![]() ![]() While the battles won’t grant cards, there are boxes around the map that will. There are also ink pots for your main pot that can make it uncovers a circle where you pick instead of just around your character, or just expands the circle. There are some that uncover a line of three to four tiles in front or front and back, as well as ones that can just uncover one tile at a time. You’ll be given five ink pots at the start that uncover a batch of tiles around you, and winning battles can unlock different kinds of ink pots. There is also a strip of tiles that go from where you start to where the boss of the chapter is, usually with a couple battles in between. A set amount of tiles will start uncovered already, usually displaying either towers that can open more tiles for free, or various battles around the pages. Essentially, each page of the storybook you need to progress through is tile based. If you still have block at the end of enemies' turn, add a Headbang to your hand.Īt the end of each battle, Sorocco heals 8 life.Let’s start with the basic concept of how Roguebook works. Vaults of Wisdom always offer 1 random card with one random gem in it.Įach turn, the first time you play a card that costs 2 energy or more, gain 1 energy. ![]() Once per battle, click on Sorocco to gain 15 block and move him to the front.Īll future cards gained have 2 gem sockets.Īt the start of your turn, if Sorocco is leading draw a card. Whenever an enemy takes damage, Seifer gains 1 Rage.Īt the end of each turn, if Seifer is leading he gains 5 Rage. Start each battle with a Brute (Ally, Aggressive, 5 spirit). Whenever Seifer becomes enraged, gain 1 energy and draw a card.Īt the start of each battle, Seifer gains 10 Rage. Whenever an enemy dies, if it wasn't a summon, Seifer heals 3. They cost 0 for the rest of the battle.Įach turn, the sixth card you draw cost 1 less this turn.Īt the start of your turn, if Aurora has 5 life or less, draw a card.Īt the end of the turn, Aurora heals life equal to your hand size. Whenever you block for the exact right amount, draw 2 cards. Wenever you dissolve a card, Aurora gains 1 power. Whenever you use Aurora's teapot, heal the other hero for half the amount. Once per battle, click on Sharra to attack the leading enemy for 15 and retreat.Įvery 3 times your characters swap, gain 1 energy. Whenever Sharra adds a dagger to your hand, add twice as many. Sharra starts each battle with 3 Courage. Whenever Sharra takes damage from an enemy attack, she retreats and gains 4 power next turn. Whenever you end your turn with no cards in hands, Sharra gains 1 power. Whenever Sharra takes damage, she gains 2 stacks of courage. Whenever you swap, Sharra gains 1 power this turn. ![]() Whenever you use a brush, reveal two extra adjacent tiles at random.Īt the end of each battle, gain 1 gold for every 2 cards in your deck. Start each battle with a Story teller (Ally, 2 spirit, Activate : draw a card). The first hit of the battle inflicts bleed equal to half the damage dealt. This effect ends once your shuffle your deck. When you have no cards in hand, draw a card.Īt the end of each turn, gain 5 block. Gain 1 energy and draw a card at the start of each battle. Talents are randomly selected from each pool, as well as their order, so each run will offer different talents.Īt the end of each battle, both heroes heals 3. You can pick a talent from a previous row, but a new row will not be unlocked until you have picked a talent from the last row. A new talent will be available for every 4 cards added, along with a new row of 3 to select from. By adding cards in your deck, you unlock talents to balance the loss of consistency.Īdding 4 cards beyond the starting 10 unlocks a new talent that you can choose among 3 : one for each of your characters and one for the party. ![]()
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