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oh! Thanks for telling me that! I had already restarted a save file already because I was afraid that making the mistakes that I did in the early game would screw me over in the long run.
2. the best healing is to kill or prevent enemies from attacking
3. backliners are most likely to be the most dangerous enemies, focus on them first
4. be brave and push your limit in novice dungeon like doing torchless and fighting shamblers for its trinkets
anyone has different strats for scaling to endgame, some aim for cartographer camp districts, some go for granary for free food and food heals more, but my strat for early is:
- gold run antiquarian torchless as many as you can in novice and veteran
- aim for bank first until you have roughly 150-200k gold leftover every time you run for dungeon when you hit week 45-50
- roster management can be tricky but make sure to train all of them at the same time
-Crusader is a generalist and can do a little of everything. Very useful.
>Dismas starts with Hard Noggin and Quick Reflexes. Lock both of those in the sanitarium when you get the chance.
>Stuns are your best friend. Spam them.
>An ounce of prevention is better than a pound of the cure. The best healing is to not take hits and stress, which means stunning tanky damage dealers and deleting stress casters in the back the moment you see them.
-To sum this up in numbers, look at Cultist Brawlers vs. Vestal
-----Rend for the Old Gods is 4-7 (*1.5 vs. Marked) + 3 Bleed/rd for 3 rounds vs. Vestal's Divine Grace healing for 8-9 base.
-Basically, don't let the enemies play.
>A good comp has reach (can hit the back/right half) of the enemy formation), damage, healing, and flexibility (can handle getting moved from their spot).
>Dungeons are problems to be solved, heroes are tools to do so with. Don't rely on a single team. Select a quest, then build a team to counter the dangers of that region and that quest.
>Stay in high light. Torchless is too much difficulty for what it offers, and that's not even including the Shambler.
>There's no time limit or death limit except for the highest difficulty. There's no shame in retreating.
"The sin is not in being outmatched, but in failing to recognise it."
>A veteran DD player's greatest virtue is not luck, it's preparation. Always have more supplies than you need. Always be alert. Always play like the worst outcome is unfold. It's not paranoia if they're actually out to get you.
>Always have movement abilities slotted in case of a shuffle. Duelist's Advance, Lunge, Impale, Holy Lance, Rampart, etc.
>Occultist is a support, not a healer. Don't make the common mistake of relying on him for healing.
-Hands from the Abyss is one of the best stuns in the game, with a 110% - 150% Stun Chance, 9% - 13% Crit Chance based on level. With his trinkets, it can hit 200% stun chance, letting him stun enemies for two turns.
-Speaking of Crit Chances, Occultist's are NUTTY. 9%-13%; very high.
-Weakening Curse cripples enemy damage and PROT (Protection), useful for dealing with heavy hitters, like Tree Giants, or Prophet.
-Sacrificial Stab has no DMG mod (1:1 for his attack), plus a +35% DMG mod on Eldritch enemies, one of the most common enemy types.
If you are not keen on experimentation look at the DD wiki what the curios do. Some are very powerful when you interact with certain items.
Only bring a tiny bit more supplies than you need. If low on torches try to use them only before going into a room or corridor you know there's a fight and use them just before.
Avoid hero quirks that steal items like klepto early.
Control the turn economy.
Highwayman and Shieldbreaker are op.
RNG happens. Sometimes you'll get an hero insta killed from a 50 dmg crit, or insta killed from a 1dmg bleed. Sometimes, their quirks or affliction might do something the whole party killed. Don't get discouraged or blame itself.
If you get angry or stressed out take a break. Some things are hard to avoid or get out of even for experienced players and rng comes knocking sooner or later.