How do you mix the different cards into one deck? I tried to create a new deck but I only saw the warrior cards.
They should all be in the deckbuilder. But maybe you haven't leveled the other class up yet? You won't get any mage cards unless you level the mage up. So you'd have to wait until your next level up to level another class. Or maybe you accidentally touched one of the filter buttons on the top of the screen?
Hey everyone! Just letting you know I put up a version update to try to deal with the memory problem on some iPads crashing. I know it's not 100%, but I'd like to know if you are at least able to play it now with far less or hopefully no out of memory crashing. Oh and thanks for all the helpful feedback! I've put it all into the todo list and will work on improvements.
For those having a little trouble getting started, I recommend trying this build. First level, pick Monk. You’ll get the skill Martial Arts, which is a weapon (Qi Fists) that stays with you forever, and hits twice every turn. Next pick Warrior and you’ll get the skill card Melee Mastery, which adds one point of damage to every hit each turn. Next pick Priest, and you’ll get the spell Minor Bless, which adds another 2 points to every attack. By this stage you should be doing the quest for The Belt, and once you get it, it adds a further 2 points onto every attack. All up you can do a possible 14 damage every turn just using your hero alone and you’ll never have to put any weapon cards in your deck at all. You can choose any proficiency from here on out, I’d recommend something with lots of summons or spells. Has anyone found out any crafting recipes besides the basic ones the game tells you about?
Yeah I agree I think Monk is by far the best to sub class into. I started a Mage and lvl 2 went with monk and have now a lvl 3 Mage lvl 1 monk that pretty much destroys everything I’ve faced so far. The monk weapon is borderline broken imo due to the fact that turn 1 is weapon skill and after that it’s board control and direct damage. Saying that does NOT mean I want you to change the monk weapon haha. I like it and it really helps. As for the weapons they do take up a lot of space in a deck without offering TOO much upside. Yes they can counterhit but it can get a bit annoying when you equip a weapon every turn cause they have enemies galore As for the crafting I have only tried a couple non recipes and have failed each time (; I tried to put 2 tomes of truth together to maybe get a 1 card draw 5 but alas it didn’t work
Monk is great as a sub class. It can also be a backup even if you want to focus on using weapons (when you don't draw weapon cards). I think the main issue is that weapons take up deck space, varying durability, and are just harder to use especially when you run out. Monk doesn't have to deal with those problems and can focus on other cards. I'm hesitant about going full in monk but maybe it could be good. I like monk as a sub class and then focusing on summons and power boosting (generally mage for summons). You can easily overwhelm your opponent with summons if they have no special spells or aoe. A healthy mix of guard summons will make it very hard for the enemy to touch you.
I played around with lots of builds before I found one I really liked. At first I was sticking to one class at a time, (eg all warrior) then I mixed things up when I started to see synergies appearing. I just finished the campaign for the first time with this build and in this order: Monk 1 Warrior 1 Priest 1 Mage 3 So unless I’m mistaken, level 6 is as high as you can go at the moment, and when you slay the last beast, there’s a message that Chapter 2 is in development. I’m very much looking forward to it. Now to try out a different build and check out the other modes.
Well I came here looking for an answer and guess I found it. I beat chapter 1 and what a game. I hope that 2 isn’t that far around the corner. What an amazing game! I ended up with: Mage 4 Monk 1 Necro 1 It was a fun build for sure an covered all the bases in my opinion.
Hi Dev, would be great if you could add a couple of tweaks on your to do list: 1. Add more filter options in the deck builder e.g summons only, spells only and by class 2. Currently, when the narrative screen is on, the art disappears for a second and reappears again when new text is shown, even when the art remains the same. Would be less annoying if the art stayed on the screen and just the text changed Thanks!
Thanks for the feedback! Feel free to join the discord if you like for direct feedback and player discussion.
I'm struggling with some of the builds and the fact that deck doesn't reshuffle so you have to balance card draw with having a good quantity of cards as well.
If you haven’t tried Demontide yet here’s a quick summary. The campaign follows your story from orphan to hero through the mysterious events leading up to the Demontide. You continually build your deck as you battle from novice to pro through 40 boss battles and side quests, visiting shops and crafting stations to obtain cards which you can freely use in your deck as you see fit. The interesting combinations of the classes you choose as you level up are what brings the roleplaying aspect of the game together with the strategic card combat. Here are 4 tips and tricks to ensure you are well on your way to the winning side of each battle! Pair a good offense with a good defense. Just as with any sport, some battles will require stronger offense to win whilst others will require you to play better defence. Higher HP from the warrior, or defensive buffs from Priest class go a long way to mitigate damage dealt to you. The Necromancers minions also could be used as a buffer for incoming attacks. Consider mixing a weapon and skill type hero with a spell caster for well rounded results. Whilst warrior, monk, ninja and rogue are specialists in the art of weapon damage, pairing them with few caster levels of mage, priest, necromancer will ensure you have plenty of tools around various enemy abilities. When some resistances will stop one side of your deck the other can keep on hitting! A nicely balanced deck size should be taken into consideration. Warriors and rogues tend to be somewhat short on cards, whilst mage and priest have plenty of cards to go around. Ensuring you aren’t too short or too long on cards for the amount of card draw you have available will help keep you on the winning edge. Skills are often overlooked. Build around them instead! Since they are always in play and some give unique advantages that cards do not, they can be a focal point of your strategy. E.g the assassinate rogue skill takes your weapon damage and creates an ultimate cannon of damage. Combine other skills, potions, and effects to max your damage and you’ll be dealing enormous kill shots to the enemy directly! Don’t forget crafting can lead to other cards which may complement or even be built around and are worthwhile experimenting with. After all, you’ll find most of the fun is in the exploration!
Thanks for these tips! I'm getting stuck in the (midgame, I assume?) where every encounter I have to deal with a bunch of fliers and dont have many ranged summons/weapons to deal with them. Any tips for getting past these guys?
Hope you are having fun! Ok so theres a wand of flying which will bring you on par with them. There's also plenty of direct damage ether in the skills, the spells or the shops. Usually this is enough, you'll need to just put out a few guards to keep you protected and whittle away at them with your range. You could also just try all range weapons even if its a bit out of class, whatever gets you the win Jump on discord if you'd like to ask some other players how they did it.
History of Porthaven: -------------------------- The history of Porthaven is relatively short but not without its own intrigue. Originally settled by expeditions from the south and the north, it was founded as a melting pot of races, joined together for mutual protection against the ravages of the wild. Today it has become the bustling major capital of the Porthaven state, governed by an elected ruling body and advised by the Council of Mages. Traders, thieves and emissaries from other lands far and wide come to settle, eek out a living or ply their trade. Before the story of the Demontide begins, Origins takes you through a transformative period of Porthaven’s history marred by the presence of a Demon Lich who in search of souls to harness threatened the safety of the fledgling nation. But brave heroes rose to the challenge and eventually while many were lost, Porthaven was made safe once again. There are chronicles of deeds from legendary Heroes in the early days, who slayed dragons and overcame giants and other incursions, much of which will be explored in the games as they evolve. Keep an eye out for next week’s history of Taluk and later the Karim and Andarian neighbouring states! Until then, happy deckbuilding!
History of Taluk ------------- Taluk has an illustrious history. Once a stronghold for the Kings of Karim, it was ceded after the 4th King’s son brought an army to bear against his own father. Not long after however, the citizens who realised they’d been duped revolted against their new ruler and after a brief but deciding battle, the new leader was deposed by the second in command Commander Tarn. Tarn annexed the town to the then fledgling state of Porthaven, guaranteeing it’s stability and longer term survival as a trading port between nations. Whilst some may question it’s roots, the people of Taluk are generally reserved, preferring not to take sides in any nations disputes. Perferring profit over conflict, they see changing governments and regimes as an opportunity for new trade relations. In recent times, Taluk has several resident alchemists, several who notably produce a much sort after form of alchemist's fire that burns twice as long as the traditional recipe. Keep an eye out for next week’s history of Helm and the mines that support it. Until then, happy deckbuilding!