Worth the inconvenience of the Ransacked Village form that comes before it. Heals the same amount as a Village, but quests grant better rewards. Triggered by: A Ransacked Village lasting three loops Be careful: Sirens can be quite powerful, especially when mingled with other enemy types. Not only will you get a Siren appearing with every chest, nearby dead enemies have a chance of becoming ghosts. The daily chest reward from Battlefields are handy, but avoid placing them near Rivers. Triggered by: Placing a Battlefield next to a River They're not too deadly otherwise, but they can hurt your equipment situation bad. Bad news: They have a chance of stealing your stuff, equipped and unequipped, right out of your inventory. Good news: Bandits (that spawn from Bandit Camps every two loops) can't enter Count's Lands. Triggered by: Every second Village placed If the Abandoned Bookery is near a Vampire Mansion or Temporal Beacon, you'll get Vampire Mages and Watcher Mages spawning, respectively. To punish your greed, Tome enemies are added to the fight. After 20 swaps it collapses and becomes abandoned. The Bookery will replace a card you're holding with a random new one as you pass by it. This mysterious tile spawns the Wooden Warrior enemy every two days. In this village-that's-not-quite-a-village you'll find a soldier-that's-not-quite-a-soldier. Triggered by: Placing your tenth Forest or Thicket anywhere on the map, and every tenth one after that. It'll spawn a Fishman enemy every few loops, a manageable medium-strength enemy type. You'll need a bridge for this, but if you place a River card near the road you'll get this Loop Hero combo. Triggered by: Placing a River close to the loop There are better ways to use your Oblivion card. What happens when there's no village to tend their wheat crops? They become overgrown, spawn sentient killer scarecrows every four loops, and they slice wandering heroes with fields of blades. Triggered by: Removing Village next to a Wheat Field Note that Battlefields in general are less useful to Rogues, who do not earn loot from the treasure chests spawned here. The downside is that these spawn Blood Clot enemies, but they can be dispatched easily with magic damage. While having as many Battlefields providing you with more loot with each loop as possible is great, beware that placing two too close to each other will form a Blood Path. Triggered by: Two Battlefields placed with an overlapping area of effect Enemies with less than 20 percent HP are finished off, but there's a chance your hero will be hurt by its leafy tendrils, too. Getting rid of a Grove next to a Blood Grove with Oblivion gives you a Hungry Grove. Triggered by: Remove a Grove next to a Blood Grove After three loops, it transforms into Count's Lands. Triggered by: Placing a Village next to a Vampire Mansion The same as a Goblin Camp, now with a somehow-even-more-irritating Goblin Archer, which cannot be killed. Triggered by: Placing a Swamp next to a Goblin Camp Especially dangerous for Necromancers with low attack (summon) speed. Watch out for the 30 percent bonus damage Goblins deal when one of their allies are killed. Spawns a Goblin on an adjacent tile once per day. Triggered by: Placing your tenth Mountain or Rock anywhere on the map, and every tenth Mountain or Rock tile after that. Regardless, I've detailed everything you need to know about each card so you're well prepared before you place your next card. If not, each slain enemy is a chance for more loot and cards. Equally, cards are good and bad in context: If you're on the edge of death, a combination that spawns more enemies is bad. Now, since some effects are good and first and can become bad, and vice versa, Loop Hero's mechanics are more nuanced than these two categories. Each combo is also distinguished by card type: 'Road' means on the loop itself, 'Roadside' means next to the loop, and 'Field' means either inside or outside the loop, but not adjacent to it. Since there are quite a few, I've divided them by 'good' and 'bad' combo effects and indicated whether the effect originates from a card's location or from their time on the world grid. To help you understand why your board is changing and how to optimise your card placements, below is a list of all the card combinations we know so far.
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