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 Path of Achra Cheats

 
   
 
 
Path of Achra

Cheat Codes:
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Submitted by: David K.

Tips for Builds:
----------------
I’d mostly recommend not putting much emphasis on armor, dodge, or block. 
They’re not weak, exactly, just… not consistent, for a number of reasons. 
Genuinely cracked amounts of them are still pretty darn helpful, but in 
general if you want defense, you just want vigor. Vigor, vigor, vigor. HP 
is the defensive king for most builds and it’s not close.

There is no fail state for HP, there is no contested roll, there’s no 90% 
penetration, there’s just “Do you have the numbers yes/no”, and there’s a 
tremendous amount of value in that. Lean on your powers for damage, vigor 
level ups for defense.

Other than that, make sure to get a goodly bit of willpower (somewhere over 
10, higher is fine, the ideal is to stop about when you’re healing over half 
your HP in a normal turn if you’re not just using will as your primary stat.

You don’t have to run str/dex on a melee build, willpower is often going to 
be better than either for you just due to the healing multiplier) to boost 
whatever your healing method is on up (unless you’re going full aggro and 
relying entirely on vigor level ups for healing, which is viable but spicy), 
and then, just. Go wild on damage and speed.

Most (not all, but most) melee builds live and die on the back of killing 
everything they touch the moment they touch them. You don’t want to spend 
two turns in melee range with anything if you can avoid it — that’s true for 
almost any build, melee or not, but it’s especially true for melee. The best 
way to avoid damage is to kill everything before it can hurt you.



Melee Class Tips:
-----------------
Forget about stacking armor, dodge, or block. They’re alright, but they’re 
not consistent. If you’re looking for defense, go all in on vigor. HP is
 where it’s at for most builds. It’s your best bet for staying alive. No 
complicated calculations or rolls, just check if your HP is high enough. 
Simple, right?

Now, don’t skimp on willpower either. Aim for over 10, but higher is better. 
Basically, you want to heal more than half your HP in a normal turn. If you’re 
not focusing on strength or dexterity, willpower is your friend. It boosts your 
healing, which keeps you going.

As for the rest, focus on dishing out damage and being fast. Most melee builds 
rely on one thing: killing stuff as soon as they get close. You don’t want to 
linger in melee range for long. Take out enemies before they can touch you. 
That’s the key to survival, especially for melee characters.

* Vigor is useful as Jack says but I’ve found that in general you can get away 
  with just ~1000-2000 life (depends on the cycle, especially at 6+, stuff is 
  generally balanced around cycle 1)
* Willpower can be good to get around 10 to make sure you get some enhanced 
  healing
* I like using a Lochra Reaver with Gore Cleave + Technique, Bloodbath, then 
  other stuff, usually either fire / death, bheith nochti for armor and some 
  melee retaliation
* I’m usually always putting Strength into that, but dexterity is always useful. 
  Having 100+ dodge on top of high armor / block can help with a ton of potential 
  damage
* Alhaja Templar is very fun with Humbaba and prayer-focused things
* Mubarizun you can emphasize more DEX and on-hit / on-step stuff
* Warrior starts with inflexibility and a shield, you can raise a ton of Block 
  and use Guard + on-hit stuff – Astrohunting is very useful on builds like this 
  to get close to long-ranged enemies
* Having a familiar or a few summons also helps a lot just to absorb initial hits, 
  as does applying things like entangle / freeze through retaliation to slow 
  enemies down
* Always be careful around big groups of ranged enemies / people with corrosion. 
  Certain lands generate wide-open spaces that you might want to avoid 
  (dune sea, pink stars)
* You can be a very buff melee fighter with no armor.Viable up to cycle 10 at 
  least, based on my recent ape adventures.
* Start with a race/class strong without armor like Ape or Reaver. Warrior is 
  great for just the starting sword and shield.
* First add 5 levels of Bheith Nocht + the awesome Bheith Nochti prestige class
* Gods: Dumuzi or Oros to have full heals, many prayers to upgrade weapons, and 
  summons to tank some ranged attacks.
* Add enough strength to be unencumbered, then raise willpower for damage and 
  healing.
* Healing: either no armor + Life chant, or the Emerald Helm + no healing skills.
* By the mid-game, you have high evasion, decent block, and decent armor, and a 
  weapon+shield with 1000 base hit.
* Add extra attacks like Technique or Herja, and extra dodge with Mirror Image 
  or Agility.
* Move carefully near endgame ranged attackers, they can still kill you with a 
  few lucky hits on open terrain. Melee enemies don’t last long due to your 
  many extra attacks.



Guide to Fight Sequence:
------------------------
* The attack is initiated and On Attack effects are triggered.
* Attacker rolls a number from 1 to [Weapon Accuracy], Defender rolls a number 
  from 1 to [Defense].If the Attacker rolls higher, the attack will be tested
  against Block and Armor.
* If the Defender rolls higher, there is then a second roll from 1 to 10. If 
  the roll is 1, the dodge is ‘anticipated’. The attack will tested against 
  Block and Armor.
* If the roll is higher than 1, the dodge succeeds. The attack is a miss, damage 
  is avoided, Block and Armor are not tested.
* If dodge fails (1 or 2), the Attacker rolls a number from 1 to [Weapon Hit] 
  for damage.
* If value rolled is less than 10% of the Defender’s max life, the value is set 
  to 10% of the Defender’s max life.
* If the value after the adjustment is now higher than the Attacker’s Weapon Hit, 
  the value is set to the Attacker’s Weapon Hit
* The Defender rolls a number from 1 to 100 and compares it to their Block Chance 
  (Block Chance is always capped at 90).
* If the roll is higher than the Defender’s Block Chance, the block ‘fails’ and 
  Block does not reduce the damage.
* If the roll is lower, then Block will reduce the damage based on Block strength, 
  damage type, and resistances.
* The Block strength is adjusted based on the Defender’s resistance if the damage 
  type is not Physical (Slash, Pierce, Blunt). Block strength is multiplied by 
  the resistance value (or a minimum of 25%, if the resistance is lower) (*).
* Penetration(enemy) then reduces Block strength by 90% / Sesha(player) reduces 
  Block strength to 0 if weapon size < 5.
* If the Block strength value is greater or equal to the damage value 
  (from step 6),
  a Block occurs; damage is prevented, Armor is not tested.
* If Block strength is less than the damage value, the damage value is still 
  reduced by the block strength, and then tested against Armor.
* The Defender’s Armor is adjusted based on the damage type and resistances, 
  using the same conversion as Block.
* Penetration/Sesha are applied to the result.
* A number is rolled from 1 to 10. If the result is less than or equal to 9, the 
  damage value is reduced by the Defender’s armor. Otherwise, the armor ‘fails’ 
  and does not reduce damage (**).
* If the damage value is 0 or less after being reduced by Armor, a Shrug Off 
  occurs.
* If the damage value is still over 0 (no dodge, block, or shrug off occurred), 
  the attack is a Hit. On Hit effects are triggered and the damage is dealt 
  to the Defender.


(*) The wording in game of “25% minimum + corresponding resistance” is confusing 
here. The 25% is not added to the resistance, it is just the minimum.

(**) If the defender is the player and armor fails, the damage value is limited 
to 90% of the defenders max life.



How to Beat C32 with Koszmar Templar Acolyte of the Worm:
---------------------------------------------------------
-=Build Notables=-
* This prestige rewards us with: STD for praying that scales with hit, self-damage 
  on attack / ally death
* We will take advantage of the former boon with: the Worm (prayer 2) + Projection 
  combo and use Templar for scaling hit as well as his starting weapon the Sherkegar
* Latter debuff can be turned into a boon with Koszmar and then amplified farther 
  with Amplify Pain
* We want to summon a lot so we take Necromancy
* We want to kill our summons so we take Grave Chant
* We take Cursed Flesh for even more healing and doom stacking
* This concludes the core of the build
* Necrokinesis seemed like a good power to pick up for extra death damage procs. We 
  get peppered with small amounts of damage and healing constantly => lots of use 
  for little glory investment
* Star Cult to stack meditate . Some of our damage procs are quite large, but 
  majority of them are small, so getting meditate stacks is nice + gives our 
  Projection hits more oomph

-=Playstyle=-
* After you prestige up and get Projection you basically just stand and prayer 2 
  within range 1-3 (ideally) of enemies.
* This prestige is not particularly flashy but is surprisingly good at dealing 
  with mobs that present challenges to many summon-focused builds: Jawhara, Kolec, 
  Edlite, Thunder Egg, Slagh Rider etc. The retaliation damage we do via Acolyte + 
  Koszmar is very good at taking out squishy but powerful enemies.
* The rest of your toolkit keeps you safe and handles other enemy types rather well. 
  You natural defense largely consists of: lots of healing and dodge (from Templar 's 
  Annoit stacks). You may want to supplement this with some defensive items and/or 
  replace Necrokinesis / Star Cult with Master Doom / Master Repulsion.
 

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