Overview
Guide with the list of cards and perks available for each class.Also details which enhancement can be placed in which enhancement slot.Added some team build as well.After clicking on a picture, you can click on the link at the top of the picture to open it in another window where you can zoom in.
Classes
Brute
Cragheart
Elementalist
Mindthief
Scoundrel
Soothsinger
Spellweaver
Tinkerer
Enhancements
Builds
Spellweaver Trailblazer build
The main goal of this build is to clear jobs in easy difficulty very quickly.
You can regularly complete some jobs by round 3 and you will very rarely need more than 5 rounds.
It is not fully optimized, some cards / items could be changed to make it even faster.
r1: Reviving ether (b), Chromatic explosion (t)
Go next to the door of first room and charge up elements
r2: Stone fists (t), Zephyr wings (b)
Go as far as you can using boots of sprinting, at least opening 3rd room. Try to position yourself to hit 2 strong opponents with stone fist, hopefully sending one of them on a trap.
Also anticipate in which room you will do inferno.
You can position yourself and use stone fists to try to keep as many opponents in the room as possible or not.
Do not forget to activate cloak of invisibility ! (bad things happen if you don’t but it’s still possible to win)
r3: Inferno (t), Frozen night (b)
Heavy damage, activate Eagle-eye googles and major power potion and stay invisible.
After: use fire orbs to finish whatever is left. Use the giant spider and your mobility to pick-up some loot.
r1: Defensive tactics (b), Face your end (t)
Use the early initiative to disarm opponents that could immobilize you.
r2: Skirmishing maneuver (t), Hook and chain (b)
Help to clear up the first room and go next to the door
r3: Trample (b), Balanced measure (t)
Your main damage dealing turn, activate enhanced drill / boots of sprinting / major power potion and go through as many opponents as you can.
You can use blinking cape / doomed compass to end up next to someone and deal 10+ damage attack with balanced measure.
After: use frenzied onslaught and devastating hack to finish whatever is left
r1: Disorienting dirge (b), Melody and harmony (t)
Mass curses and buffs. The reason captivating performance is not played turn 1 is due to a bug preventing scoundrel to play its buffs afterwards.
You can activate mountain hammer / ring of skulls although waiting next turn to see if they are needed or not is fine too
The goal of these summons is just to clear first room when all your allies have gone (round 2 onwards)
Summons are strong on soothsinger due to its high damage modifier deck compared to others.
r2: Captivating performance (t), Booming proclamation (b) or Provoke terror (b)
Choice of bottom card depends on ally / enemies placement
r3: Power ballad (t), whatever is needed (b)
After: you will just be picking up loot from now on. Use inspiring anthem (b) whenever you have a proper setup due to its infinite range
r1: Single out (b), Watch it burn (t)
r2: Flanking strike (b), Stiletto storm (t)
Poison strong enemies, position yourself next to the door but leave the closest space for brute if it can reach it this round.
Winged shoes can be activated either on this round or next one, depending on your needs
r3: Hidden dagger (t), Backstab (b)
Play after Trample, just finish whatever is left.
Use your items (sacrificial robes, major power potion) round 3
After: duelist advance / throwing knives is a good combo to pick up loot
What could be improved:
Brute: add strength on the trample turn, can be done with lucky eye for instance
Brute: Defensive tactics is not very impactful, there might be something better to play.
Spellweaver: it would be good to play earlier in turn 2 so that other characters can start cleaning 2nd room already
Spellweaver: element generation on zephyr could be transferred to other characters / items for additional movement
Soothsinger: we don’t really need that many curses, disorienting device enhancement could be changed to something else
Soothsinger: the impact of power ballad is limited, and it takes 2 cards to setup there might be better things to play instead
Scoundrel: round 2 attack hits before soothsinger captivating performance, which could be changed with a card with slightly higher than 25 initiative that plays slightly later (although speed to clear room 1 doesn’t really matter overall so it’s ok to waste damage there)