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Exactly that. It's my go to build for farming. Spam them early and you accumulate enough xp from the mobs, you'll breeze through the boss and on top of that you generally are done with the 3 loops before you spawn in thr boss, giving you heals on your way to face him and ofc further down the line when you're farming.
Villages, vampires, wheat fields, spiders, forest, river and some oblivion thrown in there for bandit camps that aren't overwritten by the count land.
That's all i need for a farming run.
They heal a lot more than villages, but like everyone else said, they are for getting orbs of expansion (in chapter 2+) & lots of xp from big fights.
They do nullify bandits, but that's just a nice bonus to what they should actually be doing according to the description - namely be a source of high value rewards to stay ahead of the curve.
Village: 15+5*loop
Count's Land: 15+20*loop
Is that encyclopedia maybe different from the tool tip in game or something?
That would still be weird, but not as weird as my game having different mechanics than yours.
Maybe there was a patch and they forgot to update the ency or some other error. Could be a bug aswell.
First hand evidence is always best.
Pause before and after the camp and bust out the calculator. Unless you have some furniture, camp upgrades or other buffs to the healing factor it should be a simple calculation.
Well i mainly only use this for a farm build like i said earlier because it gives you constant healing points spread throughout the loop and it helps out a ton once you get past loop 15 or 20.
Along with the new gear it'll keep you going smoothly. Just go auto-pilot and do something else.
Yeah i get it. If we're strictly talking about the gear rewards it's probably a balancing issue.
If you spam those lands (which is quite easy, hence farming build) and they'd also give better gear as a reward it could very well become a thing to just spam them and outscale the loop basically making it an infinite aslong as you get somewhat lucky with the stats on any given piece.
Yeah there's infinite loop mechanics in place and if they are valid or intentional my whole idea goes out the window but i'd like to think they are an oversight just like the gear rewards would be. In that case it would make sense.
Make the quest reward give 2 items for the counts lands