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Self-Help Book

Self-Help Book

共通Act1Act3
自己啓発本
Choices
Move On→ You don't have any cards that can be Enchanted
Read the Entire Book→ Choose a Power to Enchant with Swift
Read a Random Passage
Read the Back→ Choose an Attack to Enchant with Sharp 2

Choices

"Read the back cover"

  • Select 1 Attack and enchant it with Sharp 2
  • Sharp 2 effect: that Attack's damage is +2

"Read a random page"

  • Select 1 Skill and enchant it with Nimble 2
  • Nimble 2 effect: that Skill's Block is +2

"Read it cover to cover"

  • Select 1 Power and enchant it with Swift 2
  • Swift 2 effect: that Power costs 1 less

"Burn it"

  • Select 1 card to remove

"Leave"

  • Nothing happens

Recommended Choice

Enchantments trigger every time you play the target card, so the more often you play it, the more return you get.

Sharp 2 adds +2 damage to an Attack. Attached to a main Attack you play every turn, the damage adds up significantly across the run. On multi-hit Attacks, the +2 applies per hit, which is even more efficient.

Nimble 2 adds +2 Block to a Skill. Put it on your main defense Skill that you play every turn and your per-turn Block climbs steadily.

Swift 2 reduces a Power's cost by 1. Powers are usually played only once, but cost reduction significantly reduces the tempo loss on your setup turn. The benefit is especially large on Powers that cost 2 or more.

If there is no good target to enchant, "Burn it" for card removal is the correct call. Deck compression is always valuable.

Strategy

  • Pick your enchant target based on "how many times per battle do I play this card". A Sharp 2 on a card you play 5 times per battle effectively adds +10 damage
  • 0-cost Attacks or Skills can be played every turn they show up, so they are excellent enchant targets. Prioritize low-cost, high-cycling cards
  • If Swift 2 brings a Power to 0 cost, the setup barrier drops dramatically. Putting it on a 1-cost Power to make it 0 cost is the most efficient usage
  • In the early part of Act 1 when your deck is still unformed, rather than agonizing over enchant targets, "Burn it" to remove a Strike or Defend usually improves the deck's overall quality more
  • This event appears in all Acts, so the optimal choice differs between an Act 1 appearance and an Act 3 appearance. Later in the run your core cards are locked in, so enchantments become more valuable
  • "Leave" gives you nothing, so it is rarely correct. Either the enchantment or the card removal should benefit you

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