It is usually best to kill, stun, or otherwise disable one Raider per turn, take the hit from the other one, and focus your other actions on damaging Vvulf. You can, however, take advantage of his numerous actions with Bleeds and Blights, as they will damage him for each action he takes, tearing through his health very quickly.Īssuming that Vvulf's damage has been made trivial with the above tactics, your main concern should be the Brigand Raiders, as they will be the main source of damage. However, his two actions per turn means that debuffs tend not to stick around, and if you are in a position where a hero has the leisure to continually apply debuffs to Vvulf instead of healing teammates, killing/stunning the brigand mobs, or dealing damage to him, the fight is probably already won. Avoid relying on the Houndmaster for guarding as the bomb's accuracy is high enough to be essentially undodgeable.Īn Occultist's Weakening Curse, a Leper's Intimidate, and similar debuffs can also be used to decrease Vvulf's damage. If available, the Flagellant is a good asset to the party, as his Redeem restores an enormous amount of health to offset the bombs' damage, and his Endure skill also serves as good stress relief throughout the quest. It would be ideal to also have damage-dealers that can hit enemy position 3, which is where Vvulf would most likely be, but your short-range characters can still reach him if he uses Tower Shield to guard his minions. Support with a Vestal to keep your Man-at-Arms going. The potent damage of Vvulf's bombs (>40) is very effectively mitigated through use of the Man-at-Arms' Defender, allowing him to tank the bombs for your entire team while taking much more manageable hits. The Bounty Hunter's damage bonus to Humans will definitely shine here. Bear in mind that this being a Short quest, you will not be able to Camp to receive buffs or relieve stress.īonus damage to humans through quirks, trinkets, or skills will benefit you against every enemy in this dungeon except for the Gnashers and the Barrel O' Bombs. A lot of the enemies you face here will inflict a huge amount of Stress, so make sure you have ways to heal Stress or mitigate their effects, lest you risk your party getting Afflicted before even reaching Vvulf. It can be entered by pressing the up arrow or by clicking on the background.Īs with all higher-level dungeons, your heroes will need accuracy boosts to consistently land hits, especially since enemies in this dungeon tend to have high dodge - Sun/Moon Rings are optimal. In addition, there is a Secret Room in the upper-left corridor, within one of the squares. The map will reveal its shape continuously, just like in the Darkest Dungeon itself. It is recommended to go back for the left treasure room after you defeat Vvulf. It's very likely to find ancestral trinkets in said treasure locations, which makes this errand pretty worth it. There is a treasure room in the center too, only accessible through the boss room. If you go up, you will find Vvulf, while the side path leads to treasure. Either room you pick, you will get a choice of going to the side or continuing up. When you begin, you are given a choice to go up/left or up/right. There are no curios requiring the use of items, so you can save your items exclusively for in-battle use and torches.Īlso, bring all the shovels available, as there are a lot of obstacles to clear. Like the Darkest Dungeon quests, Wolves at the Door has a static map and the mission will always be the same. If you fail the quest, you do not lose town upgrades, but the quest is treated like that of the Darkest Dungeon, thus abandoning the quest will randomly kill one of your heroes.Ĭompleting this event will ensure that it will never appear again for the rest of your current playthrough.
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