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However, it should be noted that, in general, just doing the pure "resource farming-only" runs in the Chapter II, will be more easier/comfortable with Necromancer, than with the Warrior. But only if you'll have the river by that point. And try to upgrade cemetery to level 3 at the least.
P.S.
Also, collect and save up as many mirrors as you possibly can, but don't equip them right away, not until you get at least 16 of them. This will equal to 96% of the lightning bolt dodge chance from the magic towers, so at that point, if you equip all 16 (or, hell, maybe even 17) of them, you can nearly instantly 1-shot majority of everything by spamming the said magic tower cards wherever you like to. The said lightning also strikes bosses and they can't avoid it if you have near-100% (or 100%+) chance to dodge it, sooo...yeah. Greatly helps all classes.
The problem with getting River is having to fight 5+ enemies at once, which is something I usually avoid. Most often, fighting 5+ enemies is tough and potentially wrecks my run. Unless I'm playing on chapter 1, which I usually avoid because of the resource limit.
I read somewhere to just combine Vampire Mansions with Villages so you fight Vampires + Ghouls, but honestly... How? Vampires and Ghouls are both tough enemies, if I have to fight 1 Vampire + 4 Ghouls I just end up royally screwed with how hard it is to kill them all and the hero ends up taking a lot of damage and probably consuming most (or all) his potions.
I'm now sitting at 4/15 Orbs of Expansion needed to unlock River and I'm not looking forward to having to get 11 of them.
And yeah, I realize I'm missing some stuff (I actually bought the 2 remaining Watchtowers today), but the problem is... I don't have resources for everything. Not that I'm completely out of resources, I do have a stock, but between all the buildings that I need to build (apparently needing more farms and mud huts) and all the upgrades to the buildings... I just end falling back onto the issue with grinding.
Do I just keep doing the same farming over and over, then?
Mind you, this isn't to say I don't appreciate the help, I definitely do. I'm just feeling crestfallen with how stalled my progress is and this is tanking my interest in the game.
The game is RNG reliant regardless, so, obviously, it might not work out perfectly each and every single time, you just need to have enough luck, so keep on trying and looping until you'll feel that you're at the point (past-boss, of course) where you can go to the settings and turn off all the pauses so that you can fully automate the entire process (this, naturally, best be done only when you're 100% sure that your per-loop stat growth rates match or outpace the enemies' growth rate, which isn't an easy task, but it can be done), then leave it be for a while.
I read that Orb of Expansion has a chance to drop when fighting groups of 5+ enemies, or rarely in groups of 4 enemies, so that's what I had in mind to get those resources.
That strategy makes sense so I might try it out. But even in terms of defeating bosses, despite having beat the Lich at least a few times before, there are times I'm still unable to do it. Last time I barely got any Oblivions to use and not enough tiles to place around the campfire so I ended up having to fight the Lich while it was hitting me for 200+ damage... So I lost and therefore lost resources that I had been trying to farm.
However, it's just faster and easier to have a grove + spiders (put spiders on top of the grove, so that spiders would spawn IN the grove, if you're able to) put right next to your camp and have them spawn while your watchtowers volley them, each loop. Spiders spawn very fast, so you'll always have a lot of enemies to volley through. And if you put a battlefield in there...you get the picture. And then you can add blood to the grove, so it'll (volleying) get even faster.
And also - if you're using Necromancer then you'll be able to summon only up to 4 skeletons in the party tops, while you're under the watchtowers' protection/effect. This is because any extra skeleton units summoned over 4 are volley/long range units themselves that attack enemies from unreachable range, and they can't share space with fully stocked watchtowers.
I think it's still possible to have a mix of skeleton volleys and humane archers if you build less than 4 towers in the camp, but I don't see the benefit or why this should even be a thing (aside from the fact that skeleton volley might spawn an AoE mage, instead of an archer).
BTW, doing ransacked villages with vampire is fine, but try to avoid setting up wheat field BEFORE the village was already upgraded and BEFORE you set at least three lanterns near them, because later-looped scarecrows are a PAIN in the ass (there should never be more than one, tops. Or you can remove them all altogether, with enough/4 lanterns). And if you have an oblivion card on your hands, destroy/remove the vampire mansion as soon as possible (the ransacked village will still continue on turning into count's land even IF there's no mansion).
And goblins can't spawn in villages, so if you have a goblin camp "problem" - put a village on the tile adjacent to the goblin's camp to remove/block them (even if they've already spawned).
And, obviously and naturally, remove all bandit's camps as soon as possible. They're especially nasty in Chapters II+, as they have a chance to permanently destroy/remove your equipment.
And once you'll have a river, remember that HP bonus from putting mountain alongside it works only if you do the two mountains next to each other, so do two-by-two, and once the goblin camp spawns, try to remove/block it as soon as possible, then repeat. This is extremely important for Necromancer especially as he absolutely NEEDS that HP bonus (due to his overall low health and no armor). And if you're changing battlefield to shipwreck by setting battlefield near any river, ABSOLUTELY make 100% sure first that it's in your watchtowers' vicinity/tile coverage, as siren WILL absolutely DESTROY your ass if you don't have any help from watchtowers, even early on. Just ONE siren is like TWO full goblin gangs. Try to remove her with lanterns and NEVER EVER set up shipwreck anywhere outside of watchtowers' reach.
the answer is - not really, not exactly, not at all. You'll still get the range covered, but only one archer per each upgraded range will be present on further tiles, so you still have to upgrade them all if you wish to have all 4 archer slots to be filled on all watchtower ranges at all times.
I also found out empirically that spamming several spider nests + groves close to the camp/in watchtowers' vicinity actually immensely increases the speed at which you can collect "green" orbs, and same if you do bookery as well (better yet - just combo them by putting them close to each-other), since tomes produce "gold" orb loot (and also "astral") well enough...the only caveat is that you have to completely empty the bookery first, for tomes to start appearing.
You can also add watchers, but those suck for loot farming, since they tend to run away often.
so even if you don't enjoy the grind in the sense of trying to defeat the boss, then don't actually try to defeat the boss. do a few rounds to about Loop 15 or 20, just enough to max out your resources (10, 20, or 30) and then quit the loop run and restart. Do that a few times to get more and more huts.
once you have setup a little better, with more Healing and more damage and more other things, then prepare a run where you boost up whatever you need to, choose the cards you want, and go after the boss.
eg, you have 8 equipped supply items....but why not 16 or 32 or even 100? you can do that by adding more huts.
as for how to fight 5+ enemies, I found the necromancer and rogue easier for that. but now I have more experience and knowledge in the game, I could probably do it with Warrior as well. However, I probably won't, because Rogue and Necro do it so well already. In fact, Rogue is my preferred farming class because of how quickly it kills things, meaning the game loop goes faster, meaning I can get the upgrade resources faster, and thus advance in the game stats faster.
But even if you only get 1 orb of expansion per loop run, that's OK. go ahead and do it 15 times. You'll also be getting more furniture and other items, which will help your overall progress when you can use them. As for an easy way to get those orbs of expansions, the vampire and spider at the position 1 or 2 blocks from your campfire, will let the crossbowmen help you fight them. That's assuming you still stay with the way you're playing. If you adjust some things and upgrade other things, you'll probably get more capability to fight them even if you don't have help from the xbowmen.
Warrior is "normal" mode, as it's both not very OP/broken and not truly weak, if you know what you're doing and you're using proper trait combinations, proper cards/tiles, and proper supplies (tons of nuts and kitchen knives, and lots of count's chairs). It's good middle ground.
Rogue is the weakest/hardest mode by far. It's very heavily reliant on sheer luck, as any run depends badly on you getting good traits, equipment, and cards very early on, which is not guaranteed at all. And some enemy types are literally designed to utterly DESTROY Rogue's ass effortlessly, regardless of your stats and equipment, or bonuses, or card/tile placement.
For example: mokujins never attack first and strictly only use counterattacking as their primary move. Counterattacks never miss and deal the damage in retaliation equal to being hit, so they can kill you off easily at longer-looping stat boosts. For this reason, mokujins can't do jack anything at all to Necromancer, because Necromancer almost never attacks by himself (and even if he does, he still has a magic shield protecting him, which absorbs counterattacks), and his skeleton units always manage to hit opponent first, before counterattack gets registered, so mokujins get damaged even if they one-shot the said skeletons. Rogue, on the other hand, gets his ass absolutely OBLITERATED by mokujins, because Rogue always attacks twice in a row, with two weapons. And Rogue has no proper defense (even Necromancer has some of it, but not Rogue) whatsoever, and he can't outpace full goblin sets or even just one siren, so they rape him as well. And he can die easily to one-shots of such tanks as late-looped flesh golem as well. Rogue, in my personal opinion, is currently very weak/hard, a glass cannon.