
Treasures that provide Block are typically pretty good. Reduce Power is great (against multi-attackers). Get things that scale with enemy strength: Protection is great. Straight Block cards (if you aren't Sorocco) are pretty weak in this game so you need to find some other ways to provide defense. Again, you have to be creative but there are a lot of options. I often have multiple Health Potions leftover going into Act II.īy the end of Act II you should have an idea of what your end-game synergy and scaling will be. I've found that the possibilities are wide open. Something like putting the Boomerang Gem on Rain of Fish (the card that increases the number of attacks each time it's drawn), or a +Damage gem on Thousand Cuts / Frenzy. Since your deck is small in this Act, spend your gold to beef up one card that will carry you through it, and be creative. The elites and bosses are all kill-or-be-killed and you'll lose less health if the fights are short. Like you said, everything is expensive and you need to be able to buy stuff. Don't underestimate the +Gold talents either. Fugaro's Hat is one of the best treasures in the game (but I'm not sure if I'd spend 400g on it.). Events are very strong and of course hitting Orbs of Faeria is mandatory. Don't touch Runes of Sight until you've revealed the towers or have no other choice.


#Igg roguebook Patch
Try to reveal at least 12+ hexes with each brush use, but it's also better to use it to access a patch of stuff you know is there vs. This lets you use them more efficiently to reveal as much of the map as possible. I actually don't pick up Health Potions until I need them so that I can have a full inventory of inks. I've won Ep15 several times with multiple combinations of heroes.
