

Bring a few extra shovels for chests and oysters.


Medicinal herbs are extremely useful to debuff traps and attacks, as well as curios, like Eerie Coral (to heal negative quirks) and the Fish Carcass (which gives you food).Leave maggots, stingers, and heavily armored enemies for last, as they are the least dangerous. It is recommended to kill the Thrall as soon as possible no matter the circumstances, however. If the party is reaching high stress, target back-row shamans. If the party is low on health, consider finishing Groupers first. Order of target elimination varies depending on the party's health and stress level. I rarely bother with curios because my inventory is going to be maxed out anyway.except on shorter apprentice runs where the return on the price isn't worthwhile due to less loot dropping on average.The music that plays during combat in the Cove is The Cove Battle. Used to always keep one in medium or longs, but even then I'd frequently not find it. I don't know if a key is still worth bringing now that secret rooms are less common. Also herbs for cove, in case of coral or getting hit by those fiendish traps. Used to be 2/3/4 everywhere but it changed.īandages for non-apprentice cove runs, unless you've got a plague doctor. 2/3/4 for weald or cove, maybe 1/2/3 for ruins, and it seems warrens have almost given up on blockage checks. Literally half my inventory.ġ6 or so torches for a medium explore, 12 for a medium kill quest.Ģ0 torches for a long explore, 16 for a long kill. Before there were limits I'd do things like buy 90 food for a long mission.
