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For 8 food you can lower stress quite a notable amount (I think it's like 10-20 ea), heal a little.
You then get 12 respite which are used on camping skills to do things like heal, buff or even lower stress. Usually the ones that stop ambushes cost 4 respite. The Crusader, Vestal, Houndmaster, Highwayman and Occultist.
But I would totally recommend trying to work it in, it even restores torch back to 100.
It can be cheaper to give people good camping skills and use their destress abilities than to send them to the tavern/abbey. It's a balancing act.
If you want to play it safe you can almost always prevent ambushes by using certain camping skills that will cost you 3-4 points (Houndmaster, Occultist, Vestal, Highwayman, Crusader can equip such skills).
The buffs you can get while camping are pretty nice. I used to always camp right before a boss fight to bring my party back to full health, low stress or just buff em as good as possible, since there are skills that will deal more dmg to size2 enemies.
Man at Arms has nice group buffs for dmg,crit,dodge, some classes can heal stress quite well (Hellion, Jester) or buff stress defense.
Damn, there are so many really nice buffs. Arbalest and Highwayman got some heavy buffs for themselves.
And, yup, I guess it can be vital as well. Equipping the right camping skills and keeping in mind which heroes you got in your party and which buffs you can use on them gives you a good advantage in every dungeon (except for short ones haha).
You can turn around a dungeon run that you deemed lost or just heal stress in the end of a dungeon as to not having to pay for stress relief in town. You can heal mortality debuffs, you can cure diseases. The one thing you can't cure are afflictions...
There are so many possibilities :P
As for the disadvantages.
If a hero IS afflicted he might refuse to use a camping skill or refuse to be targeted by one which will cost you skill points without gaining any effect. But still, there are some nice skills to help afflicted heroes too.
If you got an afflicted hero he might cause some group stress when you end camping.
There are some skills that also cause debuffs which you can remove with herbs. There are some skills that have a chance for some stress dmg. But you will probably not use them in a situation in which that outcome could really harm you.
There sure are ambushes but as said above you can prevent these if you don't want to take the risk. Some time ago these ambush preventing skills were not implemented and I guess you could kinda get screwed by camping but nowadays there pretty much is no real risk...just huge advantages...
Oh, camping will raise torch lvl to 100...
Scouting! You can buff scouting! Always an advantage!
You can debuff surprise attacks by enemies and buff your own chance for surprises.
So far these guys have never given up on a run, stress is never too high and health is never too low.
You hit Champion lvl yet?
I wouldn't deem trinkets that improve heal received that useful? Especially, when you're already buffing your defense. I'd say you're generally better off with +spd and +acc trinkets but there are different ways to get the job done, I guess.
Also, only healing trinkets on healer might take away the possibility for stun or debuff.
So, you're using two Lepers or Leper&Crusader or something? Not usually the ones to kill off stress dealers fast, I'd say.
Still, Leper, Crusader, Vestal allows for some nice buffs for religious heroes.
When you plan camping skills right, you even could consider leaving a certain trinket at home as camping skills might fill the gap.
Next to my healer is a stunner/ blighter or a sniper depending on enemies. Stunner/ blighter has really high stun chance and a decently buffed blight chance. Sniper just has high evade, he's around if I know I'm going to fight a boss with 200% stun resist or something high like that.
Their damage is pretty high with the right trinkets, they kill off the frontlines of enemies pretty fast which leaves the stress dealers out in the open.
Defeated a Shambler and Hag in a run, no campfire.
Shambler was easy, Hag was easy as well, but it was a slow fight since the only person on my team that could hit her was my sniper.
Wise decision to go prepared. Though the most interesting trinkets will drop in Champion lvls, I think. Also, seeing you say you're doing pretty good so far, I fear, might build up your confidence a little high (and we know to what that leads...). Lvl 3 dungeons really are forgiving.
Plague Doctor!
Don't forget your "healer" can also be used for some additional stunning if Vestal. Or for debuffs, heavy dmg for eldritch enemies and move if Occultist. You will not need to heal if you dispatch enemies fast / stun your enemies/debuff them.
Though having +dmg trinkets (if not sun/moon ring or something) and improve heal trinkets equipped means you probably got no +acc trinkets which can be really grievous on Champion lvl, especially for a Leper. Also on Champion lvl you can't expect to hack through front rows fast! Enemies will have considerably higher health, and enemies in front rows tend to have very high prot.
Then stress dealers will become a problem again. And if you got no good spd they will deal out heavy stress however fast you can dispatch them on your turn.
I can only advise you (as you want to go into Champion lvl prepared) to prepare also by learning about camping skills now as well. There's no great loss, right? You could even use camping on dungeon start, prevent ambush and buff so you still can put loot in that slot.
Generally, all those things like accuracy, speed, resistances, protection which do not really matter on lvl 3 dungeons will matter on champion lvl. And here's the challenge.
No Corpses? Without corpses the leper and/or crusader buzz saw is fine, and the game is a lot less interesting. Camping is quite useful - even if your running is going great a nice camp at the end can remove a lot of stress and heal everyone up so the chance of getting negative quirks goes down and you don't need to spend money on recovery. Keep those logs as not having to pay for time in the sanitarium or chapel is worth a lot more then the 1500 GP a stack of gold gets ya.
So yes, it's important. Vestal/Houndmaster/Occultist/Highwayman have ambush prevention camp skills.
For Shaman/Courtier you can just have someone pull them to the front row and they'll be limited to using a weak melee attack. This also sort of applies for the Bone Arbalist and Brigand Fusilier, though the latter will do a single target low accuracy low damage shot.