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* Not everyone you can give Nectar to is in the base every time you go back, so if you're trying to target a gift for someone, you might have to die a few times. | * Not everyone you can give Nectar to is in the base every time you go back, so if you're trying to target a gift for someone, you might have to die a few times. | ||
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* Try to give every character a nectar as early as possible because the keepsakes add a lot of strategy in making your builds and it takes a while to level them up fully, which is a big help. | * Try to give every character a nectar as early as possible because the keepsakes add a lot of strategy in making your builds and it takes a while to level them up fully, which is a big help. | ||
* Generally speaking charge weapons are | * Generally speaking charge weapons are challenging because they leave you vulnerable. In Hades not getting hit is typically very important as it will force you to spend gold on recovery rather than upgrading yourself. | ||
* Generally speaking you always want to take Daedelous Hammer rooms as these will define your build for the run, then rooms that synergize with your build (it's typically not beneficial to spread over more than 2 deities per run), then shop rooms if you have >300 gold, then gold rooms, then pom rooms, then other god rooms. Worst case scenario you can just sell unwanted buffs between levels. | * Generally speaking you always want to take Daedelous Hammer rooms as these will define your build for the run, then rooms that synergize with your build (it's typically not beneficial to spread over more than 2 deities per run), then shop rooms if you have >300 gold, then gold rooms, then pom rooms, then other god rooms. Worst case scenario you can just sell unwanted buffs between levels. | ||
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* Temporary buffs are almost never worth it (from Charon's Well) unless you're using it to regain health or you think you can have them up and ready for the final boss. | * Temporary buffs are almost never worth it (from Charon's Well) unless you're using it to regain health or you think you can have them up and ready for the final boss. | ||
* Enemies will start | * Enemies will start staggerable but will eventually gain Armor which will act as a second health, with which they cannot be staggered. | ||
* On the final level you will face a new mechanic that doesn't get explained: poisoned. Being poisoned sucks and can easily destroy your health pool before the big final battle. There are small yellow springs throughout the level that interacting with will instantly clear your poisoned condition, but they take like 5 seconds to refill. | * On the final level you will face a new mechanic that doesn't get explained: poisoned. Being poisoned sucks and can easily destroy your health pool before the big final battle. There are small yellow springs throughout the level that interacting with will instantly clear your poisoned condition, but they take like 5 seconds to refill. | ||
* All region rewards are per-weapon, so switch weapons if you're stuck after a run to continue to get diamonds/titan blood. There's also a 20% darkness bonus on a randomly selected weapon to try and encourage these sorts of rotations. | * All region rewards are per-weapon, so switch weapons if you're stuck after a run to continue to get diamonds/titan blood. There's also a 20% darkness bonus on a randomly selected weapon to try and encourage these sorts of rotations. | ||
[[Category:Games]] | [[Category:Games]] |