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But honestly, what sucks is when you want a certain flower and you just can't get it lol. Quartet and Hero's way are nice for that reason since you don't really need to pick any heroes to sacrifice.
(Order listed by priority - higher priority overrides lower priority)
1. Priest always gives yellow flowers
2. Knight always gives white flowers
3. Goblins and Orcs give white flowers (unless a priest)
4. All other default classes (thief, druid, merc, etc) give red flowers (unless a goblin or orc)
5. No idea what most unlockable classes give
This list may not be 100% correct. I always doubt myself while making purchases.
I'll definitely need to look into this. Honestly, I really want to try to make a Wiki at some point for easy access to information. But I need to experiment with guilds (And get to 150) before I really can.
From the unlocked classes though, I do recall the Cultist giving a Rose.
This Ambrosia feature is the very reason I only run a 1 Hero or 4 Hero quest package.
I don't have to worry about sacrificing units .. I just get a random set on each of those ... I try to play the game and do the least amount of micro managing as possible. Having a whole team of 20-25 Hero's is a pain when you have to sacrifice 9-11 Undead just to get the red flowers lol.
for the record WHEN I sacrifice I only do Undead Cultists, Assassins, Thiefs and 99.9% of the time I get a red flowers ... try it.
Knights give Camomilles
Elves, Humans and Undead give Roses.
Everyone else gives Camomilles.
It's pretty much in this order, so priest and knight overwrite what their race would usually give.
That works up until you want to get into guilds lol. But it's kind of annoying that the Rose is basically the only useful one (Tulips are basically worthless after one, or if you get the initiative ballad, and Health just doesn't scale fast enough. They'll get one-shot for most of the run anyway. Any time they don't they're already just one-shotting the enemy anyway).
In your squad screen you can give the flower to a hero and they get stat buffs.
You can increase a character's damage/health/initiative with them. Later on inn the game (Especially if you don't have enhanced weapons on) you'll find yourself reaching the max amount of heroes you can have in your party (Which is 30). Ambrosia allows you to sacrifice characters you'd otherwise not be able to use for buffs.
In addition, it can be very good if you have a singular hero as your main damage dealer. You can forgo the initiative ballad and give one character an initiative, allowing that character to attack much more often than everyone else (To the point where they go basically after every single other hero). This can be extremely good if you're running a cultist set-up. In general, you can get more damage by stacking everything onto one character than spreading it out.