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While SteamWorld Quest: Hand Of Gilgamech isn't necessarily a hard game, its card-based mechanics can be a little daunting at first. With so many options for customizing your party, new players might want a hand figuring out what works and what doesn't. If you're one of them, we've got some tips that will get your journey started on the right foot.
These tips and tricks will make your first playthrough a bit easier. You won't get scrapped if you don't follow them, but they'll definitely help - who knows, maybe you'll even come up with some tricks of your own!
Get Rid Of Book Bash Immediately
You can't edit your Decks at the start of the game, so Armilly and Copernica are locked into a specific set of cards during the opening mushroom hunt. One of Copernica's starting cards, Book Bash, is downright awful. It's a physical attack used by a caster - Copernica's low Strength means that her Deck is better served by just about anything else.
Luckily, during the first scene, the stats of the heroes and their enemies are low enough that Book Bash can at least deal some damage. After that, it should be taken out immediately. Let Galleo and Armilly handle physical attacks, while Copernica builds up the SP Gauge with Mana Barrier. Focusing on character strengths gets even more important as the game goes on, so it's best to start early.
Use Your Redraws
You're allowed to redraw up to two cards per turn, discarding them and pulling a new card from your Deck to replace them. It's an incredibly generous mechanic and one that ensures you'll have a playable hand in all but the worst situations. Even if you're happy with your current hand, it can be worth redrawing cards you won't play this turn in order to set up for the next one.
There is no penalty for redrawing - the discarded cards just get cycled right back into your Deck for later. There's no reason not to do it, so use redraws to your advantage and get the best combos you can each turn. Copernica's Focus card gives the team an extra redraw tempoꦇrarily, further adding to your efficiency.
Remember Your Healing Items
It's easy to forget about168澳洲幸运5开奖网: healing and recovery items since they require opening a separate menu during combat. When your back is against the wall, gulping down a potion or two can save the day. Be sure to have a decent reserve whenever you set out. If you can afford it, we recommend at least six Recovery Vials, three Ointments, and three Repair Kits.
As useful as they are, healing items should be a last resort if you have cards with similar effects. Items don't contribute toward combos, and it costs money to keep your inventory full, so prioritize cards like Quick Fix or Encourage before dipping into your stock. The exception here is the Recovery Kit, which is the only way to revive a scrapped hero mid-battle. If you can finish the fight without the downed hero, though, you should do so - they'll automatically revive with 1 HP after winning, saving you a Kit.
One Copy Of A Card Is Plenty
Each character only gets eight card slots for their Deck. This means you have to be very picky about what everyone has equipped. While it's worth having two or even three copies of a basic attack like Heroic Strike, you'll still see single-copy cards get drawn plenty of times.
Let's look at the math; your combined Deck from all three party members is twenty-four cards, and you have six drawn at a given time. Of the eighteen cards remaining in the Deck, you'll generally draw three at the beginning of each turn. That means that every card not currently in your hand has a one-in-six chance of appearing each round. That number doesn't include redraws, so you won't typically need to do much digging to find what you need.
Carefully Choose Your Upgrades
Crafting materials are used to both create new cards and upgrade existing ones. Upgraded cards provide powerful effects and bonuses beyond the scope of the original version, but they're expensive. Higher-tier cards require rare or even unique materials to upgrade, so be smart about selecting the cards in which you'd like to invest.
Sometimes it's an easy choice - if you find yourself including cards like Mana Barrier or Hot Iron in every Deck, they're definitely worth at least one upgrade each. For the rest, consider how critical a card is to your loadout or how much the upgrade would really add to your combat effectiveness before spending the resources.
Be Willing To Experiment
The penalty for dying in SteamWorld Quest is practically nothing. You'll just get sent back to the last Hero Statue you visited, fully healed and with all your XP, gold, and treasure intact. This means you can safely try out new builds and Decks without losing anything! If you have an idea for a new combo, and you want to give it a try, go for it - at worst, you'll find out it doesn't work and can switch back to your old setup.