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fire infused shield (1 cost common ironclad skill): gain 8(10) block, if played by a non ironclad class, gain 3(5) vigor.
pocket knifes (2 cost uncommon silent attack): deal 8 damage and add 2(3) shiv's to your hand, if played by a non silent class, upgrade the shiv'c created by this card.
potato battery (1(0) cost rare defect power): create 1 orb slot and channel 1 plasma, if played by a non defect class, draw 1 extra card each turn.
Epiphany (1 cost uncommon watcher skill): next turn add an insight(+) and miracle(+) into your hand, if played by a non watcher class, add a 0 cost safety(+) into your hand.
charity tip (common relic): when you perform a trade at a campfire, you and the player you traded with will additionally receive 15 gold.
helping hand (boss relic): once per campfire as a free action, you can choose an ally that is at the same campfire as you and either upgrade 1 card in their deck or restore 30% of their max hp. this relic can't be traded.
XL brewing kits (shop relic): upon pickup you and all allies gain the brewing pot relic.
brewing pot (event relic): once per campfire as a free action, create 3 random potions.
ghostly gift (rare relic): upon pickup you and all allies add 1 Apparition to their deck.
box of money (uncommon relic): upon pickup you and all allies gain 300 gold.
I do not like Insanity. If you had a gun that had 100 chambers, and three of them had live bullets in them, would you point that gun at your friends? Because playing an attack with just one stack of insanity means doing exactly that. With potentially killing your friend at stake, a 3% is way more than it sounds like! Personally, I wouldn't point that gun at my friends, and neither would any of the allies I played with. I'd change it from "When you play an attack, you have a 3% (+3% per stack) to damage a random ally instead" to "When you play an attack, deal 1 (+1 for every second insanity) to all allies." My idea is not random, and it's mere scratch damage if insanity is not applied recklessly.
Recite costs too much for what it does, and that's saying something at one energy. Two mantra, one insanity to all allies. Prostrate from the base game is free, gives you the same amount of mantra, and doesn't make your allies go mad. Heck, you even get block for playing it. Either Recite should give you more mantra or give allies mantra instead.
I know you can play around insanity by playing it after everyone else has played, but that's not the case when a single source of insanity gives more than one stack (especially Blind Faith, which I cover later)
Act of Creation does nothing by itself.
Act of Destruction could be too risky to grab without Act of Creation.
Mass Hysteria is a pure downgrade from Act of Destruction.
Blind Faith is terrible in base form, and its upgraded form is what its base form should be. At base, it should shuffle Broken Faith into your ally's draw pile. Upgraded, it should gain retain (like Blasphemy and Worship).
If the fight against Nightshade lasts long enough that it gains buffer, then multi-strike attacks (or lightning orbs) to wear them off. The amount of buffer it gains may appear obscene, but remember that you're with a team. Together, you can strip it all away.
The fight overall is something of a consistency check; if you're able to consistently draw your damage cards on the safe turns, and draw your defensive cards on the dark turns, you should be able to win.
Remember that ALL forms of damage during a dark turn will damage an ally instead of Nightshade. This includes lightning orbs and (as I've recently embarrassingly discovered) Juggernaut.