Tactical Breach Wizards

From Before I Play
Revision as of 09:57, 24 December 2024 by Ahobday (talk | contribs) (Created page with "* Some of the optional challenges are impossible until you have leveled up your team more and you can come back to try the level again, so if you can't figure one out, just clear the room and repeat the mission later. * The game really opens up once you expand your team (I think the fourth member is the best gameplay-wise) so if it feels a little simple to start, stick with it because it gets more complex. * Anything that gives you more moves and actions is good. So ea...")
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  • Some of the optional challenges are impossible until you have leveled up your team more and you can come back to try the level again, so if you can't figure one out, just clear the room and repeat the mission later.
  • The game really opens up once you expand your team (I think the fourth member is the best gameplay-wise) so if it feels a little simple to start, stick with it because it gets more complex.
  • Anything that gives you more moves and actions is good. So early skills/perks to go for (in my opinion) are Zan's time boost, Jen's refreshing jolt and the gale grenade upgrades, Dall's charge upgrades, and anything that refunds the mana cost of casting it.