![]() Bring even more if your team has limited to no healing camping skills, as you will be relying heavily on camping feasts and post-battle snacks for healing (it may pay to purchase skills from the Survilalist Instructor). If you have no in-fight healers, bring extra food to compensate. My last two runs(both cove) were ridiculous, I found 7 cove specific curios and one common curio and managed to rid my heroes of 8 negative quirks that way.( I keep waiting for the horrible trap the RNG is setting me up for.)Īs has been said, it vastly depends on your lineup, where you're going and how much risk you're willing to takeġ. ![]() Thats a lot of gold and time saved in my opinion(Check the wikia for details if you want to know more). Also, a certain curio will get rid of one random negative quirk, including locked ones. The traps are nasty and medical herbs can remove the debuffs. In the Cove, I bring a full stack of medical herbs. I always bring skeleton keys and keep at least one until I have either looted an secret room or have confirmed there is none or it becomes to risky to keep searching. Gold stops beeing such an issue if you drag the antiquarian along, which I always do if possible since the update.įor other supplies, It drastically varies depending on the area. Since I lack the proper trinkets in my current run, I always 16 torches. Food is rather cheap, can be used to heal in an emergency and I rather trow away some food then suffer from hunger induced stress and damage when the RNG decides to trow too much hunger traps at me. 3 Blood Rings, to hell with food! Assuming you do not have those: minimum of 12 Food, I usually bring 20.
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