This game - is awesome! If you grew up in the 80s and lived for paper and pencil games, owned a drawer full of dice, a bookcase full of games, a 4' x 6' all-purpose gaming table made of plastic and felt which was equally home to the D&D (1st edition mind you) beholder's dungeon and your Warhammer 40k army battles, and had several dozen hand decorated pewter figurines specific to your characters, that is. In that case this is awesome. Otherwise, it's just great. Seriously great. I've never come across any game that so reverently and irreverently encapsulates what that experience is, for single person enjoyment, on a dinky little phone much less a console or PC. I haven't been able to find a decent strategy guide for it anywhere, and this game deserves one by golly, so here goes:
Nota Bene: This guide is good and accurate for the Steam PC version, which I think of as the 1st Edition of this game, and the only one worth playing. If you're playing on iOS or Android, my condolences, and this is because you are now forced to play the Free edition - which is to say the new and deteriorated version whose purpose in life is separating you from your money, demolishing any sense of balance, fun, or respect for the player. That said, the primary difference is that all gold, damage, health and energy values have (inexplicably) been multiplied by 20. The attribute and resistance rolls are still based on a D20, so in that respect this guide is correct. As far as strategy, much was added to the corrupt free version, all completely heedless of game balance in their quest to sell you an overpowered item, so I'm not sure how much of the tactics in here are still usable. I'm not about to lay hands on the abomination that is the mobile version to find out though, so proceed at your own peril...
Download Zip ✦✦✦ https://t.co/GQ13wlExXj
I'm gonna skip the basics. Mostly. Well, right now at least. This guide is about strategy, so it's assumed you've come here because you're halfway through your first play-through or starting your second and you want to know how different it would have been if you'd had your Ninja be a Dwarf or a Goth or leveled different skills. Or something. But you should know the basics. At least the basic basics - which are all covered in the game in the handy dandy guide they have anyway. You really ought to read that if you haven't. But anything I cover later on that requires a little basic explanation will have it. That's it for the basics.
After a couple dozen playthroughs I'm here to tell you there is no such thing as a bad class here. Lackluster, perhaps, but never bad. Nor are there any bad skills. There are good skills, great skills, and S.A.K.A. skills (Super Awesome Kick Ass skills). There are a couple players that really serve no purpose unless you just like their style or need their stats to fill out your team, but every class and each skill they have is perfectly usable, especially when combined with other skills in your team.
Players each have a passive ability and a boost to one or more of each of the 3 attributes (Body, Senses, and Mind). And each attribute is (at least in theory) the core stat for the 3 types of player in this game: the fighters (Body), the casters (Mind), and the specialists (Senses). I've given each one of them a rating (good, great, SAKA - which means Super Awesome Kick Ass), which is little more than my personal opinion, but then all of this is, isn't it? The abilities have, for the most part, far more impact than the attribute boosts. The fun here is that you can have counter-intuitive combinations, such as a Knight Lab Rat because you want that extra trinket slot despite the lack of Body boost. But if efficiency is what you're going for - I know it's what I'm going for - then I have some recommendations for each player.
Pair with any of the 5 straight up combat (fighter) classes. For the record that's the Paladin, Warrior, Barbarian, Monk and Knight. The Body boost is the highest there is (3), so your damage, health and threat all go up. Not to mention your Body resistance rolls (for traps and conditions and opening chests). The Big Hands ability is the selling point here, as it lets you increase your damage by 50% or so. Or you could use a shuriken with your giant 2 handed hammer which allows you (kind of unexpectedly) to reach the back row. Or, if you're a Monk, it gives you +27 instead of just +18 damage using bare hands with the right skill maxed. It also lets you use the one 3-handed weapon you'll find in the game if you investigate the Graveyard. Compared to the weapons you'll be crafting this giant weapon will be a let-down, but if you aren't crafting or just like the idea of 3 hands on a weapon, it's there for you.
Okay, so 1 point for Body and 2 for Senses. So she belongs with the specialist classes. Along with the Ninja, Hunter and Druid. Her special ability is to heal 5 HP and 5 MP to the whole party whenever she blocks an attack. It is however strategically inadvisable to block (Take Cover), ever, in this game. Why is that? Because all taking cover does is reduce your Threat to zero. It makes you a non-target, although group attacks will still get you, but it's just the least productive response to low health. Meaning that, if you're in a fight and your Psion is one hit from death, there are any number of actions (an offensive spell to end the fight, a heal from someone else, a potion, a warding spell, even escaping to come back to the fight at full health) that would be better than taking cover, which doesn't even guarantee that the Psion won't get hit. Admittedly, sometimes it's a good move to Take Cover only because it lets you skip a turn, thereby not killing that Zombie who's literally on his last leg after you've wiped out the rest of his cohort and you want your Cleric or Paladin to get one more heal in before you move on to the next room in the dungeon. And actually, with the advent of the Knight, other players blocking increases his potential critical percentage. But you never want to block for the sake of blocking. Point made. So the only good reason to use her is with the Thief, who has a skill that gives automatic block when she's hit, which then means any time she's hit the party gets healed 5 HP and MP. In this case the block is an unqualified positive, since it's free, but the 5 healing is minimally effective even at low levels and unnoticeable at higher levels. The MP boost is a better bonus because max energy levels are lower overall, but again at high levels makes little impact. Still, if you have a Hunter or Ninja who already took the Rich Kid player, the only other option with a good Senses boost is the Goth. And the Goth is lame. The Goth herself, especially, is aware of this. It's why she's so macabre all the time.
2 Body and 1 Senses makes him good enough for any of the fighters, but not quite as good as the Rocker (who rocks, naturally). Also a decent choice for the specialists. And shrugging off 1 condition per turn is pretty good, although sometimes a little superfluous. The conditions that are consistently annoying are Confuse and Stun and Rage. Weakness hobbles your fighters, especially the builds focused on Criticals, but makes no difference to the casters. The other conditions can work well when you inflict them, but the enemy versions are almost invariably weak (very low damage per turn), and so you'll barely even notice them. So, in effect, conditions are a real threat only about half the time - at least as far as your party is concerned. The beauty here is that the Surfer can shake off Stun, and the only other way to do that is with a Cleric if you're lucky enough to have him Purge you before your turn. Shaking off Poison 4 is pretty pointless though, and if you do have that Cleric purging maybe Surfer isn't the best way to go. One place where he shines though is with the Barbarian, for a specific build, as it removes the Rage he generates each time you attack with his skill, meaning you can use the skill every turn. We'll see about that later.
Your specialist Player extraordinaire (+3 Senses). Well, actually, not so extraordinary. Time for a little blurb about gold in this game. At the start, it's scarce, and there are several temptations out of your reach. However, by the end of a full playthrough, you'll have a couple to several thousand gold (depending on how profligate you've been), which carries over to your next game, so, long story short, any gold boost items or abilities are kind of a waste of space. Me, personally, I bought the 10'000 gold package, twice, completely unnecessarily, just because I want to support the game. Anyway. So you might think: "Ooooo, yay! 10% more gold!!!" But not really. However, this is the only player with 3 in Senses. If Critical and Initiative are what you're going for, ain't nothin' better. Paired with the Ninja Elf you get the highest possible Senses score, you know, for all those resistance rolls and maxed out Criticals. Something to consider.
So, seriously, this guy rocks. Especially with the Knight and Druid (more on that later). Clearly a fighter (2 Body), but that 1 point in Mind makes him just that much better if you want a fighter who's blasting away with skills all day - like the Warrior and Paladin and skill-intense Barbarian, or not like the Monk and (dumb as a post) Barbarian. The Knight's kind of in the middle ground on this one. But that ability, that beautiful ability, which lets him ignore the armor penalties on your energy. The heaviest armor reduces your MP by 30%. If you have a shield as well, that's up to another 15%. So the Knight, for example, who benefits most from good armor, would have almost only half his MP if you pair him with any other player. Muy significativo, this is. Which, again, means more skill-time for your fighters. But also means that you can tough up your, say, Warlock with righteous armor if you're willing to sacrifice a couple points in Mind. Compared to a Warlock with the higher Mind value and no or light armor, the armored Warlock will have less energy (Mind determines energy levels), but he'll be much tougher - that's the trade off. The Druid in particular benefits from this if you build him up as a frenzied bear, giving him the protection he desperately needs without reducing the energy he needs to maul monsters twice each turn. Let me put it this way: I have never played a game without the Rocker.
795a8134c1