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Admittedly it makes the first encounter in the dungeon quite difficult, and for me it was an experience very similar to what you're describing: a whole bunch of new and very strong enemies that ended up being way tougher than the boss room.
Once you've unlocked the local informants upgrade from caravan you'll see the hazards without traveling to the dungeon itself.
If you have a hard time with just the first room - honestly just take drugs before you go in and toss some smoke bombs and fire grenades liberally.
Oh yeah. Really important to check first, so you can prepare and bring the consumables required.
If it's "Miasmas", for example, you're really gonna want some injectors/antitoxins.
They say "you need to prepare toughly for 4 skulls+) yehh.. prepare exactly what, to die?? :D
So far i still hit this real problem in game feel balance: its either you easy breeze trough a dungeon or you get instantly destroyed :D like where is middle ground?
That's why you keep two smokebombs before hand and a Net for some really scary dude and even a Nistrian Flask just to help block the door for that.
I mean you could also get creative here, toss smoke, put one Runic boulder by the Door to make it 1 tile path then net the whatever fakker comes to also block it completely for a bit.
Not a big fan of the Lancets, I've never even used them once. They do remove 30 intoxication over 60 turns, but there are several penalties. And they're not even permanent tools, apparently they're so fragile your bare flesh will make them break after 20 uses.
Whereas a simple Antitoxin will remove 25 intoxication immediately and another 25 in the next 25 turns. They do make you more thirsty but you're probably going to want to be drinking from your Cleansing Chalice often anyway. Really, only the Fatigue change (it adds 2.5% Fatigue, which is pretty nasty) is a problem. But you're likely not going to be drinking a lot of Antitoxins.
Antidotes are nice because they remove pretty much all existing Intoxication and give you +25% Intoxication Resistance for 360 turns, greatly slowing the rate at which you get intoxicated by the miasmas.
And interestingly, Leeches will also remove some Intoxication. Only 15% per leech, but they'll also restore a tiny bit of your Immunity (3%), and if you're using them to heal yourself anyway, then it's free detox on the side.
Antitoxins and Leeches have the added benefit of being free.
It does save Inventory compared to Carrying Antitoxins and Leeches at the end of the day.
I disagree. You will want to bring the lancets out with you. So they take up space. Every leech, used or not, can stay in that dungeon. There will be more in the river. Leeches only take up space on the way in. On the way out leeches give you more room for loot then lancets do.
It's up to you if you want to drop extra lancets either, Derrel frequently sells them, can't remember if Leif does.
Antitoxin is the worst option, why wait for Intoxication to build up? It causes Immunity to drop faster compared to actively managing intoxication levels at 0% whenever possible with Leech or just bleeding the toxins out.
This is correct.
On the way in, you've got as much inventory space as you want.
On the way out, you're just gonna drop all your consumables (except maybe your Vivifying Essence, if you haven't used it) on the floor.
That Lancet is never going to be repaired because it'll be on the floor of the dungeon.
And for the next one, I'll be stocking up on Antitoxins and Leeches since they're both free.
Don't get me wrong, they are not useless. But you can't argue that they save money or space. They don't.