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Buy equipment if any are good, The horseshoe is a really great item on your healer if you see one as it lets you auto pass the camp events to heal and remove a card from your deck.
One other thing to remember is divinations are great but you can't craft a saved deck without getting rid of your divined cards so make sure everyone is ready for a divination before you start one!
If you want to manipulate your cards decks, you will have to have an idea of what you want to do first (like AOE block spam with your tank, dispelling with your healer, or a nice "sharpen" loop with your scout) and you may need to entirely devote your shards to that one specific hero because unless you've saved up a ton from previous runs, you generally don't have very much.
Checking the equipment shop is a good idea, but I would not bother with anything that doesn't have a huge impact because you will come across many events that require a lot of gold and it sucks to not have those options...
What are the only things that save between runs?
Those card upgrades are only good for that run aye. Reginald's heals are a good example of high priority upgrades because they are so cheap. You'll want to avoid upgrading high cost cards like Enrage, Adrenahline and Mana Gem in almost all cases.
Your perk levels are saved between runs and any upgrades you get with the supplies under Town Upgrades are carried over.
That means after your first attempt, you should likely start your next run by spending your gold first on pets (if you have unlocked them, one for each character), then on doing some divinations. This will immediately give you a few more interesting choices for your decks and some extra crystals.
Next you want to check if there are low rarity (i.e. available at start) cards that distinctly help out round out your respective decks or that are good substitutes to starter cards. Don't overdo it, but you will know your favourites after a while. For example, I really like to swap all "Intercept" and "Defend" (iirc that was the name of the basic 1-mana-selfblock) for two "Repair Armor" since I find them to be generally more useful as a cheap defensive filler.
Replacing basic heals with those with extra effects is often a good idea on supporters, too. Your scouts may want to get rid of a few melee or ranged or poison or bleeding cards in favour of more of the other kind. Stuff like that.
At this point you want to visit the church and shrink down your decks to 15 cards again. And then hit the upgrade altar and start boosting your stuff.
As the others said, starting with the cheap (30 crystals each after meta-upgrades) stuff is likely a good idea and even as a beginner you can often buff basically all your cheapo cards right from the start. That is a massive performance boost, making half of your cards gain significantly more power or becoming cheaper to play.
After this, I would focus on the cards that kinda "need" an upgrade to feel really good. Some cards are just a bit meh baseline but really shine with one or the other upgrade. You will soon notice those. Many of the cards that give energy or cards (directly or indirectly via Energize and Inspiration) tend to fall into this category, although those are often relatively high-rarity and therefore expensive to boost. As a beginner, you will likely get more bang for your buck by simply boosting as many of the next more expensive cards as you can afford. Let the occasional "every hero may upgrade a card for free" events take care of the expensive stuff.
How do you get more perk points? All my ppl are at rank 7 and Ive only got 1 perk point per.
Perk points slowly unlock as you get more total score during games, When you head into the assign perks screen you should get an EXP bar at the top showing how much you need for the next perk level.