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Loop Hero
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Treasuries just explode goods when fully surrounded.
Meadows orthogonal to Rocks/Mountains become Blooming Meadows and are 1.5× more effective.
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My favorite thing is to place the battlefields the beginning of the loop, like in the first 3-4 tiles.
I find the ruins really useful because if you just keep them away from anything else you can gut them easily at close range and still get XP and rewards.
I put a vampire next to a village and it has pretty interesting results. I haven't looked up anything about the game so I may be missing some major shit.
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I spec'd the warrior with as much Damage to All that I could get, and threw every enemy tile around a strip of 3 murderous road spaces. It worked. You just have to make sure to bail when it gets too rough.
One other game-y tactic I have used:
Once you get enough enemies on the board, start hoarding the new enemy tiles. Then, when you feel you are strong enough for the boss, but they haven't shown themselves quite yet, get most of the way around the loop, and dump all of them behind you. This should put you over the edge, and the boss shows up.
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I have yet to face the lich
I got villages and wheat now though, so maybe i can focus less on health and more on dps. Regeneration so far has been a losing strategy. Vampirism feels really op if you can get enough gear to boost it.
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Like I said, I see this as a reverse JRPG where you design the dungeon to fit your character, with some elements of speccing your character too.
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The need to preserve gear to be recycled is ingenious, keeps me from total attribute gear swaps or incremental upgrade cycles.
I'm debating trying low card number runs against reduced enemy diversity that i can spam for specific resources. Ratwolves, for example, are very susceptible to vampirism since they have high hit points but low damage output, so an all grove run might be interesting if i need lots of wood. But i think to get vamp gear i need to fight vamps? Anyone seen an enemy type/gear stat drop correlation?
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There's a super weird tension with the Lich where what gets you to the boss (summon quality, max skeletons, skeleton level) only somewhat matters against the lich. He does so much damage and the fight is so long that he'll just pound your HP down even if you're having a somewhat successful time, and you have very little heath. I need to think about what that would mean in terms of a successful strategy... I beat the lich with the warrior and rogue pretty easily these days.
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I went with the desert in this run and I think it was a bad decision. It barely helps against the last boss, who is a single, tough enemy.
Also, I just looked at the encylopedia! I was wrong, damage all is not a good trait against the rat dogs---they don't take all damage!
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