If you know that your party is going to be setting up a big turn at some point, you could consider it, but given how bad the top action is, stick to Protective Aura. BOTTOM: Lets you decide if you like the next actions that all the monsters take, which is really hit or miss in terms of utility - mostly miss, because most monster actions are not really terrible. It is unlocked by default - there are no requirements or quests in order to play this class. But it is worth it! That was a relief after 3 attempts I finally succeeded. Oh. Get a potion or work with an ally who can help you out; in a pinch you can short rest to recover the card you just spent. https://www.reddit.com/r/Gloomhaven/comments/bzs9lq/anyone_beat_the_diviner_solo_scenario_how/) so I thought I'd write up and share a solution here, Scenario Description: https://anyflip.com/dstil/tlmr/basic (Page 25). Its not usually going to do a ton of damage mitigation, so by itself this is kind of meh. See Etsy's Terms of Use for more information. Hopefully you wont pull much monster focus, though, because the SHIELD doesnt apply to you. Scroll down till the end after clicking "Sync Scenarios" to find the unlocked solo scenarios. It's true, I might miss the ability to teleport straight through a wall without needing to enter the room first, but honestly, I've grown. Consider enhancing the CURSE with another CURSE. [sad trombone] Here's something that could actually get to use your attack modifier deck, so that's not a really terrible thing, and with Move 3 Flying they might actually stand a chance of keeping up with the party. Move, attack, CURSE. BOTTOM: If the top wasn't badass enough, the bottom is all, "by the way, rifts are holes between dimensions so would you like to travel through them? So. You there! Original Price NT$114.71 Cookie Notice If south-east rift is not in too much danger we may also be able to entice the enemies to walk across existing rifts for additional damage. Bottom Line: you best be cursing on the regular, and not need to lose cards too often. All rights reserved. It's never a terrible thing but it's rarely gonna blow you away. Not quite Cursenado, but its still Cursetastic. Read more about it in the. Meh. TOP: Your minions - ahem - teammates should really be doing the heavy lifting on damage. BOTTOM: Technically, this card has a bottom, but what's there to say. Well now the answer is "yes". TOP: This is not a bad card at all. Not bad. Moving a RIFT 6 hexes? The further the room #3 enemy progresses towards your rifts in room #1/#2 without attacking the better. Keep Ray of Light and lose Protective Aura: a one-round Shield is highly situational, and the bottom is a loss card that isn't reliable for having a big impact on the game. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is played over many game sessions. The other card is. When the first monster stops on your rift, even though the second one could move through its pal, when it tried to do so it would be immobilized, which can't happen: it treats its friend as an obstacle and avoids the rift. BOTTOM: It's a big STUN. This can be accomplished in 2 quick turns assuming you have 2 placement tops and save revitalising font on a short rest. Pop this before Round 5 and you have 16 rounds to play (see http://www.boardgamemath.com/boardgames/gloomhaven/gloomhavenStaminaCalculator.html). CURSE and BLESS. NT$80.30, NT$114.71 (You do have other ways to generate DARK to set this card up, though, so dont worry about it.). Nobody will attack you. Forgotten Circles. This is never time-sensitive: set it up with LIGHT for the XP and card boost. Your other summon isn't bad. But, I am planning to focus this playthrough on getting at least the curse enhancement on Enfeebling Hex and then immediately rolling a new, deck-stacking Diviner. Or just use it to clear poison. Theyve also got some SHIELD and shield-adjacent abilities that will really take the edge off. Once you have some perks in your deck, you might even do OK damage. If youre using it against the monster deck, take the time to play through whos going to get stuck with the +2s or crits: its easy just to say put all the bad cards at the top! but this way leads to your squishy characters burning cards when they wind up sucking a crit. But c'mon. If you're a big fan of the bottom of Protective Aura, then by all means, grab it. You place these down on unoccupied (not empty) hexes, and essentially charge them for a round with a certain effect. BOTTOM: This is an interesting one, especially if you consume DARK when Cursed Ground is active. Sign in to add your own tags to this product. Depending on your party layout, short rest and get it back and use it again. Peek into the attack modifier decks of other characters, or into the monster deck, so you can see whats coming up and rearrange it to suit your needs. One of the best examples are the Solo Scenarios for all 17 characters which he created - they can be found in that BGG thread, or directly on Google Drive. Took slower steps, in 2nd round instead opening doors i got near them and in the 3rd round i jumped(needed boots, as without them i wouldnt be able to pass elite guard and target crossbowmen) to the center of a room and stunned all in range 3 (burner card, but crucial for that room). This turn is intended to draw all enemies in rooms 1 & 2 towards the south-west most rift, while being unable to damage it much/at all depending on specific cards drawn. Because she does no damage. And, oooooh its your second damage card! REGENERATION. Scenarios that require specific level up cards: 96: This is so much easier with 2nd Editions new rules and Call of the Nether. So, realistically, you're going to get one monster with this. Unfortunately, except the LIGHT/DARK generation, this doesn't really do you much good. Tracking number would have been nice just for peace of mind. It's a curse bomb straight out of the box. You know those things where people tell you, youll know when the time is right? Its not actually a move action, so you can do it while youre immobilized, and you can do it through walls - or even through non-board spaces where you can reasonably count a number of hexes of movement (see for example the center of Scenario 21). Finally if this formatted suitably I'd be happy for any mod seeing this to add it to the currently empty Diviner solo scenario guide section in the Wiki. Sit back and have a drink, my friends. Pop this on the nastiest damage-dealers or any monster you know has an AOE, and then just sit back and watch the failure. Drop a rift where you stand, then swap spaces with an enemy, leaving them inside your rift o' curses. Be warned: if youre a big user of Gloomhaven Helper (which is awesome), this class currently breaks that app in several important ways. What are the rules, and what do we do when #BelieveAllWomen means it's our guy who's in the crosshairs? Go back and read the top again. Seal Their Fate aka the best Diviner card. Otherwise, it can be used on Protective Aura (lvl 1) or Otherworldly Journey (lvl 1). . ONLY TAKE IF YOU ARE ALREADY A CURSE MONSTER. 100: Ethereal Vortex is key here for helping anyone accidently left behind. The only downside here is that, at this point, you need to set up with Call of the Nether top and Peer into Battle bottom (or else use a potion or work with your minions - ahem - teammates) in order to set this up properly. I cant tell you how sad it makes me not to take this card. Yes, its awesome, and yes, you can mitigate damage on your allies through CURSE or DISARM. It took a while to get to my location in the U.S (Jan 10, 2020, to Mar 5, 2020). OK, not the worst thing, but the usefulness here is very situational. Gloomhaven Digital is a digital representation of what you got if you bought Gloomhaven. This defaults to your Review Score Setting. Is this as powerful as a Level 9 card should be? Turning off personalized advertising opts you out of these sales. Learn more in our Privacy Policy., Help Center, and Cookies & Similar Technologies Policy. Is it something you unlock 90% of the way through the campaign?? Draw CURSE cards, thats what. TOP: See notes on Protective Aura. My own attacks didnt do anything to him, but i supported my allies and theyve been picking blesses for double damage, vermling shaman died(killed one of my allies) in the 2nd turn after i opened the doors. Thank you for your service. Please Subscribe using the below link! This means you want to act as early as possible, or else use forced movement on a monster to get it where it needs to be. They don't have a STUN this big. With two pricey but incredibly useful +1 upgrades on the top of this card we can deal 3 * 2 * 4 damage to a specific target enemy per use of this top action - and even more damage when there are multiple enemies adjacent to one another. strategy: As our rifts are now allies this card can move them. ), it does not gain a second curse. He has strong shields and my guards were relatively weak, but during game ive filled my deck with blesses , also had rolling +1 and +4 in modifier deck, so it took my guys some 3 turns to kill him. Love you, kid, but you're fired. Solid HP mean it's going to last for a while, and it's got enough move to keep up with the party or bad things. You might consider Clairvoyance if the monsters have a lot of BLESS. Now I am both happy wargames player and content creator who enjoys replying and possibly changing the history. BOTTOM: Im doing this first because this card is so backwards. Includes 3 items: Plus it generates either LIGHT or DARK, powering up some of your more interesting abilities. Espaol - Latinoamrica (Spanish - Latin America), https://www.reddit.com/r/Gloomhaven/wiki/items/inventory/. It needs the same setup work, and just isn't going to do nearly as much damage at the end of the day. If it somehow re-enters Rift Z (pushed, etc. Yeah, it's a loss, so maybe save it until you know you've only got a few rounds left but those rounds are going to be happy rounds. "One HP at the start of my turn until I take damage? A tracking number would have been nice to have. Monsters cannot suffer damage from other sources. You can still setup the solo scenario from the game setup menu. strategy: Are able to provide many additional uses of the 3 key cards listed in the prior 3 bullet points, can add a minor stam pot as well for further game breaking-ness, [Prosp 5] Ring of Haste Products that contain small parts may pose a choking hazard and should not be used by children under 3. TOP: Enemy getting a little too close for comfort? Now you'll never have to deal with that again. I can walk three hexes, and travel across the whole damn board if I get my dander up. Yep, you can start having monsters firing through that deck, taking a point of damage basically every time they attack. And at this point, we can suck monsters into rifts or teleport them into rifts, so I'm more OK with letting go of my push/pull. My allies were unable to kill the guard in their first round in the 2nd room as i hoped, but luckilly in his 2nd turn (1st after stun) elite guard picked action to perform a ranged attack , so he stepped back and cleared path(only one more hit was needed to kill him, the rest could focus on ranged units) for the rest of my forces who were now able to reach crossbowmen and made them shoot with disadvantage in the next turn (after their stun went off they all focused on me and i had to burn a card to reduce damage). Theyre a lot more fun, imo, because its much easier to lean into the parts of the class that make them unique (rather than just playing as a generic-for-Gloomhaven curse bot). What an unpleasant surprise there a huge bodyguard stone golem blocking my way. Set where you live, what language you speak, and the currency you use. But youre shooting for your best card at Level 5, which will let you start melting any enemy who draws a curse or a negative modifier, so if you get the chance to pick a card with CURSE or MUDDLE, do that. BOTTOM: You know, if you don't feel quite like playing a second loss card just yet, you've got this SWEET JESUS IS THAT A MUDDLE ALL ENEMIES CARD?!? Your Perks don't matter much. It is your fastest card, but honestly, the Diviner doesnt need to play initiative games as much as, say, the Scoundrel, so you dont generally need to put this in your hand just for the initiative modifier. Look, I get that you are basically the Rain Man of Gloomhaven. I'd be excited to hear your thoughts on my thoughts! Thats right, you are a CURSE machine. BOTTOM: Teleport is cool, and you dont have a lot of mobility. Historical Wargames. So this is not a bad card. This is the first good loss card this class has ever seen. spreadsheets? If guards from room 4 moved and protected the bossy vermling my allies would probably die quick and i would have huge problem with heavily shielded shaman, maybe could wound him and wait for him to bleed out, but that would be way more risky. Yep, you can teleport. BOTTOM: Six cards in, we get our first card that lets you deal damage! And if anybody else on your team is, too, this top can net you some juicy XP as well as make curses a lot more predictable. [Level 2 card] Revitalising Fount TOP: Like Peer into Battle, except it lets you completely avoid negative cards. The Diviner is a class released in the Forgotten Circles expansion for Gloomhaven. Apart from that, AAA. Public collections can be seen by the public, including other shoppers, and may show up in recommendations and other places. The thing to look for here is, which card lets me buff my allies or put enemies at disadvantage in some way? Take that one. You can let your teammates know if you really. [Prosp 2 & 4 items] >!Empowering Talismen and Major Stam potion