荣耀:骑士指南(满月模式)

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月圆之夜
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如何使用骑士:最佳卡组构建方式、使用与避免事项 基础信息 引用自游戏描述:小红帽与外婆相依为命,常被男孩们欺负,因此她的童年没有太多快乐的回忆。但她学会了用头脑和拳头生存。 骑士是《月圆之夜》许多玩家会使用的第一个职业。其核心思路是尽可能承受伤害,或在短时间内造成大量伤害。 本指南将涵盖各种策略,以及骑士在击败敌人或保护自己时可利用的祝福。注:本指南中的【日记模式】指难度调整选项上方的复选框,勾选后将添加仅在游戏第二模式【红头罩日记】中出现的卡牌。

Character's Abilities Out of combat: Baptism Upgrade one card from your deck. Cooldown of 5 combats. Use whenever its cooldown is up, as the free upgrades are very nice. You still have access to Smithies as this character. Can make the Enhance option on level-up slightly less useful, but you can take that for extra upgrades if you need them. In-combat 1: Combo Copies the next card you use. Cooldown of 2 combats. The new card is temporary. Use in conjunction with powerful cards like Bolster, or when using equipments gained via Wonderful Collection or Weapon Master. Cooldown is low enough that it can be used virtually whenever you feel like it. In-combat 2: Tenacity Gives you armor equal to your missing health. Cooldown of 3 combats. In a pinch, can be used to survive. Note that it may not work to save you if the opponent can use piercing damage!!! You could also use it as an offensive ability combined with Piercing Attack or Spike Barrier, but it would depend on the amount of health lost. Deck Archetypes There are several deck archetypes for the Knight. They are detailed below. BEAR TRAPS EVERYWHERE The idea of this deck is to use as many defensive Equipment cards as possible. This includes Beast Trap, Blazing Cloak, and Bizarre Rune. Bizarre Rune is key to this deck's function; if you can't get it, try something else. The deck also uses Armor and other defensive cards to survive while their equipment does all the damage. On level-up: Equip Slot>Card>Action>HP=Money Changes in Diaries Mode: Toy Spear is a valid choice for this deck; would recommend Sleeping Wind Knight as the Sealed Memory card, or choosing no card at all. IT'S STABBING TIME This is the above but for Dirk and Lightning Blade. Put draw-cards cards in your deck, cull the rest, and go ham. On level-up: With Fork/No Memory: Equip Slot>Card>Action>HP=Money With Fist: Equip Slot>Action>Card>HP=Money Changes in Diaries Mode: Stabbing Pain exists now. Go wild. Fatal Fork or Mechanical Fist could work. If your deck contains more Actions, run Fist; otherwise go Fork. AXE-CRAZY Keeps all the Basic Attacks from the beginning of the game, along with Boxing and Crazy Axe, to deal high amounts of damage. Battle Trumpet blessing is nearly a requirement. On level-up: Equip Slot>Card>Action>HP=Money If one of the options is the Crazy Axe Equipment, take it 100%. Changes in Diaries Mode: Not too many. You could go Fatal Fork or Mechanical Fist on this one, I think Fist may be better. BOLSTER OUR DEFENSES! Bolster, in conjunction with Piercing Attacks and Spike Barrier, can allow a player to do massive damage. Note that Bolster isn't usually found until chapter 3. You may need to use different Armor cards until you find Bolster, if at all. On level-up: Equip Slot>Card>Action>HP=Money Changes in Diaries Mode: Champion's Cloak exists now. None of the Sealed Memory cards particularly fit; I would go with Sleeping Wind Knight, or none at all and save the slot for another, better equipment. Decks can absolutely be mixed and matched with each other. Blessings You have one advantage over every enemy in this game: the help of powerful blessings that can change your deck. This list of blessings will only go over blessings that only the Knight (or a few other classes) can obtain. All-class blessings can be helpful if the Fairy's blessings aren't as useful as +60 gold. Vampire Codex is always good. Note that some blessings have to be unlocked by completing Hard mode on various characters. Normal Blessings ELEGANCE Effect: +2 Action at the beginning of a combat. Explanation: The +2 Action is applied only once per combat. Usage: A defensive Armor deck would do better to have this, due to the effect of Tower Shield (draw an Action card that gives Armor from your deck). Alternatively, a Mechanical Fists deck would love this blessing. CHEESE TRAP Effect: +1 damage to all equipment cards that deal damage. Explanation: This does not apply to indirect damage, such as Poison Dagger's effect. Usage: Highly useful on an offensive Equipment deck. The Dirk you start with slays using this card, as does Lightning Dagger. SHIPBORNE ARTILLERY Effect: When you equip a card, deal 6 fire damage. Explanation: This works if a card is in an equipment slot and when an equipment card is played during a fight. Usage: Very good on a deck that constantly gets Equipment cards using Whim and the like. This effect alone can kill lower-level monsters. RALLY HORN Effect: When you use an Action card, use an Attack from your deck. Explanation: None further needed. Usage: It can be a very useful card in a deck involving Basic Attack cards, or the Dirk/Lightning deck. If it's from a fairy and you see something better, you can skip this one. MAKE THE SAME Effect: Duplicate the first Action card you use each combat. Explanation: The new card is temporary (disappears upon use) Usage: It's OK, I suppose. There are better blessings for sure. WILD FIRE Effect: Reduces the action cost in your hand by 1 at the start of each combat. Explanation: Only applies to the very first hand you draw. No other cards will be affected. Usage: Good for an Action-heavy Armor deck. SCORCHING FLAME Effect: Deal 1 fire damage for each card enemy uses. Explanation: None needed. Usage: Use only if you plan on having Bizarre Rune (enemy takes more damage on their turn) equipped. Rare Blessings FENCING Effect: Deal +1 damage. Explanation: None needed. Usage: Useful for decks that benefit from Cheese Trap, such as the Dirk/Lightning Blade deck. Not as useful if your deck is full of heavy-damage cards. BATTLE TRUMPET Effect: Your Basic Attacks deal 2 more damage. Explanation: None needed. Usage: Extremely good when combined with Boxing and Crazy Axe (both giving you extra Basic Attacks) If you have less than 3 Basic Attacks owned when this pops up, forget it. COMPETITIVE Effect: Add a temporary Attack card to your hand each turn. Explanation: This card can be any card obtainable by the Knight. Usage: Can be very fun, and can assist against enemies who fill your deck with useless cards, but not usually viable. TRAMPLE Effect: When you deal damage >=10, deal double damage, applies only once per battle. Explanation: None needed Usage: Try to avoid using big-damage cards with this until you can get a strong combo. I don't personally use this in my decks. ASSAULT Effect: The first attack card you use in a combat is played 3 times. Explanation: None needed Usage: Good if you're running a deck that could use 3 Swift Strikes or 3 Crushes on the first turn. A very good pick for most decks, assuming nothing better is there. WEAPON MASTER Effect: You gain 1 Equipment slot. At the beginning of a fight, all equipped items are copied into your deck. Explanation: Yes, all of them. Usage: This is my favorite blessing to use, but mostly because I love offensive Equipment decks. JUSTICE TRIAL Effect: For every 5 damage you've dealt this combat, deal 1 piercing damage at the end of your turn. Explanation: This includes the damage dealt by Justice Trial's effect. Usage: Can be very good for an Armor deck, to allow you to keep pressuring the opponent. Slide Slot Diaries only. Effect: Double the damage of the cards you play on the first turn. Explanation: None needed. Usage: Any attack-heavy deck will appreciate this, even more if those attacks are big damage already. Toy Box Diaries only. Effect: Round effect of all equipments trigger twice. Explanation: This includes all equipments with the phrase "at the beginning/end of your turn". Usage: Very good on decks that use Sleeping Wind Knight (you'll actually have two Wind Knights afterwards!) or otherwise use many of the affected equipments. Mini Rake Diaries only. Effect: Double the armor you gain. Explanation: None needed. Usage: Bolster was already powerful. With this blessing, it's a god card. Pandora's Box UNIDENTIFIED ANTIQUES Effect: Adds a random Equipment to your deck. Explanation: Any Equipment obtainable by Knight. Usage: If you don't like the Equipment this gives you, exiting to Main Menu and continuing will undo the choice. The random Equipment will be the same after a reset. PIGSKIN BACKPACK Effect: +2 Equipment Slots, -1 Action Explanation: None needed Usage: If you need the Action for the Defensive Action deck, don't bother. BOOK OF WEAPONS Effect: +1 Equipment Slot. All monsters equip a Dirk. Explanation: None needed Usage: The downside isn't too terrible, especially with Numbness. A good idea if the other Pandora option is worse. TWO-BLADED SWORD Effect: You deal +1 damage and take +1 damage. Explanation: This includes damage dealt to yourself through Sacrifice, Dual Destinies, Etc. They will be applied to you at +1 damage. Usage: If you've gotten Cheese Trap or Fencing, there is no reason to take this. Numbness negates the downside, but I've always felt that it's easier to just have Numbness. FORBIDDEN ENCHANTMENT Effect: You gain 2 equipment slots. You draw 1 less card at the start of each combat. Explanation: None needed. Usage: This will mess with Wild Fire's and Slide Slot's effect. Otherwise, it is an incredible Pandora option to find. Footnote If you have any ideas for other decks, cards to go over, ways to format this guide better, please comment below! If you want to translate this guide to another language, you have my full permission to do so. https://steamcommunity.com/sharedfiles/filedetails/?id=1895627367 https://steamcommunity.com/sharedfiles/filedetails/?id=1895661145