lot of things I don’t know about the game yet. For reference, I do 3-man no-save/load HP Lovecraft runs with a high success rate and am working on the Esoteric Overhaul to increase the challenge past Lovecraft (this guide is NOT for the overhaul). Having trouble with getting one-shot by giant enemies? Feeling like the pile of calamities is becoming insurmountable? I’m here to help.











Wildermyth thornfang