Vambrace: Cold Soul

Vambrace: Cold Soul

View Stats:
zitosilva May 28, 2019 @ 12:04pm
I need some tips
For anybody that was able to advance in the game, could you share some tips?

I feel like I'm bashing my head against a wall. I was able to get to the third area of the first quest, but by that point everybody's health and vigor was very low, meaning a fight would result in a character's death.

Even when I'm able to find a camp, which is not always, the terror gained makes it so that it doesn't seem worth to do both the healing and vigor regaining actions. Also, there are times in which I'll find stats inducing enemies, like lowering my accuracy, which means I'll take way to much damage in battles to make it worth trying to get to the finish of the quest.

What I've been doing is fleeing the quest whenever a character is close to dead, trying to craft some Relics that will give me more of a fighting chance, but it's been a slow process. So, I'd like some hints, it's clear that the way I'm approaching the game is not working, so I'd like to hear some strategies or something of the kind.
Originally posted by DvoraStudio:
Hi there~! This is Minho Kim from Devespresso Games. Finally I'm freeeee... in only this moment cuz I should go back to make another patch for the game. xD

There are already awesome people replied, but here is my answers:

Camp moment is important in this game, because that is only moment to patch up, gear up, as you can see. So to go far, your team needs to be recovered almost like fresh again in each camp. Overwatch 4 characters are pretty needed, or give them some camp tools to boost up.

The terror increasing is very dropped in the current patch (1.02), and there will be less combat. So you don't need to worry the terror anymore.

One tip there is 'Finish the combat quick before getting tones of terror', but if you have a healer (Hedge Mage) it would be difficult to control the terror. She is good for your survival, but it means your team has 3 people to give the enemy team damage. The combat will become longer like 2-3 turns, and it affects on your Terror gain.

In every sector (9 paths + 1 exit), there is 2 compsites.

The next patch (which is not in 1.02) will have the gear-up time for every sector, and it will be very helpful for your saying.

Plus, the game has the retreat button on ESC menu, so if the condition is bad, press ESC and click the flag button to go to the city safe.

- Minho

< >
Showing 1-10 of 10 comments
DevilDoll May 28, 2019 @ 1:57pm 
would like to know as well it seems like its impossible to progress in the game since even after clearing an area and returning to town for a rest you loose all progress... lol wtf is this?
Hobbes May 28, 2019 @ 2:21pm 
Formation: You > Bloodmage > Fencer > Celeste - That'll get you through the first area. Fit them all with fur coats until you can find more appropriate items (The Celeste could do with +combat, the fencer +overwatch, the back two, up to you). Farm like hell and build up about 2k hellions, and buy as much healing stuff as you can, basically, campfires are places you spam heal items to keep everyone going.
glenn3e May 29, 2019 @ 7:09am 
I went with Fusilier, Blood Mage, Celeste and Lyric. Celeste stays in front and I rotate the other three on the second spot. Take minimal damage and then heal up before the boss. Loss no one in the fight, though Celeste had 4 hp left.
Last edited by glenn3e; May 29, 2019 @ 7:09am
aubri May 29, 2019 @ 7:49am 
Oh man, I haven't even reached the point where I could use Hobbes strat.

I haven't beaten Chapter 2 but I would like to share some things I have learned, as well as things we may be mutually confused over.

Farthest I have made it in Chapter 2 was the fourth level, the one before the 'Boss'.
I have had the most success with the following formation:
Lyric > Healer > Shadowmaster > Tank

I've also tried my best to rush through the levels, going in as little rooms as possible and using campfires whenever I came across them. Unfortunately, this was very rare and I died on the on the fourth floor after going through two floors without a single campsite.

In the earlier levels, when I came across a campsite, I used my healer for the camp because she had 4 Overwatch (camp icon) and when I used her with the song (vigor regen) and sleep (health regen) it was successful.

I never bothered with Scouting (Shadowmaster) at the campsite because I have not yet come across a Shadowmaster who also has high Overwatch, meaning that the attempts to regenerate at the camp will fail, while also raising Terror. Scouting itself feels worthless honestly, as not only does it prevent you from using the song (vigor) and sleep (health) to regen but it only scouts a SINGLE room on the level, while also raising your Terror.

As for positioning, I'm still not certain on how the game handles that.
During my time playing the tutorial, I had a party member with high Awareness (eye icon) but she was positioned last and we triggered a trap. I was then under the impression that while outside of combat, you had to have someone with high Awareness at the very front of your party otherwise you would always trigger traps but this doesn't seem to be the case. I suppose the bit in the tutorial was scripted so they could show you what happens when triggering traps.. which sadly, is yet another example of Vambrace's poor design.

In my experience, Terror accumulates too quickly, making every room a combat encounter after having reached the red threshold. I'm not sure if it has any other negative effect on your party but I wouldn't be surprised if it doubled the damage you received or something equally annoying. And if you're like me, you're already desperately searching for a campfire, as your party has bare minimal health and that ghost fog is the final nail in the coffin.

I have been told by countless people to grind Chapter 2 for resources to sell for Hellions to buy healing items, which I don't think is that smart personally as you would only be able to use said items at a campfire, IF you were fortunate enough to come across one.

I think the most beneficial for progress, time management and sanity is to grind for resources to craft Relics, which will better equip your party members.
Last edited by aubri; May 29, 2019 @ 7:54am
Sparka May 29, 2019 @ 8:13am 
Back row, use the girl with the high overwatch and give her the upgraded camp kit so she has 5 overwatch. You in 2nd last, then I got the Dwarf who hits hard and has rage, and I got Dragoon in front....very good damage party. Beat 2nd chapter np like that.

Also it seems best to just go to the exit as quick as you can, and save terror. If you are near the end of the area and you find a camp you can use it to get vigor/HP back with the high overwatch character and not worry about terror stat.
Last edited by Sparka; May 29, 2019 @ 8:21am
zitosilva May 29, 2019 @ 12:59pm 
Originally posted by aubri:

As for positioning, I'm still not certain on how the game handles that.
During my time playing the tutorial, I had a party member with high Awareness (eye icon) but she was positioned last and we triggered a trap. I was then under the impression that while outside of combat, you had to have someone with high Awareness at the very front of your party otherwise you would always trigger traps but this doesn't seem to be the case. I suppose the bit in the tutorial was scripted so they could show you what happens when triggering traps.. which sadly, is yet another example of Vambrace's poor design.

Oh! I totally thought that I had to put the one with high awareness in front of the roll to have a batter chance of avoiding traps, which was leading me to always lose a turn in combat having him change positions.
The author of this thread has indicated that this post answers the original topic.
DvoraStudio  [developer] May 29, 2019 @ 6:21pm 
Hi there~! This is Minho Kim from Devespresso Games. Finally I'm freeeee... in only this moment cuz I should go back to make another patch for the game. xD

There are already awesome people replied, but here is my answers:

Camp moment is important in this game, because that is only moment to patch up, gear up, as you can see. So to go far, your team needs to be recovered almost like fresh again in each camp. Overwatch 4 characters are pretty needed, or give them some camp tools to boost up.

The terror increasing is very dropped in the current patch (1.02), and there will be less combat. So you don't need to worry the terror anymore.

One tip there is 'Finish the combat quick before getting tones of terror', but if you have a healer (Hedge Mage) it would be difficult to control the terror. She is good for your survival, but it means your team has 3 people to give the enemy team damage. The combat will become longer like 2-3 turns, and it affects on your Terror gain.

In every sector (9 paths + 1 exit), there is 2 compsites.

The next patch (which is not in 1.02) will have the gear-up time for every sector, and it will be very helpful for your saying.

Plus, the game has the retreat button on ESC menu, so if the condition is bad, press ESC and click the flag button to go to the city safe.

- Minho

Crax May 29, 2019 @ 9:54pm 
Originally posted by Hobbes:
Formation: You > Bloodmage > Fencer > Celeste - That'll get you through the first area. Fit them all with fur coats until you can find more appropriate items (The Celeste could do with +combat, the fencer +overwatch, the back two, up to you). Farm like hell and build up about 2k hellions, and buy as much healing stuff as you can, basically, campfires are places you spam heal items to keep everyone going.

Wait, you can use Celeste since Chapter 2 (since the OP said first quest)? Do I have to have a spot to fit her in?
Saint Slashr May 30, 2019 @ 2:11am 
Originally posted by zitosilva:
For anybody that was able to advance in the game, could you share some tips?

I feel like I'm bashing my head against a wall. I was able to get to the third area of the first quest, but by that point everybody's health and vigor was very low, meaning a fight would result in a character's death.

Even when I'm able to find a camp, which is not always, the terror gained makes it so that it doesn't seem worth to do both the healing and vigor regaining actions. Also, there are times in which I'll find stats inducing enemies, like lowering my accuracy, which means I'll take way to much damage in battles to make it worth trying to get to the finish of the quest.

What I've been doing is fleeing the quest whenever a character is close to dead, trying to craft some Relics that will give me more of a fighting chance, but it's been a slow process. So, I'd like some hints, it's clear that the way I'm approaching the game is not working, so I'd like to hear some strategies or something of the kind.

Looks like you have quite a few tips above. I would like to emphasize the importance of studying the maps before you begin moving through the dungeons. If your party is getting weak, try to choose routes that allow you to bypass as many encounters as you can. This is possible if doors leading to the exits you want are strategically placed.
Originally posted by Crax:
Wait, you can use Celeste since Chapter 2 (since the OP said first quest)?
Hobbes probably meant Celestine (the elven tank). ;)

My ideal composition ended up being Arcaster/Fusilier > Lyric > Fencer > Dragoon. If you take a fusilier, see that you get one with horn, the combat buff helps a lot to end fights earlier.
Also, as Saint Leica said, plan your way through each dungeon. Terror racks up when you're running in circles (I did that mistake at first), so it's really helpful to open the map first thing when you enter a new area and check the fastest way to the exit. You can always take a detour and look for treasures if you're making good progress.
Last edited by (-C-)Bibliothekar; Dec 3, 2019 @ 2:27pm
< >
Showing 1-10 of 10 comments
Per page: 1530 50