> A trick I used a whole lot was splitting my die with the many dice generating tools the Thief has and then using the uptick ability, that rerolls all your dice including all those 1s you've generated. If you're unlucky and don't find it, or get it late, you're pretty much screwed because of the accumulated HP damage. The Teleport Spell, which I think makes or breaks a build in this episode, is only found on Floor 3 or higher. The Hall of Mirrors is a guaranteed upgrade item. > I didn't find this challenge too difficult, you're offered a few of the really powerful Wizard spells which you can use pretty reliably with the proper upgrades (the 5 and 6 spell become odd and even respectively). Which is probably why so many people are complaining about that class, too. Witch seems to have similar problems: All offense and no defense. Even with that, I've played this episode 10 times and still can't make it, because of the lack of healing, shields, and dodge mechanics. I created a mod to reduce the HP of enemies to 25% (because a lower difficulty mod didn't exist already). Teleport spell is about the only thing that mitigates damage effectively, but it's usually a late-game item and you might not even encounter it in time. Healing Crystal doesn't heal enough for a single-use item. Rinse and repeat.īandage will waste your entire turn healing for 1 HP each, while the enemy responds with doing more damage than what you healed with. The problem is that there are no healing items that are worth using! Throughout the entire episode, you're struggling to keep your HP up through levels and apples, until you're forced to encounter an enemy with 8-10 HP and die. I like the mechanic and kinds of builds you can make out of it. I don't understand how this game made it past beta testing with the sorry state of the Thief's Uptick episode.
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