Act 4
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Last town of the run! By now you should have very strong damage, and be building your decks to beat final boss. Cut down unnecessary aoe, and fill up on strong multi attacks.
There will be a healer check at the end too which we require a healing spell for, do not forget to keep one at least.
This act is also when Combat RNG definitely becomes relevant. As discussed in Clamping, XP gained in a4 is worth more than other acts, and so suboptimal combats will hurt our final score.
There is also a skillcheck of 8+ later in the act, so don’t go removing all your expensive cards just yet. You will get an opportunity to remove cards before boss.
The highest score you can have by this point (probably) is 133,094. If you’re more than a hundred score off that, consider that you may need to rollback somewhere.
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No more scarabs! Kill em all nice and quick.
The most XP you can gain from this node pre-clamp is
(80 + 64 + 60 + 60) =
264 Pre-clamp
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Crit succeed any of the four, they’re all the same score but it’s worth save scumming and checking all the items for spicy high rolls. This node has some of the best items in the game in it.
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Standard corruptor fight. Not many of these are left.
The most XP you can gain from this node pre-clamp is
(80 + 64 + 60 + 60) =
264 Pre-clamp
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Fight.
The most XP you can gain from this node pre-clamp is
(80 + 80 + 80 + 60) =
300 Pre-clamp
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All answers here are identical. If you do not want any of the blobs, you can save the money for a corruptor shop.
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Fight.
The most XP you can gain from this node pre is(80 + 80 + 80 + 78) =
318 Pre clamp
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[Read] is worth the most XP therefore the most score (a massive 200 per person pre-clamp). All other choices are objectively worse for score.
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Fight.
The most XP you can gain from this node pre is
(80 + 80 + 80 + 78) =
318 Pre clamp
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None of these give XP. Pick [Rest] if you need the health, otherwise [Combat].
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Fight. The node is proceeded by the second to last skill check of the game.
The most XP you can gain from this node pre is
(80 + 80 + 80 + 80) =
320 Pre clamp
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[Rebuild] Gives the most XP and we need to crit too (8 required), even if you’re not using the anvil for anything.
This is the last anvil to make large deck adjustments before boss, and with only 2 relatively simple fights before boss, now is the time to change your decks to prepare for boss. We will see a campfire and a chapel yet to remove cards with.
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Pink, Red, Orange.
Take a wild guess what this will do.
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Just pick whatever’s best for the run here. Usually remove.
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Last Hallway Fight oh Odin i can nearly taste it.
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We need to succeed to find a [Healing Spell Card] on this node for the last little bit of XP. If you forgot to bring a healing spell, you’ll have to rollback to a card reward with one. Normal Event check manipulation rules apply here.
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GET HIS ASS