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diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..ebccd5f --- /dev/null +++ b/.gitignore @@ -0,0 +1,3 @@ +public/ +themes/ +resources/ diff --git a/archetypes/default.md b/archetypes/default.md new file mode 100644 index 0000000..c6f3fce --- /dev/null +++ b/archetypes/default.md @@ -0,0 +1,5 @@ ++++ +title = '{{ replace .File.ContentBaseName "-" " " | title }}' +date = {{ .Date }} +draft = true ++++ diff --git a/content/_index.md b/content/_index.md new file mode 100644 index 0000000..6b30b5a --- /dev/null +++ b/content/_index.md @@ -0,0 +1,13 @@ ++++ +title = 'Gloomhaven Analyses' +date = 2024-09-14T14:43:50-04:00 +draft = false ++++ + +### Why + +Strategy board games are fun. Friends are good. If you have friends who like strategy games, then a campaign-style long term board game like Gloomhaven is ideal. + +### What + +Gloomhaven is a strategically complex cooperative board game in which characters progress through their adventuring careers over the course of multiple sessions (scenarios). When a character attains its retirement goals then it sails off into the sunset and the player introduces a new character to the party. As such, a player may play as characters from several different character classes throughout a campaign. This site analyzes a few of my favorite Gloomhaven classes, providing recommendations on fully utilizing their strengths while mitigating their weaknesses. diff --git a/content/berserker.md b/content/berserker.md new file mode 100644 index 0000000..f2ce851 --- /dev/null +++ b/content/berserker.md @@ -0,0 +1,661 @@ ++++ +title = 'Berserker Analysis' +date = 2024-07-10T09:36:35-04:00 +type = 'analysis' +draft = false ++++ + +The Berserker is a versatile damage dealing class, capable of both the best single-target damage in the game as well as incredible area-of-effect damage. She will regularly sacrifice her own health to deal damage, but she has abilities that allow her to survive even at low health. + +![Berserker](gh-berserker.png) + +You have a moderate 10 card hand size which can support several losses over each scenario. You also have the health pool of a tank, but do not be fooled: you will spend this health to deal immense damage, not to soak up monster damage like the typical tank. A regular theme throughout your build will be that you can lose health to boost your damage or gain some other benefit, so losing health merely by being clobbered by the monsters is a loss of damage dealing potential. Therefore, if another party member is even moderately suited to tank, then don't let that honor fall to you due to your health pool. + +There are two main builds for the Berserker: an AOE build, and a retaliate build. There is furthermore a set of level 1 cards that make for a fantastic boss slaying combo, but these don't need to be built around so much as slotted in when a boss scenario arises. + +## Cards + +We start by surveying all of the cards available to the Berserker. + +### Level 1 and X + +![Blood Pact](gh-blood-pact.png) + +A terrible 1st level card, but Blood Pact rises in importance over the course of your career. + +**Top:** Attack 6 is pretty good, but halving your health is pretty bad. While this could be viable when you're already at low health, I've never used this action. + +**Bottom:** As you level up you gain increasingly incredible options for AOE damage (see Burning Hatred at level 7). The +1 increases in value as AOE becomes more prevalent in your hand, and the 1 damage at the start of your turns becomes less of a nuisance as your health pool expands. + +**Initiative:** Usefully slow. + +**Verdict:** I attempted to make use of this card starting at level 6, but wasn't able to get the most out of it until level 7. Mileage may vary. + +![Bounce Back](gh-bounce-back.png) + +A solid card that, with the right enhancement, may earn a spot in your hand all the way to retirement. + +**Top:** You have the initiative to make full use of this retaliate, and it may prove useful against high shield enemies. As always the risk with retaliate is that your enemies might surprise you by either not attacking or attacking at range, so make sure that the card you pair this with has both a viable top and bottom, otherwise you could end up wasting a turn. + +**Bottom:** Move 3, heal 1 with an enhancement dot. That dot should become a strengthen as soon as you can afford it: you have access to incredible single target damage (see Resolute Stand and Glass Hammer), and nothing is worse than drawing a null on one of those losses. And that strengthen will pay dividends as you gain AOE abilities. Oh, and the healing is useful for stuff too, like clearing poison and wound. + +**Initiative:** Fast. + +**Verdict:** A decent card without the enhancement, and a core card with it. + +![Cauterize](gh-cauterize.png) + +Solid level 1 fire generation. + +**Top:** This makes for a great opener. Get those wounds to start whittling down some high-health or high-shield enemies, and make fire so that you can consume it on round 2. Positioning is quite flexible, so this pairs nicely with non-movement bottoms like Blood Pact, or when opening the door into a new room. + +**Bottom:** I've never used this loss. + +**Initiative:** Bad. + +**Verdict:** You may bench this card once you have access to better fire generation, but at early levels this is your go-to source of flames. + +![Dazing Wound](gh-dazing-wound.png) + +A solid source of stuns. + +**Top:** Suffer some damage to stun an enemy. By the time you play this card you'll know whether the damage suffered will be worth it. + +**Bottom:** Move 4 is great, and at level 1 is exceeded only by Strength in Agony. + +**Initiative:** Most heavy-hitting enemies are slower than this, so you can likely make that stun count. + +**Verdict:** You have three sources of stuns: This card, Unbridled Power, and Numb the Pain. Dazing Wound has superior initiative, whereas Numb the Pain has a stun on bottom, and Unbridled Power does not require sacrificing health. I'd recommend only taking one of these three, and if that one is Unbridled Power, then quite frankly you're a pansy. + +![Defiance of Death](gh-defiance-of-death.png) + +Your payout for being at low health, and your safety net for pushing the low-health envelope. + +**Top:** 5 damage is great at level 1, though this ability will be upstaged as you level up. + +**Bottom:** This incredible loss will make you not die while you go toe-to-toe against a boss. There is a fantastic boss-slayer combo of which this is a component. + +**Initiative:** Meh. + +**Verdict:** This card very quickly wanes in importance for regular scenarios, but should be brought back when facing bosses. + +![From the Brink](gh-from-the-brink.png) + +The heal card. + +**Top:** Get back to full health. Yes, please. Just make sure that you have a way to clear poison (_cough cough_ Bounce Back _cough cough_) first. + +**Bottom:** Decent movement, and while push 1 isn't the easiest for knocking a monster into a trap, it has its moments. Altogether a useful ability while waiting to pop the top. + +**Initiative:** Fairly quick. + +**Verdict:** As you level up the difference between being at death's door and at full health becomes more pronounced, and the value of this card increases. At low levels only bring this for boss fights, but at high levels this becomes incredibly important. + +![Furious Aid](gh-furious-aid.png) + +Not the heal card you're looking for. + +**Top:** If you're looking to drop some coin on enhancements, then this could get it. + +**Bottom:** Healing yourself 3 is nice, but at the cost of not moving? No thank you. Also, what's that range for? Are you supposed to be a support berserker? What even is that? + +**Initiative:** Bad. + +**Verdict:** I've never taken this card, but I'd understand doing so if I was desperate for cash. + +![Growing Rage](gh-growing-rage.png) + +Your slowest card at level 1. + +**Top:** Persistent losses do count toward this, so if you play the Blood Pact loss on turn one then this is a base 2 attack already. But this action isn't the reason why you'll take this card. + +**Bottom:** Move 3 is solid, and you'll regularly be able to make use of that attack. But this action isn't the reason why you'll take this card. + +**Initiative:** This nice slow initiative is the reason why you take this card. When you gain access to AOE attacks, you'll want to use this card for its initiative to wade into the middle of a horde after they've all taken their turns, then decimate them with your AOE attack. You then can go early the next round and mop up any survivors. + +**Verdict:** This card might not make the cut all the way to level 9, but it quietly might just be the most painful card to leave behind when the time to cut it comes. + +![Glass Hammer](gh-glass-hammer.png) + +Boss Killer, part 1. + +**Top:** Baby your health pool as much as you can in getting to the boss (or get yourself to full with From the Brink), then pop this. Just make sure that you have a method of not dying while at 1 hp (Defiance of Death). + +**Bottom:** Move 3 is okay. + +**Initiative:** Fast. + +**Verdict:** Take this when facing a boss, but bench it otherwise. + +![Resolute Stand](gh-resolute-stand.png) + +Boss Killer, part 2. + +**Top:** Play this the turn after Glass Hammer to maximize its effect. + +**Bottom:** This is a contender for a strengthen enhancement alongside of Bounce Back. If you're flush with cash you may choose to add strengthen to both, but otherwise I think that Bounce Back has the edge: The heal 1 on Bounce Back is more important for clearing poison and wound than the retaliate, and Bounce Back gives you move 3 out of the gate whereas Resolute Stand requires an additional enhancement. While Resolute Stand has superior initiative, in my opinion the difference isn't pronounced enough to overcome its other shortcomings. + +**Initiative:** Your fastest at level 1. + +**Verdict:** Take this when facing a boss, but bench it otherwise. + +![Strength in Agony](gh-strength-in-agony.png) + +One of three main contenders for a jump enhancement. + +**Top:** Okay damage for level 1, and if your target is at low health, suffering 2 damage to ensure that you finish it off can be a bargain. + +**Bottom:** Up to 7 movement at level 1? Fantastic! And it accepts a jump enhancement, even better! I would recommend adding jump to this card, Break the Chains at level 2, or Flurry of Axes at level 4. + +**Initiative:** Bad. + +**Verdict:** If you choose to enhance it, then this is your favorite move card. Otherwise, bench it. + +![Numb the Pain](gh-numb-the-pain.png) + +Another contender for stunning. + +**Top:** 3 damage is mediocre, and suffering 2 damage for 1 shield only helps if you're about to be clobbered by 3 or more enemies, which hopefully shouldn't happen very often. Furthermore, the initiative is rather poor for shielding, so I can't see using this top very often (and indeed I've never used it). + +**Bottom:** A stun with a move on bottom? Now we're talking! + +**Initiative:** Poor. + +**Verdict:** You don't need a stun in your hand, but having one can be useful. I'd take either this one or Dazing Wound. + +![Unbridled Power](gh-unbridled-power.png) + +The lilly-livered stun. + +**Top:** Are you a tiny baby only playing at being a berserker? Then this source of stuns is for you! No, seriously, the initiative sucks, the bottom sucks, your other stuns are so much better, and this one only exists for players who can't stomach the self-damaging mechanic. + +**Bottom:** This persistent loss at first sounds like it can exploit From the Brink, Resolute Stand, and Glass Hammer to make you able to deal level 9 damage at level 1, but the fact that your maximum hit point value remains the same for the purpose of all ability effects makes this much more difficult to pull off. The best you can do is be level 1 (i.e., 10 max hp), play this card and get your allies to dump healing on you until you're at 26 hp, then play Resolute Stand for 16 damage (maximum hp is still 10, current is 26, difference then is 16), and then Glass Hammer for 26 damage. The only flaw in this plan is where you'll get the 16 points of healing at level 1. This just isn't a tactic that's worth playing. + +**Initiative**: Terrible. + +**Verdict**: Pass. + +### Level 2 + +![Break the Chains](gh-break-the-chains.png) + +Your upgraded ranged attack, and an alternative candidate for a jump enhancement. + +**Top:** This attack serves as an upgrade over Cauterize. Once you unlock good attacks on bottom, why bother with the wounds on Cauterize when you can just drag them in with Break the Chains and finish them off with Fatal Fury (level 3) or Devil Horns (level 6)? + +**Bottom:** Up to the same 7 movement as Strength in Agony, albeit with more difficult to satisfy conditions. Consider enhancing with jump. + +**Initiative:** Terrible. + +**Verdict:** This card merges the best halves of Cauterize and Strength in Agony, giving you more flexibility in what goes in your hand. Unfortunately, the lack of fire generation feels like a downgrade, as is the reduced flexibility of the conditions for the bottom move, as is the degraded initiative. I believe that the flexibility in hand composition can be worth these trade-offs, but if you're starting at level 4 or higher then you should consider making Flurry of Axes your jump card. + +![Reckless Offensive](gh-reckless-offensive.png) + +A core component of the retaliate build, and solid damage otherwise. + +**Top:** A multi-target attack 4 is great. Compare to Devil Horns at level 6. You don't get the fire generation, but I'd consider the increased attack and the wound to be about equivalent, and the relaxed positioning requirements make the self-damage worth it in my opinion. This is great value for level 2. + +**Bottom:** The boosted enemy damage toward yourself can be a hard pill to swallow when you clearly want them to attack you so as to trigger the retaliation. But in terms of trading health for damage, it's a mere sacrifice of 1 health for 2 retaliation damage, which is actually quite good. Furthermore, when paired with a certain card next level, you can deal some incredible retaliate damage. + +**Initiative:** Fast. + +**Verdict:** Take if you want to try out the retaliate build. Otherwise, only take if you don't want to jump-enhance Break the Chains. + +### Level 3 + +![Fatal Fury](gh-fatal-fury.png) + +Your reusable execute and good damage on bottom. + +**Top:** Berserker has tiny brain, and this too much word. Essentially, you may execute a normal enemy when you're both at low health. This actually comes up quite frequently, and is a great way to take out low health, high shield enemies like Flame Demons. It's also a fire producer, and while you won't be gaining new fire consumers for a few levels, it's nice to maintain options for when you decide to cut Cauterize. + +**Bottom:** Attack, move, attack. Ideally you finish off an adjacent enemy with the first attack, step onto his coin, and start chipping away on the next enemy in line with the second attack. + +**Initiative:** Poor. + +**Verdict:** The top execute is your best option for dealing with high-shield enemies before level 6, while the bottom is a nice money maker. + +![Spiked Armor](gh-spiked-armor.png) + +The second core component of the retaliate build, with a bottom that behaves similarly to Fatal Fury (albeit without the money-making potential). + +**Top:** This can result in some incredible retaliate damage. Play this with the bottom of Resolute Stand while Reckless Offensive is in play and you get retaliate 7. And if you use a certain 2-retaliate item you'll push the retaliate to 11 for a single attack (yes, item abilities count). Of course, the normal considerations regarding the fickleness of retaliation apply, so make sure your alternate play is viable. Which, as far as this card is concerned, it likely is. + +**Bottom:** Move 2, attack 2 all adjacent enemies. Compared to Fatal Fury, this has the potential to add up to quite a bit more damage. However, the positioning requirements are a bit more stringent in that Fatal Fury could be used to attack the same enemy twice, whereas Spiked Armor only shines when you wade into a group of enemies. + +**Initiative:** Fast. + +**Verdict:** Essential for the retaliate build, but in my opinion Fatal Fury has the edge otherwise. + +### Level 4 + +![Flurry of Axes](gh-flurry-of-axes.png) + +Your epic moment of glory. + +**Top:** Ever step into a room full of monsters and think, "wouldn't it be easier if they all just... blew away?" This is how you do that. Attack 4 may not look like a ton, but it's an enormous AOE. Besides, once your health pool and party composition support Blood Pact that becomes attack 5, and sprinkle a power potion or two on it and you'll be cookin'. + +**Bottom:** A luxurious move 5 pairs very nicely with a top loss, and what's more, you get an enhancement dot to boot. Along with Strength in Agony and Break the Chains, this is your third candidate for a jump enhancement. The only wrinkle is that when it comes time to pop the top loss, you kind of want to use your jump to get to the optimal position for hitting as many monsters as you can. This is still possible through going late the turn you jump, stamina potioning back Flurry, and popping the loss early the next turn. The benefit is that you get to cut both Strength in Agony and Break the Chains, but at the expense that your blaze of glory costs yet another consumable. + +**Initiative:** Decent. + +**Verdict:** You want to kill stuff, right? + +![Shiny Distraction](gh-shiny-distraction.png) + +Scoop up all the shinies! + +**Top:** I'm not sure why the shield is there, but hey, why not. It's a top loot, and those are very nice. + +**Bottom:** This synergizes very well with the strategy of positioning yourself late on one turn, then dealing massive AOE damage early the next. It also fits well in your boss killer combo, though becomes less essential once you add strengthen to one of your movement cards. Finally, the fire generation becomes quite important over the next few levels. + +**Initiative:** The fastest for this class. + +**Verdict:** This is your money maker, and is a good fire producer. If you have more fire consumers than producers at this point then you should take it. + +### Level 5 + +![Final Fight](gh-final-fight.png) + +An upgrade for Growing Rage. + +**Top:** You have a lot of losses that you love to play, but your hand size is only 10. If you embrace the candle-burning-on-both-ends mentality, then I can't imagine a finer way to go than using your final turn before becoming exhausted to execute whatever monster has the most health. + +**Bottom:** Persistent losses count, so if you play Blood Pact on your first turn then this is a move 1 already, and it only improves from there. The fire consumption should be easy enough to satisfy, too. If you decide to invest in boots of striding or the better versions thereof, then I could see considering this card as a candidate for a jump enhancement instead of those already mentioned. + +**Initiative:** The slowest for this class. + +**Verdict:** The problem with this card is that it's bottom-only until the end of the game, and that bottom isn't very good until after you've lost a few cards. If you have a reckless loss-slinging play style, then this card is very good for you. If not, then move along. + +![Seeing Red](gh-seeing-red.png) + +Blood Pact's level 5 companion. + +**Top:** Attack 4 is just okay, and the shield is good too I guess, but if you take this card, then do so for the bottom. + +**Bottom:** This is like Blood Pact, but conditional rather than painful. Wait to pop the loss until you're down to the requisite hp. + +**Initiative:** Good. + +**Verdict:** You already get a large AOE in Flurry of Axes, and you'll have access to a slightly smaller but reusable AOE in Burning Hatred at level 7. If you have been making good use of your AOE attacks and are prepared to double down on them, then this card is for you. I chose to go back for the other level 4 card on my play through, but in retrospect could go either way. + +### Level 6 + +![Devil Horns](gh-devil-horns.png) + +Your AOE setup for next level's Burning Hatred. + +**Top:** Soften up a group of monsters with this while generating fire, then next turn consume the fire and finish them and those behind them with Burning Hatred. If you plan to take Burning Hatred, then you should also take Devil Horns. + +**Bottom:** A very solid attack 4 on bottom, perfect for pairing with Break the Chains. + +**Initiative:** Mediocre. + +**Verdict:** If you intend to use Burning Hatred, then you will need fire production and movement on the turn prior. Shiny Distraction doesn't do it. Fatal Fury's condition might not apply. That leaves Cauterize, which hasn't scaled well. Unless you can rely on an item for fire generation or purchase an expensive enhancement, it's time to replace Cauterize with Devil Horns. + +![Unstoppable Destruction](gh-unstoppable-destruction.png) + +Whether or not you take this card determines what equipment you should use. + +**Top:** A more versatile way to deal with shielded enemies than Fatal Fury, but if you take this card do so for the bottom. + +**Bottom:** You are a frontliner class, yet your abilities align less with a tank and more with a... well, a berserker. But refreshing your armor and shield and getting some free healing every rest cycle goes a long way to bridging the gap. If you take this card, then you should buy hide armor so that you have a good chance of it being spent such that you can refresh it at the end of every cycle. + +**Initiative:** Terrible. + +**Verdict:** This card boosts your durability. If you're having trouble surviving, then take it. Especially if your strategy is to get hit on the regular because you're trying the retaliate build, then this card is for you. + +### Level 7 + +![Burning Hatred](gh-burning-hatred.png) + +The AOE card to build around. + +**Top:** One less attack and one less range than Flurry of Axes, but being reusable makes all the difference. Also, unlike Flurry this is melee up to two hexes away, so no disadvantage to contend with. + +**Bottom:** Movement and wounding can be useful too, I guess. + +**Initiative:** Bad. + +**Verdict:** Take this card, start playing with Blood Pact if you haven't already, and +you'll burn up all your enemies. + +![Careless Charge](gh-careless-charge.png) + +Your move-on-top card. + +**Top:** In Gloomhaven, movement on top is rare, and this is the berserker's sole offering. And boy is it a good one! For a melee enemy push and immobilize can be as good as stun, and with your health pool and healing options the self-incurred wound isn't much to worry about. Just make sure any adjacent allies are of the same opinion. + +**Bottom:** Against certain enemies I could understand this being worth the loss. But if you take this card, do so for the top. + +**Initiative:** Great. + +**Verdict:** This is a fantastic card. Use it to cross a room quickly, or to enter melee range while playing a non-movement bottom with your other card, or even to finagle an enemy into a hard-to-reach trap by combining this card with From the Brink. + +### Level 8 + +![Bone Breaker](gh-bone-breaker.png) + +Underwhelming single-target damage. + +**Top:** Compare to Devil Horns from two levels ago. Bone Breaker boasts increased single-target damage, but even if Devil Horns only hits two targets, then Bone Breaker has reduced total damage. Same logic applies to the wound: AOE wound is better than single-target. The unique part of Bone Breaker is the immobilize, but it's hard to make good use of immobilize on a melee attack, and the initiative on this card isn't doing you any favors. + +**Bottom:** Until next level, this is your only option for ranged damage on bottom. The unique part of this attack is that it removes flying from a target, which at best drops it into a trap, or at least forces it to navigate obstacles in order to reach you. Kind of situational, but the situation does arise. + +**Initiative:** Bad. + +**Verdict:** Skip. + +![Vengeful Barrage](gh-vengeful-barrage.png) + +Solid movement with a boost to your non-Burning-Hatred AOE abilities. + +**Top:** This could be a viable component in a retaliate build, but since it triggers on any sources of damage, make sure you aren't fighting a room full of ranged enemies when you play it. + +**Bottom:** Move 4 is solid, and another source of +1 damage can be great for your many AOE abilities. Too bad it consumes fire, making it incompatible with the fire-boosted Burning Hatred. If you're swimming in cash then this could be yet another viable alternative for a jump enhancement. + +**Initiative:** Bad. + +**Verdict:** Consider taking for an AOE build. I went back for Careless Charge on my play through, though. + +### Level 9 + +![Immortality](gh-immortality.png) + +The capstone retaliate card. + +**Top:** Negating 5 instances of damage can be quite a bit if it's from Rending Drakes, but is a bit less impressive if it's all from Virmlings and Forest Imps. Wait to pop it until you're about to wade into a room of heavy hitting baddies, then retaliate against them without fear of going down yourself. + +**Bottom:** Shield paired with retaliate is what you've been waiting for. Play this alongside Spiked Armor for the initiative and added retaliate bonus. + +**Initiative:** Poor, but you'll be using Spiked Armor's initiative anyway. + +**Verdict:** Take it for the retaliate build, skip otherwise. + +![The Maw of Madness](gh-the-maw-of-madness.png) + +The berserker's heal card. + +**Top:** Finally, a heal card that synergizes well with what you do best: killing stuff! + +**Bottom:** A flexible amount of ranged damage. Especially if you've been focusing on an AOE build, you may be lacking on heavy single-target damage. Here is where you can burst down a monster of your choosing with up to attack 8. + +**Initiative:** Excellent. + +**Verdict:** An awesome card. Take it. + +## Builds + +### AOE Build + +This build focuses on maximizing AOE damage. + +<img src="gh-blood-pact.png" width=200 height=300> +<img src="gh-bounce-back.png" width=200 height=300> +<img src="gh-from-the-brink.png" width=200 height=300> +<img src="gh-fatal-fury.png" width=200 height=300> +<img src="gh-flurry-of-axes.png" width=200 height=300> +<img src="gh-seeing-red.png" width=200 height=300> +<img src="gh-devil-horns.png" width=200 height=300> +<img src="gh-burning-hatred.png" width=200 height=300> +<img src="gh-vengeful-barrage.png" width=200 height=300> +<img src="gh-the-maw-of-madness.png" width=200 height=300> + +Your level 2 unlock can be Break the Chains (not pictured), which is replaced by The Maw of Madness once you reach level 9. + +You have two persistent loss +1 damage cards: Blood Pact and Seeing Red. I'd recommend playing Blood Pact on your first turn, and Seeing Red as soon as you dip below half health. After that, you have a few killer combos: + +#### The Burning Hatred Combo + + 1. If fire is present from the previous round, move with Vengeful Barrage and attack with Devil Horns. Otherwise, move with your strengthen enhanced Bounce Back. + 2. Attack with Burning Hatred, then mop up any survivors with Fatal Fury. + +#### The Flurry of Axes Combo + + 1. Move with your strengthen enhanced Bounce Back and attack with something that makes fire (Fatal Fury or Devil Horns). + 2. Move with Vengeful Barrage and kill everything with a strengthened Flurry of Axes. Considering your 2 persistent losses, that's a base 7 attack before factoring in power potions. + +### Retaliate Build + +This build focuses on maximizing retaliate damage. + +<img src="gh-bounce-back.png" width=200 height=300> +<img src="gh-from-the-brink.png" width=200 height=300> +<img src="gh-resolute-stand.png" width=200 height=300> +<img src="gh-reckless-offensive.png" width=200 height=300> +<img src="gh-spiked-armor.png" width=200 height=300> +<img src="gh-shiny-distraction.png" width=200 height=300> +<img src="gh-devil-horns.png" width=200 height=300> +<img src="gh-unstoppable-destruction.png" width=200 height=300> +<img src="gh-careless-charge.png" width=200 height=300> +<img src="gh-immortality.png" width=200 height=300> + +Your level 5 unlock can be Final Fight (not pictured), which is replaced by Immortality once you reach level 9. + +Play Reckless Offensive on your first turn. Then you have two big retaliate turns in your arsenal: + + 1. Top of Bounce Back, bottom of Resolute Stand for 5 retaliation. + 2. Top of Spiked Armor, bottom of Immortality (consuming fire) for 8 retaliation. + +As with the AOE build, Devil Horns is the best high-level fire generator, which you'll need for Immortality. Careless Charge pairs nicely with Unstoppable Destruction as a way to do something useful on your last turn before a rest and clearing the self-inflicted wound before it hurts you. + +The main problem with this build is that it centers on retaliation, which is inherently situational: It is excellent against many low damage dealing melee enemies, but falls apart against ranged enemies or small numbers of high damage dealing baddies. As such, it is vital to be able to pivot and do something other than deal heavy retaliation damage. And in your case, you can do quite nicely: + + * Bounce Back and Resolute Stand: If you haven't enhanced them and foresee issues before the scenario even begins, then you may want to trade them out for other level 1 cards. + * Reckless Offensive: This card really holds its own for the top action, so use that. + * Spiked Armor: Similarly, this card has an amazing bottom action. + * Immortality: While this action loses its appeal when not retaliating, it is nonetheless excellent for playing a more traditional tank role. + +### The Boss Killer + +<img src="gh-defiance-of-death.png" width=200 height=300> +<img src="gh-from-the-brink.png" width=200 height=300> +<img src="gh-glass-hammer.png" width=200 height=300> +<img src="gh-resolute-stand.png" width=200 height=300> + +This combo of level 1 cards should be merged into your build for boss fights. Make sure you have a method of granting advantage (strengthen enhanced Bounce Back or Shiny Distraction), otherwise you risk whiffing on Glass Hammer. + + 1. Prepare by playing the Defiance of Death sustain. + 2. If you're not at high health, play the From the Brink loss. Otherwise hang on to it. + 3. Gain advantage with strengthen or some other means, and reduce yourself to 1 hp with Glass Hammer, taking the boss down a notch as well. + 4. Finish the boss off with Resolute Stand. + 5. If somehow the boss survived and you haven't already played From the Brink, play it now and finish the fight. + +### Low-Health Payout + +Several of your cards take effect only when you are below a certain health threshold. Some players choose to limit themselves to half hp to take advantage of these payouts, but is it worth it? + +<img src="gh-growing-rage.png" width=200 height=300> +<img src="gh-defiance-of-death.png" width=200 height=300> +<img src="gh-break-the-chains.png" width=200 height=300> +<img src="gh-fatal-fury.png" width=200 height=300> +<img src="gh-seeing-red.png" width=200 height=300> + + * Growing Rage gives attack 2 when below half hp, which paired with a decent move 3 is a very pleasant payout. However, the core reason why one would use this card is for the initiative, so I would treat the bonus attack as nothing more than a happy accident rather than something to try to force. + * Defiance of Death is similar to Growing Rage in that it grants +2 attack when below half health, but this time on the top rather than bottom. As you level up your average attack modifier becomes larger, so adding to an existing attack rather than granting an additional attack becomes less valuable. This card is even less of a reason to limit your health than Growing Rage. + * Break the Chains grants +2 move when below half hp. This is nice, but as with Growing Rage is hardly worth trying to force. + * Fatal Fury grants an execute when you are at low health. Depending on your target's shields, this can absolutely be worth purposefully losing health for. Unlike the others in this section, Fatal Fury doesn't need you to be below half hp, but rather be missing over double the health of your target. As such, you do not have a specific health threshold to try to maintain until you know the health of what you want to kill. + * Seeing Red is a persistent loss to grant +1 to all attacks while below half health. If you have AOE attacks, this can add up to an incredible amount of damage in a hurry - but only if you make those attacks while at low health! Oh, and the top gives a shield with the same condition. Nice, but not worthy. + +In conclusion, I would only recommend going out of your way to maintain low health for builds that use the persistent loss on Seeing Red. Fatal Fury is spectacular, but seeing as it does not have a set threshold but rather is determined based on the health of your target, don't refuse healing nor invite damage just on account of potentially making this card more applicable. And regarding Growing Rage, Defiance of Death, and Break the Chains (and the top of Seeing Red), the payout is so small relative to the value of having a large health pool (as will be discussed in the next section) that you should not limit yourself to half health on account of those. + +### Health Trading + +You have quite a few cards that involve a health-trading mechanic in which you sacrifice some amount of your own health to gain a benefit (often damage). As such, if you take many of these cards then you should attempt to maintain a large health pool that you can then draw upon to fuel your actions. + +<img src="gh-blood-pact.png" width=200 height=300> +<img src="gh-dazing-wound.png" width=200 height=300> +<img src="gh-strength-in-agony.png" width=200 height=300> +<img src="gh-glass-hammer.png" width=200 height=300> +<img src="gh-numb-the-pain.png" width=200 height=300> +<img src="gh-reckless-offensive.png" width=200 height=300> +<img src="gh-flurry-of-axes.png" width=200 height=300> +<img src="gh-unstoppable-destruction.png" width=200 height=300> +<img src="gh-the-maw-of-madness.png" width=200 height=300> + + * Blood Pact top (up to 6 damage / hp): Ideally you use this when you are at 2 hp, and if you do so then this becomes an excellent deal. It's quite difficult to orchestrate, though, and I've never managed to make this happen. + * Blood Pact bottom (1-3+ damage / hp): With these health trading cards you want to maximize the amount of damage dealt for each damage suffered, so Blood Pact ranges from +1 damage for a single-target attack, to +3 or more for AOE attacks like Devil Horns. That's a pretty good deal. + * Dazing Wound (stun / 2 hp): For defensive trades like this one, the value is entirely in terms of how much damage is negated. If the monster is about to hit you for at least 3 damage, then it's worth it. + * Strength in Agony top (2 damage / 2 hp): If this will put the monster over, then it's worth it in terms of damage negation. Otherwise the trade is less glamorous than others on this list. + * Strength in Agony bottom (1 move / hp): This can absolutely be worth the trade. + * Glass Hammer (just over 1 damage / hp): Not as great of a ratio as some cards in this list, but you pay a premium for targeted damage. Against the correct enemy (the boss) this is worth it. + * Numb the Pain (stun / 2 hp): Some as with Dazing Wound. + * Reckless Offensive top (4 damage / hp): This is a steal of a deal. + * Reckless Offensive bottom (2 damage / hp): Taking an increase in 1 damage to deal 2 retaliate damage is a decent ratio. Of course, the hidden cost is that it incentivizes you to invite damage rather than avoid it, so you will need to play many retaliates (or shields, but those are harder to come by for you) in order to maintain a good health trade ratio. But on the margin this ability is a solid 2-for-1. + * Flurry of Axes (# enemies damage / hp): I would recommend playing this card only when you can catch at least 4 enemies in your AOE, and even then only if those 4 are high-priority enemies. Wait until you are facing down a horde of monsters to pop this so that you maximize your damage / hp trade. + * Unstoppable Destruction (1+ damage / 2 hp): At bare minimum, if you are targeting a single-shield enemy with only a few hp remaining then you may choose to suffer the damage to increase the odds of putting it over. Normally you will want to use this card on high-shield enemies (4+ shields), in which case the ratio starts to become more in-line with some of the better trades on this list. + * The Maw of Madness (1 damage / hp): As with Strength in Agony and Glass Hammer, the ratio is less than ideal, but you pay a premium for heavy targeted damage. If this eliminates a heavy damage dealing monster, then it can absolutely be worth it. + +## Enhancements + +### Strengthen (or Bless) + +You have a limited number of cards on which a strengthen or bless enhancement may be placed. For both your immense boss-slaying damage and your AOE attacks, these can make a huge impact on your game. Here is the exhaustive list of enhancement candidates: + +<img src="gh-bounce-back.png" width=200 height=300> +<img src="gh-resolute-stand.png" width=200 height=300> +<img src="gh-furious-aid.png" width=200 height=300> +<img src="gh-shiny-distraction.png" width=200 height=300> +<img src="gh-immortality.png" width=200 height=300> + + * **Bounce Back** (50 gp): This was what I did. It's roughly equivalent to Resolute Stand, but for the reasons outlined in the analysis, I think it has the edge. + * **Resolute Stand** (50 gp, or 125 gp if 2nd enhancement): This vies with Bounce Back as the best strengthen enhancement. + * **Furious Aid** (50 gp): Included for completeness. I can't recommend investing in this card. + * **Shiny Distraction** (125 gp): Since it's on top, strengthen is somewhat less useful unless you intend to pair it with a bottom attack, of which you do have many (Growing Rage, Fatal Fury, Spiked Armor, Final Fight, Devil Horns, Bone Breaker, and The Maw of Madness). Otherwise, consider a bless here. + * **Immortality** (250 gp): If you take this card over The Maw of Madness it's because you're doing the retaliate build, and that build doesn't care about strengthen nearly as much as the AOE build. But if you have the cash to dump on it, then why not. + +### Jump + +You've got places to go, monsters to kill. You'll need a jump to get it done, maybe two. Here are, in my opinion, the best jump candidates: + +<img src="gh-strength-in-agony.png" width=200 height=300> +<img src="gh-break-the-chains.png" width=200 height=300> +<img src="gh-flurry-of-axes.png" width=200 height=300> +<img src="gh-growing-rage.png" width=200 height=300> +<img src="gh-final-fight.png" width=200 height=300> +<img src="gh-vengeful-barrage.png" width=200 height=300> +<img src="gh-resolute-stand.png" width=200 height=300> +<img src="gh-immortality.png" width=200 height=300> + + * **Strength in Agony** (50 gp): Up to 7 movement, and the enhancement is cheap. If you have several cards with a payout for being below a certain health (Fatal Fury, Seeing Red, etc.), then this is an excellent move card to both get to your destination and ensure that you qualify for the bonus. + * **Break the Chains** (75 gp): Also up to 7 movement, but with more stringent conditions. Unlike Strength in Agony, both halves of this card are quite useful, so Break the Chains may become a regular target for your stamina potions. + * **Flurry of Axes** (125 gp): Fixed 5 movement, but with a spectacular loss for its other half. If you're going with the AOE build then this or the much more expensive Vengeful Barrage would be optimal. + * **Growing Rage** (50 gp): Whereas other classes only jump to get over traps, your ideal use case for jump is to land in the middle of a group of monsters. Putting jump on a slow card allows you to move in after the monsters have already gone, then get two rounds of AOE awesomeness in before the monsters go again. But the slowness is both a blessing and a curse: since the monsters go before you, they might step on your desired hex. Growing Rage is also only a move 3, so you'll want Boots of Striding or better to give you the flexibility required to get to a good position. + * **Final Fight** (150 gp): Growing Rage's big brother. If you have multiple persistent losses that you like to play immediately, then this can be viable (once again, with Boots of Striding). And since you plan to hang on to Final Fight until the end of the scenario anyway, how better to ensure that you enjoy doing so than to make it your favorite move card? The only downside is that it can be hard to stomach the low movement on your first rest cycle. Oh, and that 150 gp price tag too. + * **Vengeful Barrage** (225 gp): This is a very ideal and very expensive setup to your non-Burning-Hatred AOE attack. I'm not recommending it, this is just an ideal. + * **Resolute Stand** (50 gp, or 125 gp if 2nd enhancement): This suffers the same dependence on movement items as Growing Rage or Final Fight, but the benefit is that in a single action you can leap into the middle of a group of enemies and strengthen yourself. That's quite the power move. + * **Immortality** (250 gp, or 325 gp if 2nd enhancement): You need to be exceedingly wealthy to make this worth it, and even then it's only a marginal improvement over the double-enhanced Resolute Stand. But for the same reasons that Resolute Stand would be an incredible play, so would this. + +## Perks + +![Perks Sheet](gh-berserker-perks.png) + +You are able to make a very slim, very swingy deck: + + 1. Remove two -1 cards and replace one -1 card with one +1 card twice. + 2. Replace one +0 card with one rolling +2 card twice. + 3. Add one +2 fire card twice. + 4. Remove four +0 cards + 5. Add the rest of the rolling modifiers in any order. + +Whether or not you need to ignore negative item effects depends on whether or not you took Unstoppable Destruction. If so, then you'll want Hide Armor and that perk. If not, then you'll be happy with a Cloak of Invisibility and won't need that perk. + +## Items + +Here we cover the most noteworthy items for the analyzed builds. Be ye warned: spoilers await. + +### Prosperity 1 + +<img src="gh-001-boots-of-striding.png" width=200 height=300> + +You have good movement, but reaching your enemies is vital for a melee class like yours. If you spec into AOE, then positioning yourself to optimize damage is even more important. + +<img src="gh-002-winged-shoes.png" width=200 height=300> + +The card analyses above presented many options for jump enhancements, and really, any of them would be good, and all of them would be better. Winged shoes give you the flexibility to get where you need to go with the best movement card to get there. + +<img src="gh-003-hide-armor.png" width=200 height=300> + +If you took Unstoppable Destruction, then this is the armor for you. You might be able to get away with a higher level upgrade, but then you run the risk of the charges not being exhausted when it comes time to rest. + +<img src="gh-005-cloak-of-invisibility.png" width=200 height=300> + +If you did not take Unstoppable Destruction, then you'll want the ability to camp under your invisibility cloak for a long rest. + +<img src="gh-007-iron-helmet.png" width=200 height=300> + +You need to spend your health for boosting damage, not soaking it up with the 2x that the cave bear drew! + +<img src="gh-008-heater-shield.png" width=200 height=300> + +If you took Unstoppable Destruction, then take a shield to go with it. + +<img src="gh-012-minor-healing-potion.png" width=200 height=300> + +Your health pool is your currency. A healing potion helps it go farther. + +<img src="gh-013-minor-stamina-potion.png" width=200 height=300> + +If you added your jump enhancement to Flurry of Axes, then you'll need a stamina potion to get it back for the top loss. + +<img src="gh-014-minor-power-potion.png" width=200 height=300> + +If you went with the AOE build, then power potions are for you. + +### Prosperity 2 + +<img src="gh-018-battle-axe.png" width=200 height=300> + +When enacting the Boss Killer combo, one of your mighty swings can take out a henchman too! + +### Prosperity 3 + +<img src="gh-027-major-healing-potion.png" width=200 height=300> + +Upgrade to the minor healing potion. + +### Prosperity 4 + +<img src="gh-031-hawk-helm.png" width=200 height=300> + +If both Iron Helmets are taken, then this is an inexpensive alternative that turns the Flurry of Axes range 3 into a range 4. + +<img src="gh-034-major-stamina-potion.png" width=200 height=300> + +Upgrade to the minor stamina potion. + +### Prosperity 5 + +<img src="gh-037-robes-of-evocation.png" width=200 height=300> + +If you went with the AOE build and regularly have an ally willing to lend you an element, then this is yet another +1 to tack onto your AOE explosion. + +<img src="gh-041-major-power-potion.png" width=200 height=300> + +This is the capstone AOE build item. + +### Prosperity 6 + +<img src="gh-046-spiked-shield.png" width=200 height=300> + +This is the capstone retaliate build item. + +### Prosperity 7 + +<img src="gh-054-staff-of-eminence.png" width=200 height=300> + +If you're super into optimizing Flurry of Axes, then this will get you there. + +<img src="gh-055-super-healing-potion.png" width=200 height=300> + +If anyone needs this, it's you. + +### **SPOILER ALERT** Other Unlocks **SPOILER ALERT** + +<img src="gh-079b-inferno-blade.png" width=200 height=300> + +You deal in fire. Especially once you add the fire producing perks to your modifier deck, you'll at times generate fire that you aren't prepared to consume with an ability card. The Inferno Blade ensures that this fire is put to good use. + +<img src="gh-117-bloody-axe.png" width=200 height=300> + +You'll only have access to this after you've retired a Berserker once, but if it's available, it's a must-have for the AOE build. In particular, Burning Hatred is melee even when it's powered up by flames. 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index 0000000..eb1df0e --- /dev/null +++ b/content/nightshroud.md @@ -0,0 +1,489 @@ ++++ +title = 'Nightshroud Analysis' +date = 2024-08-11T19:23:33-04:00 +type = 'analysis' +draft = false ++++ + +The Nightshroud is a focused killer, able to simply eliminate monsters one at a time with kill cards. Between a medium health pool and a plethora of invisibility options, his health really only becomes a problem if he intentionally takes hits for his allies. + +![Nightshroud](gh-nightshroud.png) + +You have a small hand size of only 9 cards, meaning that you cannot afford to lose many cards each scenario. That is okay, because over the course of your career you gain access to three reusable kill cards, starting at level 1. As these kill cards are what makes the Nightshroud unique, this guide will assume that you will want to build around them. + +## Cards + +We start by surveying all of the cards available to the Nightshroud. + +### Level 1 and X + +![Spirit of the Night](gh-spirit-of-the-night.png) + +Your first kill card. Build around it. + +**Top:** Kill a normal enemy. At level 1, this is amazing. Even at level 9 this is amazing. All at the low low cost of some dark. + +**Bottom:** Due to your small hand size you probably won't be playing this loss all that often. Also, playing it would mean losing the top. If you're in the last room and all of the enemies left are elites, then okay. + +**Initiative:** Nicely slow. Play this when coming out of invisibility. + +**Verdict:** Build around this card. It's amazing even at level 9. + +![Black Knives](gh-black-knives.png) + +You'll need some cards to cut, and this one's pretty easy. + +**Top:** You'll be attacking from invisible often enough, so that's 8 easy damage for a loss. But you already effectively deal more damage than that via your non-loss kill cards, so I can't see justifying the stamina hit. + +**Bottom:** Mobility is an issue for you, especially at early levels. Not moving just to do a measly attack 2? You're not a tank. + +**Initiative:** Terrible. + +**Verdict:** No. + +![Cloak of Shade](gh-cloak-of-shade.png) + +Invisibility with decent movement, sweet! + +**Top:** You need darkness, and this can get you some in a pinch. Attack base 1 is rather abysmal, though. + +**Bottom:** This will earn a spot in your hand at least until level 8. Move 3 is actually quite good for you, and exchanging some night for invisibility is fantastic. Pair this with night creation, position yourself near some normal baddies, then next turn go late with Spirit and snuff one of them out. + +**Initiative:** Fast, which pairs nicely with the invisibility. + +**Verdict:** Take. + +![Dancing Shadows](gh-dancing-shadows.png) + +Top movement! + +**Top:** Movement on top is rare. The attack base 1 is pretty bad, but that movement will help considerably at lower levels. + +**Bottom:** At least you get some night! + +**Initiative:** Your fastest at level 1. + +**Verdict:** Decent at low levels when mobility is an issue, but becomes lackluster pretty quickly. + +![Doomed Breeze](gh-doomed-breeze.png) + +Dark creation on top pairs nicely with dark consumption on bottom of Cloak of Shade. + +**Top:** Attack at range and make some dark. You're really only taking this card for the dark production, but the flexibility of a ranged attack makes it easier to get the most out of it. + +**Bottom:** Decent movement and a curse. I've definitely had moments when I've needed this card more for the movement than the dark in order to get up next to a baddie for Spirit, and tossing a curse in there is a great bonus. + +**Initiative:** Fast. + +**Verdict:** This card will wane, but don't be surprised if it earns a spot in your hand even into higher levels. + +![Empowering Void](gh-empowering-void.png) + +A nice move or attack boost. + +**Top:** This looks like it could be your answer to poor mobility, but most of the time you need good movement for a specific purpose, and that purpose is to kill a monster. If you use the top of this card to turn your move 3 into a move 6, then you'll have to wait until the next turn to eliminate the baddie. Oh, and good luck finding some night in that case. + +**Bottom:** If you take this card, then do so for the bottom. When not straight up killing monsters, you're attacking them base... 3? Not great. This lets you at least get some base 6 swings in. + +**Initiative:** Good. + +**Verdict:** Take at low levels, but by the time you reach level 6, you'll be spending your night to kill stuff outright rather than just taking potshots. + +![Enervating Wound](gh-enervating-wound.png) + +A loss to heal, but good movement! + +**Top:** A lost card to heal yourself 4. It's a decent attack, but with your superb access to invisibility, the healing shouldn't be necessary. + +**Bottom:** A non-loss move 4 is the best you get until level 6. Too bad it isn't enhanceable. + +**Initiative:** Usefully slow. + +**Verdict:** At low levels it's great movement. If the move had an enhancement dot then you could turn it into a night generator, but alas, Enervating Wound just can't set up your kill card combos like several other cards can. + +![Silent Force](gh-silent-force.png) + +Your first invisibility payout (besides the obvious perk of being, you know, invisible). + +**Top:** Attack base 3 is quite good for you, and that +2 boost for being invisible makes it all the better. When you're not killing stuff with Spirit, this is what you'll want to be working toward. Note that Empowering Void only boosts the base, not the bonus, so Empowering while invisible only gives you a base 8 attack, not base 10. Still, amazing for level 1. + +**Bottom:** A loss for big movement and a loot is perfect for the last turn of the scenario. Cha-ching! + +**Initiative:** Usefully slow. + +**Verdict:** At low levels this gives you an excellent followup to fill the time when you aren't eliminating enemies with Spirit. + +![Smoke Step](gh-smoke-step.png) + +Core night production. + +**Top:** With night, this is better than Dancing Shadows. Even without, the top move 1 gives some nice flexibility. You won't take this card for the top, though. + +**Bottom:** Smoke Step, singular. Moving and producing night is very important for you. As you level up you'll be able to enact some stellar combos in which you generate and consume night every turn. I typically play Smoke Step the same turn as Spirit, using that movement to either catch up to the monster that skirted around my invisible self or to step onto its freshly minted coin, and producing night to replace the one I consumed to make the kill. + +**Initiative:** Borderline fast, but you'll be pairing it with Spirit to go slowly most of the time anyway. + +**Verdict:** This card does a lot of work. Depending on what you choose to enhance, it could easily stick with you until level 9. + +![Concealed Dominance](gh-concealed-dominance.png) + +A double loss. + +**Top:** That could be a lot of damage, and while it's more worth the loss than the top of Enervating Wound, I'm still not convinced. + +**Bottom:** I assume that there exist certain scenarios where this could be worth the loss. If ever one of those come up I'll try to remember to dredge this card up and give it a try. + +**Initiative:** Meh. + +**Verdict:** Maybe try it out as a one-off thing. + +![Dark Cloud](gh-dark-cloud.png) + +More night production without moving. + +**Top:** Cursing is nice, but as you level up your goals become focused, and this action doesn't accomplish any of them: It isn't an execute, doesn't produce night, doesn't turn you invisible, and isn't a move. At low levels this is tolerable filler, but expect to phase it out soon. + +**Bottom:** The night generation is good, but otherwise this is just a harder to use side-grade for Dancing Shadows. + +**Initiative:** Slow. + +**Verdict:** OK filler at early levels, but leave behind when you can. + +![Wings of the Night](gh-wings-of-the-night.png) + +Your second invisibility option at level 1. + +**Top:** Whereas Cloak costs night to turn invisible, this only costs a top action. This is core until level 4. + +**Bottom:** A loss to move 8, but spread out so that it's hard to use. Pass. + +**Initiative:** Decent. + +**Verdict:** Take until it's upstaged at level 4. + +### Level 2 + +![Prepare for the Kill](gh-prepare-for-the-kill.png) + +Your upgraded version of Smoke Step. + +**Top:** Dark production and damage, vying with Doomed Breeze to produce night on top during turns when you need to consume it on bottom (e.g., with Cloak of Shade). But even so, the core reason why you need it is for the bottom. + +**Bottom:** Dark production and movement, vying with Smoke Step to produce night on bottom during turns when you need to consume it on top (e.g., with Spirit). + +**Initiative:** Excellent! + +**Verdict:** This card looks boring, and it is. But in all the ways that Smoke Step is important to you, Prepare is even more so. This card is so core to your combos that you'll even want to double-enhance that move. + +![Soulfire](gh-soulfire.png) + +Your source of stuns. + +**Top:** Combining wound and stun is great. This action is a little bit odd, though, in that if you're invisible, you're probably as close to the middle of a cluster of monsters as you can be. But that luxurious range 3 seems geared for cowering behind you party's tank. I dunno. + +**Bottom:** No movement? You can already attack 6+ with Empowering Void without a loss. Not worth it. + +**Initiative:** Usefully slow. + +**Verdict:** Pass. + +### Level 3 + +![Armor of the Night](gh-armor-of-the-night.png) + +This card lets you pretend to be a tank. + +**Top:** A reusable heal 4. If you are in a position where you have to tank in order to shield your squishy allies, then this can keep you going longer. Oh, and that damage is pretty good for when you aren't killing stuff with Spirit. + +**Bottom:** Standing still and shielding is for tanks. Which if that's your lot in life, then I'm sorry. But hey, at least you get to make dark! + +**Initiative:** Decent. + +**Verdict:** If you are the tankiest of a party of squishies, then this may be your duty. In that case, camp out invisibly in doorways as much as you can, and pull this out when you need to draw archer fire. But if this doesn't describe your party, then you don't need this card. + +![Terror Blade](gh-terror-blade.png) + +Good movement and trap utilization. + +**Top:** Pushing monsters into traps is good, wholesome fun. That hefty push 3 should do the trick most of the time. + +**Bottom:** This is a straight upgrade to Enervating Wound. + +**Initiative:** Fast. + +**Verdict:** Terror Blade probably won't make the cut all the way to level 9, but it provides solid movement for a mid-level Nightshroud. + +### Level 4 + +![Grim Sustenance](gh-grim-sustenance.png) + +An upgrade over Wings of the Night. + +**Top:** This combines the free top invisibility of Wings of the Night with the invisibility payout of Silent Force. Whether as an opener or a means of extending an invisibility combo, this ability will be useful to level 9. + +**Bottom:** Looting on bottom in rather niche, but it has its moments. Compared to the bottom of Wings it's an upgrade. + +**Initiative:** Decent. + +**Verdict:** Take. + +![Nightfall](gh-nightfall.png) + +Some oddly expensive dark production. + +**Top:** A loss to produce night thrice. If you struggle to plan ahead then maybe this can lend the boost you need. Otherwise it's just worth 3 experience. + +**Bottom:** Move and attack, with the gimmick that you can convert light to night. If the Sunkeeper is in your party then you and she might be able to amuse yourselves by trading elements back and forth (Sunkeeper's level X Daybreak mirrors your Nightfall in converting night to light). Otherwise Nightfall is more trouble than it's worth. + +**Initiative:** Usefully slow. + +**Verdict:** Pass. + +### Level 5 + +![Black Arrow](gh-black-arrow.png) + +A source of free invisibility on bottom. + +**Top:** Solid damage at the best range for this class. + +**Bottom:** Free invisibility with an attack at range if you have a dark to spare. Typically you'll use this rather than Cloak because you don't have a spare dark, but if you had budgeted a dark yet find yourself already in the perfect position, then why not attack at range? + +**Initiative:** Fast. + +**Verdict:** Take. + +![Claws of the Night](gh-claws-of-the-night.png) + +Your first reusable AOE attack. Not a good one, and barely AOE, but it _is_ AOE. + +**Top:** Base 2, maybe 3, poison, and maybe make dark. That stray element could be a dark that you bubble along, or it could be something that the monsters would have used to hurt your allies, so the choice in what to consume can occasionally come in handy. I doubt it's better than the ranged damage of Black Arrow, though. + +**Bottom:** This triggers on every move while invisible, so it's easy to waste charges. Also, base 2 isn't enough to make this worth it. + +**Initiative:** Okay. + +**Verdict:** Skip. + +### Level 6 + +![Swallowed by Fear](gh-swallowed-by-fear.png) + +Mua-ha-ha-ha-ha! + +**Top:** To this point you've been building around Spirit. Now you get to build around Swallowed, straight-up killing an elite every rest cycle (or more often with stamina potions). Your element generating allies should be more than happy to part with an element if it means that you'll just disappear their biggest problem. There are also element-generating items unlocked by prosperity or as random item unlocks that can make you more self-sufficient in this regard. + +**Bottom:** Decent movement and trap utilization, but you probably won't be playing that part regularly. + +**Initiative:** Usefully slow. + +**Verdict:** Yes, yes, yes! + +![Unseen Dread](gh-unseen-dread.png) + +The answer to all your mobility problems. + +**Top:** Some top dark generation. Useful, but nothing special. + +**Bottom:** Move 6 jump is the best you'll get with this class. Consider dumping your retirement cash on a dark enhancement. + +**Initiative:** The fastest for the class. + +**Verdict:** Come back for this one. + +### Level 7 + +![Eyes of the Night](gh-eyes-of-the-night.png) + +Lackluster utility. + +**Top:** Advantage makes no impact on your kill cards, which by this level is most of what you do, and monsters turning invisible is a very rare (though very annoying) situation. + +**Bottom:** Great movement, but not quite as good as Unseen Dread. + +**Initiative:** Poor. + +**Verdict:** Go back for Unseen Dread. + +![Quiet Frenzy](gh-quiet-frenzy.png) + +Another payout for invisibility. + +**Top:** An upgrade over Silent Force, and a side-grade for Grim Sustenance. + +**Bottom:** Attack then move. I suppose it can be useful in that order sometimes. + +**Initiative:** Fast. + +**Verdict:** Go back for Unseen Dread. + +### Level 8 + +![Gloom Darts](gh-gloom-darts.png) + +Your capstone dark producer. + +**Top:** This can deal some fantastic AOE damage. + +**Bottom:** As Prepare for the Kill is Smoke Step's big brother, so Gloom Darts is Prepare for the Kill's big brother. Unfortunately enhancements are cost prohibitive at this level. + +**Initiative:** Usefully slow. + +**Verdict:** Take if dark production is an issue for you. + +![Lurking Ruin](gh-lurking-ruin.png) + +Your capstone invisibility card. + +**Top:** Heavy single-target damage with a decent invisibility payout. + +**Bottom:** Before now, moving while turning invisible required consuming night with Cloak, which meant that you couldn't do so the same turn that you utilize a kill card. Movement with free invisibility opens up this new combo. Unfortunately it isn't enhanceable to become a night producer too, not that such a thing would have been affordable. + +**Initiative:** Fast. + +**Verdict:** Take if invisibility is an issue for you. + +### Level 9 + +![Angel of Death](gh-angel-of-death.png) + +Your capstone kill card. + +**Top:** A loss to kill all adjacent normies. Hop into the middle of a cluster of them with Unseen Dread, then wipe them out! + +**Bottom:** Oh, just a casual kill on bottom, with excellent movement and jump. No big deal. + +**Initiative:** Mediocre. + +**Verdict:** Take it! + +![Voice of the Night](gh-voice-of-the-night.png) + +Your capstone... I'm not even sure what. + +**Top:** Stun a bunch of stuff when attacking from invisible. At least this doesn't trigger for your kill cards. If you are good about utilizing your invisibility payouts, then you'll hopefully be killing stuff with those attacks often enough anyway. + +**Bottom:** Bad movement, low attack, consume an element to become invisible and make night... While this offers the unique ability to move, turn invisible, and make night all in one action (conditional on having an element to consume), this still isn't enough better than your other bottom invisibility options to justify this card over Angel of Death. + +**Initiative:** Fast. + +**Verdict:** Pass. + +## Build + +We'll focus on a build centered around the three kill cards, supplementing them with dark and invisibility. + +<img src="gh-spirit-of-the-night.png" width=200 height=300> +<img src="gh-smoke-step.png" width=200 height=300> +<img src="gh-prepare-for-the-kill.png" width=200 height=300> +<img src="gh-grim-sustenance.png" width=200 height=300> +<img src="gh-black-arrow.png" width=200 height=300> +<img src="gh-swallowed-by-fear.png" width=200 height=300> +<img src="gh-unseen-dread.png" width=200 height=300> +<img src="gh-lurking-ruin.png" width=200 height=300> +<img src="gh-angel-of-death.png" width=200 height=300> + +Depending on whether you can dark enhance Unseen Dread, you may want to take Gloom Darts in the place of Lurking Ruin. + +### Strategy + +Your primary goal as the Nightshroud is simple: Maximize your kill card output. But this implies a secondary goal: Survive. Accordingly, your ideal turn will contain the following elements: + + * Get into position to play your (melee) kill card. + * Execute an enemy (consuming dark). + * Generate dark to set yourself up for the next turn. + * If you intend to Swallow an Elite, then use an item to generate another element or beg and cajole an ally into generating one for you. + * Survive by: + * Turning invisible (if your initiative is fast), or + * Already being invisible (if your initiative is slow). + +Achieving this turn once is fairly straightforward: + + 1. In preparation, move and make night with the bottom of Smoke Step or Prepare, and turn invisible with the top of Grim Sustenance. + * Alternatively, turn invisible with the bottom of Black Arrow or Lurking Ruin, and make night with the top of Prepare or Unseen Dread. + 2. Go slowly with Spirit or Swallowed. Move and make night with Smoke Step or Prepare, execute an enemy, profit. + +You can even extend this combo so that you play 2 kill cards in a row: + + 3. You're painfully visible and in melee range of the entire monster horde, so go fast! Turn invisible with the bottom of Black Arrow or Lurking Ruin (depending on proximity to execution targets), and execute with Smoke Step or Swallowed. + * Alternatively, move and execute with the bottom of Angel of Death, and turn invisible with the top of Grim Sustenance. + +Alas, one thing you now lack: Dark! If you're level 9 and have Angel of Death (or you have stamina potions), then what you really want to do is play 3 kill cards in a row (or 4, or 5...). But until level 9 you cannot achieve what you truly need in order to keep the combo going, which is to generate night, turn invisible, and execute all on the same turn. And even at level 9 the options (without considering items) are somewhat poor: + + * Voice of the Night can turn you invisible and generate night, but you need an element to consume, and for it to achieve our goals of extending a kill combo that element cannot be night, meaning that you will be reliant on the cooperation of an ally. + * Angel of Death accepts a dark enhancement on bottom for 300 gp. Ouch. + +Luckily, there are several cost effective options to solve this quandary: + + 1. You can purchase a Cloak of Invisibility. While this seems rather silly for a character with so many invisibility options already, for the reasons outlined above, it'll enable you to bridge the gap in your execute combo. + 2. There are several items for element generation, e.g., mana potions. You may ideally want to use these for the elements that you can't already generate on your own for consumption in Swallowed, but depending on your party, this may not be a serious issue anyway. + 3. I know I might take some flack for saying this, but with your moderate health pool, you don't actually _need_ to stay invisible all the time. Take a few hits from time to time. It builds character. + +## Enhancements + +A few enhancements can go a long way to smooth out the pain points in this class. + +<img src="gh-smoke-step.png" width=200 height=300> +<img src="gh-prepare-for-the-kill.png" width=200 height=300> +<img src="gh-unseen-dread.png" width=200 height=300> +<img src="gh-angel-of-death.png" width=200 height=300> + + * **Smoke Step +1 move** (30 gp, or 105 gp if 2nd enhancement): Making this a move 2 or 3 goes a long way to adding much needed flexibility. + * **Prepare for the Kill +1 move** (55 gp, or 130 gp if 2nd enhancement): Making this a move 3 places it on par with Gloom Darts, a level 8 card. That's a pretty sweet upgrade. + * **Prepare for the Kill +any element** (175 gp, or 250 gp if 2nd enhancement): This allows you to be self-sufficient with Swallowed by Fear. + * **Unseen Dread +dark** (225 gp): You may now use this in conjunction with a kill card while continuing to keep your kill combo going. + * **Angel of Death +dark** (300 gp): Not cheap, but if Unseen Dread's upgrade is worth it, then this is even more so. + +## Perks + +![Perks Sheet](gh-nightshroud-perks.png) + +You have perhaps the worst perks in the game. Which is fine since you'll be executing most of the time anyway. + + 1. Ignore negative scenario effects and add two +1 cards. + 2. Add one -1 dark card, then replace one -1 dark card with one +1 dark card, twice. + 3. Remove two -1 cards twice. + 4. Add two rolling curse cards. + 5. Add the rest in any order. + +## Items + +Here we cover the most noteworthy items for the Nightshroud. Be ye warned: spoilers await. + +### Prosperity 1 + +<img src="gh-001-boots-of-striding.png" width=200 height=300> + +You have terrible movement, and any added flexibility is more than welcome. Your easy access to invisibility means that you won't have much trouble surviving a long rest (though your allies might), so you'll be able to shore up your poor mobility every rest cycle. + +<img src="gh-005-cloak-of-invisibility.png" width=200 height=300> + +At low levels when you have to choose between spending a dark to turn invisible or to kill a monster, then you'll feel really guilty every time you watch your allies get the snot beat out of them while invisibly standing in the enemy horde. But with the cloak, you can have it both ways, culling one of the monsters while still safely sheltering under a shroud of secrecy. + +<img src="gh-013-minor-stamina-potion.png" width=200 height=300> + +The only thing better than executing a monster is doing so again the very next turn. + +### Prosperity 2 + +<img src="gh-020-minor-mana-potion.png" width=200 height=300> + +You need dark, and come level 6, you need another arbitrary element too. A mana potion gives you flexibility and some level of self-sufficiency. + +### Prosperity 4 + +<img src="gh-034-major-stamina-potion.png" width=200 height=300> + +Upgrade to the minor stamina potion. + +### Prosperity 7 + +<img src="gh-051-shadow-armor.png" width=200 height=300> + +Besides being thematic, this one is good for PR: your allies may come to resent your perpetual invisibility and accuse you of never taking one for the team. And they're right, of course. But with this armor you can intentionally come out of invisibility to take a big hit instead of the tank, thus appeasing them and ensuring their continued enthusiasm to let you keep consuming their elements. All without seriously hazarding your own well-being. + +### Other Items + +<img src="gh-088b-wand-of-darkness.png" width=200 height=300> + +Your ideal turn is to move, execute, turn invisible, and make night. Without items, this is only possible if you take Voice of the Night or dark enhance Angel of Death. A refreshable wand of darkness helps to make this ideal move a reality once per rest cycle. 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This guide provides a card-by-card analysis to give new Soothsingers insight into what this class is capable of. + +![Soothsinger](gh-soothsinger.png) + +Where the Mindthief has augments, the Soothsinger has songs, and on these songs her greatest powers hinge. Your songs are persistent sustains with powerful effects --- you should always have one in play. Here are a few minor notes (heh) on various rules and strategies concerning your songs: + + * You are not considered an ally of yourself. Many songs affect "all allies," which unfortunately leaves you out. While most of your party-buffing songs perform better with larger party sizes, this is especially true when the effects are ally-only. + * You may move a song to the discard pile whenever you choose, and this can be at the end of a round immediately before you short or long rest. If you have concerns about your small 9 card hand size, choosing to pick your song back up to get yourself a hand with an even number of cards can stretch your playtime by a round. + * You are able to long rest with your supporting output via your songs unabated. Especially if you choose Melody and Harmony at level 5, it would behoove you to take the long rest option every rest cycle: you don't pick up the songs in play until initiative 99 after your allies have already taken their turns and reaped the benefits, so long resting does not preclude supporting the party. The 2 healing per rest enables you to forego healing potions, allowing you to invest your gold and small item carrying capacity into items like stamina potions that actually increase your support output. Finally, long resting gives you a turn in which you don't expend cards, helping you (and your songs) to reliably stick around until the end of the scenario. + * As long as you have a song in play you gain an XP every round (including when you long rest), resulting in very fast leveling. As such, this guide won't take the XP provided by abilities into consideration during card analysis. + +## Cards + +We start by surveying all of the cards available to the Soothsinger. + +### Level 1 and X + +![Call to Action](gh-call-to-action.png) + +An excellent 1st level card, Call to Action embodies the essence of the support Soothsinger: your allies are your weapon. + +**Top:** Strengthen _all_ allies, regardless of range. Especially when going late in the initiative order, this can set your team up for a killer (and I mean killer) next round as your allies plan out their massive AOE attacks with full knowledge that they will have advantage. Of course, this action performs better the more allies you have. + +**Bottom:** Great damage for level 1, and enough range to make it work even without the benefit of moving this round. The late initiative also gives your ally a chance to get into position for this melee attack. It unfortunately uses your ally's attack modifier deck, so as yours outpaces theirs this ability starts to wane. However, if you happen across some summoning items, it may remain relevant well into your career. + +**Initiative:** Usefully slow. + +**Verdict:** While Call to Action may not make the cut all the way up to level 9, it will serve you well for the first few levels. + +![Defensive Ditty](gh-defensive-ditty.png) + +An all-around solid 1st level defensive card. + +**Top:** The whole party are now tanks. You will get better defensive options later on, but a passive shield 1? Yes please. + +**Bottom:** Prevent one (though only one) instance of damage this round, coupled with the initiative to pull it off. While this is highly dependant on the positioning of your allies and the actions of your enemies, by the time you are ready to take your turn you will know whether or not one of your allies within range 2 will be clobbered later in the round. If you choose your cards such that you would be happy playing either top or bottom, this can come in clutch. But if you're banking on this ability preventing major damage only to have the monsters heal on their turn, you'll find yourself moving 2. + +**Initiative:** Fast. + +**Verdict:** Your best defensive option before level 4. + +![Marching Beat](gh-marching-beat.png) + +High movement for yourself or an ally. + +**Top:** Excellent for repositioning an ally, and the allies who typically need it are the ones that will struggle to beat this initiative. This is definitely niche, but depending on party composition it can be quite useful. + +**Bottom:** A solid move 4 with an enhancement slot. Not much to hate, but for this class, kinda ho-hum. + +**Initiative:** The fast end of moderate. Not great relative to other options in this class. + +**Verdict:** You may choose to bring this card for very specific scenarios and party compositions, but it probably won't be a staple in most hands. + +![Power Ballad](gh-power-ballad.png) + +An effective 1st level offensive card. + +**Top:** All allies +1 attack, but only once per turn. This won't help multi-attacks or AOE attacks beyond the first hex, but for large parties with many summons, it can add up to a sizable damage boost. Compare to the 9th level Captivating Performance. + +**Bottom:** Move and strengthen. The positioning requirements are a bit stringent, but with your initiative you likely know how many allies you will be able to reach at the time that you select this card. The enhancement slots are tempting, but this is a card that doesn't keep up as you level, so I'd recommend against it. + +**Initiative:** The kind of fast that you'll come to expect with this class. + +**Verdict:** Your go-to offensive song at early levels, but it loses its shine as +1 damage once per turn becomes less impactful. + +![Singing Arrow](gh-singing-arrow.png) + +Simple and easy to overlook, but your first card that truly levels with you. + +**Top:** Curses are powerful at preventing obscene amounts of damage (a null does not prevent status effects, though). And what's better, as monsters level up, the damage prevented by them pulling a curse increases as well. + +**Bottom:** The base one attack doesn't look like much, and wound is hardly a consolation (unless you need it to soften up a high-shield enemy). But with your attack modifier deck, as you level that base 1 becomes comparable to a base 3 or 4 on many other classes. + +**Initiative:** Usefully slow, and the ranged abilities make this card flexible with regards to positioning. But if enemies are clustered nicely for the top action at the beginning of the round then you may want to pair this with a fast card so that you can take advantage of the situation. + +**Verdict:** This card will be useful for most of your career. + +![Song of Speed](gh-song-of-speed.png) + +A card that is highly dependant on party composition --- either an amazing song which your party will beg you to play every scenario, or rubbish. + +**Top:** +1 Move and +1 Range alleviates positioning hardships for your allies considerably. Depending on how much your allies struggle in that regard, this song can be a godsend. For a party with a lot of ranged attacks this can be your go-to song for most of your career. But with melee allies who already have adequate movement this song ranks below the other level 1 options. + +**Bottom:** Muddling all enemies within a considerable range can prevent quite a bit of damage, but you won't know if they're even attacking when you select this card. This ability will be upstaged by level 4. + +**Initiative:** The aptly named Song of Speed has the speediest initiative for the class. + +**Verdict:** Take or bench this card based on how much your allies need the positioning help from the song. For some party compositions this will be vital, but if they don't beg you for it then don't take it. + +![Throw Voice](gh-throw-voice.png) + +Your bread and butter crowd control. Too bad the bottom and initiative are so lackluster. + +**Top:** This disarm AOE will save your team again and again, and that additional hex enhancement is well worth the investment. Disarms level with you in that they will prevent larger amounts of damage the higher the level of your enemies, so don't be surprised if this card earns a spot in your hand even at level 9. + +**Bottom:** I almost decided to use this loss once to send two enemies into traps, but ended up disarming them with the top instead. For a class with so many potent bottom abilities and such a small hand limit, this bottom loss is not likely to see much playtime. + +**Initiative:** Not good. You will want to pair this card with something faster or slower. + +**Verdict:** Of the level 1 and X cards, this is the one that received the most playtime for me. Slap that additional hex on the top as soon as you can afford it and your allies will forget what it's like to take damage. + +![Tuning the Outcome](gh-tuning-the-outcome.png) + +Decent movement with a curse thrown in for when enemies are nearby, or a bless when they aren't. + +**Top:** This bless only affects adjacent allies, but since it's on top, you can likely position yourself to maximise its effects. Beware that not all allies benefit equally from blesses: you in particular have such low bases on your attacks and such a good modifier deck that often pulling a bless turns your base 1 attack into a 2, whereas your modifiers could have bumped it up to a 4 or more. + +**Bottom:** Move 3 with a curse, excellent! This is a smaller move than many others that you have access to (though you may choose to enhance it), but the curse at range makes it easily rank ahead of the move 4 options also available at early levels. + +**Initiative:** Usefully slow. + +**Verdict:** Until you acquire larger move cards at levels 2 and 5, this is how you will want to get around. + +![Warding Dagger](gh-warding-dagger.png) + +The first all-around dud for this class. + +**Top:** A base 3 melee attack that pins. Quite frankly, you have better things to do with your turn. Now, if you are in a position where the best you can do is a melee attack, then don't feel bad about it --- your attack modifier deck makes even a base 2 melee attack quite potent. But the base 3 is not enough of an improvement to make this card worth taking, and that pin requires quite a bit of fancy footwork to utilize. Now that being said, here is how you could make best use of this ability: Go slowly by pairing it with something like Tuning the Outcome, and use the movement on that card to get into melee range of a melee enemy who has already taken its turn this round. Use Warding Dagger to do some damage and pin. Next round go fast with something like Power Ballad and move out of melee range. As long as none of your allies blunder into arm's reach of the pinned monster, and that monster doesn't surprise everyone by drawing a ranged attack (or healing, or summoning), you've achieved the best that this melee pin can do for you by wasting that monster's attack. + +**Bottom:** Not terrible as far as losses go, but with your 9 card hand you can't afford it. Also, the poor initiative means that you'll need to pair this with something faster to make those shields actually do anything. + +**Initiative:** Terrible. + +**Verdict:** One of only a few cards for this class that are simply not good. + +![Nimble Knife](gh-nimble-knife.png) + +A well-balanced card for early levels. + +**Top:** Compared to Warding Dagger, this is more in-line with what you should be doing with this class. To be clear, fighting in melee reflects poorly on your positioning, but cursing an enemy and blessing an ally are excellent consolations. + +**Bottom:** Move 4 is solid at early levels. + +**Initiative:** Fast enough. + +**Verdict:** Depending on how high of a level you start at you may skip over this card completely, but at early levels it is quite viable. + +![Unending Chant](gh-unending-chant.png) + +Mediocre utility at low levels. + +**Top:** Prior to level 4, this may be necessary if you want to fill the enemy modifier deck with curses. But we can't really afford the loss, and this tactic will be obsoleted come level 4 anyway. + +**Bottom:** Small movement with a small shield bonus. This is certainly better than taking the standard move 2, but with that initiative you'll have to pair this with a faster card if you intend for that shield to actually do anything. + +**Initiative:** Terrible. + +**Verdict:** I have never used this card and can't recommend it above the other level 1 options. + +![Wistful Wounding](gh-wistful-wounding.png) + +The loot card. + +**Top:** Alas, if only wounds stacked in some way! This is an effect that looks better than it actually is. Unless this is your party's only way to deal with high-shield enemies, you're better off with Power Ballad. + +**Bottom:** This is the Soothsinger's only loot ability. While a lesser class would just loot 1 and that's it, you get to attack at incredible (and enhanceable) range and earn XP while you're at it. + +**Initiative:** Fast. + +**Verdict:** You may not have room in your hand to take this card on every mission, but depending on scenario objectives and how strapped for cash you are, Wistful Wounding should always be considered. + +### Level 2 + +![Change Tempo](gh-change-tempo.png) + +Your go-last-positioning option. + +**Top:** For a melee enemy who isn't yet in melee range, immobilize can be as good as stun. But depending on party composition you may have a hard time pulling this off: summons don't understand the finer stratagems of positioning, and don't expect your melee allies to waste their turns by hanging back out of melee range. + +**Bottom:** The second largest move for this class, and with an enhancement slot to boot. Add jump here and this enables some really nice combos as you level. Or get winged shoes. Those are cheaper. + +**Initiative:** The slowest for the class. Perfect for going after the monsters and getting into an otherwise precarious position, then doing your AOE thing early next turn while still escaping unscathed. + +**Verdict:** This is an understated card that sets up many high level combos oh so very nicely. + +![Soothing Lullaby](gh-soothing-lullaby.png) + +The only heal card until level 8. + +**Top:** A passive heal 1 for every ally (but sadly not for you). This is the answer to wound and poison, though don't expect the heal 1 to make too big of an impact on your allies' health pools. + +**Bottom:** A straightforward heal at range, useful at any level. Consider enhancing with strengthen or bless. + +**Initiative:** Fast. + +**Verdict:** Compare this card to Tranquil Trill at Level 8. Trill heals 2 while Lullaby heals 1 (point for Trill). Trill's bottom requires very specific positioning while Lullaby's bottom is almost always useful (point for Lullaby). With initiatives that are almost identical, I wouldn't feel bad at all picking up Lullaby. + +### Level 3 + +![Crippling Chorus](gh-crippling-chorus.png) + +Your first stun, but its cost is dear. + +**Top:** A loss to stun the whole room. That's a powerful move, but a steep price to pay for a panic button. + +**Bottom:** Mediocre movement, but the disarm permits you to enter melee range of a (lone) enemy without risking damage. This could serve similar positioning purposes as Change Tempo. + +**Initiative:** Almost slow enough to be useful, but don't count on going after the monsters. + +**Verdict:** A good choice if you want that panic button as an option, with an enhanceable move and disarm for when the stuns aren't necessary. + +![Echoing Aria](gh-echoing-aria.png) + +Retaliate and shield. Unfortunately not at the same time. + +**Top:** This gives us some interesting options. Normally retaliate isn't a great mechanic since it requires getting hit to use, but remember that it triggers even on a null! With all the curses you pump into the monster deck (even more next level), you could increase your damage output via this retaliate without seriously hazarding your allies. It would mean laying off on the disarms, but if you make liberal use of the bottoms of Defensive Ditty, Song of Speed, and Unending Chant (while continuing to pour forth curses), you can still keep your allies safe. I couldn't quite make this strategy work, but millage may vary. + +**Bottom:** Those shields would synergize with the retaliate song super well! But wait, they're both on the same card. Unfortunately, this is only a marginal improvement on the other shielding abilities in your arsenal. + +**Initiative:** Fast. + +**Verdict:** I took Aria on my first play through, but in retrospect I'd either skip it or invest more heavily into building around it. + +### Level 4 + +![Disorienting Dirge](gh-disorienting-dirge.png) + +A one-card combo which obsoletes several prior cards and boosts your defensive capabilities considerably. + +**Top:** Disadvantage makes your enemies pull curses much more regularly. And even if the monster deck is void of curses, disadvantage ends up averaging north of -1 to all monster attacks. This obsoletes Defensive Ditty. It also notably benefits you (affecting all enemy attacks) whereas Ditty does not (only gives shields to allies). It also isn't countered by monsters with pierce. + +**Bottom:** Curse all enemies and bless all allies in the room. This can fill the monster deck with curses in one fell swoop while simultaneously boosting ally damage output. It can be tricky to get the positioning just right, but that's where a late Change Tempo the previous round comes in. Pair with some crowd control such as Throw Voice, and you may even emerge from this stunt unscathed. Remember that there can only be a maximum of 10 curses in the monster deck at a time, so if you're too good at what you do then you may find yourself obsoleting your other cursing options (in a good way). Also, regarding the blesses, see the note on Tuning the Outcome. Some allies (and yourself via your summons) may not appreciate being blessed when their modifier deck is filled with +2s, 3s, and 4s, which for base 1 attacks (which you'll be dishing out en mass by the end of your career) are better. + +**Initiative:** Fast. + +**Verdict:** Due to the self-combo (alternate between pumping the monsters with curses with the bottom and cashing in on the curses with the top), some have deemed this the best card in the entire game. I don't disagree, though depending on your allies' defensive capabilities, it's possible that the top will become less important based on party composition. + +![Inspiring Anthem](gh-inspiring-anthem.png) + +A nice but rather underwhelming incremental improvement over several level 1 options. + +**Top:** Like the top of Marching Beat, but one more movement and without the positioning requirement. + +**Bottom:** Like the bottom of Call to Action, but one more attack and without the positioning requirement. + +**Initiative:** The absolute worst. + +**Verdict:** This enables you to provide significant support to party members on the opposite side of the map, which can be useful in certain scenarios. I think that Dirge is more generally useful, though. + +### Level 5 + +![Melody and Harmony](gh-melody-and-harmony.png) + +Potentially game-changing, but is it worth it? + +**Top:** This is a tough one. You have so many amazing songs that it can be hard to choose just one. This could be your answer. But is it worth the loss with your 9 card hand? Maybe, but you have to be careful to not get exhausted too quickly. In particular, whenever you rest, you should pick one or both songs back up to maintain an even number of cards in your hand. Between that and waiting until late in the game to pop this sustain, this can perform spectacularly well without decreasing your longevity too severely. You could even make Aria workable by putting it alongside Dirge. + +**Bottom:** This is actually pretty amazing. Attack 3 is your second highest attack, and just throwing it in at range with a move is sweet. Compare to the bottom of Provoke Terror (Level 6). You won't be disappointed using this ability while waiting to pop the top. + +**Initiative:** Usefully slow. + +**Verdict:** Either take it or plan on coming back to take it. + +![Mobilizing Measure](gh-mobilizing-measure.png) + +Your go first and far card. + +**Top:** This can be an upgrade over Song of Speed if your allies tend to perform multiple attacks in a round. + +**Bottom:** Your biggest movement, with an (expensive) enhancement slot if you want more. + +**Initiative:** Excellently fast. + +**Verdict:** Up until this point, your only option for decent movement with fast initiative is Nimble Knife, or else pairing Change Tempo with something fast. But most of your fast cards are songs, so if your desired top action doesn't have fast enough of initiative for your purposes (such as Throw Voice or Provoke Terror next level), your options for positioning yourself are limited. This fast initiative high movement card opens up combos with poor initiative top action cards for when you need to position yourself and still go early. + +### Level 6 + +![Provoke Terror](gh-provoke-terror.png) + +Your first reusable stun, oh boy! + +**Top:** Compare to Throw Voice. The stun is better than disarm because it prevents all the non-attack stuff monsters like to do that really messes you up, like throw up tons of shields or summon a bunch of demons. It also has improved range. If you've liked Throw Voice, you'll love Provoke Terror. + +**Bottom:** The only thing better than stunning a monster is killing it, and that's what this bottom action does. And if there's a trap you can push the monster into, that's just icing on the cake. + +**Initiative:** Garbage. Ah well, you can't have it all. + +**Verdict:** This highly versatile card will serve you well. + +![Pull the Strings](gh-pull-the-strings.png) + +A reusable way to rearrange monsters via monster mind control. + +**Top:** In a scenario filled with traps, this song can be quite useful. It can also move melee monsters back to where they can't make it into range on their turn, thus negating some damage. And finally, for all the AOE effects that you and your allies generate, a little monster rearranging can boost the efficiency of those actions. + +**Bottom:** Since the monster making this attack uses the monster modifier deck, this has negative synergy with your cursing abilities. If you choose to forego a curse-heavy build then this is certainly workable, but I doubt it's worth the trade. + +**Initiative:** Fast. + +**Verdict:** I can't recommend this card above Provoke Terror. + +### Level 7 + +![Booming Proclamation](gh-booming-proclamation.png) + +Your best AOE damaging option. + +**Top:** Attack 1 may not look like much, but with your modifier deck, especially by level 7, it's powerful. Also observe Disorienting Dirge, which has an AOE that is expanded by one compared to Proclamation (this inequality can be rectified by a certain prosperity 4 item). A good combo would be to hop into the middle of a room full of enemies with a jump-enhanced Change Tempo, then next turn Dirge them and Boom them. + +**Bottom:** Very situational, but on occation this could add up to a fair amount of damage. + +**Initiative:** Terrible. + +**Verdict:** If you've mastered getting into the middle of things for Dirge, you'll have fun following it up with Booming Proclamation. Just make sure that you have an exit strategy (several items come to mind) or you might get beat up. + +![Nightmare Serenade](gh-nightmare-serenade.png) + +Your upgrade to Singing Arrow. + +**Top:** Your song options are so powerful by now that I can't imagine it would be worth swapping one of them out just to keep the monster deck topped up with curses. + +**Bottom:** Like Singing Arrow, but with damage. Remember that if you kill the monster then the curse does not apply. But don't let that turn you away from this card! If accidentally killing monsters is your biggest problem, then you're doing well. + +**Initiative:** Fast. + +**Verdict:** If you are proficient at jumping into the fray with Dirge, then your Dirges are probably effective enough that you don't need the curses from this card and you'd be better off with the Dirge-Proclamation combo. But if not, then Serenade wins out as being a way to curse and flip your modifier deck from safer positioning. + +### Level 8 + +![Commanding Presence](gh-commanding-presence.png) + +Your tanky ally is your weapon! Though not a particularly potent weapon. + +**Top:** One ally can attack all adjacent enemies --- base 2. For your attack modifier deck that would be great, but for the typical tank, this pales in comparison to what you've already achieved with Booming Proclamation a level ago. Maybe if you have a summoning item and your summoned ally manages to survive to get into a hairy position (and you have the unique capacity to make this happen), then this could be viable. But even then, Proclamation covers a greater area, so you may still have trouble being as effective with this card as with the other. + +**Bottom:** This is effectively an upgraded version of the bottom of Throw Voice, complete with it being a loss card. If this results in most of the 7 targeted enemies moving into stun traps while also achieving your strategic positioning purposes, then maybe. But in the vast majority of circumstances I can't imagine this being worth the action let alone the loss. + +**Initiative:** Terrible. + +**Verdict:** Skip. + +![Tranquil Trill](gh-tranquil-trill.png) + +The upgraded version of Soothing Lullaby, albeit with a harder to use bottom action. + +**Top:** Doubles the healing output of Lullaby. If you held off until now on taking a healing card, then take this one. But if you already have Lullaby, then the extra healing isn't enough to warrant an upgrade. + +**Bottom:** Disarms are good, but disarming adjacent enemies without any movement is difficult to set up. + +**Initiative:** Fast. + +**Verdict:** A good support class like yours should have an answer to poison and wound in her arsenal, so you need either Trill or Lullaby. Trill is better than Lullaby in terms of healing output, but not by enough that I'd wait until level 8 before picking up a healing option. Besides, there are fantastic cards from levels 5 and 7 that you've been forced to pass by, so don't hesitate to go back for one of those. + +### Level 9 + +![Captivating Performance](gh-captivating-performance.png) + +The capstone support build card. + +**Top:** This reads like only a marginal upgrade to Power Ballad, but don't be fooled --- in a party with many AOE attacks, this can easily be several times as potent as Ballad. It's like everybody (but you) gets to use a power potion every round. This is the go-to offensive song in your repertoire. + +**Bottom:** A very flexible 3 target stun. It may not have the range of Provoke Terror, but it's far easier to make maximal use of since the targets don't have to be clustered. Also compare to Crippling Chorus, which is lost to stun all enemies within the same range. While Performance is limited to 3 targets and positioning is trickier due to being a bottom action, not being a loss more than makes up for these shortcomings. If you have enjoyed getting in the middle of things with Dirge, then Performance the following turn gives your allies more time to mop things up. + +**Initiative:** Borderline fast, but don't rely on it too heavily. + +**Verdict:** Great crowd control and an even better song. Take it. + +![Shadow Puppets](gh-shadow-puppets.png) + +Your only way to move as a top action. Otherwise pretty mediocre. + +**Top:** In Gloomhaven, moves on top are rare, and this one has a built-in jump. Depending on your luck at positioning yourself for your many potent bottom abilities, this top move might be the boost you need. Unfortunately, that's the high point of the card. Your enemies wasting curses in attacking each other is less than ideal, so avoid using that feature unless you have yet to curse them. + +**Bottom:** An upgrade over the bottom of the level 1 Call to Action. + +**Initiative:** Terrible. + +**Verdict:** Give the move and jump on top some careful consideration. Depending on what cards you've taken up to this point, your deck might be very imbalanced with many potent bottom actions and not enough to do on top. I am confident in saying that Captivating Performance is the better card in a vacuum, but for some builds Shadow Puppets may round things out in a more satisfying way. + +## Builds + +### Support Build + +This build prioritizes support cards over damage, but can still dish it out when needed. + +<img src="gh-throw-voice.png" width=200 height=300> +<img src="gh-change-tempo.png" width=200 height=300> +<img src="gh-crippling-chorus.png" width=200 height=300> +<img src="gh-disorienting-dirge.png" width=200 height=300> +<img src="gh-mobilizing-measure.png" width=200 height=300> +<img src="gh-provoke-terror.png" width=200 height=300> +<img src="gh-nightmare-serenade.png" width=200 height=300> +<img src="gh-tranquil-trill.png" width=200 height=300> +<img src="gh-captivating-performance.png" width=200 height=300> + + * Throw Voice (top): crowd control + * Change Tempo (bottom): movement + * Crippling Chorus (bottom): move and crowd control + * Disorienting Dirge (top & bottom): defensive song and buff/debuff + * Mobilizing Measure (bottom): fast movement + * Provoke Terror (top & bottom): crowd control and single target attack + * Nightmare Serenade (bottom): debuff and AOE attack. Could be exchanged for Booming Proclamation depending on play style. + * Tranquil Trill (top): healing song + * Captivating Performance (top & bottom): offensive song and crowd control + +This support build excels at shutting down enemies so that your allies can focus exclusively on dealing damage without having to worry about their hit points. While you will not be dealing damage every turn, that's fine, at least with larger parties. But if you have a 2 character party then you may want to consider a different build. + +The biggest drawback with this build is the imbalance between useful top and bottom actions. You get 7 great bottom actions, yet only 5 on top, 3 of which are songs. It is optimal for action efficiency to play a song once every other rest cycle (the turn after you pick one up to maintain an even hand size), but even if you cycle them more frequently than that, you will want to use stamina potions to keep your output of useful top actions going, then prioritize losing bottom-only cards like Serenade when you long rest. + +#### Dirge-Boom Combos + +If you choose to take Booming Proclamation in exchange for Nightmare Serenade, then you can pull off some pretty gutsy (but totally safe, I swear!) combos. The Dirge-Boom combo is very flexible and can be utilized as mentioned in the card-by-card analysis, but can also be stretched over several turns. Here's the melee enemy version: + + 1. Go late with Change Tempo. Select a very precarious hex in the middle of a room of as many menacing baddies as possible. Fear them not, for they cannot hurt you. Move using a jump-enhanced Mobilizing Measure (or Winged Shoes) and immobilize using Change Tempo. + 2. Go fast with Dirge and pump 'em with curses, then Boom and push those immobilized monsters out of melee range. + 3. Go fast with Performance and stun those that are still within your 3 hex range, then use Provoke Terror on those that you had pushed farther than that. Stamina potion back one of your songs (but only for its initiative). + 4. Now it's time to reunite with your allies. Go fast with the song you retrieved the previous round. Move with Crippling Chorus back toward your allies, disarming an enemy that they haven't yet dealt with (if applicable). + +This is the ranged enemy version: + + 1. Go late with Change Tempo. Select a precarious hex as in the melee enemy version. Move with a jump-enhanced Change Tempo (or Winged Shoes) and use crowd control such as Throw Voice or Provoke Terror. + 2. Go fast with Dirge, and pump 'em with curses. Use your other crowd control card (Throw Voice or Provoke Terror) to catch those you missed the previous round. + 3. Go fast with Captivating Performance and stun 'em. Boom them, pushing them to clear a path back toward your allies. + 4. Now it's time to reunite with your allies. Go fast with Mobilizing Measure, and get behind friendly lines! + +In either of the above sequences, if you have the Cloak of Invisibility and there are still a bunch of enemies by the time you're running low on cards, use it to take a long rest and then keep the combo going. + +### Damage Build + +This build prioritizes damage over support, but your songs and crowd control abilities are still there for when you need them. + +<img src="gh-throw-voice.png" width=200 height=300> +<img src="gh-change-tempo.png" width=200 height=300> +<img src="gh-soothing-lullaby.png" width=200 height=300> +<img src="gh-disorienting-dirge.png" width=200 height=300> +<img src="gh-melody-and-harmony.png" width=200 height=300> +<img src="gh-provoke-terror.png" width=200 height=300> +<img src="gh-booming-proclamation.png" width=200 height=300> +<img src="gh-nightmare-serenade.png" width=200 height=300> +<img src="gh-shadow-puppets.png" width=200 height=300> + + * Throw Voice (top): crowd control. You still want to survive, right? + * Change Tempo (bottom): movement + * Soothing Lullaby (top & bottom): heals + * Disorienting Dirge (top & bottom): defensive song and buff/debuff + * Melody and Harmony (top & bottom): utility and move with a single target attack + * Provoke Terror (top & bottom): crowd control and single target attack + * Booming Proclamation (top): AOE attack + * Nightmare Serenade (bottom): debuff and AOE attack + * Shadow Puppets (top & bottom): movement and attack + +This damage build gives you many flexible options which synergize nicely to make liberal use of your modifier deck. Make sure you grab as many summoning items as you can find to boost your damage even more. Your hand will also be fairly well balanced, meaning that you won't be running out of useful top actions. + +### Cursing Build + +This build explores the maximum utilization of curses. Your enemies will defeat themselves while flailing ineffectually against your allies. + +<img src="gh-singing-arrow.png" width=200 height=300> +<img src="gh-change-tempo.png" width=200 height=300> +<img src="gh-echoing-aria.png" width=200 height=300> +<img src="gh-disorienting-dirge.png" width=200 height=300> +<img src="gh-melody-and-harmony.png" width=200 height=300> +<img src="gh-provoke-terror.png" width=200 height=300> +<img src="gh-nightmare-serenade.png" width=200 height=300> +<img src="gh-tranquil-trill.png" width=200 height=300> +<img src="gh-captivating-performance.png" width=200 height=300> + + * Singing Arrow (top): curses! + * Change Tempo (bottom): movement + * Echoing Aria (top & bottom): curse utilization and defense + * Disorienting Dirge (top & bottom): curse utilization and buff/curse + * Melody and Harmony (top & bottom): utility and move with a single target attack + * Provoke Terror (top & bottom): crowd control and single target attack + * Nightmare Serenade (bottom): curses and AOE attack + * Tranquil Trill (top): healing song + * Captivating Performance (bottom): crowd control + +What makes this build click is to keep the enemy modifier deck full of curses, then let them draw nulls and get retaliated against by Aria. Before a key battle pop the top of Melody and Harmony, then use Dirge defensively to keep the heat off of your allies. If your allies get too beat up you can swap Trill in for Aria, and don't hesitate to make frequent use of Provoke Terror and Captivating Performance for stuns. + +### Summoning Build (AKA the How To Use The Cards That Don't Fit Into The Other Builds Build) + +There are several summoning items in the game, one of which is unlocked by prosperity. This build becomes more viable the more summons you have. + +<img src="gh-call-to-action.png" width=200 height=300> +<img src="gh-throw-voice.png" width=200 height=300> +<img src="gh-crippling-chorus.png" width=200 height=300> +<img src="gh-disorienting-dirge.png" width=200 height=300> +<img src="gh-inspiring-anthem.png" width=200 height=300> +<img src="gh-mobilizing-measure.png" width=200 height=300> +<img src="gh-pull-the-strings.png" width=200 height=300> +<img src="gh-commanding-presence.png" width=200 height=300> +<img src="gh-shadow-puppets.png" width=200 height=300> + + * Call to Action (top & bottom): damage boost + * Throw Voice (top): crowd control + * Crippling Chorus (bottom): move and crowd control + * Disorienting Dirge (top & bottom): defensive song and buff/debuff + * Inspiring Anthem (top & bottom): summons movement and attack + * Mobilizing Measure (top & bottom): movement song and early initiative movement + * Pull the Strings (top): crowd control song + * Commanding Presence (top): damage + * Shadow Puppets (top & bottom): movement and attack + +The level 2 unlock (not pictured) can be Lullaby, which you only take with you on missions with lots of wound or poison. + +This build hinges on using your allies to deal damage. Your primary song will be Pull the Strings, which you use to maximize the effectiveness of your crowd control abilities (Throw Voice and Crippling Chorus) and your heavy damage ability, Commanding Presence. You may also use Pull the Strings for damage negation by maneuvering monsters into positions where they cannot reach your allies, preferably onto traps. Also remember that disarmed enemies can still move on their turns, which can be a boon for setting up positioning dependent abilities like the top of Commanding Presence. + +Be sure to summon allies on a turn when you go slowly, such as initiative 85, right before you play the top of Call to Action (or bottom if you need immediate base 4 damage). Then go quickly the next round (at initiative 6 with Mobilizing Measure for example) so that your summoned allies can get some good attacks in before the monsters have a chance to react. + +Remember that you can choose to omit so-called "beneficial" parts of actions. For example, when playing Dirge you may use the bottom ability to curse the monsters, yet omit the bless portion so as to avoid diluting your modifier deck with blesses via your summons. Certain allies who otherwise would have gotten blessed may become grumpy, but it's an option. + +## Perks + +![Perks Sheet](gh-soothsinger-perks.png) + +You have the best perks in the game. Here are some recommendations on what to prioritize: + + 1. Remove negatives in any order (Remove two -1 cards, remove one -2 card, replace one -1 card with one +0 STUN card). With your low-base attacks, drawing one of these cards can be as bad as a null. + 2. Add the rolling modifiers (add three rolling +1 cards, add two rolling CURSE cards). These provide a large bang for your buck in terms of output. + 3. Upgrade high-impact modifiers (replace two +1 cards with one +4 card, replace one +0 card with one +3 MUDDLE card). These are the cards you ideally want to draw at the end of a long chain of rolling modifiers. + 4. Apply the rest in order of your favorite status effects, breaking ties with whatever provides the best attack modifier bonus. + +## Items + +Here we cover the most noteworthy items unlocked by prosperity. Be ye warned: spoilers await. + +### Prosperity 1 + +{{< figure src="gh-002-winged-shoes.png" alt="Winged Shoes" width=200 height=300 >}} + +Until level 9, jumping requires either an expensive enhancement or Winged Shoes. I'd recommend freeing up your feet for better footwear once you can afford the enhancement, but until then the winged shoes will get you where you need to go. + +{{< figure src="gh-005-cloak-of-invisibility.png" alt="Cloak of Invisibility" width=200 height=300 >}} + +I passed over the Cloak on my play through, but only because both had already been claimed by other party members! If you lean into the get-in-the-middle-of-things strategy, then this can be a lifesaver. Jump into the middle of a crowd with Change Tempo late in initiative. Next turn blast them with Dirge and Boom, then pop the cloak. Take a long rest. Profit. + +{{< figure src="gh-013-minor-stamina-potion.png" alt="Minor Stamina Potion" width=200 height=300 >}} + +Great for any character, but excellent for you. This gives you an extra turn, which is important for your 9 card hand. It also improves your efficiency if your hand is imbalanced, allowing you to pick Throw Voice and Provoke Terror back up for some more crowd control. + +### Prosperity 2 + +{{< figure src="gh-015-boots-of-speed.png" alt="Boots of Speed" width=200 height=300 >}} + +You care more about initiative than most classes. You also have more cards with extreme initiative values than most classes. But sometimes those pesky Night Demons surprise you with 7 initiative when you had counted on going first with 14. These boots are your answer. At other times you hoped to disarm some enemies who end up going only slightly slower than you and aren't even attacking this round. These boots let you disarm them after their turn so that it applies to the next round. You can even use them on your long rest so that your summoned allies can get some hits in on initiative 89 before the Oozes split on initiative 94. You might not use the Boots of Speed every long rest cycle, but when you do, you'll be glad to have them. + +{{< figure src="gh-016-cloak-of-pockets.png" alt="Cloak of Pockets" width=200 height=300 >}} + +There are so many amazing small items, but a lady of your stature has only so many pockets. Here is your solution. Upgrade from the Cloak of Invisibility when you're ready to buy that extra potion that you wouldn't otherwise be able to carry with you. + +{{< figure src="gh-017-empowering-talisman.png" alt="Empowering Talisman" width=200 height=300 >}} + +You are limited to only one of each small item, so this stretches your stamina potions or gives your summons another chance. It's pricey compared to buying another small item, so wait on purchasing until you've maxed out your small item capacity. + +### Prosperity 4 + +{{< figure src="gh-031-hawk-helm.png" alt="Hawk Helm" width=200 height=300 >}} + +Booming Proclamation has a radius that's one hex narrower than Dirge, but the Hawk Helm evens them up for a super slick combo. Plus it's cheaper than the Talisman if you don't need the small item utilization. + +{{< figure src="gh-033-volatile-bomb.png" alt="Volatile Bomb" width=200 height=300 >}} + +Once per scenario, the bottom attack of Melody and Harmony or Provoke Terror is now AOE. You're welcome. + +{{< figure src="gh-034-major-stamina-potion.png" alt="Major Stamina Potion" width=200 height=300 >}} + +Your hand limit is 9 cards, which is an odd number. If you pop this potion sometime before your first rest to get to an even number, then you will have added 2 extra rounds to your longevity. + +{{< figure src="gh-035-falcon-figurine.png" alt="Falcon Figurine" width=200 height=300 >}} + +For most classes summons aren't worth the investment, but two factors make you uniquely able to maximize their meager abilities: a superb modifier deck to turn that attack base 2 into something great, and the crowd control to keep that falcon alive. Your many abilities that affect all allies notably apply to your summons as well, so the more summoned allies you can put on the board the better. There are other unlockable summoning items that this guide won't cover, and those are similarly useful. It is possible to build an extremely effective Soothsinger entirely around these summoning items. If you collect them all then you may need that Cloak of Pockets. + +### Prosperity 5 + +{{< figure src="gh-042-ring-of-haste.png" alt="Ring of Haste" width=200 height=300 >}} + +You have many potent bottom actions, and often you will want to use two of them on the same turn. This item opens up new combos, allowing you to move on the same turn as you use some of your more impressive non-movement bottom actions such as Dirge, Serenade, or Performance. Keep the maintenance of your even hand size in consideration or this stunt may shave a turn from your game. + +### Prosperity 6 + +{{< figure src="gh-043-boots-of-quickness.png" alt="Boots of Quickness" width=200 height=300 >}} + +A direct upgrade over Boots of Speed. Only purchase if you think it's necessary. + +{{< figure src="gh-045-pendant-of-dark-pacts.png" alt="Pendant of Dark Pacts" width=200 height=300 >}} + +If you went the summoning route, then this is the headgear you want to end up with to maximize your small item utilization. Other than the curse this is a direct upgrade over the Empowering Talisman. That curse is annoying, but with all your summoning items and your AOE attacks, it's far less debilitating on you than on a class that excels in high single-target damage. 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