ZFR: I swear, I can usually keep track of time when playing FPSs, action games, RPGs, RTSs or whatever, but for turn based strategies and management simulation games I've often started playing for half an hour before going to sleep and finished when it was getting dawny outside.
Yep. XD
Sometimes I finally take a cue from my body when I start nodding off in the middle of a fight and miss an attack or something, and I head to bed for the night. Sometimes it is the dawn's light that lets me know that sleep would be a good idea. Maybe after I finish this turn...
ZFR: By the way, I'm trying a slightly different skills progression for Cult path. I took Wall Climbing and Defense first, but then I took Vision IV before doing Attack and Resistance; and I then I took Movement Points and Extra Strike before Damage.
Taking Vision quickly was a good idea; it was lower priority during Keepers, but I liked it so much I had it right after finishing the Goblin levels here. I don't often take quality of life skills in video games, preferring stuff with more tangible effects, but this is extremely helpful. Plus I'm going to be overpowered anyway.
As for delaying increasing my damage, I figured extra strike first will give me more chances to Life Steal. And indeed it's not so bad, but I the low Damage made me realize the *defensive* role high Damage has. More damage means they get less chance to hit. Now I often have to take 3-4 hits against anything better than infantry and this means that many more hits for them. Heck even infantry usually dies with 2 hits, so even with first strike they each get a hit against me. It adds up.
I've started buffing attack alongside defense. Def maybe 6-7, then Att 5, then Def 8-9, then more Att. Extra Strike when attack is 7+. More damage around then, unless I'm feeling a need for extra Resistance because of status effects.
Wall Climbing ALWAYS first though, unless I get another source of bypassing walls before then. I'm pretty sure I lost a multiplayer game because I took an extra point of defense at level 2 instead of Wall Climbing; I couldn't get past a tower to assault a solo hero, so I took a different path into the dark and got jumped and utterly wiped out. Things snowballed badly from there.
ZFR: I think I prefer Cold Strike which I took for Cult as opposed to Lightning Strike I had for Keepers.
What do other strike types give? I think Fire causes burning, and Poison makes you poisoned. These two rarely cause extra damage when I use units that have them.
I like Lightning Strike because it doesn't dispel when the victim is hit, and it has a higher chance of proc-ing.
-Lightning Strike stuns for 1 turn. Unit can't take action or retaliate, and they have -2 def. I don't think it lowers resistance.
-Cold Strike freezes for 3 turns. Unit can't take action while frozen, but they'll unfreeze if they get hit. I don't recall whether it lowers stats and whether it prevents retaliation on the hit that unfreezes them.
-Death Strike curses a unit, which lowers resistance and I think it inflicts a Death Vulnerability (increases damage from death aligned attacks and spells). Condition lasts 1-3 days; I don't remember how long.
-Entangle Strike entangles a unit for 3 turns. They can't take actions, -2 def, and can't retaliate. This can be fatal very, very quickly.
-Holy Strike can inflict a condition (dazzle?) that lowers some stats (attack, at least). Condition lasts until the start of the next game turn, I believe.
-Poison Strike inflicts poison, which lowers all stats by 2 for 3 days.
-Fire Strike inflicts burning, which last 3 turns in battle. Each turn a burning unit suffers an attack from fire with 4 attack, 1 damage. Note that this is an
attack, not a
hit, so the unit may take 0-3 fire damage over the course of the burning condition. I don't think it lowers stats, but I might be wrong.