![]() ![]() Still, all such lists risk being deleted for lack of a neutral definition of what counts as "unusual".Ī cow with antlers atop a power line pole. You'll die a lot, you'll get hit a lot, and some rooms are outright mean and nightmarish with certain weapon and curse combos.Lists of unusual things in Wikipedia mainspace (see Category:Lists of things considered unusual) should have an external reference for each entry that specifically classifies it as unusual, to avoid making it a point of view (POV) fork of original research. I-frames are generous, depending on the difficulty. You can do the equivalent of a smash and grab if you're on that quest. If you need anything in a hurry, you can grab it and go instead of trudging through an entire dungeon (they get a little long at the end).Įscaping, in my experience, has never cost me a single follower that I got on a crusade. Get the omnipresence power-up first when you get a heart. they strike first and you punish them for it. Hammer weapons are for punishing enemies, i.e. ![]() The caterpillar will sell them as soon as an area is accessible. If you go the farmer's route and want some really good meals, you can get every type of seed very early on by just unlocking the gates to each dungeon. This also helps for faith level emergencies you need to take care of. For example my temple, cooking station, and confession booth are all extremely close to the entrance. Put them in a location where you lose less time if you need to do something daily. Don't let that discourage you from organizing your buildings early. Unless you don't mind raiding already finished dungeons many, many, many times like me. If you have a bunch of crappy ones around that you wanted to kill, might as well roll those dice.ĭecorations are only really for when you've either finished most of the game. You'll want a medbay by the time you go into Kallamar's dungeon.ĭon't go into the Shamura's dungeon if you only have very good followers. You'll want a food reserve, a big one, for when you face Heket's dungeon. This is much more valuable than building a prison once or twice, especially if combined with the freedom doctrine (+10 faith/day if nobody imprisoned - this can and will hold you over when on very long crusades). You can also buy items for dishes that make dissenters instantly stop dissenting. Once the quest is finished you can buy items necessary to keep your flock topped off. If you want extremely easy food sources, get the fishing doctrine when it pops up. You can clear the first part of a dungeon just fine, but from the second one onward there will be consequences. Spend some time with the flock, boost yourself up using sermons. It's super easy to get enough followers to get all of them open in no time, doesn't mean it's a good idea unless you know what you're doing already. While it's fine to skip Heket's grass cutting, you CAN get crystals from Kallamar's grass, not just the big jagged rocks with big crystals in them.Īnother tip would be to keep your followers compact and dense with loyalty, and get the afterlife doctrine allowing you to resurrect followers if you struggle with micromanagement.ĭon't dive into each dungeon the second you unlock them for a few reasons (like the hexes put on you for each one, once or twice, while you'll be woefully underprepared for that unless you know what's up). After a while I made the mistake of stopping cutting grass, ever since Heket's area and well into Kallamar's. ![]() Doctrines especially, since you can only get them once and then you're done.Īnother one would be minor, but would pay dividends. I guess my biggest one would be to have a throwaway save for when you want to test stuff if you're like me and want a really cool looking base with a more or less optimized cult following for my tastes. Depends on what you want to know, otherwise I'll end up writing a massive guide. ![]()
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