![]() ![]() Exploration into the Courtyard and encountering Bloodsucker enemies presents chances for members of your party to be infected with the Crimson Curse, a persistent and nigh-impossible to cure disease akin in several ways to vampirism. The Courtyard also modifies gameplay for the rest of the game in several significant ways. The Courtyard is a location added in the Crimson Court DLC - the former lavish gardens and vistas of the estate, fallen to ruin and overtaken by a terrible, bloody insect-borne infestation and its depraved victims. ~ The Narrator on entering a expedition in the Courtyard Your mileage may vary (as said above, play style and party composition affects things.Soaked and sinking, these stone terraces and sprawling gardens are the site of long forgotten revelry.and well remembered regret. I built up charts of what to bring to each place. Personally I usually lean on the cautious side since preperation is expensive anyway so what's another thousand or so gold, but it's up to you to decide how much you want to prepare for fringe events. You don't want to leave your heroes exposed to status effects or hunger, but patching up every hero with a paper cut is expensive. Item are expensive and take up space for loot. For torches I would bring 10-12 for medium quests, maybe more if you're relying on light-dependant quirks or trinkets.ģ. I would also recommend bringing at least two shovels just in case (they can also be used on certain curios for loot!). I won't give you a full run-down, but in regards to food, you generally want to pack extra for the Ruins, while the Warrens have a lot of curios that grant large amounts of food with the right items (Weald and Cove are in between). Different areas have different curios and status effects. It's entirely possible for your heroes to go hungry right after a feast.Ģ. Just make sure you always have at least a little food in case you hit a hunger check. 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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