You can actually tell when your hero will drink a potion. Just above the health bar, there's a blue line. Whenever his health goes below that threshold, he will drink a potion.
Summon quality also allows you to spawn skeleton mages over skeleton archers in slots past 4. They don't seem to do more damage, but they do MAGIC damage.
the crypt is especially usefull for necromancers as they don't use armor which means the downside of not getting hp through armor doesn't apply. In my opinion the best calls for using the arsenal is a rogue because they get access the amulets which add that magical shield that recharges after every fight. Those are probably the most usefull from the options you get from the arsenal, but that one is a closer call.
The Tip with the Thicket is a bit untrue with the Values , when 2 Rivers are close to it you get 8% Attack speed not 6 ( and 12% at 3 Rivers) Summon Quality also increase the chance that a Skeleton Archer (which you only get with 5 minons or more) turns into a Skeleton Mage (which Does Magic Damage duh)
@@dustingreene5725 As far as I can tell at 50% quality you get a good amount of warriors/tank skeletons but the mages are still very uncommon. need closer to 75% for those to be common.
Your comment about rivers and thickets is still not true. 1 river by a thicket equals 4 attack speed. 2 rivers is double that for 8 speed. 3 is double that for 16 speed. 4 rivers next to a thicket will net you 32 attack speed.
@@mindbullet190 No it doesnt , to make sure i tried it out ingame again if your statement is true but the game doesnt do Math like that ( I assumed the same as you before testing it myself) The values still are (2,4,8,12,16)
@@jonathanborba9280 It should just be a 50/50, but the thing is, that since archers don't get killed, you don't "reroll" them whenever they die, so it feels like you get more archers cause you get "stuck" with them
Yo dude, respect - I've watched a lot of youtube over the last few years. Very few people get straight to the point like you do - I love it. Good audio quality too babe, keep at it!
6:38 - Ooooh, now I get what that little blue notch over the health bar is. It indicates the reamining health for the next potion use! I got confused and thought that it was just a weird indicator about how full the potion is.
Summon quality actually lowers your skeleton DPS overall. Skeleton appears to do two hits while the Skeleton Warrior attacks more often. Golem is A+ key etc etc for survival at some point, but I've gotten out of DPS soft locks with Sirens by _removing_ all quality. Also, if you watch them against Training Dummies, they trigger two counter attacks. Also, ghost spawns are 20%, unless the tooltip is wrong. Definitely feels like 10% though.
Considering that Loop Hero's Alchemy system requires that you break-down an item before you can synthesize it again, if you don't have Alphonse's body as a sample you can't bring it back with Hydrogen. RIP.
1. Go to chapter 2 (on chap. 1 prime matters don't have creationism) 2. Fill the loop with groves 3. Use river and thickets to increase your attack speed 4. Use ancestral crypt, you're going to get hundreds of hp x loop 5. Chrono crystals can be used to increase the amount of enemies and temporal beacon can speed up the day (but the watcher can turn some fights into real messes) 6. Vampire mansion? If you feel brave enough and want to farm orbs of unity
7:05 I checked the numbers myself and rivers actually help a lot more than this when going above one (orthogonal) adjacency to river(s). A thicket gives +4% attack speed when touching one river tile (instead of +2%), +8% with two touches, +12% with three, and +16% when surrounded on all sides by river. Or, to break the math down into a generalization, the first time a tile touches a river, it gets an additive +100% to its effect, and each additional touch beyond the first adds +200% to the effect, giving a maximum of +700% if surrounded on all four sides. Thus I find that, if you've got enough space for it, place your river in a zig-zag (up, left, up, left, etc., as opposed to up, up, right, right, up, up, left, left, etc. - though I do like that when the layout requires a straight-away), doubling back with corners touching at the vertices, to make a whole lot of empty spaces with rivers on all four sides. This will promote the best buffs with the smallest footprint. I also find extending the outside corners of the river into roadsides to be effective. It might turn the river into a reed there, and thus be unable to buff a tile, but the outside corners wouldn't be touching tiles anyway, so by extending out one further, you're just giving yourself more room.
Its actually hilarious. After watching this video, I got the ghost of a ghost of a ghost thing in a loop the very next day 😂 couldn't believe it honestly. Wish I would have thought to screenshot it...
I never used the golden crypt card and considered it a crap, because I was sure that it just gives you hp back after kill, not increase to maximum hp :(
I was wondering why I got a maze of memories in the middle of the loop. That Prime ghost also explains how to get that weird steam achievement done. Thanks!
It's not fun, it's just a grind and based on nothing but luck. You need at least 3 Prime Matter spawns, and at 1/125 chance to get each one, you've got a long running probability requirement to hit of 1/2million to be satisfied across multiple kills.
The prime matter actually has a decently high chance of dropping golden cards, it's 33% or 1/3 I believe. I have played the game for less than 30 hours and already got at least one maze of memories, one zero milestone and three arsenals from prime matter over the course of all my runs. As long as you place battlefields whenever you can and fill their range with enemies that have souls (spiders don't have souls for some reason, use stuff like groves and vampires instead) you will be seeing tons of ghosts and some ghosts of ghosts every single loop and you'll eventually get a golden card.
Magic damage doesn't do true damage to the mobs spawned by the smith's forge (the only thing it doesn't do true damage to as far as I know) due to their trait of reducing all damage to 1. I think the gargoyles trait of 60% reduction might affect it as well as these are traits not armour that cause the damage reduction
Also the rivers stack like 2x2 instead of 2+2 from what I can see. Ie the each river multiplies a tile in sequence rather than adding up all the rivers multipliers st once and applying them. A thicket with 2 adjacent rivers will give 8% atk speed. You can test this yourself to see and imo this stacking is what makes rivers amazing.
@@GygasDistruttore I never thought about that, it would take some weird spiral pattern to make that happen if so though I would've thought. Sick idea though let us know, the oasis effect is one of the best if you're packing 100%+ atk speed to insulate against it as you still get the benefit of the dunes in addition to the oases
"The maze of memories card does not have any secret uses. All it does is this one specific thing that is arguably extremely useful that the card description does not explain that i will now show you" lol
Smoool mistake for the rivers... The effect doesn't get tripled if 3 rivers are jasoned. It's actually 2x for one river 4x for two rivers 8x for three rivers 16x for four rivers It's extremely broken as a single thicket can get u +32% attack speed if 4 rivers are jasoned
finally a video with tips you can actually learn something from, not a video from a dude with 15h played total, telling you to build 3x3 mountains to turn it into a mountain peak lol
While it is true, magic damage can't be protected against in 99% of cases, there is an item, a Jewelry, called "Silver Mirror". This will reflect Lightning strikes from Storm Towers as well as Magical Damage. 17 or so will make you practically immune to the Chaper 1 Boss (as most if not all his damage comes from magic). This item will also reflect a lot of damage from the other bosses as well, but they deal standard damage as well as magical damage.
Quality is definitely not more important than level. A nice mix of both is important. What's the point in maxing quality if all your skeletons are going to do is lightly pat the enemy. (As evidence in the video) But same if all you do is maximize level, higher dps, higher likelihood of getting hit.
Wait is that rare to get the multiple ghost things? I got one of them the first time I planted two battle fields. And I was sitting there wondering why the fight didn’t end. And saw one ghost after another pop out.
I got 2 zero milestones, 2 maze of mysteries, and 1 ancestral crypt in my last run putting battlefields everywhere. Doesnt scale well endgame because the ghost enemy that drops the random cards kills you garunteed on 6th hit and they attack super fkn fast on loop 30+ so wouldn’t recommend spamming battlefield, the extra gold cards arent worth it. Got the achieve though which was cool
i usually start with arsenal and one run i was doing to farm some items i got a zero milestone and i didn't think i had this unlocked at moment, the ghost of the ghost of the ghost can drop card that u haven't unlock yet?
Max HP doesn't increase despite equipping armour with higher max HP? I noticed when equipping armour with (for example) 700+ max hp, my rogue's HP stays at 346. Is this how it's supposed to be? The difference in max hp I get from an armour with ~250 max hp is quite similar to that with 700+ max hp
The building to unlock the rogue, the one to unlock the necromancer, I think it was graveyard i don't remember. The forest is very nice. Whichever building gives the ancestral crypt is also important but I don't remember which building it is.
Basically build everything else first. But, definitely build the watch towers. All 4. When upgraded, they give crossbowmen in the back row that will attack (afaik) two tiles away from the campfire. This is super handy for getting strong/lots of monsters out in the early loops, as the archers do a ton of damage. I shifted from just dropping spawning cards wherever to trying to get as much stuff as I could around the town (bearing in mind that monsters cap out at 4 per tile, vampire mansion/spent bookery/temporal beacon notwithstanding).
Magic damage was reworded to be 'real damage'. Rivers are only worth it, (very fun card but hear me out), if you can double up the effect on both sides of the river, or you're trying to get special zones like river + desert + forest combos. Rivers don't benefit from the doubling effect if you can't use both sides. Think about it, mathematically. If it takes a slot to double another slot, you might as well have merely placed two of the thing down you want to double. So you have to optimize rivers by ensuring you can place on both sides of them, else you're honestly wasting a space on the board.
@@jonathanborba9280 Yup regarding quality I knew. Also going beyond 100% on that gives no benefit whatsoever Anyway thanks a lot, I assumed that magic damage just increased the "book bash" move for the Necro, a bit of a shame (even if a "meele Necro" run could be fun)
You just have to get rid of all the charges from the Bookery first before it starts spawning Tome enemies, which takes a while depending on how you have it placed. Try placing your Bookery so it gets triggered when you cross multiple spaces.
since it doesn't say 'max' HP on the ancestral crypt I thought it was just healing and basically never use it.... It's a cool game but some of the rule writing and instructions are sub-par.
7:20 - 3 rivers isn't x3. It is x6. Using forests instead of thickets here for easier math. 0 rivers nearby = +1% 1 river nearby = +2% 2 rivers nearby = +4% 3 rivers nearby = +6% 4 rivers nearby = +8% And all those are doubled for a thicket so 1 thicket with 3 rivers will give 12% total.
No, I played for 20 hours, beat the game, placed all the buildings, filled the rest of the spaces with mud huts, then looked into using cheats so I could make videos faster.
@@VideoGameDataBank You could have edited the .ini file values for the alchemy. Just look for the values you would recognize and reverse a few... or put some at 1 to create and 1000 to dismantle...
You can also edit to make resources give more hydrogen and cost less netting you a positive balance per item crafted and sold. Did it, regretted it, started over.
Assuming your definitions of Magic Damage and Defense are correct, Magic Damage still seems nearly pointless. Unless their defense brings your damage to zero, increasing your damage would always increase their HP loss by the same amount, whether it's magical or not. For example, say they have 10 defense. You have the choice of a weapon with 15-20 damage, or 11-16 damage +4 magic damage. In both cases, the enemy will be taking 5-10 damage per hit. If you somehow had a weapon with 5-10 damage +10 magic damage, then sure, you'd always deal 10 damage per hit, but assuming you scale even remotely well with your raw damage, choices like this wouldn't come up. I suspect there's more to it, or there at least should be if the devs wanted there to be a more interesting relationship between stats.
there's more than defense though, some enemies recieve reduced damage in certain circumstances, like gargoyles in stone form. Haven't tested if it works against their damage reduction or not, but it would mean the difference.
Geez how many hundreds or thousands of hours did you play to gather thousands of even the basic stuff like stone and wood? The game is slow as fuck... I think you are playing this 24/7 lol, can´t even imagine how long it will take to gather the rarer stuff.
@@ayob3596 yep I discovered that a while after I made this post. Game was fun at the beginning but then quickly turned into a chore, just wanted to see the ending. Wasting hundreds of hours of your life in a loop just to craft some items is a major waste of time with very little reward.
@@agauerm This is a very valid critique and something I hope they address because the game instantly begins to wear out its welcome with how unnecessarily grindy it is. I feel the developers should have reduced the unnecessary grind. There's nothing wrong with a short game if it's very well done and satisfying.
Crypt sucks. No enemy with a soul is trivial enough to spam the loop full of 5 group fights with and dealing with them is slow and miserable. Ratwolves even become literally immune to aoe and oneshots so you're just constantly trading hits.
I A. Had NO fucking clue the game got this involved o.o & B. Fought a Prime Matter on my second loop lmao I thought it was really cool but my friend who has had the game longer than me was like "wtf is that?"
Do you know if farmers scythe damage to all buff works on the whole loop or just wheat fields? If it works everywhere, can you show a build of maxed out farmers scythes.
@@Jonjon13Jonjon13 yeah, but if you're farming materials, or going for as high of a loop as possible, you really shouldn't have any villages, wolves are also double worse, because not only do they not take split damage, they also only take up to 30% of their HP per hit, so minimum, you have to hit each wolf 4 times, and if you have 4 in a battle, that's 16 attacks, or 4 stamina bars, since each attack uses 25 stamina, and you only have 100.
@@landmine36 Stamina regenerates slowly over time, and you get a chunk back for taking damage so thats not entirely true. Evading also takes stamina so you need to balance your attack speed and evade. It's MUCH better to have less evade/attack speed, then it is to run out of stamina.
@@jonathanborba9280 that doesn't change anything, because you still minimally have to attack 12 times, to kill 4 wolves, and that's assuming you don't miss, even if stamina wasn't a factor at all, you would still be better off fighting anything that doesn't have protection from damage all, or 30% damage at most per hit, much less having both of these traits. and you can't dodge if you have a magic shield (rogue) until it's depleted, but by the time you're late enough in loops for that to matter, you're probably going to have 300%+ attack speed, running out of stamina before each enemy attacks, especially if you have your own wolf