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So regarding your crusader, do you find that quirk so good that it needs to be locked in and you plan on keeping him then do in now rather then later, it costs less. if you don't plan on keeping him then don't worry about it.
At least thats my say.
-TheBoredGuy
Mostly leave the negative quirks alone, unless it seriously impacts gameplay (CURIOUS & KLEPTOMANIC) and rely on curios for free removal. And diseases are nothing with the free removal on camp skills.
I usually take a select few lowbies with great starting quirks out on a few quests. If they don't show any promise and just get terrible negative/positive quirks, then they're gone. This eventually works out as I weed out the weak and are left with the strong.
Sorry for the stupid question but what's a "really good one?" Is "Warrior of Light" a good one?
I find it good. I don't find it "10,000 in gold" good. But then I don't know what warrents good. I think the lock in are going up in price as they lvl up (my main party is lvl [including the crusader]).
Compulsive? That seems like a biggie and it's for my new and only jester :( I love the jester but I may have to dismiss him.
Oh, and make sure to prioritize. If you simply don't have the money, don't do it. Leave the person in question behind in the hamlet and I'm 99% sure they wont replace their quirks as long as they do absolutely nothing but wait, that way you can for sure make sure you get the quirks you want.
Depends on play style. Do you always stay above 75+ light? If so, then it might be very good. Do you use primarily Crusader as an offense class? If not, then it might not be the one to lock in.
For me, I always lock in quirks that improve speed and a few notables that are guranteed lock in are: On Guard, Quick Draw, and Quick Reflexes.
Yeah, I figured such. I had Kleptomanic and that was really annoying. I figured Compulsive was in the same league.
I'm still on the learning curve of when to lock in when to cure, when to ditch, when to upgrade weapons. Basically strategically determining invest vs dismiss (and at what level).
I remove the worst negative quirks (curios one, and really bad stress/accuracy ones) as long as they're not locked in.
Then after some times, I just do Cove runs, with medicinal herbs to remove the annoying "locked" ones with the corals. Sometimes I manage to have 2 to 3 corals per mission, so it helps quite a lot.
The trick to locking in positive quirks on the cheap is to do medicine gathering quests in the weald. Save your busts for increasing the number of treatment slots so that when it is free you can potentially lock in good quirks from 3 heroes which saves a ton of money.
-- Tough (+10% HP), Hard Skinned (+10% Prot), Steady (-10% Stress) is my go to lock-ins for my front liners.
-- Slugger (+10% melee damage), Precise Striker (+3% melee Crit), Natural Swing (+5 Acc) is the set for my melee damage dealers.
-- Unerring (+10 ranged damage), Eagle Eye (+3% ranged Crit), Natural Eye (+5 ranged Acc) for my shooters.
Some of my "specialized" sets include:
-- Occultist with Eldritch Hater, Eldritch Slayer
-- Houndsman with Beast Hater, Beast Slayer
-- Bountyhunter with Mankind Hater, Man Slayer
-- Crusader with Unholy Hater, Unholy Slayer
I'd typically dismiss people if they have too many negative quirks as to be ineffective in their roles such as a tank having Soft (-10% HP) or a shooter with Flawed release (-3% ranged crit)
Some negative quirks like Diurnal or Night Blindness I leave alone since I play with the lights usually above 50 if possible. While the opposites of these such as Nocturnal and Phengophobia I always remove as soon as possible.
I run a Man at Arms in first slot, Crusader or Jester in second, Antiquarian in third, and a Vestal in fourth. Everyone starts by attacking the stress damaging enemies, then they eliminate all but the weakest hitter. Then the MAA guards the Vestal, the Antiquarian tells the crusader to guard her, and nobody can get seriously injured anymore. Sometimes instead of the weakest, I'll opt to leave an enemy that can only hit the front 2 positions so that I can guard the crusader with the MAA.
I recently fought the swine prince and left the dungeon with 0 stress, 100 torchlight, 100% hp, and over 20k gold.
While I generally agree about using Antiquarians for extra loot, gold costs do increase considerably as your progress through the game, since equipment/skill costs rise dramatically. Fully upgrading a character to level 5 weapons/armor/skills takes something like 60000 gold assuming that your buildings have all of the cost reduction upgrades, and basically twice that if they don't. So if you want to fully upgrade 20 heroes, you're looking at 1 million+ gold investment over the course of the game... and any time somebody dies, that's another 60000 gold you need to add to your pool.
Nobody ever dies with my party because the only members that can get hit are the crusader and the man at arms, which both have huge dodge and prot bonuses as well as seemingly unlimited health pools. Do you mean 60000 gold total per hero, or is that just the final upgrade? Either way, my whole team is level 3 and upgraded as much as they can be, with no unwanted negative quirks or diseases. I only have 8 active heroes, since I'm running this party every time. When I say I have 52000 gold, I mean that there is literally NO way I can spend it all unless I try to buy every trinket on the market. Does the gold requirement really get so bad that I will have to spend all of that to keep 8 people fully geared?