Since there are quite a few, I've divided them by 'good' and 'bad' combo effects and indicated whether the effect originates from a card's location or from their time on the world grid. Each combo is also distinguished by card type: 'Road' means on the loop itself, 'Roadside' means next to the loop, and 'Field' means either inside or outside the loop, but not adjacent to it. Now, since some effects are good and first and can become bad, and vice versa, Loop Hero's mechanics are more nuanced than these two categories. Equally, cards are good and bad in context: If you're on the edge of death, a combination that spawns more enemies is bad. If not, each slain enemy is a chance for more loot and cards. Regardless, I've detailed everything you need to know about each card so you're well prepared before you place your next card. Triggered by: Placing your tenth Mountain or Rock anywhere on the map, and every tenth Mountain or Rock tile after that. Spawns a Goblin on an adjacent tile once per day. Watch out for the 30 percent bonus damage Goblins deal when one of their allies are killed. Triggered by: Placing a Swamp next to a Goblin Camp Especially dangerous for Necromancers with low attack (summon) speed. Triggered by: Placing a Village next to a Vampire Mansion The same as a Goblin Camp, now with a somehow-even-more-irritating Goblin Archer, which cannot be killed. Triggered by: Remove a Grove next to a Blood GroveĪfter three loops, it transforms into Count's Lands. Getting rid of a Grove next to a Blood Grove with Oblivion gives you a Hungry Grove. Triggered by: Two Battlefields placed with an overlapping area of effect Enemies with less than 20 percent HP are finished off, but there's a chance your hero will be hurt by its leafy tendrils, too. While having as many Battlefields providing you with more loot with each loop as possible is great, beware that placing two too close to each other will form a Blood Path. The downside is that these spawn Blood Clot enemies, but they can be dispatched easily with magic damage. Is the main stat you're looking for in your gear.Triggered by: Removing Village next to a Wheat Field Note that Battlefields in general are less useful to Rogues, who do not earn loot from the treasure chests spawned here. River synergies with Mountains and meadows The other changes - the introduction of the Maquis tile that interacts with Forest and Desert tiles - isn't that important for the Warrior, as you shouldn't be taking Desert tiles anyway. Overall, these Witch tiles are hugely impactful, but might a difference if you're struggling on a particular chapter. (10 per cent of your HP is directed back at you), although they will also heal you if you and the Witch are the last two characters in the battle. This does cause Witches to spawn on nearby tiles. Once you pass the Witch Hut, you will be granted an That being said, the Witch Hut and Witch interactions might push you toward picking up the Swamp tiles in your Warrior deck. It appears that the introduction of new cards and tiles hasn't impacted the success of what we called the "Invincible Warrior Build." Health is still your most important focus, with plenty of mountains and rock tiles placed down along tiles for extra healing and big HP boosts.
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