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Hmm, I didn't stumble into any particular issue for chapter 2 myself. Perhaps try grinding a bit chapter 1 ? Then you should manage without too much of a hassle !
Edit : To answer about gold cards, I wouldn't ignore them if I were you. I first beat Chapter 2 with the Rogue and the Arsenal, that stuff is insane, believe me !
Do you need certain buildings for chapter 2? The ressource grind seems insane.
Tanky guy (dont use swamps)
Rogue has low vampirism so swamps + vampires are easier countered
Lightning deals extra damage vs armour so bad vs tank good for your rogue/necromancer even if you do get hit occasionally
So some mixing and experimenting is adviced
Either way, I'll try experimenting more.
Certain stats are better in certain situations. For example, if you want to use forests, you'll probably want to include Blood Groves for their rewards, but in Chapter 2 the flesh golems are guaranteed at least one attack against you so you'll want to have enough damage to bring them down to zero before they attack (since otherwise they'll get two attacks instead) as well as a decent dodge chance, plus a way to heal between fights.
So you'll either want to include villages or meadows, and villages run the risk of turning the flesh golem into a quest fight with triple health, so it would probably be wiser to go for Meadow + Chrono Crystals alongside Forest/Thicket/Blood Grove. You can use Cemetery and Grove, placing the Cemetery near the camp if you have watchtowers built, and put a Grove next to it so you can use a Blood Grove against it and so that ratwolfs will wander into the cemetery so it doesn't fill up with dangerous skeletons.
Since skeletons and golems are bulky, you'll want to focus on picking up evasion and magic damage plus enough attack speed to bring down the golems but not so much that you get fatigued too early in a fight which would ruin your evasion.
I personally like to build a Smithy next to the camp (one on each side, if there's room and those spaces aren't adjacent to other roads) so that it can give me a bit of a damage reduction buff each loop without ever spawning a living armour (which are a real pain to deal with unless you're a Necromancer).
Use desert, forest, battle field, bookery, ancestral crypt, and then the bare minimum of cards required for the rest. (treasury or oblivion is acceptable. Only use villages if you have oblivion to destroy the bandit camps).
Play necromancer. Don't place any tiles that cover waste land. If you have archers unlocked you can place some tiles that cover waste land around camp since those are pretty much safe.
After that just focus on laying dunes, thicket, and forest. I wouldn't recommend placing the lesser desert. Use the bookery to shuffle your cards. Focus on gear that gives skeletons level and you magic shield. Try to raise your skeleton count by at least 1. I would recommend having 3 to 4 skeletons
Edit: use the river too if you have it. Just only put thicket 2% speed next to it.
So your advice is grind like a mofo and build out all the bells and whistles in camp till you overpower it?
Some cards just plain suck and need a rework; particularly Swamp. It's nothing but a negative. There's some *minor* combinations like with Vampires but as a whole it's not worth it. Same with Blood Grove. You can do some stuff with it but it mostly is just a negative.
If you find yourself being swarmed by enemies then take the Lighthouse (or whatever it is) that reduces spawn rates of enemies. Or you could avoid cards that spawn lots of monsters like the Spiders and Ratwolf and instead take cards that take longer to produce like Wheat.
In general, keep the oblivion card and nuke down Goblins, Bandits and Village? when they appear. That will make your life much, much easier. They aren't worth it. They don't give you enough XP or loot to make them worth the trouble given how difficult they are. Same with Flesh Golem though that's harder to get. In general anything that special summons is a bad idea with the exception of Village+Vampires. While that's brutal for a few loops you get a massive reward for it.
And just take your time. I think people are getting the idea of fast progress because some people grinded in the demo or others are obsessively figuring out the game. Take your time. If you need to do some runs to get resources or items that's fine.
Guy said he had everything up to the forest unlocked. The desert will lower the HP enough that the magic shield will hold out till mid boss health bar and attack speed will keep the skeletons up and hitting. I admit that it is slow, but it's a sure way to win. Plus the crypt ensures a revival. I didn't have to use the revive but you can if it gets to that point.