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 Inkbound Cheats


Cheat Codes:
Submitted by: David K.

Useful Tips for Chainbreaker:
Chainbreakerís Runic Strike (1) is its bread-and-butter. There are 
some turns where you donít actually have to do anything else, because 
itís the highest damage output 1 in the gameĖ not to mention, the fact 
that itís a movement Binding means that you can use it to gap close 
(instead of your normal movement), and even use it to deal damage 
without taking chip from Blight.

You can also use Infused Fist (2) to avoid damage from otherwise-
unavoidable attacks by shoving enemies away. I would recommend using 
it primarily for this, unless you have Sapping Fist and need to healĖ 
or if killing an enemy (or enemies) would mitigate more damage than 
shoving it away. Remember: death is the best crowd control!

I would avoid Benevolent Eruption, and pick up Sap whenever you can. 
Magic Runic Strike and Physical Runic Strike are also both very good,
because they offer a very high boost to base damage. Long Runic Strike 
can be used to overcome High Gravity, and Sundering Runic Strike is 
very good. I avoid gunning for Poison early (unless I get Exodia) 
because it makes me more susceptible to chip damage.

You should always be picking Marker of the Unbound if you see Gunkfilled 
as your first book. Otherwise, I like Scales of Infinite Potential, and 
Rose of Rubies is currently generally very good on every Aspect (albeit 
you should pick up at least 2 Verdant if you use it).

-=Drafted Bindings=-
In general, you should be able to make it work with most of them, but 
there are still clear winners here. Jinx and Cleave are both 
extraordinarily high damage, and are really good on Chainbreaker because 
of your ability to reduce their costs with combo. Graspís ability to 
pull in enemies means you get even more movement freed up, while doubling 
the next hit of your incredibly-high damage (which is further improved 
if you can find Envelop). Poison Vapor is the obvious choice for a Poison 
build, but I donít like Poison very much myself, so I personally avoid it 

Smoke Bomb is universally good defensively, with Afterimage, Shield Wall, 
and Restoration also being not terrible (in solos, anyways; you probably 
just want more damage in multiplayer, and Smoke Bomb is the only one I 
actively like taking out of these). I donít personally like Cultivate 
(youíre already kinda tight on how much Will you can spend). Blink and 
Quicken arenít super duper necessary imo because you donít need more 

Tips on Solo Deep Dive Rank 8:
* Get some type of defensive things Ė Pick something to focus on, and go 
  ham on it. A vestige set, a damage type, or what have you.. An early 
  Bastion, Verdant or Vigorous set can remove some of the heat the enemies
  are giving you.
* Focus on a specific set. Yes, bastion 3 is great, but it might lead to 
  you not being able to to defeat the boss because youíre lacking either 
  options or DPS. With Magma Miner for example, I always tried to go for 
  either Striker or Molten sets, sometimes both. Omni-damage is always 
  great to have and with bastion 3 for example, you can get up to shadow 
  5 without taking any health damage.
* Take a trinket you are comfortable with. I personally love Blessing of 
  Kwills, it allows you to reroll into higher rarities, making even 
  tarnished vaults pretty useful early on.
* Basically always take hard fights. I assume you probably do, but 
  still. 99% of the time, it is just better to do the hard ones.
* In book 1, it is pretty helpful to go for the sea shards. No reason 
  for anything else early on unless you want to get a set bonus with the 
  vestige grinder. But that is something youíll get a feeling for later 

Useful Tips for Star Captain:
* Clips of Extraction makes the aspect feel 100% better imo. Without any 
  cooldown reduction, normal 1-orb turns will leave you unable to cast 
  Cryoclasm every turn (2 of the first 3 turns depending on when you pull 
  orbs). With clips you get your 3 every turn and your 2 twice some turns. 
  You should still get cooldown reduction on 2 and 3 (both green augments) 
  to be able to cast Mission Leader multiple times per turn for more drones 
  and to get some double Cryoclasm turns.
* Ideally you want to have a drone available any time you use your 1, 3, or 
  Cone of Frost if you take it. In reality youíll have some 1 filler without
  drones, but this should guide all your choices imo. Besides lowering the 
  cooldown, Fleet Commander Mission Leader (blue) augment gives you an 
  additional drone per use, and the DARVe Replicator (green) item you unlock
  from aspect quests gives you a drone at turn start.
* Invigorate and Lightning Bolt are more limited than on Magma Miner, for 
  example, because theyíll affect the attack binding damage but not interact
  with the Frostbite or drone damage, so you transfer less with Shocked and 
  you benefit less from Invigorate. I wonít make a strong case for taking 
  Cone of Frost bc usually having a bunch of extra Frostbite on an enemy 
  doesnít help much, but if you get the Absolute Zero ascension for Cryoclasm 
  itís very strong, and thereís a purple augment for Cone of Frost that gives 
  +25 Frostbite damage, which is hard to come by otherwise. Defensive bindings
  are cool too, the base kit is solid and specific around Frostbite/drone.
* The aspect has great, game-changing ascensions, so reroll away from ascending
  drafted bindings if you can. Stimulate or Big Game Hunter can turn boss 
  fights into just spamming 1, Arctic Commander can scale Frostbite for longer 
  boss fights, Absolute Zero can make Cryclasm a monster nuke with Frostbite 
  stack augments.
* Oh it probably goes without saying, but drone damage is physical and your 
  other attacks are magical, so omni damage is ideal.

One more thing, Stimulate reads like a multiplayer ascension since its bounces 
can buff players, but in addition to using it to buff yourself, a single-player
trick is to position yourself such that you can reach otherwise unreachable 
enemies with the added bounce.

I find this is most commonly useful on bosses that spawn a couple minions 
each turn. In this example we position ourselves between the boss and its 
minion and utilize the extra bounce to get some free damage.

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