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Black Reliquary
Cheat Codes:
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Submitted by: David K.
Good Quirks:
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In no particular order.
* Evasive (+8 Dodge), Daredevil (+15 Dodge at <25% HP) - for Dodge
squads only.
* Quick Reflexes (+4 SPD), Night Owl (+6 SPD at <50 Torch) - for
characters that must always go first and for reinforcing the proper
party sequence.
* Clear Head (-20% Stress while at <60% Stress), Steady (-15% Stress),
Noctomania (-20% stress while at <50 Torch) - good for everyone but
especially for no stress healer teams, Plague Doctors and Abominations.
Frequent critters may also want one of these.
* Lethal (15% enemy Protection ignored, arithmetically) - any physical
damage dealer without in-built armor bypass (aka almost all of them)
needs this one.
* Giant Slayer (+20% Dmg and +5 ACC vs size 2 or bigget) - mostly for
Kvarotz hunters.
* Hot to Trot (+15% accuracy on preparation round) - characters with
strong DoTs and/or AOE damage. Plague Doctors, Shieldbreakers and
Houndmasters first and foremost - the sooner you land those DoTs, the
faster the enemies melt.
* Sneaky (-20% party surprised) - supports only.
* Area Adventurer (-25% stress in the area), Tribal Skirmisher (+8 Dodge
and -15% Stress vs tribe), Tribal Nemesis (+15% DMG and +5 ACC vs tribe),
Tribal Challenget (+15% Damage and -15% Stress vs tribe) - that’s why
specialized team are so good.
* Area Tactician (+10% Damage, +3% Crit on interaction with trap or
obstacle for 2 battles; -15% being ambushed), Area Explorer (+4 Dodge,
+2 SPD on interaction with trap or obstacle for 2 battles; +20% Trap
Disarm) - one party member can go for this duo. Just remember that he
personally has to disarm those traps / dig out those obstacles, meaning
he must be selected when you interact with them. Might even be abused
for the bosses as entering/exiting rooms may generate new traps to
disarm. Tactician is tricky to get, btw - you’ll need to read a curio
guide to semi-reliably get that one.
* Fairweather Fighter (+20% DMG while at 100% health) - mostly for
burst-oriented teams.
* Lurker (+15% damage at torch <50) - for dark squads only, obv. I’m
not a fan of various +10% damage quirks, btw. 15 is worth it, 10 is
not.
* Hard Skinned (+10% Prot), Brave (+10% Prot and -10% Stress while
Marked) - it’s easy to stack Protection in this one and the more of
it you have, the more efficient it does become.
* Enlightened, Natural Swing, Natural Eye (+8 ACC for mystic/melee/
ranged) - most character builds specialized in one manner of combat
only so it’s just a universal +8 ACC. And that’s real good.
* Superstitious, Precise Striker, Eagle Eye (+5% mystical/melee/
ranged crit) - this one is more specialized than the previous one.
You need this on non-DoT, non-AoE damage dealers.
* Hippocratic (+20% Healing Given) - every healbot’s dream.
* Gifted (+20% Healing Received) - great on tanks.
* Hunter (+15% DMG vs marked, +5 ACC vs marked) - mark squads only,
obv.
* Trophy Hunter (+8 ACC and +5% Crit vs Bosses) - that might be
difficult to understand as not every farming party is good vs bosses.
* Eraser (+5% Crit and +5 ACC vs 75%+ Health targets) - for
characters that have high one-shot potential.
* Clotter (+20% Bleed Resist) - Flagellant healbots.
* Technical (+10% Bleed/Blight/Debuff chance) - characters with major
skills with this stuff. But not Occultists (unless you like to bleed).
* Accurate (+5 ACC) - low accuracy characters.
* Fencer (+10% DMG, +5 ACC for riposte) - Highwaymen, Men-at-Arms,
Grave Robbers. Maybe Dredge or Hellion if they lead an overbuff team.
* Bold Bleeder (+10 ACC while bleeding) - any team that uses Jester’s
Battle Ballad loves this. It’s all about Grim Tambourine - it adds +15%
DMG and Bleed 2/3 to Ballad. Naturally bleeding is a malus, but with
this it’s just another huge buff for the team. Not so good otherwise.
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