This guide outlines Zereb’s main build for the game, which is centered around fear-hit damage as the primary damage source. The build aims to clear rooms on the first turn, an objective that becomes achievable around the mid to late game.
Early Game
- Early Game Phase: From the start with Tier I patients to the beginning of Tier III patients or until reaching the Frontier.
- Frontier Significance: Obtaining a key synapse that aids in speeding up the average time per run.
Mid Game
- Mid Game Phase: Covers most of Tier III to Tier IV and nearing the end of the story.
- Room Clearing: Expect to clear rooms in one turn, especially as locations become Tier IV-only.
Late Game
- Late Game Phase: Includes the final towns and the story wrap up.
- Fine Tuning: Focus on fine-tuning damage and buffs. Aim to clear rooms in one turn, including boss fights, with average run times under 5 minutes.
Mind Tree
Early Game Core Perks
- Self-Knowledge: Restore +1 AP when an enemy is killed while Isolated.
- Elegance: Restores +1 AP for any entity death (excluding impulses).
- Pragmatism: Reduces your cooldowns by 1 when an entity dies from fear damage.
Mid Game Utility Perks
- Electism: Adds an effect slot for all skills and reduces the minimum cooldown for synapse by 1.
- Self-Destruction: Increases the buff/debuff from Berserk by 50%.
- Vision: Adds +1 range.
- Resourcefulness: For trinket slots.
- Introversion: Gives 3 HP per 100 discipline.
- Patience: Gives 50 HP per unique positive effect on allies.
Late Game Perks
- Commitment: Doubles the Efficiency Synapse’s power bonus.
- Resourcefulness: To unlock remaining trinket slots.
- Masochism: Gains effect power/stack every time damage is taken.
- Self-Disgust: Causes swelling (Increased damage/HP) when debuffed and allows friendly fire.
- Violence: Increases damage and damage resistance when observing pain damage.
- Recklessness: Boosts health by 20% at the cost of discipline.
- Humility: Boosts ranged damage at the cost of no melee damage.
- Frenzy: Boosts damage per stack and gains stacks on entity death.
- Limitless Learning: Boosts damage based on used AP.
Here are pictures of current level 100 mind tree for this build:
Image: Zereb
Skill Breakdown
Early Game Skills
- Single Target Damage Skill: Mainly for bosses.
- Multi-Target Damage Skill: For room clearing.
- Buff/Heal Skill: Provides small sustain and damage boost.
- Mobility Skill: Essential for reaching places at a reduced AP cost.
Mid Game Skills
- Damage Buff Skill: Damage booster.
- Utility Buff Skill: Utility buffs like dancer.
- Single Target Damage: Remove debuffs, transition to using Berserk.
- Multi-Target Damage: Use unique 3/0 efficiency synapse for quick enemy clearing.
Late Game Skills
- Add more utility skills that help trigger mind tree perks and modifier boosts.
Quick Synapse Watch List
- Cruel Tri-Perpetuation (Unique 3/0 Synapse)
- Strike
- Drain
- Blood Burst
- Sharpen
- Berserk
- Recuperate
- Flash
- Rewind
- Supercharge
- Dancer
- Haste
- Targeted
- Precise
- Aerial
- Inner
- Break
- Mark
- Dash
- Twin
- Shuddering
Quick Modifier Watch List
Strike/Drain/Blood Burst
- Single Target Damage Skill
- +x% Damage per AP Spent this turn
- +x% Power
- Penetrates x% of the target’s resistance
- +x% Damage per skill cooldown (Late game focus)
- +x% Damage if no enemy is adjacent (Isolated)
- Deals x% more damage when hitting a single target
- +x% Damage per distance to the target
- Multi Target Damage Skill
- +x% Damage per AP Spent this turn
- +x% Power
- Penetrates x% of the target’s resistance
- +x% Damage if no enemy is adjacent (Isolated)
- +x% Damage per distance to the target
- +x% Damage for each time you’ve used this skill in this room
Sharpen/Berserk
- +x% Power
- +x% Power on targets affected by X Buff
Recuperate
- -x% Discipline Cost
Flash
- -x% Discipline Cost
- +1 Skill Range
- +x Skill range when hasted
Rewind
- +1 AP Restored (Essential)
- +1 AP Restored on target affected by X Buff
- Excess restored AP is stored as Overcharge
Supercharge
- Buff Booster or Hit Damage Booster options
Dancer
- -x% Discipline Cost
- Grants 1 Overcharge on expiration
Haste
- -x% Discipline Cost
- Grants 1 Overcharge on expiration
- Effect lasts x additional turns
Targeted/Precise
- Damage or Mobility skill modifiers
Aerial
- +x% Power to various effects
- +x Skill Range
Inner
- +x% Power to Sharpen/Berserk effects
- +x% more effect power when affecting a single target
Quick Gear Modifier Watch List
- Buff Efficiency
- Hit Damage Dealt
- Fear Damage Dealt
- % Total Discipline
- % Total Health
- Ranged Hit Damage Dealt
How to Use the Build
Early Game
- Regular Rooms: Use one skill per turn, limit AP usage to 2-4.
- Boss Rooms: Utilize debuffs like daze for stalling.
Mid Game
- Regular Rooms: Challenge to finish rooms in one go with the unique 3/0 efficiency synapse.
- Boss Rooms: Maximize damage with Berserk for quick boss kills.
Late Game
- Regular and Boss Rooms: Continue strategies from mid game with further optimized skills and buffs.