When doing this, it is quite likely that you will eventually (if not frequently) have to replace some of your current gear with less desirable equipment, losing access to higher tier Abilities in the process. Scrounger can be a decent Battle Scar while building up your Hero since the higher level Loot choice has the potential to help gain more power early on, but there are a couple of problems that prevent it from being one of the better Scars.ġ) With the final stage of Scrounger, the inability to choose Treasure means you will be forced to select one of the Loot options after every battle or chest. So Hard Headed would end that run instantly.Scrounger is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.ĭescription : One Loot choice is of a higher level than normal : In addition to Early Stage, the Hero can no longer take Treasure instead of Loot Those require a big starting hand for damage bonuses. Bad scars would actually stop me from going on.Įrr, I should say, that it Can actually stop a certain type of TT dungeon run. If i get a debilitating scar, I would immediately abandon the run. This is why it shows up in 4 of my top listings. If I get Hard headed in a TT run, I say "cool, that's fine". I could go far with literally any class, using Hard Headed. With it's eclectic selection of cards, I would hesitate to use it with a reduced hand size. You would need a Pyromancy battle scar or something similar to slow down a Cartomancer.Ĭongrats on the Mime, though. Seriously, I've beaten all of chapter 2 and 3 with the same Cartomancer. The most broken class in the game, since it can draw cards almost every time it takes damage. Artificer, a Tier 3 class with really strong cardsģ. Snowitch, who uses Fate to muck around with the other guy's deck.Ģ. Originally posted by Redvenge:First, lets look at those classes:ġ. The scars that start good, but end bad, are no fun. It would be a lot more fun, if there were more scars that start bad, but are better in the final stage. Scarred - Good, lets pretend you want to get crush cards in addition to swift cards Naturist - Bad, you get a lvl 1 card you don't want Mystical - Neutral, a draw card is not horrible Tricksy - Neutral, it helps to get loot, but this is the campaign so you want goldĪgile - Good, you are probably going for swift cards with ranger You can no longer keep bad cards out of your deck Scounger - Bad in final stage, very bad actually. Pyromaniac - Bad, terrible really, better chance for you to die when you have a bad draw Punch Drunk - Bad, Ranger already has 1 block cards, this just waters down the deck Paranoid - Bad in final stage, Good in early stage Hulking - Bad in final stage, stupidity is usually worse than +1HP, Good in early stage Hubris - Bad, it has caused me to run towards a chasing boss. Bad if you have no cards that let you draw more cards. Hard Headed - Neutral (good when it keeps you alive in early fights. Gullible - Neutral, getting some lower level loot can be favorable, and getting more gold is good. Lets look at one example and see what scars are good:įlesh Wound - Neutral in final stage, Bad in early stageįountain Addict - Good in final stage, Bad in early stage Which wasn't the ideal way to play, but I wanted the good ones. When I used to play campaign I would suicide my chars every time I got scars I didn't like. I don't know if this is a "good mix of bad and good ones". Most of the time, I feel like 2/3 of the scars will be bad for your char, and 1/3 of the scars will be good. Are you doing TT or campaign? What class are you playing? What type of build are you aiming for? (which abilities do you try to raise?) If you are doing TT, what Fate and Blessing do you have. Scars can be good or bad, depending on what you are playing. There is no easy answer to that question. So, which ones are the good ones? They all seem terrible. Originally posted by Myll_Erik:There are a good mix of bad and good ones - alternatively, you can aslo turn off Battle Scars via the options menu if they aren't your thing.
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