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The time limit is tricky, yes, but as you play and figure out the mechanics of the game, it's hardly an issue. Yes sometimes the rng hates you and puts all the villains and henchmens at the bottom. It's just how it is, don't stress out on it. Just play another scenario. At the very least you went through the whole deck to hopefully find some good cards to add to your deck. Because on the contrary, let's say you found the henchmen and villains on your very first explore each time, but you aren't really getting any cards are you? Sure you beat the scenario in, let's say 5 turns ( the least possible amount of turns to win a scenario in a 3 member party team) but you're not getting stronger at all because you didn't get any cards! See what I mean? If you managed to pick up even ONE card to add to your deck that helps strengthen his/her deck, that scenario is worth it even if you lost.
Perhaps there's some mechanic you are missing that might improve your odds of winning. If you aren't familiar with the game, like I was when i first started, it'll be challenging to figure out what you can actually do to save cards and win checks easily.
You want to win all your bane checks, whether it be combat or traps. If you lose them they'll get shuffled back into the deck and you end up wasting a turn/card just to explore again. But then again there are some checks where if you lose, the card still gets banished. Sometimes it's all about smart play and smart decisions. For the most part YOU are in charge of RNG with the use of blessings.
One of the last hints I can give you has to do with the rogue. The rogue can do well on her own, the backstab/sneak attack ability can really pack punch in adding those number bonuses to combat. Don't be afraid to run away, actually, it's one of the best abilities to find villains because if you found a villain with your rogue, instead of fighting them, run away. This causes the villain to stay in the same deck while you take your time to explore the rest of the locations. Once you get down to 3 locations (because you have 3 party members), now is the time to spread all your party members out to be able to temp close locations and have a character explore the deck where the villains is to corner and complete the scenario.
If you have any questions feel free to ask, especially any hints you might think you want. I have so many hours on this game and played with many many different combination of characters that I feel like I'm an expert at it.
And I have been getting better cards, at least. Pretty much all of Valeros' weapons are now magical, and Lini (usually) doesn't get killed. However, I still have issues with closing locations. For example, I tried to close the location where Lini was at, but she didn't have any cards in her hand to do so (I think she had to banish a blessing or something like that?) So doesn't that mean she's stuck there until I go through the entire deck?
I do feel like I'm missing something, but I have no idea what it is. Having better cards doesn't seem to do it, so what am I missing?
Oh, and am I the only one who hates having to throw away a ton of cards at the end of each scenario? How does my deck end up getting filled with crap (like arcane spells, which none of my characters use) anyway?
Choosing who to send to a location is sort of important as it determines whether they can successfully do it or not. If you are required to banish, let's say a blessing, always prepare yourself so that when u attempt to close it that you HAVE a blessing to banish. Banish causes you to lose that card from your deck and require that you obtain it again by encountering it randomly though so be careful not to banish some blessing you would like to keep. Blessing of the gods is such a generic blessing that it's best to banish those first before the others, sadly blessing of Desna is officially much worse than BOTG.
Many other requirements to close location require you to roll and beat a specific stat. If it requires wisdom 6, you want a character with good wisdom, like Lini. Don't send anyone with a low wisdom stat, d4s are usually unreliable and just terrible in general to roll any check.
Again, just know when to win a check and when not to. If say a monster says "when you encounter this monster, roll a constitution 6 or all checks are increased by 1 for the turn". Now why in the hell would you waste cards to win this check? This isn't even a combat check, it's a PRE-combat check that doesn't cause you to lose the combat at all, just makes it harder to win. As for a boon check, you don't need to win them all or any at all, just win the ones you want added to your deck.
Make sure when you use a weapon and that weapon requires proficiency that the character in question that is using it HAS weapon proficiency. Otherwise you'll suffer a penalty to using it but they still aren't being denied the use of it. Weapons either use strength or dexterity stat so give them an appropriate weapon. A fighter excels more in strength while a rogue excels more in dex. Lini, when she gets her weapon proficiency and a weapon slot, actually has a higher dex stat so it's better to give her a dex weapon. Any time you are in combat, always reveal a weapon and check the percentages. If you have more than one play around to see which one is better.
Going back to the situation where you encountered your villain very soon, it's recommended to temporary close 2 locations, assuming that the other 2 characters are at different locations. Out of the 5, now that 2 are closed and 1 is being encountered, when you beat this villain YOU KNOW that the villain is in one of the 2 locations that aren't occupied at the moment. This is a good time to explore the ones you have temp closed so that you can rule out that the villain isn't there, permanently. Once the 2 are closed you can send your party members to the last 2 and work your way from there.
BOTG are the ones I usually banish first, since I get so many of those. And they're usually damaged, for some reason. Which brings to mind another question... how do you "repair" cards? Or is that even worth it?
I've figured that out about the weapon proficiency (primarily due to knowing about the Pathfinder tabletop game
So what about instances where you don't defeat the villain? Can he hide in the same deck where he came from? Or does he automatically go to the other two locations as well? Because I have had it happen where he wins the fight, instead (which is actually how Lini ended up dying, actually - he just chewed through her hand too quickly and she couldn't draw enough cards at the end of her turn).
And in cases like that, it is common for the additional damage" to be taken from the timer? Or is this unique to the "Attack on Sandpoint" scenario? Because that REALLY hurt when he did 6 damage and I had only one card left in my hand....
Let's try to figure out what you are taking damage from. 6 damage is very uncommon and I'm not entirely sure where that 6 damage comes from. The scenario does have you take 1 damage every time u defeat a goblin but 6 is kinda absurd.
I do have one Inflict and one Holy Light spell in Lini's deck (as well as two Cures and a Strength spell). She can't use any weapons yet, though.
Is there a way you can see in advance which areas have more monsters than others? I've been distributing my characters based on whether or not they can meet the closing conditions (for example, if the condition is to defeat a bandit henchman, I send Valeros tehere, since he's got good combat rolls. If it requires a Wisdom check, I send Lini there.)
And I do use that ability whenever Lini gets into combat, but it requires a discard. Which leads to the next topic....
It was the villain that did it - the main villain of the Attack at Sandpoint gets two combat rolls, one right after another. I had lost both of Lini's cure cards earlier in the game due to unfortunate rolls. So when the villain came up, I put my all into the fight... and he ended up damaging Lini anyway. I had to discard down to one card. Then the second combat started, and all I had was my Dog to add a die to the fight. Even the other party members had no cards to help out. So I rolled badly, and lost. And with only one card left in my hand (the dog) the rest of the damage came out of the timer. Then I had to draw five cards, but only had four in my deck.... So yeah, Lini - who in the past was the toughest one to drop, ended up toast. And I only had about six turns to finish the scenario at that point.
Thanks for the help, by the way. I had tried this game out a few years back, but was unable to finish even the first adventure of the first scenario (a party of six adventurers should be able to do anything, right? Sigh, no....) I uninstalled out of disgust. This wasn't like the other role-playing games I was used to. Now, years later, I'm trying to bump up my game completion percentage. So I decided to give this game another shake. If I can't figure out what I'm doing wrong, I may have to give up on it a second time. At least I managed to finish the first scenario (and got the achievement) this time around....
Is there a way you can see in advance which areas have more monsters than others? I've been distributing my characters based on whether or not they can meet the closing conditions (for example, if the condition is to defeat a bandit henchman, I send Valeros tehere, since he's got good combat rolls. If it requires a Wisdom check, I send Lini there.)
Absolutely good question. The game gives you this information and it's one of the key things to getting an edge over the game vs just blindly going into the unknown. If you click on a location and look at the top left corner, you'll see all sorts of symbols and a number underneath them. The location 'temple' has the following: 2 weapons, 2 spells, 1 item, 4 blessings, 1 question mark. The rest is 0. This means it has 0 monsters, 0 traps, 0 armors and 0 allies. You can also check locations in the collections area, it's like an encyclopedia. For a location like this, if you feel like one of your characters are too weak, send them here first and explore/waste cards until they can find appropriate cards like a weapon or a spell or two to handle future battles. This place has no monsters so it's relatively safe to explore for the most part... until you find the villain/henchmen.
Sending members to places that said character excels in is generally also a good idea but now that you know how the distribution works for each location, you can plan ahead even before the game starts when you assign characters to locations.
Are you using blessings from other characters when they have them? You can use blessings from other party members to help out with your checks. It's one of the best ways to add dice. Oddly enough, it's one of the few reasons why having more party members is easier... if you know what to do anyway. There are several other cards like spells that can help out other party members. Reading each card is key, some cards let you use and help out characters at other locations, but those same cards might banish itself if you do not satisfy the requirements.
This game is very technical, not gonna lie. If 3 members are too hard and/or one of the members is too difficult to use, try 2 party members instead. The game suggests two members for beginners and I believe by playing just 2 for a short while until you get the hang of the game, you'll start to understand more of just what you can do and definitely the game will be easier from there on.
You can always look up some videos of players on youtube and see how they play. Although still up to you, if you're still giving this game one more shot I can probably watch your gameplay and see what you can improve. There's no right or wrong answer, but there's always a recommended choice.
I have definitely done that! It's been the only way to get Lini's chance of combat success to go from, say, 30% on her own to 75-90%.
I don't think I've read that about a two-person party. What would you recommend for this kind of thing? My initial thought would be Merisel and Valeros, but that would mean no spells whatsoever, and any locations that would require Wisdom, Charisma or Intelligence checks would be impossible to close.
Incidentally, I have tried it before with only using one character - the rogue. I had read on the forums here that it would be a quick, cheap way to get through the scenarios on Normal. Nope - she got killed fairly quickly trying that approach.
Originally, the game only gives you 2 characters: Rogue and Cleric. These 2 characters can definitely hold their own and the cleric can heal very often with her built-in heal spell.
When you close locations you always want to ready up at least 2 blessings to up those odds. There are gonna be cases where you still lose after wasting 2 blessings, sometimes I treat that as a lose scenario because if you don't close them you'll end up wasting many turns to deplete the location deck. The recommended dice to close locations is a d6+, dont' send anyone to a location where they are rolling a d4, I honestly never trust that die.
Although all is not lost. Just head to another location and corner the villain until they escape to the place where you failed at closing. You have no other choice but to deplete the deck now but look on the bright side, you know they are there.
Don't give up on your current party just yet, that party is fine, it's just a matter of smart play. If you're still interested in playing and want some play by play tips, I'll be glad to join your stream if you're up for it.
(The first time I played it tonight, Valeros managed to get the Goblin Raider on the first draw! Nice! Played cards to get his chance to defeat it up to 97%... and still failed. For some reason, it didn't show up again until after I had lost....)
I have a feeling that the other adventures in the second scenario are only going to be harder, let alone other scenarios... Is there any way to make this game easier? Or does it get easier as you go along? Because right now it just feels like a frustrating grind just to take one step forward.
Also as the adventure moves on you'll encounter new and harder enemies and scenarios but you'll also find better cards too. There may be a time where you do have to grind but honestly, most of the time it's not necessary.
Having a higher hand count will also give more turn options. Hand size is very important as a power. If you don't know what you're doing, investing your power point into higher hand size is always a good idea. 6 cards is ideal but if you can push it to 7, that's great but not totally necessary unless you have no other points to invest into.
Also, ran into a siren in the third adventure. A Wisdom-based combat? And the damage can't be reduced? Valeros has no chance to defeat the thing... I think the only character I've been using that could would be Lini, and she isn't much of a fighter....
I think I need to figure out the blessings better, too. I've just been spending them to allow characters at other locations to have more dice to defeat encounters. I haven't really considered how they can help the character holding them....
And yes, not all monsters fights are combat fights. Devilishly annoying ones like sirens require wisdom to win. No matter the situation, you're always gonna run into checks that you can barely win or not win at all. You have no choice but to take the hit and send someone else over to your location to run into it again later. On the other than, there are blessings to help you win seemingly unwinnable checks.
Although blessings can also be used to explore, it's best to hold on to them for bane encounters until you get the hang of the game. Use allies to explore, many of them do not have a good purpose other than to simply just explore. Lini can recharge her animals when she uses them so it's good to give all the animals as they get better to Lini. But always keep a pet in hand so she can use her wonderful ability.
Here are some tips as to how to manage some of your cards.
Weapons: you only need ONE in your hand. If there are more than 1, you can't use both at the same time, why bother keeping them. Many have a discard effect to add extra die. Use it so you don't waste blessings. Now that it's gone you make room for other cards when you draw them.
Armor: I'm real bias when i say this but armor is... useless. If you don't get hit you never need armor in the first place. Armor are always the card fodder, throw them away first before anything else. If you anticipate a big hit,keep it so you can bury it to avoid all damage. Try to get magic armors that allow you to recharge it at the end of the turn, which again, is to make room.
Spells: A healer like Lini should carry at least 2 cure spells in their deck. If you suddenly draw a cure spell too early and nothing to use it on, you might as well use up all the cards in your hand, save for 1 animal ally, and then use up the cure to cycle for better cards.
Items: This a bit tricky. It's entirely up to you but a good item to carry for anyone is a tool kit or a masterwork tools. The latter will pretty much can defeat "almost" every trap in the first 5 adventures, it's that good! The regular tool kit is useful up to adventure 4 and that's when you can start ditching it. While potions are great, the huge majority of them will banish themselves once used. They may have good effects but only for that one time. There's no wrong answer as to what to put into ones deck but other normally obtained items I am biased towards are the following (and you can check these in the collection):
Spyglass
Staff of minor healing
Ring of protection <--- really good one and can carry you to the end game
Allies: Most allies are... not that great. If your ally can let you explore, it's worth keeping. If the ally can't, unless it's an ability that you REALLY like, I would ditch them as 90% of the time they are in your hand they cannot be used. Allies that can only serve their purpose upon banishing themselves are also not worth keeping. Here are some good ones:
Father Zantus
Toad
Pallegina
Goblin Golem of Obsidian <--- best ally in the game
Blessings: There are a variety of good ones and blessing of Shelyn and anything that adds to a wisdom dice is probably going to be your best friend. Combat blessings like Lamashtu, Gorum, and Erastil are neat. It's always good to have a variety of all kinds but it's not that necessary.
Playing with treasure cards turned on will make the game easier and if you "accidentally" downloaded the dlc that gives all treasures then the game should be even easier. Otherwise try using your gold to open chests. You'll get some cards you can use immediately, although I don't recommend using any of the cards unless you are up to that adventure with the current party. If you get an adventure 6 card but you're still only on adventure 2, I would refrain from using it, it's just not right.
You can recharge armors?
And it seems like I frequently get hit - especially Lini. (And she usually gets smacked hard. I think my highest has been 9 damage from an ogre. Ouch. There were only two monsters at her location, and of course one of them has to be a heavy hitter...).
... this is probably a carry-over from the tabletop game, but I didn't realize that other characters could use tools. I thought it was a rogue only thing.
What to the who now? Treasure cards? And what DLC are you talking about? The only DLC I have seen are the paid adventures (which I haven't bought because, primarily, I wanted to see if I liked the game first...).
Now the dlc, obsidian version, will come with the epics and legendarys 1 dlc. This will unlock ALL the cards the game, defeating the purpose of getting gold in the first place. To me it ruins the fun and of course like i said, makes gold useless. But i leave that option up to you. If you don't have the obsidian version then you'll have to do it the old fashion way, grind the legendary difficulty for gold and use that gold to unlock chests to get more treasure cards.
Take a look at the collection menu. Look at some of the armors in adventure b and 1. Armors like elven shirt and magic chain mail have a special ability at the bottom which says
"if proficient... you may recharge this card when you reset your hand."
Recharging means to put it at the very bottom of the deck. Maybe you have one of these cards that say that but how do you reset your hand?
Let's take a look at the game screen when you are taking your turn. You see the top right of the screen? It has a purple hand, blue arrows pointing in cardinal directions, a green pointy compass thingy, an arrow pointing right, and a trash can? Those are kind of like the phases of the game. Let's focus on the last two. The arrow sign when pressed means you will be ending your turn. You can end anytime on an open state, even if you haven't explored, you don't necessarily have to take your turn in full but regardless of that fact a turn has been taken and the blessing deck will advance anyway.
Now the trash can is a special command. It's equivalent to ending your turn but has an extra feature. When clicked on you will be ending your turn and you are allowed to discard any cards you like AND/OR recharge cards that allowed to be recharged at this phase. Many magic armors/shields have this recharge ability, allowing you to put it back at the end of the deck and draw a new card. If you don't think you need such a card it might be wise to recharge said armors to make room for better cards. Likewise, you can also discard cards. You may have some cards you don't like or have accidentally gotten randomly that serve no purpose. You can just casually discard it to the graveyard to, again, make room for better cards. While you don't necessarily know what will be coming up next, HOWEVER, you are allowed to look through your deck to see what cards are remaining. Just click on your deck, it's that simple.