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(Created page with "* You're going to die so get used to it. You're not going to be able to beat the boss at the end of the run, it's just isn't going to happen, so focus on getting as far as you can with what you have. * Your party is generally broken into frontliners and backliners, with each person's preferred location being on their information page. When you look at an ability it'll show what position you need to be in to use it and which positions on the enemy side it can hit. These...") |
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* There are some characters that benefit way more than others by using the Hero Shrines such as Vestal and Fanatic. You could consider focusing Hero Shrines for the first region and ending the expedition early to quickly unlock the skills you want for a full run. | * There are some characters that benefit way more than others by using the Hero Shrines such as Vestal and Fanatic. You could consider focusing Hero Shrines for the first region and ending the expedition early to quickly unlock the skills you want for a full run. | ||
* Every time you come to the Altar of Hope, go to the Working Fields and try unlocking one trinket, combat, stagecoach, and inn item. Whatever you unlock will be added to your inventory for that run, and they'll be permanently added to the pool of potential items that you can find or buy in future runs. | |||
* Heroes can use 5 of their skills at a time, but can unlock more skills as you play through their backstory. Change your equipped skills at any time outside of combat by going to their character screen, unselecting an active skill, and selecting an inactive skill. | |||
* It's always good to unlock more trinkets, because the more powerful trinkets can significantly increase your heroes' damage or survivability. They often have a downside, but you can mitigate that by combining them with other trinkets or items, or changing the hero's active skills or path. | |||
* Maintaining hero relationships is crucial. At Inns, use whiskey or other items to patch up low affinity (under 10) and promote higher affinity. Bad relationships will make a region much harder, but positive relationships will help a lot. | |||
* Heroes with higher stress are more likely to get into arguments on the road and lose affinity with their party. | |||
* When selecting heroes at the start of a run, you can address a bad negative quirk if you stumble upon a Field Hospital relatively quickly. It's not guaranteed that you'll be able to find one, though. | |||
* Negative quirks concerning a fear of a certain enemy type (swine, gaunts, etc) can often be mitigated by avoiding regions with that enemy type. You don't have to worry about Fisherfolk Fearing if you aren't going to the Shroud, for example. | |||
* Breaking enemy stealth isn't very useful on regular difficulty, so don't prioritize it. | |||
* As in the first game, it's much better to use your turn to kill one enemy outright than to slowly whittle several down at the same time. | |||
* The first pet (Orphan Wolf Cub) is extremely useful and can easily be your primary pet until you complete the game. | |||
[[Category:Games]] | [[Category:Games]] |