Choices
"Take a Bath" (repeatable)
- Max HP +2
- Take damage (1st: 3, 2nd: 4, 3rd: 5, 4th: 6... increasing by 1)
- Repeatable until HP hits 0
Cumulative damage:
- 1 bath: 3 damage, Max HP +2
- 2 baths: 7 damage (3+4), Max HP +4
- 3 baths: 12 damage (3+4+5), Max HP +6
- 4 baths: 18 damage (3+4+5+6), Max HP +8
- 5 baths: 25 damage (3+4+5+6+7), Max HP +10
"Decline"
- Heal 10 HP
"Exit the Bath" (appears after bathing)
- Leave with nothing more
Recommended Choice
Max HP stays for the rest of the run, so repeating baths is the baseline plan. 3 to 4 baths (Max HP +6 to +8) is the cost/reward sweet spot; beyond that, damage ramps up quickly and efficiency drops.
With 12+ current HP, 3 baths (12 cumulative damage) is safe. With 18+, go up to 4 (18 cumulative damage). With tight HP, "Decline" for 10 HP healing is a solid fallback.
Strategy
- Permanent Max HP +2 grows in value as the run progresses. Finding this early in Act 1 justifies pushing bath count even when it stings
- 3 baths for Max HP +6 is comparable to one Relic's worth of value. 12 cumulative damage is not cheap, but long-term it pays
- Post-bath HP deficits can be recovered at a Rest Site. Check the map and set your bath count accordingly
- "Decline" 10 HP heal matches a Rest Site rest. If HP is critical, decline and recover. Do not overbath and die in the next fight
- With HP potions, you can bath aggressively and heal after, maximizing Max HP gain and still surviving the next fight
- From the 4th bath onward, damage steps get larger. The "one more?" call needs care — leave buffer for the next combat
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