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2: There's essence missions that pop up on the map. As long as you're not really hammering one particular kind at a moment they tend to tide you over for a pretty long while.
3: Environmental attacks cost heroism. The amount is shown when you mouse over it.
4: Equip them to one of your item slots (you start with one but can unlock the second one almost immediately) then press spacebar to bring up the items you've got with you.
5: Cap's especially good at it.
Secondly best tip I can give is do not underestimate quick attack cards, make sure each hero you use has 2 it really helps as they take no card turns to use if you KO and the environment is your friend, use it fully.
Also explore the Abbey library daily and read the books to get stuff. You can read the books daily for extra arcane I think it is (you don't have to read them just open and close).
Edit: Also utilize move to get heroes into position for environment attacks.
1.) Quick Cards are your best friend. They take out little enemies in 1 shot and with knockback they can kill or severely injure a second target at no cost of card plays. The build I use for my hunter as long as he keeps killing, he keeps drawing cards and most of them have "quick" modifiers. QUICK CARDS make your life much easier.
2.) The better you perform or the high the game difficulty is set, the more resources you get. The star system is a multiplier as well as game difficulty. Play at higher difficulties and If you find yourself in trouble restart the combat or save scum before the end of the round as it autosaves at the end of every turn. You will always draw the same cards so you can try the same turn over and over again until you get it just right. That or just DL a mod that increases resource rewards and save yourself some grind, your choice.
3.) When all card plays, move ticks and all heroic counters are used up your turn is over. Environmental attacks use heroic meter, some cost 1 pip, some cost 2 so if you don;t have enough pips or are not positioned correctly you can't use environmental attacks.
4.) In the forge there is a upgrade to make combat items, and later in the story a cauldron that makes items as well. Keep advancing your tech and you will learn how. Best practice is 1 artifact mission, 1 credit mission and 1 resource mission between every story mission. You can also collect them from the chests that use arcane keys but save your keys for epic or legendary chests.
5.) The Hunter depending on cards, Magic can once she gets her ultimate that makes her taunt all enemies and become 100% immune to all damage for 1 turn, Wolverine can tank and almost every ability he has taunts but he does so by regenerating health more than just mitigating damage, and Captain America is IMO the best tank in the game. You will get them later on in the game.
There's too many times I've clicked on move, to try to shove an enemy with my move credits, but instead misclick to relocate the hero... thus wasting my turn.
There's also a few 'cheesy' tactics that arise when you 'save scum'. Since all the card draws are already pre-determined once you start an encounter. You no longer have to worry about what card comes up next.
E.G. If you've started an encounter, and you draw or redraw a card, that new card is always going to be the same card. So on and so forth.
Let's say you're waiting for Captain Marvel's heroic knockback card to be drawn next, since you have two low-HP enemies next to each other lined up within her knockback line of sight. You decide to leave those enemies alive, and save your 2 heroic points but the next 2~6 drawn new cards isn't the one you wanted.
Now you know not to waste your turn(s) for something that isn't coming.
This way, you can actually plan out your attacks accordingly, but it also defeats the whole RNG aspect that comes from deck building card games.