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So, you start witha barbarian, but you actualy gain all 3 characters during the 1st mission. Has some tasty minor story-telling device for it.

The goal is to pass each dungeon with all your surviving characters. The fallen heroes respawn n the village. Everyone gets fully healed.
Unfortunatelythe villagers only have the same generic line every time (aside the very limited "advices" from thwe questor).

The village sells potion (kinda terrible ones, but whatever), some equipment (a lot of weapon variants for the barbarian - the axe deals 2 damage, the flail deals 1 damage to 2 enemies at once (pretty unlikely situation), and the sword does whatever -, a shield for the dwarf - blocks all melee damage until he moves, pretty awesome -, and boots for everyone - you don't need the extra movement that often, also can be problem where to stash the level's own quest equipments)). The bad news is, almost everything you can buy has a chance to do nothing, and has 1 charges, and they maybe cost an action too, not sure (that'd make potion of heroism useless).

Oh, all your characters have a chance to block, because why not. There's also chance for Critical Hit (everything applies to the enemy too), meaning an extra damage - pretty lethal for your wizard.

You have a movement phase, I think all character can move the same, sometimes the dwarf gets unreasonable double movement or somoething. Once you moved with a character, it can not move in that turn anymore. It can pick up stuff though on all adiacent hexes. But beware, if the character that moved in that turn is the last of that turn, doesn't matter if it has action, or stuff to pick up around it, the turn will end, and enemy turn/roll of fate will happen!

Also, while you can pick up stuff from all 8 hexes, only 4 monsters can hit you at melee at worst.

The mage has I think an extra 2 hex range to attack over the maximum movement range, and is the only character to do ranged attack.

The barbarian has the most HP (5), but has absolutely no skill.

Class skills mean you get 9 charges at one price when purchased. It isn't as interresting if other characters could buy the same ability.

If there are quest-items-to-use, they only work on the character holding it. You also can not toss around items. I wonder what happens if you run out of equipment-slots.

The dwarf's uniqueness is, that it can move 7 hex per turn.

Each dungeon also provides you the optional task to collect 3 stars. Beats me what htat does aside some unnoted achievement.

I'm yet to see what happens if you loose.

Each dungeon comes with its own amount of turns, so don't worry. I did, because I finished the first dungeon around the same turn as the second starts with.

There are doors in the 3rd mission. They are not always two-way doors, though in the end they did lead back to their point of origin, but not knowing that they caused me some excitement - and a restart of the level.

How the disarming traps system works:
- every activated trap cause 1 DMG
- seems you can't fail disarming traps despite what the description says
- only the dwarf can disarm, or even spot traps
- the pathfinding automaticaly walks around spotted traps
- to spot a trap, the yet hidden trap must be visible to the dwarf. So the wholething pretty much doesn't workj if there are many corridors, and you split your party.

Minor note: there is a chance a character (both party and enemy) will survive with 0 HP ("cheated death"). This pretty much equals to still running with 1 HP.

All in all, the game seems to be a dumbed down Darkest Dungeon, and I prefer it over that. In bundle with DD2 for 5$ it worth the price I'd say.

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Lvl 4-5 are double dungeon, meaning no return the the village-hub.

Tip: buy a bunch of Titan Shield always, and if you see a "boss"-creature (there are no unique bosses unfortunately), you should probably activate it, especialy if there re minions around. Combine this with the dwarf blocking the way and/or pulling enemies on to him.

The boss creatures's DMG is 2 by default, 3 when crithit.

The least useful unit is Barbarian. Make it open doors, then when the initial monsters hurt it, pull him back, block the passage by the dwarf (dwarf also melees the monsters from then), and use the mage for additional damage and sniping down the mages.
While the party is fighting, make the Conan the Thief pick up the loot.

Yes, sometimes the gold gives you negative gold. No idea on this design-decision.

Pay attention to what your characters say. In dungeon 4 they said "this room's gold is cursed", ment picking any heap up caused 1 dmg.

No idea where the 3rd star is in dungeon 6.

SPOILER

thjere's only 8level? And the last ends ubruptyl defeating the boss. Which is not even the Evil Mage. So to get 3 star there... And the game realy does not record your progress, neither allows you to re-visit dungeons for more stars.
And I think the "visit our pages" options in the main menu do not work :(

All in all, it's fine in a bundle with the 2nd, and the gameplay is fine, but leaves some desired stuff after it.

SPOILER END

Spells:
- I've not managed to utilize Charm. The best thing I coulddo with it, is make the enemy kill one of their own
- Blindness makes a monster to loose its turn. Can become handy, 3-5 racked for emergencies
- Chain Lightning actualy does no hit everyone adjacent, but only up to 3 enemies. Stzill the most useful thing in your reperoir.
- Firewall's description is confusing, but here is how it works: it creates a STATIONARY damaging hex, which is party-friendly and I think it lasts forever. Definitely until any enemy is visible. Oh: sometimes enemy can come out of the fog of war, if it was only 1-2 hex in it. The spell does not stack with itself.
- the basic attack of the mage is "anything in its walking distance", but it can attack diagonaly.

Oh, another note on general behaviour: it does matter which part of a monster you attack, I mean for the 2*2 size "bosses" (which can appear as random monsters, and some dungeons don't have them). So be cautious.
Post edited July 25, 2020 by twillight