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* Healing in this game is designed to not be able to keep up with the damage you'll be taking. The best form of healing is to prevent damage. That's not to say healing isn't useful, it super is, but if you're in the first round of combat and there's four enemies on the board, you will almost always end up healthier if you use your healers to attack and stun enemies rather than to heal. Also be careful not to be seduced by the big numbers that come from AoE attacks. If you're facing two enemies, dealing 15 damage and killing one enemy is better than dealing 20 damage spread over 2 enemies, and then getting attacked by both of them.
* Play on Radiant difficulty. 'Difficulty', in this case, means grind.


* If you stick an enemy with Blight or Bleed damage, they will take the damage at the beginning of their turn, so if an enemy is taking 4 hp/turn from bleeding, and the enemy has 4 hp left, you can ignore that enemy because it will die before it can attack you. This rule might not apply if there is an enemy healer that might act before the bleeding foe dies, but there are very very few enemies in the game that can heal.


* Weapon upgrades are more important than armor upgrades, because better weapons increase your speed and accuracy. Speed is the most powerful stat in the game.
* Hamlet advice:
** Prioritize upgrading the wagon, the forge, and the guild. You want a large roster, you want a good selection of hires to choose from, and you want to upgrade and tweak your characters.
** Prioritize weapon upgrades over armor upgrades. Better weapons increase your speed and accuracy. Speed is the most important stat in the game.
** The abbey and the bar perform roughly the same service. The bar has more random bad events. Neither is particularly important, however, because
** Characters heal stress naturally when left in the hamlet. If you have a large roster, you'll rarely need to spend money on stress healing services at all.
** Use the sanitarium early and often. Removing bad quirks and locking in good quirks gets more expensive the higher a character's resolve rises. Disease care is less important, both the plague doctor and the grave robber can have access to disease cures mid-dungeon.


* You don't need to upgrade both the Abbey and the Bar right away, they both do the same thing.


* It bears repeating: if one of your nerds goes mad or picks up a nasty quirk (-SPD, -HP, maybe -dodge are what I consider especially bad) and you haven't already upgraded them significantly, fire their asses or get them killed on a suicide run for loot. You're not there to be nice and keep them all alive, you're there to be efficient. That's the biggest mental hurdle for most players to get past
* Dungeon advice:
** In general, target backrow enemies first. They're usually much more dangerous to your run.
** Focus on preventing enemy actions using stuns or finishing them off over healing, unless you've somebody on death's door.
** Your characters and your enemies take damage from blights and bleeds at the beginning of their turn, before they act. This can mean an enemy is a dead man walking, barring a clutch enemy heal. There are very few enemy healers in this game.
** It's better to fail a mission with your resolve level 3 characters and take a stress hit than to lose the resources you've put into them. Use your judgement. Overconfidence will kill you very quickly, actually.
** Camping has two uses; recovery and buffing. Its often better to buff up than to wait until your characters are run down. Skills that prevent nighttime ambush are very good. You can lose all of your recovery and part of your buffs' longevity in the course of the average ambush fight.
** Gold is generally better then gems.


* If one of your guys goes bonkers mid dungeon but your others are still okay, that's not a sign to retreat. Remember, these fuckers, especially as you're starting out, are expendable, and as long as one person makes it out, you get to keep allll the money


* First things first as far as upgrades, get the stage coach to bringing 4 people a week, and maybe upgrade your capacity once so you can have a good spread of A and B listers
* Unupgraded characters are expendable. If they have poor quirks (-speed is the worst, compulsive curio use runs a close second, everything else depends on class) or have an affliction, feel free to shoo them off. Or send them on a suicide treasure run if you have nothing better to do.


* In the Tavern and Abbey, try to get the Bar and Cloister respectively to two slots first, 'cos those are the cheapest stress relief options out of the gate


* Far as the guild and blacksmith go, I like unlocking skills on anyone I'm taking into the dungeon, but I don't upgrade anyone's skills or weapons/armor until they're at resolve 2 (or resolve 1 with really good quirks, like a Leper with Fated or something)
* This isn't explained very well in-game: If you bring an antiquarian on a dungeon run, make sure they investigate all treasure curios, even unlit torches. Their gimmick only works for them, not the whole party.


* On medium sojourns, consider camping earlier than your instinctive half-way; a lot of camp buffs are really good, even stuff as trivial as Scouting bonuses


* burn the books, eat the purple, douse the torch, hail xom
* Outside of Stygian/Bloodmoon difficulty, do not restart your save if bad things happen. The only thing you can lose in Radiant and Darkest difficulty is your time investment, and restarting is just subjecting yourself to a much steeper cost.


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