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How to git gud?

A topic by Utulu created 2 days ago Views: 572 Replies: 9
Viewing posts 1 to 6

It doesn't matter whether I go stealth or aggro, Eventually I get put into gear I just can't ever remove because I have no way to get to a friendly ghost. Either I am in a locked cell I can't open or leashed around by someone, I can't defeat.

I read the ramblings tips thread. But I fear, I miss some foundations that make that stuff useful to me.
How is this game generally played on a tactical level? 
What are good milestones to try to achieve?
Should I try to not anger the gods by not plundering their shrines?
Should I accept quests (looks like a pretty bad idea when they bind me into doll gear on the first dungeon level)?
Can I somehow lure enemies to a spot where I'm not?
Is capturing generally the preferred way of defeating enemies?

(3 edits)

The rambling Madman thread is super great, but I get all the information is a bit overwhelming. I'll list parts that I feel like are most useful from the thread for just starting out.

These are things you can pick up regardless of your perk set up:

-Willpower is the stat that's used to determine whether or not a restraint gets applied to you. More willpower means less likely to get restrained. 

-Defiance: This is from the Upgrade section. For each 10 current willpower you have over 50, you get +5 to bondage resist. So basically its an upgrade to the willpower stat.

-Willful Struggle: Another pick up from the Upgrade section. For each 10 current willpower you have over 50, you get +1% to struggle power. This is your main upgrade to escaping restraints that's always available. Since you can have up to 400 willpower, this means depending on your current willpower at the time, you can have up to a 35% increase to struggle power. If you've been jailed, your willpower is likely limited, but if your willpower stat is capped, you can still have up to 200 current willpower from sleeping in the bed, which gets you 15% extra struggle power.If you only have the base 100 starting willpower, being jailed would leave you at only 50 willpower from sleeping, which provides no bonuses, so willpower is typically the stat you want to upgrade most often and cap earliest.

-Super Strength: This is a spell in the Elemental Spells category, and is a toggled spell. It can also increase physical damage, but for escape purpose it gives a flat +15 points to your to struggle power

-Unlock: A verbal component spell used to remove a single magic lock.  If you're too heavily gagged you can't use it. Of course also costs mana.

-Greater Unlock: An upgraded version of Unlock that removes all magic locks currently on your restraints. Although depending on the version in the past it has also just removed all magic locks on the uppermost accessible layers of restraints. I think the current version does let it unlock it all. 

-Disenchant: A Verbal component spell used for dealing with things like magic ropes and belts. 

-Release:  Another verbal component spell. Using it removes restraints that are currently considered removable (As far as I can tell it just seems to mean restraints that aren't locked). May not effect restraints in an inaccessible layer.

Telekinesis 101:  Something not mentioned in ramblings because it can be a tad unreliable at times. It lets you hold a weapon even when bound in a way that wouldn't normally let you hold a weapon. The attack accuracy is 0%, so its typically meant use things like scissors to cut restraints with. But I've found in a fully bound state the character just outright drops it anyways sometimes...and if you have the 'Can't Touch That' perk active, you aren't going to be getting it back that easily. 

Next is Goddess reputation. You had your suspicions and you were right. Goddess reputation also effects your struggle power value against restraints. Having good or bad reputation can positively or negatively effect your ability to struggle out of certain restraints. So you want it to go uuuuuuuup. Meaning picking up spell orbs early on better be worth it when your reputation is low. You can increase your reputation with a certain goddess through a handful of ways according to the guide, but I just make sure to do the goddess quests on the floors as I feel I can do it. 

Weapons you can use while restrained: Its a good idea to have a backup weapon set in a position to be swapped in if you get bound and can't use your weapons. Arcane Orb and Escort drone can let you still fight back in a bad situation. of course you could always try opting for a unarmed damage build. Then you can deal a lot of damage even in a fully bound state. 

For Perks choices, go reread the rambling madman's guide if you want the full gist. I'll just reiterate a few perks that I have a preference for. The Smooth Talker perk for more consistent access to greater unlock and other emergency spellcasting (Like upcasting to incinerate), and psychic to maintaining some access to using items when bound.  Quick-draw lets you switch weapons or set up an upcast without using a turn. This is great if you need to quickly upcast to a spell you have access to in order to end the fight more quickly, or need to switch to your Arcane Orb/Escort drone weapon. 

As for tactical playing, during the early few floors its a good idea to be really careful until you get your hands on some spell points. Probably don't take spell point orbs unless you have a really good reason to, second guess whether or not you want to open any shadow chests, because they can shoot out some really nasty restraints that are hard to deal with at the beginning. Try to avoid being near groups of enemies. Sometimes the best way to handle groups of enemies early on to just turn around and walk away...and hope you can catch some of them alone later. 

Always figure out where your friendly Ghosts are as soon as reasonably possible. I don't personally even open up chests before I know where Ghosts are available nearby, just in case a chest is trapped.  As your character unlocks more skills/spells with spell points, you can be a little less careful, but at the early stages always know your escape plan before opening a chest. After you manage to get some willpower upgrades, and some decent amount of spell points invested into resisting/escape bondage, even some tougher restraints like cyber restraints can be struggled out of.

Save up your keys and picks, and keep an eye on your magic key stock, and pick and choose carefully what restraints to actually use it on. But once you feel like you have a bit of surplus, start opening up chests that need magic keys, as they give spell points without angering goddesses. 

Take a look at what goddess quests are going to request ahead of time and decide whether or not you feel like you can deal with what you're expecting to spawn. For example, I'm not sure if I can safely handle dealing with the elf and cat dispute at the beginning, but even if I mess up a little bit at the end of a rope kraken fight, I can probably deal with the aftermath. 

Its usually a pretty safe idea to explore the entirety of the main part of the current floor before you start exploring your subdivision. The more you know about the layout of the floor, the more easily you can prepare your escape plan if something unexpected happens. 

If you need to refill your willpower, and the willpower tablets on the floor aren't really enough to fill it up, you may want to back track to the shoppe floor to be safe. The tables on the shoppe floor will reset every time you leave the shoppe, meaning you can use flipping them to fill up your willpower if more convenient means aren't available. 

First off, it sounds like you're playing on hard difficulty settings with a lot of drawbacks.  Don't do that. The easy options are there for a reason.

As for actual tactics:
Try to pick off enemies from outside their detection range. Wizard is good for this, the starting passive ability lets you cast a free attack spell every 16 turns (or 10, if you spend one of your starting spell points to upgrade it). Failing that, try to lure them away from their groups and into an open space where you have room to dodge. I'd recommend buying a spear from the starting merchants, it makes things even easier by forcing enemies to use their ranged attacks (which can generally just be sidestepped) rather than their melee (which usually hits a 90-degree arc).

Attacks with dashed warning boxes have a warmup of one or more turns. A lot of enemies' default melee attack is to apply restraints, which always takes two turns and can usually be interrupted by hitting them. You can exploit this if you're caught in a tight space: approach an enemy so they try to bind you, hit them once, then step out of the danger zone to reset the warmup. Be warned that if you're wearing a harness, melee evasion gets a lot harder because humanoids can grab you as a free action.

If you do get a restraint on you, try to remove it ASAP even if it's a "non-binding" restraint like a collar. Most common arm/hand restraints can be struggled out of under the right conditions, and most other non-metallic gear is weak to cutting. Pay attention to the descriptions and struggle messages, the game usually tells you outright what each item is weak to. Also note that most restraints aren't actually locked when they're first applied, that's a separate action.

You should do every quest, they give great rewards and are one of the few reliable ways to boost goddess rep. If you do insist on using the Bound Crusader drawback, any particularly harsh restraints (arm/hand restraints, or anything from the cyber doll set) will be unequipped when the quest is completed.

Goddess rep can increase/decrease escape difficulty by a fair amount, so I'd advise against breaking orbs early on. You can instead get spell points by looting certain chests (look for the ones with blue circles on them) or as a quest reward.

Binding enemies is generally harder than killing them, and non-humanoid enemies are outright immune. Don't bother unless you intend to recruit them, or if you accidentally started a fight with a friendly faction and want to avoid the rep hit (just don't actually capture them).

If you get stuck in jail, you'll eventually get rescued unless you disabled it in the starting options.

Thanks for the summary. Flipping tables actually does feel very emporing ;)

How do i know, what enemies I would expect from a goddes quest?
And is there a way to know in advance how strong and dbilitating the restraints are that the goddess puts on me when I start the quest?

Which weapons are useful for which enemies and other tasks? I think, the hammer can destroy some doors and rubble.
Is unarmed actually viable? I often end up not being able to hold a weapon. Fighting back in that state seems somewhat futile (I tried, but didn't have any of those unarmed-.related perks).
Given the reputation loss when actually killing instead of capturing, does using actual weapons instead of chains (which somehow seem to not be real weapons, but make enemies captureable) even make sense?

Is  armor actually good? I can't see the stats in the shoppe without buying stuff. But the chainmail bikini seemed to be malus-free while some other chainmail stuff was somewhat restrictive (not much, but still).

In some ancient letsplay, the player dodges basically every attack. Is that still possible and something I should try to do?
The video also suggests that clearing the entire level before opening or touching anything is the way to go. And summons seem to expire after a few turns.
Are there other role model videos or even tutorials?

And because I just got completely taped by one... how to deal with drone swarms? They seem to be absolutely kicking ass and they are fast.

Is capturing enemies the best way to make money? Or is finding one that likes you and let them put restraints on you that you then sell to the shoppe better? Both come with massive risks. I think, I need lots of money to buy lockpicks and bribe goddesses.

Each goddess only has one quest. Latex is always alchemists and latex cubes, rope is always a giant animated rope, metal is always robots etc. They don't apply any bindings by default, but with Bound Crusader they'll pick 2-3 random restraints that are associated with that god (it's listed in the item descriptions).

You're overthinking weapon selection, just find any melee weapon that deals decent damage for a reasonable SP cost. Swords are the most efficient overall and spears have the most OP gimmick, but as long as you're not meleeing people with a bow or something you'll generally be fine. Unarmed is a last resort.

Don't worry about losing rep for killing enemies, if a faction starts out hostile they're probably going to stay that way.

Armor does reduce damage somewhat, but the real benefit is that each piece protects you against one binding attempt. All torso armor has some kind of downside, but skirts, pauldrons and leather gloves/boots are free. Yes it looks goofy, that's why there's a setting to hide your armor.

All attacks are dodgeable as long as you have room to maneuver. Pay attention to the warning boxes.

There is a pretty decent in-game tutorial, if you weren't aware. It's the leftmost portal in the starting area.

By drones, are you talking about the Ancient Guardians drones or the Nevermere drones? The ancient drones can be drawn out and picked off like any other enemy. Wolf drones are summons, meaning your main priority should be to snipe the summoner. If they summon too many, just run away until they start despawning. (That being said, it's usually easier to just avoid starting any fights with Nevermere in the first place.)

Your main income streams come from defeating enemies and selling their dropped loot, ransoming enemies gets you almost nothing and intentionally getting tied up is terribly inefficient (the items are usually locked). You don't really need to buy more than two or three lockpicks from the shop, you can get plenty just by looting the random shiny spots on the ground.

I think, I sort of get the basics now. But I ended up with a witch in my party who is at 0 HP and I try to feed her a restoration item, but she doesn't accept stamina, mana, or strength potions. What does she need?

The UI for feeding party members is a little unintuitive, you have to use the "feed this item to the NPC" button (the one with the cookie icon) instead of the "use item" button. 

That button is disabled for those potions. I think, I once used it with a cookie. But I didn't find another cookie since then.

You'll need to learn it, but you can wake it up with a heal spell. Or a potion of energy, or sweets. But if you don't have any cookies, you can buy them from an NPC, a merchant altar, or steal cookies from a table (be careful, the chef will occasionally attack you). Also, although I don't recommend it, you can sometimes get cookies as a reward from an NPC by taking a walk as a prisoner, so it might be worth trying.

Welcome to Alpha version. Game mechanics are not set in stone yet.

Good news: unless it's some bullshit like regrowing Crystal locks, it's all manageable.

If you want to reach NG+ by legit means, consider fire mage focused on free casting stuff. Yes, upcasted fireballs with 0 manacost. Check Wizard's learnable perks carefully. And don't equip things which you don't need. Don't open purple chests. Kill ghosts on sight.

On a tactical level... Don't get cornered. Don't accept quests unless you've uncovered whole level map. Don't accept more than one quest at a time. And yes...

> Should I accept quests (looks like a pretty bad idea when they bind me into doll gear on the first dungeon level)?

Un-select Bound Crusader perk in pre-session perks selection. And don't you even dare to touch kinky game mode button (which is below normal and perk selection buttons).

> Is capturing generally the preferred way of defeating enemies?

Yes unless you're planning to use Summit (player base). If you won't personally wrap every prisoner like a christmas gift, they tend to escape. Which might turn your player base into an Apocalypse grade battleground. Since Summit is generally useless, not much of a problem.