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Don’t exhaust your daughters. Try to stay above 50 AP, unless you really have to. Staying above 50 AP will halve the daughter’s end of turn, meaning instead of waiting 100 Time Units, she will only have to wait 50 TU for her next turn.
Don’t stand next to a spawn point. Spawning Enemies can usually only move in their first round, but if they have a daughter within close attack range, they will attack them.
The game gives you a lot of information, use it. It can give you information on the range the enemies have, attacks they can do and the areas they can target. They also follow consistent rules, some you can find in the journal.
Each daughter has a role, Shield Bearers can lock enemies and push them down the timeline, so others can kill them. Blade Dancers are best for dealing damage. Soul Slingers are great for support. They can later hasten other daughters; they can lock the direction of enemies leaving them vulnerable for flanking or backstabbing attacks.
Passive skills are quite powerful but don’t overuse them, as you cannot heal, unless you sacrifice a daughter.
You can always restart a mission by quitting out to the main menu.
I hope, this helps.
I'm still learning the skills. I suppose i'll know what i'm doing better, playing the game.
Missions like rescue or survival missions have a set number of waves with enemies. You can kill them all for XP or farming memories, but you don’t have to and I usually prefer an unharmed daughter to a damaged one.
Hope this helps.
1) When making new daugthers note their attack bonus - If blade master has between 87 and 91 (max) its better to have that daughter as gunslinger class.
If its between 85-91 its good blade dancer, anything below - rename daughter and keep her leveled to heal others.
2) use the turn time display at the bot, you can freely click on porttraits there to see who is making move when. Plan your actions, if you see enemy that all your daughters can focus befofe he can move, take him down. Other wise try to steer clear from that particular enemy.
3) watch movement ranges. Enemy has 2 actions per turn, but can use only 1 for movement. If your daugther ends adjecant to enemy, the said enemy can attack her two times. Moving a grid away removes that 2nd attack. Also try to end our turns outside Enemy movement range, ending on title adjecant to their movement range is risky, often Enemy will be able to attack, but now always.
You can view enemy movement range by clicking on them.
4) Your daugthers have 100AP by default, but if you use more than 50AP at single turn, you will exhaust your daughter delaying her next turn. Avoid that, unless its needed to kill high priority targets, or its the final few enemies and you have other daugthers in turn.
So a Blademaster, can attack and move about 3 tiles without exhausting, or 4-5 tiles and use imbuned blade
5) Memories. Some memories are better for certain abilities. Like Rush that gives +50 skill damage. For Blademasters attack it increases her 600+ damage to 650+, a 9% increase.
Put it on Gunslinger that deals 150 damage to 200, thats 33% increase. Whats more, Gunslinger attacks 3 times, so Rush memory deals 150 extra damage per attack. Same for Shieldbearers lunge.
6) Trait hunting.
This is one of most important. For instance, If the 1st ever battle of level 1 daughter ends in her dealing most damage, she gains agressive trait, which increases her damage by 50. This is most important trait for Gunslingers as their basic damage is low.
Blade master can get resourseful +10AP for completing rescue mission (20% chance to success), but she needs to do it under level 6
Between levels 6 and 10, all daughers that did not get damage in a mission will get +10AP and some bonus depenging on class, like damage, critical chance or HP.
With this above im doing a single day run, am nearing 3rd boss, but my main gunslinger died fighting 2nd boss. I want to unlock 4th daughter before recollecting..