Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Buildwise, stacking dice power above all else is usually a good strat. Walter from Zwei can stack defensive power and can get some ridiculous rolls for Retaliate. Sayo is a good bet early on for slash power. If you managed to get one of the spear twins' pages, attribute them onto Mars or something for extra pierce (if you managed to get Oscar even better). There aren't any blunt power increases in Plague, but Bremen have some pretty neat effects you can make use of. At this point in the game, Discard is used solely for Daring Decision, so if you're running Olga make sure to run three of them. If you're running bleed, make the whole floor run bleed.
Love town requires a variety of dice to deal damage, make sure to bring at least one user of each (or unga them with Olga since Daring Decision has all three). Philip either requires that you bumrush him with your strongest cards or wait out his defensive turns else you'll burn to death.
Queenie's a bit of a puzzle/management fight, you'll need to get a feel for her yourself. Bring high rolling single die pages like Binding Arms to deal with the ranged dice.
have you been doing the general invitations? there are some quite powerful pages available through them, so it's very much worth clearing them.
the main issue I remember with the love town reception was that each enemy has a damage type that they heavily resist, so if you're not careful your damage will heavily suffer.
Urban plague is basically the point where the game starts getting hard enough that you really need to work for progress, and it's only going to get harder.
- Stray dogs' "I'll end you" is a nice card with decent rolls that can give 2 paralyze.
- The Brotherhood of Iron's Electric Shock passive is very good and it can even be used in late game
Yesod's floor is very powerful, with his abno pages increasing your max rolls and giving you lots of power.
Since you don't have a lot of draw power in Urban Plague, Rain's passive can consistently give you strength.
Make sure to do general invitations. Jeong's office has some cards that makes discard decks even better.
For Love Town, make sure to watch their resistances and also what cards they are using. Just clash with the ones that gains power on one sided attacks and ignore the ones that gives power on clash lose. For Tomerry, just do a lot of one sided attacks on them. Electric Shock should be able to inflict a couple of paralysis stacks on them, making it easier to clash.
For Philip fight, don't do anything and let him attack you during his defensive mode. Once he's in his offensive mode, go all out and try your best to stagger him, but also save enough attack power to finish him off once he's staggered.
Don't do Queen of Hatred yet until you've unlocked some Urban Nightmare pages. They're a pain to deal with.
The team I brought for Love Town and Philip:
- Olga and Hanafuda, each with 3x Daring Decision, 3x Flip the Table, 3x Gamble
- Salvador and Mars, with 2x Rules of the Backstreets, 2x Clean Up, 1x Cumulus Wall/E-endure, 1x I'll End you, 1x Feast, Scratch That, and Crack of Dawn
Getting to Urban Nightmare was so difficult, I don't really want to go on anymore with the game. The thought of losing the invitation card seems like such a drag. But man, the fights were fun.
The point in the game where you are, theres a couple things you want to make sure you have. Salvadors gold key page, 3 of Sayos Gold key page, Oscars Gold key page, pameli and pamelas blue key pages. attributing wedge is a perfectly acceptable investment because dice power is kind of king. However I wouldnt lean TOO hard into that. Its not the be all end all but it if you have 4 points left or want to bump up pages its p good. But theres not that many great pierce die on pages aside from transpierce, which doesnt really need a +1 boost that badly cause it hits 6-18 so... But I would recommend using walters purple key page for your best floor cause hes one of two non gold 2 speed die you have right now, as well as just having a +1 to defensive die. Note that defensive die doesnt mean block die exclusively, its evasion too.
That said dont sleep on too many of the passives you have access to. For example, The carnivals passive, "Remembrance" IS GOOD. If an ally dies, gain 2 str and endu at the end of every turn. To my knowledge, It doesnt cap (most passives with similar affects will say they do.) So if you want to put that on one or two Librarians its strong. I will also give a special shoutout to zwei offices green key page passive where you regain 1 hp upon winning a clash. That doesnt sound great on paper but in practice your looking at maybe offsetting a bad clash or getting one sided and negating the hp damage youll take. the numbers are not that high right now but even still its got longevity up until the second to last ladder in the game.
Full stop passives (Tamaki, Stephan, not so much liwei) are good but only on the first turn. Id only pick one of those though. Full stop passives with the muscians of bremen are POTENT for getting a good first turn. To be brief, Full stop gives you a power bump on scene 1 while Musicians inflict 1 feeble to TWO random enemies (their attack dice lose power) as well as enabling blunt attacks to inflict 1 fragile to a random enemy on the following scene. For reference, if you have 3-4 librarians doing this on a single target, that 1 target is gonna get all of those debuffs. This is a good boss strat. Combo with Electric shock from "Mo" and "Arnold" to inflict paralysis. Mewmew? (the cat) also gives 1 strength to TWO random allies. This combo is esp strong on yesods floor.
As for Combat pages I would say the musts have right now are transpierce (at least 1. maybe 2.) because if anyone throws out a scary first or second die at you will have a substantially better chance of winning the clash. Zzzzap is a good one because it has 2 block die and 1 pierce die that inflicts paralysis. 1 or 2 electric shocks are nice. Sparking spear (from wedge) is a solid 2 cost with decent die and lets you draw. Speaking of pierce, there is a general invitation from iirc, "workshop affiliated fixers" which have good blunt and pierce die and on clash win effects. (there is a guide here in the community tab that has all the general invites and how to fight them)
Last thing I can think of is how to build decks. Heres something I learned on my second playthrough. You have waay more light to spend than you think. 9/10 times if you clash with a 3 cost page on your first turn you will almost always level up emotion and restore light. Note that when you level up emotion (per character, not the floor) that character will restore all light and gain 1 more. So your "mana curve" is more forgivable than you may think.
I like to keep my decks balanced out such as this: 3x 3 cost pages that win clashes or provide some sort of effect. Pages that do not outright win (transpierce) or provide some buff or effect are not worth it unless your doing something like 3 brawl*
2-4x 2 cost pages. I would advise having at least 1 sparking spear for draw power. Block die centric pages are typically good for 2 costs as they have the most consistently good block die in the game.
1x 1 cost. Pick anything you think works, ideally you almost never want to have to use it as your whole turn though.
1x 0 cost (preferably Wait up!) having 1 or even 2 0 costs early game means that you can use a 3 cost and, this is important, ONE SIDE a 0 cost page to regain light or simply not spend any.
(rq, 3 brawl, 3 of any GOOD 2 cost pages that brawl can copy. Brawl copies a page in hand and uses those die, so if it copies brawl you will play brawls dice, if it copies wait up...)
Ill provide an example (iirc the attribution limit is 6 at where you are right now? sorry if its not)
So. Salvador as my example.
1x Wait up!
1X flash of sunup
2x Struggle (protection is good btw)
2x Sunset blades
1x Crack of dawn
2x Transpierce
Salvadors passives.
Speed
Guardian
Light of daybreak
Stigma workshop weaponry
Remembrance
Keeping in Stride
Double kick
I coasted all the way until Urban Nightmare using Malkuths Floor with everyone using more or less a similar build and combat page load out. You can open with 1 of your 3 costs, use wait up. OR 1 sunset blade and flash of sunup do 8 burn a turn, draw a page and level up to emotion level 1. When you have 4 light you can do things like transpierce and flash of sunup or any 2 of the 2 cost pages.
I also used that full stop musician setup i mentioned earlier on Yesod and that really kicked the ♥♥♥♥ out of a lot of the normal receptions.
I hope you can parse some useful information from all this. I apologize if its too much information at once though.
I almost beat Queen of Hatred, and thats when I realized how great transpierce was. Your guide is super duper helpful. Its hard for me to see whats useful. I was totally sleeping on the "Remembrance" passive. But now that I have about 4 librarians per party, it does seem much better.
Thanks. Where I am in the game just felt nebulous. But I like the direction you are pointing me to. I'll farm just a few more cards, and try to start on one of the urban nightmare parths.
Are cards from lovetown, Phillip worth farming? So far, I like the cards you get from transforming Tommary. Dealing 7 damage to yourself to get power-up on all your die seem worth it.
Also, I did NOT know that your characters restore light when they reach a new emotional level. Whatttt??!?! Is that something easy to calculate when that will happen?
Also, did you have 5 librarians going into Urban Nightmare. I still haven't beaten Queen of Hatred yet. I'll figure that out soon enough.
Wrath of Torment is also a very strong card. You can use it on a librarian with Health Hauler from the sweepers, making you heal back up to 6 hp, meaning you only lose 1 hp from using the card.
Philip's cards are meh imo, rarely used it.
You can know when they'll raise their emotional level by looking at the bar below their HP bar on the bottom right/left of the screen. You gain an emotion coin every time your dices clash or when you roll a min/max on a die.
On emotion level 0 and 1, you only need 3 emotion coins to get to the next level. On level 2 you need 5, on level 3 you need 7, and on level 4 you need 9.
Philip - maybe if you're really struggling with urban nightmare, but they get outclassed fast
Lovetown - absolutely, and the 7 damage isn't a problem if you're winning the clashes, and with that card you'll probably win the clashes.
5 librarians requires urban nightmare books.