The Sleeper is a powerhouse, designed to be a roadblock on the path to high numbers of Endless kills. The first Sleeper encountered on each run in the Farmstead will always drop a Memory, which is used for construction of The Mill. It has an equal chance to use either on any given turn, and since both attacks target the whole party there are no weights for targeting selection. Both deal very high damage, target the entire party and inflict major stress in some way, either directly or through Horror. The Sleeper has two incredibly powerful attacks: The Sleeper Awakens and The Sleeper Stirs. It serves as the second phase to Fracture, and is guaranteed to be encountered on the wave group after the Miller. The Sleeper is a boss found within the Farmstead in The Color of Madness DLC. My gaze, however, was cast skyward and I marveled at the limitless profanity of the stars, wondering what harvest might come. The Miller, lamentably eager for some early sign of improvement, fixed his watery eyes intently upon the wilted fields and listless mill. Slabs etched with certain celestial designs were erected around the perimeter of the Farmstead. ![]() ![]() Seated comfortably in my observatory, surrounded by telescopes and other delicate apparatus, I recognized his misfortune as an opportunity, and I agreed to lend him my. He came to me, hat clutched tightly in filthy fingers, stinking of sweat and manure. You can also opt to pull the other units forward - just displacing him from position 1 denies him the use of Purge and keeps your frontliners safe from being knocked around.Blight had struck the harvest again that year, and the Miller was desperate. Knocking him to position 3 renders him helpless and forces the player to waste a turn reshuffling the party. He may have a high Move resistance, but it's still possible to knock him back if you have a Trinket that raises Move skill chance. If you can keep your healers out of his reach, you can constantly heal your front lines out of Death's Door. ![]() His damage is high, but that's mostly all he has going for him. If getting the Leper pushed out of the front is a concern, the Exotic Snuff can protect against this, albeit with the caveat of an ACC penalty.Ī head-on battle with him will be long and tedious, so it's best to kill off the rest of the team and leave him for last. The Invigorating Balm can be combined with Withstand to make him nearly immune to enemy DoTs. ![]() The Eagle Eye Talisman is an easy inclusion, and can complement or even be replaced with his Durable Armlet. Withstand can raise his already high defenses even more to make him difficult to kill.ĪCC-boosting Trinkets will greatly offset his biggest weakness and turn him into a deadly powerhouse. Intimidate is mainly used for support to smack enemies out of Stealth. Solemnity is his self-heal that gives him extra longevity without needing assistance. Purge allows him to shuffle the enemy frontline, knocking away combatants so that the weaker units are exposed to him. Revenge is a powerful buff that dramatically raises his DMG and ACC, and is usually the opening move of choice for a Leper before he gets to work cleaving the enemy frontlines. He suffers a bit if knocked to the back ranks, but has a great Stun and Move resistance to reduce the chances of that happening.Ĭhop and Hew are your basic Leper attacks Hew has a slight DMG and CRIT reduction in favor of being able to cleave through multiple enemies at once. Much like in the base game, the Leper is a hulking tank with massive damage potential but poor accuracy.
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