Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There's a lot of nuance lost in this next paragraph but generally, I think it's best to focus on a single scaling mechanic when drafting. It can be tempting to splash in dice that seem good, but I find that dice that don't directly contribute to scaling or survival just gets in the way. You can scale multiple things at once (e.g. Moonie can scale Hex and Research with a Star Blessing), but I think that's a good general rule of thumb.
This is not necessarily the best and only strategie but it's a way to have a consistent deck. As said before, being able to cycle your deck will also do the same, which is also why the draw sentinel is really good to take.
Another thing that I think is kinda mandatory is having some defensive dices, ennemies at A10 will often hit for more than 6dmg.
Unlike monster train, it requires more setup than just that, and some support things to not perish while you're sitting on stacks of cash, or on a single strong but not duped yet die.
Add something with high throughput to your deck, ie Punch with 8 damage on it.
Add a high value combo to your deck, for example Relief + Thing that x2s relief when you get 7 or more sands of time. Use the punch to help you survive long enough to get your engine running
Figure out how much defense you need in order to survive for your high value cards to go off
Remove low value cards like Purify and Lesser Shield while adding more high value dice
And see if it works. If not, adjust your strategy- maybe you needed another relief, maybe you needed more defense, who knows.
Less dice in your deck = more consistent, typically higher quality, but also very weak to hex dice and some enemies/bosses add 2+ to your deck at a time.
More dice in your deck = more muddled, but consistent throughput.
The game is all about mitigating risk while maximising damage. So I take a lot of rerolls for this reason (or precision).
At one point I had one sentinel with incorruptible and one sentinel with reroll. And some die with Precision. You can tell where that leads.
However, there is one absolute truth in Astrea: since the number of dice you roll is exactly your number of actions available, rolling more dice means you gain more actions. Seek diceroll count.
It can be mitigated with draws, rebound, seek ( astral calling or void seek ) and timeless ( keeping X dice permanently in hand until used )
You got a bad roll ? re-roll it ( usually most character has re-roll virtues / guaranteed re-roll die without corruption / purify on any faces in their starter kit ie. Cellarius ), other options include Precision action - pick and choose your die face , convert - bad corruption die turns good purify die or discard - its a discard, what more do you want, you better be grateful when you can't avoid losing heart on the unforgeable "dissolve life"
Star blessings and black hole blessings are important to redefine your build and forging die helps a ton to avoid catastrophic rolls especially risky dies ( 1/3 chance to some better odds are so good - unless moonie, she wants that convert),
Sentinels can also help you too - usually there's one sentinel curated especially to pair with your character's kit, but more frequently they're just to support and patch up your weaknesses ( ie. more damage, get shields, re-roll, draw extra die etc ) - and I HIGHLY recommend you getting some as early as possible.
Virtues are also key in the game, virtues refresh every time your corruption get past it, exception for the special virtue beside your health bar. You can refresh all of it including the special one with "refresh". You can technically spam Cellarius purify 2 virtue by getting damaged by 2 from Max health, use it, then heal at least 1, and get damaged again ( at least 1, or if full heal; 2 - depending on how many health you healed past the virtue ) and use it again.
other than that, thinning your deck by removing starter die set is fine in most cases ( Hevelius rearm / repair is an exception - unless better alternatives are there ), save scumming the game is acceptable ( nobody cares, we've done it a few times ) and just enjoy the game. If you want to restart or unable to pass bosses / elites, lose the game instead to get exp ( i have countless times restarted out of habit where i lost around 3k/4k exp by doing so... )
Happy rolling your dice and may you get multiverse cube on every run.
The exception is if you have a blessing that specifically requires you to bloat the deck. This could be something like the Dicesmith (+5 to all damage at the end of a run, if you keep adding more dice) or Hevel's Charged Body blessing that can singlehandedly kill the enemy if you have a lot of safe dice.
For the dice you do pick, they should ideally have some kind of synergy that creates a potential for overwhelming damage. For example Dodge, Riposte and Crit on Austra. Avoid dice that deal generic damage, but do pick up some Shield/Barrier/Incorruptible so that you can survive against powerful attacks.
- You want to skip or remove dice that bring down the value of your deck, and take those that increase it a lot. There's two types of value you can get from dice: Raw/Inherent value, and Synergistic value. Self explanatory, the former are good by themselves, the latter need to be combo'd with other things to take off. You want scaling but also have inherently good dice. The average value of the average dice you will draw is part of what consistutes the deck's value.
Thus it's pretty customary to remove at least a couple starter dies unless you get the blessing that improves them early, and even then. It's also standard not to add everything you're offered. Note i'm not saying you have to keep it as thin as possible. This is a common strategy, but some people overrate it, it's not the only way. The goal is to draw a dice that will help you, and if the 30 dies in your deck will help you, then that's fine. If the 30 dies in your deck prevent you from getting to the die you need to draw *right* now, that's not good. Thin decks have some critical weaknesses: Hexed dice can be deadly for them, which is one of the main concerns. What you want to have, is a deck that can cycle through dice. Deck manipulation is important so that you can draw, discard, reroll, recall, etc... Mitigating what would otherwise be a deck that is too big. So you can also increase the value of your deck in other ways than removing dice. For example, duplicating a good dice means you will draw it more often, and thus offset how often you draw worse dice. You may even increase the value of your average hand.
- You want a well rounded deck that can handle a lot of different potential situations (each enemy has their strenghts), especially tailored toward those you KNOW you will encouter, if you have a given boss at the end of an area for example. But you also want a deck that specallizes in a synergy, without being too weak in other areas. Specialize, but don't become a one trick pony relying on a combo that spells life or death. Because death will come inevitably. Don't overload your deck with high risk dice if you can't handle them. Look at your dice, the odds of them doing good or bad to you. You want to keep a relatively balanced ammount of cards that will protect you vs cards that will damage you or enemies.
- It's preferable to pick your dice not based on how good they might become and how good other dice will make them, but how good they are and how good they'll make other dice. So you want to avoid a die that will bring no immediate value to the deck unless you know what you are doing and can get away with it, if the die is just too good, etc... For example, you should avoid getting a die that will trigger wave if you don't have any wave in the deck yet. You are supposed to adapt, and trying to force a build, "i want a wave build!" is usually one of the most basic mistakes players make.
- Your health (hearts) is a ressource, and a ressource is meant to be spent. You need to avoid taking unnecessary loss, but you shouldn't be overly conservative with it either. Especially when it comes to trading it for blessings.
- Prioritize elite fights as much as possible. They are one of the main sources of your increase in power. Ideally you'd never skip one, but at higher difficulties it could be dangerous.
- Don't underestimate upgrading sentinels, going to epic shops, events, forging, and so on. Sentinels can be a pretty strong part of your build, and don't forget you can spend your corruption dice on them too. And an important thing to keep in mind is that you will be rewarded sentinels at the end of the two first boss fights. Which means that you may not have to spend any shards on buying sentinels at all.
- As much as it sucks, while you do want to get as many blackhole and star blessings as possible, sometimes you do have to skip one that is too risky.
That's most of the general roguelike card battler/deckbuilder standard tips. Also, i'd guess that going for money and other things over dice rewards on the map may be more interesting in general.
For example, Moonie has two primary builds available from the start. Convert involves getting dice with high corruption values and flipping them into an equal amount of purification (which is also indirectly buffed by doom stacks), which allows her to take more risky dice than any other character safely. Enhance takes purification dice with values of 1 (such as most of her starter dice) and boost them up to a more respectable 6, or higher once you start unlocking dice with the "research" buff. The third main Moonie build is unlocked later on, one that gives strong effects with the penalty of adding Hex dice to your pool, but also having effects that scale off of how many hexes you have. Each of these builds have varied viability on higher corruption teirs, but all are able to win on lower teirs if you can get the synergies going and don't run into something that hard-counters it.
The same idea is true for every character, but Cellarus has an issue where most of his enablers are some of the last unlocks he gets. Forceful Wave is a Level 3 or 4 unlock that by itself turns him from impossibly hard to win with to kind of easy. Purging Anchor is a self-buffing build akin to Ritual Dagger in StS, but is literally his last unlock. The best you have to work with until you level him a bit is Soothe Mind plus "Shark" cards (there's a dice that scales off "Shark" named dice, similar to Perfected Strike), ideally with healbot sentinels to guarantee healing from the large amounts of self-damage you'll end up taking.