Thea 2: The Shattering

Thea 2: The Shattering

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How do weapons work? (card classes)
Anyone able to give me a few pointers with this, as I seem unable to figure out why some cards will be available for 3 different challenges, red, yellow and purple, but others have 1 red and 2 purple.

Couldn't find anything online yet so hoping someone here might be able to fill me in :)
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Showing 1-6 of 6 comments
SephSays Dec 15, 2018 @ 6:26am 
I believe it's based on both what kind of weapon you're making, and which materials you're using. The ability to be used in different challenges seems to be a bonus that some materials can apply when making an Elemental or better weapon, whilst others might apply poison, splash or leech damage for instance. Try messing around with the "Design" function and see how different materials change what bonuses are applied to your weapons. I don't believe there's any advantage to it having 2 cards of one colour, I think it's just to show that it's only applicable to two challenges.
To give an example I can provide off the top of my head, I've been playing about making wands out of Dragon Bones, the T3 bone material gatherable on the Goblin/fungal island. Ordinarily, wands are Yellow/Purple, but making an Elemental wand out of Dragon Bones gives it a Perception-based Red attack that's comparable to a Bow, allowing my Hunters a good attack in Red challenges and the ability to contribute decently in Yellow and Purple. Changing out the Dragon Bones to something else might leave it unable to attack in Red, but give it a cross-shape splash damage or leeching health.
NoRudeLaw Dec 15, 2018 @ 10:04am 
By in large, melee weapons (swords, spears, axes and clubs/hammers) typically only deal physical damage (red). The same is generally true for bows and javelines as well.

Wands, Artifacts and Relics all have variable damage that can change based on the primary/secondary materials/essence used to craft them, though most also have lower base damage than straight physical weapons.

Scrolls and Codex don't come with a standard attack option, they come with 1-2 spells that can be used in variable challenges. Relics can also include a single spell in addition to its weapon attack.

Hatchets (one handed axes), two handed axes and one handed swords all only deal single target melee damage.

Spears and halberds deal melee damage that can "splash" to a target standing behind them as well.

Greatswords (two handed swords) can hit up to three targets standing next to each other in melee range (front row).

Clubs, mallets, artifacts and relics can all hit up to four enemies, so long as the primary target has other targets standing next to them and/or behind them.

Bows and wands can attack from the front or back row, and can attack any single target on the board so long as there is no enemy standing directly in front of them in melee range (if they're in the front row).

Javelines can attack enemies in the front row, while they'r'e standing in the back row.

Bows, wands, artifacts and relics all use "secondary attributes" (Perception, Wisdom and/or Destiny) for there damage scaling.

Swords, greatswords, hatchets, two handed axes, spears, halberds, hammers and mallets all use "primary attributes" for there damage scaling - almost always Strength, but there are a few very rare combinations that let you use Mysticism as well.
The author of this thread has indicated that this post answers the original topic.
*r4tmax_ Dec 16, 2018 @ 1:26am 
Pay attention to crafting options, some essence combinations allow elemental weapons and legendary ones to work with mental/spiritual challenges as well, but it usually comes with the price of if scaling from some BS stat. I abuse this with swords, as they provide shielding as well. You actually can create elemental stuff just with T2 mats., and having 10 shielding extra can make quite the difference during your early turns.

The guide above is quite good to get the basics, I read it as well, then it all comes down to experience.
devils.dynamo Dec 16, 2018 @ 2:30am 
Thank you all, this is all great info and I very much appreciate getting the minor info on whats going on in the back ground for party planning. It also explains a lot with the 6 challanges as to way Random Blast doesn't show up in all events.

I guess these would be something like, physical combat & and physical test, and the same with others, not very useful to go showering fire balls on a test of magic to break an enchantment.
*r4tmax_ Dec 16, 2018 @ 5:29am 
Originally posted by devils.dynamo:
Thank you all, this is all great info and I very much appreciate getting the minor info on whats going on in the back ground for party planning. It also explains a lot with the 6 challanges as to way Random Blast doesn't show up in all events.

I guess these would be something like, physical combat & and physical test, and the same with others, not very useful to go showering fire balls on a test of magic to break an enchantment.

You are right in a way, there definitely is space to improve clarity and info about challenges tho, atm. just play it by the ear, you will get the hang of it sooner or later.
Last edited by *r4tmax_; Dec 16, 2018 @ 5:29am
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Date Posted: Dec 15, 2018 @ 6:06am
Posts: 6