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I'm on relentless difficulty, so I already make a point to read all the enemy special abilities and terrain features before clicking the button to begin the fight.
All is explained.
(I am about to do another fight against one and I looked more carefully this time)
An interesting thing I also learned that day has to do with fleeing. This doesn't work in the underschool and I have only did it when the fog overtakes a room. 3 enemies in total and the Scythe was in the back row. Managed to take down two of them but the fight didn't look like it would end well. I ran away before anyone was downed. Once I healed up I figured I would try again but the Scythe was the only one left still when I entered the fight for round two.
I tried this in the underschool vs a mana lantern and everything respawned so not sure if it would work with the regular fights down there.
The last time I played was before they added all these special abilities to enemies. It was quite a bit easier back then. Not a complaint, btw. I play on Relentless specifically for that reason. Otherwise scouting and alchemy don't serve very much purpose.
I ask because I noticed "lofty" is the one it mentions was closest to what the early access version used but if you select shuffled it removes mentioning early access in the tooltip.
I plan to use shuffle for future playthroughs, as well as some of the other choices, but this is my first time playing since September so I wanted to see what changed for the standard keywords before doing any shuffling or other choices. Turns out, almost nothing changed. :) Room requirements other than keywords had more changes than the keyword requirements.
As far as the "early access version", balanced keywords is what Early Access had for the longest period of time. The lofty settings goes back to early, early, early access. Like if you played it from day 1.