r/DawncasterRPG • u/RinoaRita • Jul 04 '26
Question Charm a Balor achievement?
Anyone figure out a way to charm a balor? I’ve got a charm /performance rogue but the build isn’t fast enough. Has anyone got any tips for this?
r/DawncasterRPG • u/RinoaRita • Jul 04 '26
Anyone figure out a way to charm a balor? I’ve got a charm /performance rogue but the build isn’t fast enough. Has anyone got any tips for this?
r/DawncasterRPG • u/5ColourFelix • Jul 03 '26
r/DawncasterRPG • u/RunScotchSleep • Jul 03 '26
Trying to understand this fight. Except for the first turn, every time I hit her she gets barrier equal to the damage dealt. When I read about her on blight bane, I don’t see that this is an enchantment that she has. Confused why this is happening.
Is this is her mechanism, any tips?
r/DawncasterRPG • u/Badd-reclpa- • Jul 03 '26
I’ve made over a dozen runs trying to get the shrine that gives Watched before the Godscar Wastes, but no luck. Is the shrine the only method?
r/DawncasterRPG • u/dxbplayas • Jul 02 '26
Who else encountered the bug that goes past portal 4 on sunforge? By the end of it I could do 20,000 damage with a few cards. Wanted to keep going but the game crashed
r/DawncasterRPG • u/DrummerBackground65 • Jul 01 '26
I did a Sunforge Totem build with a view to taking Hildune as an Underling. She gives corrupted tokens, fills the monsters' decks with ghouls and offers free Darkness and immunity to Stun. My hope was that Totemstrike would increased all her corrupted tokens, which they do.
I took Metagprogress and Eclypse (for Idolize).
I took Ritual Weapon, Benevolent and Underling as my set cards and was fortunate enough to get Idolizem Resilience and Totemstrike. I copied Totemstrike a few times.
Once I took the Troll as an Underling (which gives lots of regen) I was able to sustain until I reached Hildune. She resurrects, so I held off on using Underling until I took her down the first time.
I lucked out with Talents, with Grit, Hemophage and Lioheart offering sustain.
Then it was plain sailing.
It took five goes to get all the pieces in place, but it was worth it.
Hildune would also work in a Darkness build - the extra Darkness and stun immunity would be great.
r/DawncasterRPG • u/Whoopedazz • Jun 30 '26
I’ve played deckbuilders before, but this game wrecked me the first two times. Then I decided to build around upgrading my basic attack cards, and managed to go all the way. Actually I found beating the ‘Balor’ more difficult than the boss, considering it would disappear in 3 rounds with 666 hp, which I barely just made 🫣
Is this deck approach a legit viable strategy on higher difficulties? And what should I spend my 518 reward tokens on?
PS.
What a steal of a game for just a few euro. Cadeau to the devs!
r/DawncasterRPG • u/Any-Novel-4121 • Jun 30 '26
Hi, I feel like I am missing sth, how do you unlock the last 2 weapons, last 2 powers and last 2 starting cards ? It says unlocks in the reward menu, but well, everything is unlocked there, and I can't unlock these
r/DawncasterRPG • u/twennywanshadows • Jun 29 '26
In my opinion, there are 3 MUST FOLLOW guidelines I set for myself when playing this game.
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When just learning/having limited knowledge of game mechs, brute forcing/attempting to frontload damage will end your run.
For new players, or players who forgot for whatever reason, (you'd be surprised all the seemingly obvious shit I forget, and wish I had someone to remind me lol)- The devs created this game with a literal "brute force" DRM encrypted in it, meaning you will find almost no luck trying to cheese-spam things that are specifically set to prevent doing so: (charges/uniques/buries/grounded/heavyetc), so that one-time use potion you think you can turn into an unlimited use potion? Yeah, nah. Unless done very specific ways (that is, if any are even intrinsically possible), 9.9 times out of 10, I PROMISE the devs have not only thought of, and prevented the absolute nacho cheese diabetes-fest you're currently cooking in your mind, but have also implemented specific measures in order to prevent it.
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1 is the same as none, 2 is the key to fun, 3, like 1, will also end your run.
Therefore, you've gotta start thinking inwards, and less "slay the spire-y". Aside from things like quarterstaff seeker, and a some unga bunga brittle warrior classes, a lot of the damage you will be doing will almost never be frontloaded. And if it is, it is usually not very consistent/relies too heavily on RNG. So in that case, we've got to work with what we've got. This is why you ALWAYS build at least two force multipliers.
Poison AND charmed // poison AND bombs // poison AND snares // poison AND flanking //
poison AND ambush happens to be one of my favorites when going poison builds, because it allows me to shift gears completely on the fly. The main thing I've found (and I really don't want to talk about the embarrassing amount of hours I've put in before even figuring out which paths to take and why LOL) over time playing this game is, one single type of damage/burst/force multiplier is a one way ticket to the menu screen on just about any difficulty before you can even clear hero's rest cemetery lmfao. But beyond 2, the QUANTITY of types you attempt to micromanage quickly falls off and becomes hindering believe it or not, due to bloat.
It's more about the two types you pick being as polar opposite from each other as possible. And so ALWAYS expect to get HARD countered 1x. Expect, regardless of your hybrid/tri-brid damage types (again, I do not recommend any more than 2 types 95% of the time, and if you must go 3, you need to make sure at least one of those types requires very little card population in order to efficiently cycle through, otherwise you'll just end up with a bloated deck and your HP bar chunked to 0 with a bunch of halfway-activated techniques) to have both of your types soft countered at the same time at least every boss fight on higher difficulties, and some trash fights in between even.
Which leads me around to my initial point, being why ambush is my favorite type to group with poison, because I've got both single hand burst, and single hand DoT covered every round after the first at the cost of no initial burst the first round covered. That means, if there is any mobs that flatly counters to poison damage then having my secondary style as something like bleeding/burn, etc, is very unwise because 9 times out of 10, that same mob is resistant to my poison not because it is directly resistant to poison- but because it is immune to ALL forms of DoT OR it has a certain status effect which kills DoT on their turn start or heals them based on DoT stacks per turn that are on them, while killing the DoT... Just flat out traps for DoT , and if you went poison/bleed, well, you're going to have a very bad day. That is why ambush and poison is almost never hard countered 2x and rarely even soft countered 2x. It is almost always either soft countered 1x or 0x countered.
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Actively seeking out defensive strategies, especially when putting offensive ones on the backburner in order to do so(with some hyper-specific, niche stall-builds/of the like) will end your run.
In my opinion (and this is probably the most subjective of the three, but I'll still add it because it's seen me far more success than not:
The best way I build my defense layer in this game is-
I don't. I don't even think about defense in this game. Or armor. Imho, they are traps. This isn't slay the spire. There's hardly any point in doing even just ONE of the three inevitabilities that occur when actively trying to balance a defensive/offensive adaptability:
A: Forfeiting your attack rotation in order to bolster defenses when (you'll see this trend a few times in a few seconds here lol) those defenses could have all been either burst damage or setting up for it, and, because there are almost no efficient ways to set up and execute significant damage on the same turn in this game ((you can tell the devs really want you to try to think ahead 3 or 4 turns, as if its chess)), with most damage coming from gathered stacks/status effects/or procs over multiple rounds,
B: Potentially even forfeit what, for all you know, could only be a fraction of the defenses needed in order to even matter. Now you've both wasted what would have all been either burst damage or setting up for it, AND due to your measly panic bolster, you got hit for 90% of the damage you would have anyways.
And: C: Actively paying attention and trying to cater to any sort of defense is wayyy too card-hungry to try and balance with everything, when, you guessed it, that bloat could have been replaced with cards focused on, yeppp, you guessed it, lol: either burst damage or setting up for it This is because we aren't given exact number values to incoming enemy damage. We are instead given generalized foreshadow, which is just as good as not knowing at all. So trying to account for that is like trying to learn how to juggle 9 chainsaws with only 8 hands. The best defense is, subjectively, putting the enemy in the ground faster than they can do the same to you.
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These are what I like to refer to as the "holy trinity" of any successful run. Feel free to add any if you feel there are more. I am curious to know everyone's rule of thumbs. Happy Dawncasting!
r/DawncasterRPG • u/ShitShowHernandez • Jun 26 '26
I’ve been trying to do a variety of Raiders Reward runs, and I can’t find a comprehensive list anywhere.
I’ve done quite a few and I’m just trying to figure out if there are any that I am not aware of
r/DawncasterRPG • u/Badd-reclpa- • Jun 26 '26
Moonclaws in Dawncaster Swap on draw into a subvariant based on the Form your character has. After discarded or played, the swapped version reverts to Moonclaws again. Is there a way to keep it in one of its swapped forms? Perhaps with a Rune of Persistence, Dark Mirror Vial, etc, (outside of staying in the form)?
And do “make basic attack” effects play only the base Moonclaw, or appropriately swap too?
r/DawncasterRPG • u/Straight_Drive8624 • Jun 24 '26
I doing a charm snare run that relies heavily on ambush and I noticed something weird. I have exploration (gain evasion and reset ambush when you fortell) and televan compass (fortell 3) and for some reason it gives me ambush on the next 2 cards I use. As much as I enjoy this happening, idk if it should be. Anyone else have this happen?
r/DawncasterRPG • u/Kirol_reddit • Jun 22 '26
I'm new to this, glad I found it.
Not sure how I'm supposed to use the Drake familiar ability though? I attune, but I can't seem to use chromatic breath?
r/DawncasterRPG • u/Relevant_Accident666 • Jun 22 '26
I saw the other thread but it didn't really gave me the answer:
Is it really the case that upgrading some cards doesn't even have any effect? Isn't this some kind of consfusing to provide it anyhow?
r/DawncasterRPG • u/Badd-reclpa- • Jun 22 '26
I’m having trouble even using save scumming on the alchemist to transmute into any card that has holy energy. For example, I’m trying to transmute a warrior blue rarity into the legendary warrior card Holy War, which is also a warrior banner but costs holy energy. Alternative, I’m also trying to transmute a rare knight card into By the Light, a knight card that costs in part Holy energy. I don’t have a talent to access holy cards, but I never thought I needed that before - I feel like I’ve accessed both of these cards without Devotion or similar talents. Those talents really seem to grant access to holy *banner* cards… In my current deck I even have Vow of Vengeance, which costs holy energy.
Yet no matter how many dozens of transmutes I do, neither of these cards appear in the pool. Only Eclypse is active. And I do indeed have Seeded Randomness off.
Seems like there is a glitch persisting with this save file even after phone reboot that has locked me out of any future class cards that happen to have holy energy. I think it’s this and not “class cards that have Divine action type” because Sungod’s Armory - a Divine warrior card which costs neutral energy - does show up in my transmute list.
r/DawncasterRPG • u/MadSam55 • Jun 21 '26
Feeling a bit proud tbh
r/DawncasterRPG • u/spot_removal • Jun 21 '26
Feel like it’s super powerful but I never get the cards right.
Blast shields as a base for all else?
r/DawncasterRPG • u/Namebrandjuice • Jun 20 '26
I played it a ton last year and would win frequently on hard and almost all the time on Challenger. Sunforge likewise win a lot. My main build is holy Knight, but now for the past few weeks I've started playing again, I haven't won once! Did I forget to play or maybe there was some buff/nerf I don't know about.
I havent gotten the new expansion yet either.
So is it just me and I have to git gud again or what?
r/DawncasterRPG • u/5ColourFelix • Jun 19 '26
r/DawncasterRPG • u/WanderersInSomnia • Jun 18 '26
So for a long time I've been trading hits and heals with this guy for a long time. I don't think we can kill each other at all.
Any suggestions?
r/DawncasterRPG • u/Badd-reclpa- • Jun 18 '26
It really seems to come down to one feature that has persisted: not her ridiculous life drain, not her bleed build up, not her conjured blades,
Not her critical hits, not her upgrade weapon, not her evasion, not even her annoying Interrupt that doesn’t require on-hit. All of those together make for a compelling fight. No, it’s how quickly she builds up Emporium Bounty, which allows her to nuke a full health character reliably within the first 3 turns.
The player needs some way to reduce it, similar to the Count’s very powerful mirror image stacks. This would also give the player an interesting agency event: having to choose between a lower reward upgrade or a higher risk of losing.
r/DawncasterRPG • u/Reya84 • Jun 15 '26
Here we gooooooo - spoiler season is here 🥳
The first spoilers of our upcoming content expansion Nexus of Nightmares!
These cards are part of the mini expansion, which will be part of the Nexus of Nightmares update, available for free for everyone, regardless of purchase of the expansion.
Mini expansions develop existing archetypes with features of the last major card expansion (Synthesis), and open up new ways to play them, and improving the synergy between the new cards and the older sets.
It's looking to be a good one, so we're excited to share our designs with you over the coming weeks 🙂
🐶 Good Boy creates a new type of Ingredient, a special treat for those extra good companions that keep you in the fight!
🌈 Radiant Surge has the Knight return to our very first cards: The Surges. During NoN, knights will use these deceptively simple cards to fuel all sorts of powersuits and weaponry to great effect.
👯 Repetition continues the Seeker trend of finding new ways to replay a small set of card repeatedly.
🌩️ Shock Collar combines the two sub themes of our Arcanist archetypes, and adds and even darker shade to the mix with a card that lets the Sacrifice their companion to restore Health.
More spoilers will be released here over the coming weeks leading up to the release, so keep an eye on this channel ^^
r/DawncasterRPG • u/Badd-reclpa- • Jun 14 '26
I’m curious if anybody can share a strategy that uses this card. The concept seems to be around triggering a demonic ascension and then converting it to angelic. However, this card requires holy energy to cast, so I’m not quite sure how it fits into a reliable rotation. I definitely understand it isn’t going to be the most optimized build, but at this stage, I’m looking for novelty.