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Gloomhaven How To Get Power Of Enhancement

Minor spoilers ahead!!

While the existence of Gloomhaven enhancements is non a spoiler, how and when you get admission to them is.

The goal of the this guide is to provide some guidance and options on selecting your enhancements. If yous haven't got admission to enhancements nonetheless, I recommend you become back to your game until you eventually unlock information technology.

human scoundrel with coins
Enhancements are also very expensive!


Enhancements allow for personal choice and allow for plenty of room to experiment with dissimilar playstyles. This guide is to give some general advice on choosing your enhancements and what cards to improve.

gloomhaven enhancement slot
Information technology'due south sticker time!

How much does information technology cost?

Figuring out how much an enhancement costs can seem like a featherbrained math puzzle, but it doesn't need to be. My suggestion is to use a reckoner. Whatsoever ane of these volition practise.

  • The Arcane Library - Enhancement reckoner
  • Excel Enhancement figurer on Boardgamegeek by Dathras.
  • Gloomhaven Companion App by TomKat Artistic

 Merely for those who don't have a calculator handy, the price list is below:

gloomhaven enhancement prices

At a glance:

  • Enhancing higher level cards costs more than. If we were trying to be cost effective, we would aim enhance good, powerful level 1 cards starting time.
  • Previous enhancements actually up the pricing.
  • Disarm is the most  expensive enhancement, for proficient reason. Jump, Strengthen, Bless and Muddle are the cheapest effects. +1 to Heal, Push, Pull, Pierce, Range and Move are the cheapest +1 effects.

Overall enhancements are plush. In general, items are typically more toll constructive than enhancements. For case, this convenient set of Boots costs 20g. It adds +ii points of movement with any move action on whatsoever carte played. Information technology recovers after a Long Rest.

At present to add together +one Motility to a single level 1 carte, costs 30g! It already costs more than the Boots and you still need to rest to option the card back up (yes although short rests and Stamina potions work though). Overall, items are more powerful for their cost. Withal at that place are merely so many boots your character can wear - enhancements are far more flexible.

Enhancement Limits

Enhancement do accept limits, y'all can only have enhanced cards at most, equal to your prosperity level.

The total number of enhanced cards in a grade'due south ability deck must be equal to or less than the prosperity level of the town. Once placed, enhancement stickers should never be removed. Enhancements persist through all instances of a specific graphic symbol class, fifty-fifty after retirement.

In that location's also limits to where you lot can place each respective enhancement upshot. For example you tin can't add poison to a move effect or a jump to an assault outcome.

gloomhaven enhancement rules

Full general Enhancement Guidelines

Righto! And so that'south alot to take in. Where do we start? Each character has alot of cards, and at that place's a almost infinite combination of enhancements you can put on your cards. What's good? What'south bad?

Without breaking into the specific classes notwithstanding, these are some general tips for getting the most out of your enhancements.

  • Calculation a spring to a strong move carte du jour is always useful. For scenarios where the objective is to loot or reach a sure signal, you will exist thankful to have an extra jump handy.
  • Elements can be added on whatsoever main power line. This is best used for Move furnishings. For Characters similar the Cragheart, calculation extra Globe Elements to your Movement cards will go a long fashion for you.
  • If your character struggles confronting enemies with high shield values, try adding Wound effects to your cards. Fifty-fifty if you don't pause through the shield, the wounds volition still damage them.
  • Adding immobilize to button effects is astonishing. Past immobilizing and so pushing a melee monster abroad, you make sure they can't striking yous back on their turn!
  • Curse gets better the more you stack it. It'south expensive, but if y'all can add together curse to your multi target attacks you lot'll find it does alot for helping your political party survive monster attacks.
  • Disarm is expensive, but if you tin beget it, put it on your depression initiative assault cards. When you do become for a disarm, you generally desire to act earlier your enemies do.
  • Anoint is more powerful on characters who brand strong attacks consistently. Otherwise you lot're generally better with Strengthen. For example a Scoundrel who regularly pulls Attack 3-5 regularly volition benefit more from Bless than a Cragheart using Dirt Tornado doing an Assail 1 to soften enemy groups.
  • In general, you go more than out of your enhancements by placing them on non-loss cards. Some powerful loss cards may notwithstanding benefit tremendously from sure enhancements.
  • Enhancing any multi target assail doubles the base cost. This means whether information technology'due south sticking a curse effect on Dirt Tornado or Reviving Shock, it will price the same. Large area attacks like Dirt Tornado are prime number targets for piling on status furnishings.
  • UPDATE: Adding strengthen to the bottom action such as the heal on mana commodities helps set yous up with advantage for when demand information technology.
Dirt Tornado and Enhancement field both with curse enhancements
Curse costs 75g. Both are level 1 cards that hit multiple targets. The cost to enhancing both these cards is 150g each (75g multiplied by two).

Character specific enhancement guide

I've written up class specific suggestions for early campaign enhancements. Some of these will still be useful mid entrada. Belatedly entrada where you are earning alot more gold, at that place are then many more possible enhancement combinations.

These are spoilered and cover cards up to level 3.

Spellweaver

  • Mystic Ally (summon) +one Range. (50g)
    • Mystic ally is already such a powerful summon. More range makes it more flexible to apply/
  • Mana Bolt (Height) +1 Atk (50g)
  • Mana Bolt (Bottom) Strengthen (50g)
  • Flame Strike (Top or Lesser) +ane Range (30g)
    • Flame Strike's 2 range tin be tricky to employ. Adding range to the top makes it better than Mana Bolt.
  • Impaling Eruption (Lesser) Jump (50g)
    • If y'all demand an extra spring card
  • Impaling Eruption (Top) +1 Range (60g)
  • Flashing Burst (Top) +1 Atk or Wound (75g / 100g)
  • Coldfire (Pinnacle) Add together hex (116g)
  • Elemental Help (Elevation) Bless (100g)

Brute

  • Take hold of & Go (Bottom) / Fatal Advance add Spring (50g)
  • Trample (Bottom) +one Move (30g).
    • It'due south a loss bill of fare merely the combination is extremely powerful and relatively cheap on golden it's worth a mention.
  • Leaping Cleave (Bottom) +1 Move (30g)
    • The three Move leap is already practiced. Make it 4 to help close the altitude. Helps when combining with Counterbalanced Measure.
  • Spare Dagger (Lesser) Add Poisonous substance (75g)
    • This helps when you combo your bottom dagger poison with another elevation attack.
  • Animate being Force (Top) Add Curse or Wound (200g)
    • Expletive is good if your party is also adding curses. Otherwise spreading those wounds is e'er nice.

Scoundrel

  • Flanking Strike (Height) +one Assault (50g)
  • Flanking Strike (Bottom) Leap (50g)
    • Flanking strike is your best level 1 bill of fare, so investing in it will go a long mode for your campaign.
  • Backstab (Bottom) Bound (50g)
  • Thief'south Knack (Bottom) Poison (75g).
    • Poison on bottom combines with a top attack for big damage.
  • Swift Bow (Top) Add Immobilize (100g)
    • Proficient for shooting melee monsters to prevent them from approaching.
  • Open Wound (Top) +1 Attack (75g)
  • Smoke Flop (Elevation) Strengthen (50g)
    • Strengthen to gain advantage on following turn to make certain you striking your target.

Cragheart

  • Rumbling Advance (Bottom) +i Move (30g)
    • Extra motion helps position yourself and avoid friendly fire
  • Massive Boulder (Peak) +1 Attack (50g)
  • Massive Bedrock (Lesser) Jump (50g)
  • Heaving Swing (Top) Immobilize (100g)
    • Stops melee enemies from hitting you back
  • Dirt Tornado (Elevation) Curse (150g)
    • When dropping into hot, deadly rooms, this lets you fill up the monster deck with curses. If you tin can save up 150g this is one of the single well-nigh powerful enhancements you can make in the game.
  • Adding Earth element to any level 1 carte Move or Attack action (100g).

Tinkerer

  • Proximity Mine, Ink Flop, Stun Shot (Lesser) Add Spring (50g)
    • Stun Shot is the preferred carte to heighten every bit both halves are not-loss effects, but each of these are solid move cards.
  • Reinvigorating Elixir, Restorative Mist, Stamina Booster (Elevation) Add Anoint or Strengthen (50g / 75g for Stamina Booster)
  • Restorative Mist (Bottom) +1 Motion (30g)
  • Enhancement Field (Acme) +1 Attack (50g)
    • This one's simply a solid ranged attack
  • Disorienting Flash (Bottom) +i Motility (55g)

Mindthief

  • Fearsome Blade (Superlative) Immobilize (100g)
    • Powerful early game enhancement for the Mindthief if you can afford it.
  • Empathetic Assault (Bottom) Strengthen (50g)
    • Great to give yourself advantage and position yourself for an offensive.
  • Feedback Loop (Lesser) +i Move (30g)
    • Already decent jump bill of fare, more movement makes information technology much improve.
  • Peverse Border (Bottom) +1 Range (30g)
    • Going from 2 to 3 Range Stun makes it much easier to apply.
  • The Mindthief benefits from consuming Ice elements just could utilise more help to generate Ice Element reliably. You can add Ice Chemical element to whatever level 1 move or attack for 100g.

Now for the locked classes. To avoid spoilers, simply click the classes you desire to see.

Two Mini Grade

  • Patch fur (Lesser) Bless (50g)
    • Two mini course benefits from bless quite a bit since the carry hits quite hard with concentrated rage.
  • Howling Bolts (Bottom) Spring (50g)
    • Nothing quite like a huge jumping acquit.
  • Barbarous Ally (Bottom) / Unstoppable Beast (Top) +1 Attack. (150g).
  • Energizing Strike (Top) +1 Assail / Wound (75g / 100g)

Lightning Commodities

  • Strength in Agony (Bottom) Jump (50g)
  • Bounce Back (Bottom) Strengthen (50g)
    • Adding a Strengthen to the bottom helps you set on with reward when you need it.
  • Unbridled Ability (Pinnacle) Wound (75g)
    • Adding wound to a stun effect is groovy. Means they take at to the lowest degree two wound harm before they can act over again after the stun wears off.
  • Numb the Hurting (Bottom) +1 Move (30g)
  • Break the Chains (Bottom) +one Move or Jump (55g / 75g)
  • Fatal Fury (Bottom) +1 Movement (80g)
    • This makes the positioning easier.

Three Spears

  • Hastened Step (Bottom) Jump (50g)
  • Crushing Hammer (Lesser) Bless (50g)
  • Crippling Blow (Bottom) Toxicant / Wound (75g)
    • Already a useful bottom with a ranged immobilize.
  • The Quartermaster doesn't have alot of practiced early on game enhancements, simply the form benefits more from spending gold on items anyway.

Angry Face up

  • Solid Bow (Top) +1 Attack (50g)
  • A Moment's Peace (Bottom) Strengthen / Bless (50g)
  • Swift Trickery (Bottom) Jump (50g)
  • Fresh Kill (Acme) +i Range (30g)
  • Press the Attack (Top) +1 Range (30g)
  • The Doomstalker is a adequately straightforward grapheme. It does ranged damage and does information technology consistently. Enhancing more range and more than attack

Cthulu face

  • Creeping Curse / Gathering Doom (Superlative) Expletive (75g)
    • Curse is better when it stacks.
  • Spread the Plague (Bottom) Poison (75g)
  • Wretched Swarm (Bottom) Jump (50g)
  • Under The Skin (Lesser) Jump (75g)
  • Paralyzing Seize with teeth (Peak) Poison / Wound (75g)
  • Unlike the Cragheart, none of the level 1 large area attacks tin can be enhanced with Curse. However, you still have enough of Curses to requite, and enhancing those volition go a long way to helping your team survive Monster attacks.

Sun

  • Tactical Society (Top / Bottom) Bound (50g)
  • Daybreak (Lesser) +ane Move / Bless (30g / 50g)
  • Purifying Aura (Lesser) Bless (50g)
  • Defensive Stance (Bottom) +1 Shield (100g)
    • Permanent 2 Shield buff is extremely powerful.
  • Hammer accident (Elevation) +ane Attack (50g)
  • Sun Class has many cards to utilize Low-cal Elements. Calculation a Low-cal element to your cards will benefit you overall.

Eclipse

  • Smokestep (Bottom) +ane Motility (30g)
    • Skillful bill of fare, but Movement 1 is hard to use. Requite it a +1 Move and this becomes a much amend card.
  • Doomed Breeze (Tiptop) Add together Poison or Wound (75g)
  • Prepare for the Kill (Bottom) +1 Motility (55g)
  • Eclipse course doesn't have many strong early entrada options for enhancement. Eclipse uses lots of Night chemical element. If in doubt, you can simply add together a dark element to any move or attack activity for (100g).

Circles / Ubisoft class

  • Wild Animation (Meridian) +ane Move (100g)
    • Helps the summon keep upwards with the party.
  • Wild Animation (Bottom) Jump (50g)
  • Living Night (Top) +one Set on (100g)
    • Since you become two summons out of this ane, upgrading this has double the effect.
  • Volatile Flame (Elevation) +1 Motility (100g)
    • The extra move helps this i close the distance and go into exploding range.
  • About of the Summon enhancements are expensive but are worth it.

Music Note

  • Tuning the Outcome (Bottom) Expletive (75g)
  • Nimble Pocketknife (Top) Add expletive (75g)
  • Singing Pointer (Acme) Add Hex (66g)
    • Expletive is better, the more there is.
  • Nimble Knife (Bottom) Spring (50g)
  • Throw Vox (Acme) Add Hex (66g)
  • Marching Beat (Top / Bottom) Add Jump (50g)

Triforce

  • This class benefits the most from adding "Any Chemical element" enhancement to their actions (150g). The elemental versatility makes information technology much easier to set your turns and this form becomes significantly more powerful when able to consistently apply elements.
  • Examples of adept places to add "Any Chemical element"
    • Pure Augmentation (Bottom)
    • Raw Enhancement (Bottom)
    • Encompassing Shadow (Bottom)

Saw

  • Triage (Bottom) Add together Jump (50g)
  • First Help (Lesser) Add together Jump (50g)
  • Precaution (Top) Bless (125g)
    • Better in 4 person party.
  • Encarmine Saw (Top) +one Assault (50g)
  • Hamstring (Bottom) Add Jump (75g)

Thanks for reading this far. If there'due south any other powerful enhancement combinations that I've missed, allow me know and I'll update the post.

Gloomhaven How To Get Power Of Enhancement,

Source: https://gloomtactics.blogspot.com/2020/08/gloomhaven-enhancement-guide.html

Posted by: funketingettere.blogspot.com

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