Across the Obelisk – All Perk System Guide

Across the Obelisk – All Perk System Guide 1 - steamlists.com
Across the Obelisk – All Perk System Guide 1 - steamlists.com

My personal recommendations for how to set up your Perk Points. Here are my recommendations for what Perks you should always take and what to avoid.
 

Introduction

Hello everyone,
 
 
I have played AtO quite often during early access, and I think I have a good understanding of the game's mechanics. This guide will tell you what my recommendations are for the new Perk System. My usual difficulty rating is 6-10 so my recommendations are based on that difficulty level. Before we get started, I'd like to make a few notes about the game's mechanics. These are not very well explained in the game, (. I would have loved to know these details when I started the game,).
 
 
 

Important Notes

  • Resistances (do not affect block. If a monster does 100 damage by fire, and you have 50% resistance to fire, 100 block will still be lost. Resistances take effect only after you have taken damage to HP.)
  • Hit Effects (, e.g.), like some weapons, only takes effect if you do damage to the HP a monster. The On Hit does not take effect if you hit block. (Damage effects can only be taken if you hit block. These effects only activate if your hero has lost actual HP)

 
 
 

Categories

That's it. Let's move on to the Perk System:
 
This guide will be divided into multiple categories.
 
 

  • Always carry (. I use these on all characters, regardless of what they are doing. You can also) depending on your play style.
  • Always take one (. This means that at least one party member should always take this).
  • These are good optional stuff (. Depending on your hero or build, you might want these)
  • Traps (Although they may not sound like it at first, they are actually quite bad)
  • Detail Exclusive Perks (A few notes about the unique options available to us)

 
 
 

Always remember to take

Across the Obelisk - All Perk System Guide - Always take - A19AFD7
 
 

  • Energy is the most important perk. AtO's bread and butter is being able to play your cards and especially having a good turn. This is a simple concept.
  • Next is Speed It may seem weak to a new player as it only affects the order of the units. This becomes less important the longer the fight continues. BUT! You can act twice if you finish the fight in a short time, while your opponents can only do one. The enemy has one round and you have two. You can deal damage to them if you act before their annoying trigger cards. Block is another option. If your tank can act before the enemies, you may play a group blockcard and you don't have to worry about how you are supposed to heal all the damage.
  • resistances with a little bit of HP This one is very simple. Resistances help characters stay alive as long as they are able to deal damage. Resistances are better than HP because they indirectly improve all healing. You have to heal 20% less if you take 20% less damage. (Mathematicians, please calm down. I know these numbers may not be perfect, but you get the gist.)
  • This is not shown in the screenshot. However, the Inspire Perk for the Elemental Tab offers many good options. If you have someone who offers Inspire, you can choose 2 (+2 cards of Inspire). Option 3 (Immune To Stress) is recommended if you are concerned about the boss fight. Option 1 (+1 card at the start of match) works well if you are unsure.

 
 
 

Take one

Some perks have the "All heroes gain …"" so you only need one.
 
 
Across the Obelisk - All Perk System Guide - Take once - EFD44F5
 
 

  • Vulnerable stacks to 12, and reduces by 1.vulnerable is the best status effect of the game. It is great to increase the cap and make it decay by 1 per round. This is, in my opinion, the best perk. Always, always, always, always have at minimum one hero take it!
  • Resistances up by 35%. Each tab has one: "Physical", Elemental", and "Mystical". These buffs (are for heroes who are attempting to survive on higher difficulty). You will notice that each % is more effective the higher your resistances are.

 
 
 

Good options for damage dealers

Across the Obelisk - All Perk System Guide - Good Options: Damage Dealers - FB6DC58
 
(Example for Cornelius
 
 

  • Your primary damage and fees. This is another "Always Take” for the damage dealers. This is a good idea to avoid on your tank or healer.
  • The Powerful stacks up to 12 and only decays by 1 . You should always have Powerful (, which you should again as it is free damage). This makes stacking up much faster and easier. You can even take +60% damage.
  • Shards & Gold. You must have at least one of these items if you want to play without any chests or supplies. Here is where I fill up any points that are left.

 
 
 

There are many options for tanks

Across the Obelisk - All Perk System Guide - Good Options: Tanks - 5DFC5DC
 
 
Across the Obelisk - All Perk System Guide - Good Options: Tanks - A104B23
 
(Magnus' page)
 
 

  • Fast charges and Slow fees. I enjoy playing Piecing Howl (Vulnerable and Slow on all), as well as Push Forward defense. These two are the best tools I have to get my entire team to act before the enemy. This is not a good option, but it is an option.
  • Block – Who would have thought this? Block is the most important job in your tank. He should do it well. It's that simple. Barricade is a better card than Entrench, even though Entrench is still the best way to Fortify your heroes.
  • Fortify : Choose option 3 to get more block for no cost. (This makes Entrench and Citadel's cards even more valuable)
  • You can also play the tank class to deal damage, but these are the options for those who want to protect the team.
  • Note: Tanks have a lot of base HP so I don't usually take HP for them.

 
 
 

There are many good options for healers

Across the Obelisk - All Perk System Guide - Good Options: Healers - 74D6D59
 
(example page to reginald)
 
Each healer is unique and requires a different rune page. This can vary depending on how they are played (. healer Malukah vs. damage Malukah)
 
 

  • Heal : It's very simple. If your job is healing, then +Heal is the right choice.
  • Regeneration Regeneration offers two excellent perk options: Healing on one side and more healing received. Both are very powerful. (See below for more information).
  • Bless: You can bless yourself by getting more healing done here. I recommend the not decay option if you want to bless your entire team. However, the holy resistance is pretty useless. If you do decide to go for it, make sure you go to chapter 4, where enemies can actually cause holy damage.

 
 
 

Traps

  • Burn dealing cold damage. Normal burn is a COMBO by itself. It deals Fire damage and decreases fire resistance. This feat removes the combo, so you can stack Chill on enemies for maximum damage. Hell no!
  • Bleed at the end of each turn. It's not worth the risk of dealing additional damage to enemies after their turn. A healer can usually heal himself for more or even eliminate the bleed. Nononono.
  • +50% poison damage, but decays completely. This perk will reduce your damage if you don't complete the enemies turn 1. It can't be dispelled if it dispels itself. However, the enemies will then dispel any status effects you might want to keep on them.
  • This hero starts with 1 Reinforce/ Insulate/ Courage. This feat is very costly at 3 points. You should play a card that gives this effect to all your heroes. This status effect does not stack!
  • Vitality provides mind resistance. Mind damage is not something that can be done by too many enemies.
  • Insane reduces max HP. This is useless because it only applies to enemies with full HP and have block. If your enemies are able to heal up to full HP, you will have a problem.

 
 
 

Detail Perks

Special Perks for Physical Tab:

 
 
Across the Obelisk - All Perk System Guide - Special Perks in Detail - C5F7797
 
 

  1. Fury : I'm not sure what to do here. The last one is my favorite, but I haven't played Fury very often. If you can dispel it, this should be the best. (+5% Damage, but you take more damage if it is not too severe.)
  2. Bleed – Just take +1 bleed. I don't know why you would choose option 2 or 3. Option 3 has a +1 bleed stack, which is not worth the potential downside of ending your turn.
  3. Sharp : Any option is acceptable. If you have multiple characters that are sharp, choose the third option.
  4. Poison : Take +1 charge, unless you have another dark-focused hero, then choose 2. Option 3 is a big no.
  5. Thorns : Do not choose option 2. If you have a poisonous character, choose option 3. If you are unsure, choose option 1.
  6. Crack is Option 3, if you are concerned about becoming too vulnerable to the enemies. Otherwise, choose option 1 or 2. Both options are fine IMO.
  7. Fortify: Option 1 on Heiner. Option 3 is fine, you can take it if desired. Option 2 is fine for non-tanks but you don’t want to take +1 fortify on them. This is because you will almost always play an entrench in your tank deck. I don't usually take this one.
  8. Taunt: Taunt is not a game I play, as it was always a "pls Kill me" buff for me. (You can leave your opinion in the comments;)

 
 

Special Perks for Elemental Tab

 
 
Across the Obelisk - All Perk System Guide - Special Perks in Detail - 0F2A157
 
 

  1. Powerful:As written above. Option 2: At least one hero should be selected. You can also get +1 charge.
  2. Burn – As a Cornelius fan, I'm very disappointed about this one. Option 2 is possible for Cornelius who wants to self-burn. Option 1 is my default. Option 3 is absolutely horrible. Burn reduces Fire resistance so its damage will increase the more you stack it. If it deals cold damage, it is not profitable and you will have to stack Chill. This is a big no!
  3. Chill – My opinion is "Don’t play chill." It's not good. Option 2 (increased blunt Damage) might make chill good in the right group, but I'm not sure. Is there any self-chill decks that are good? Please let me know.
  4. Wet : Option 1 or 2 can be useful in the right combinations.
  5. Spark : All options are good but Option 2 is so OP (applying 30% Spark to the sides of) that you want to take it. Theoretically, once Wilbur's buff "Spark does damage to the target as also" is activated, you can spark all enemies once every 6 (. If they don't dispel) or only block and heal, then you can do so. Spark will stack up and kill everyone, without you having to do anything else. (This perk will cause you to lose a lot of points if you play it like that. However, the fact that you could theoretically do so, shows how powerful it is.)

 
 

Special Perks for Mystical Tab

 
 
Across the Obelisk - All Perk System Guide - Special Perks in Detail - C2AD99C
 
 

  1. Vitality – Option 1 (+8HP) looks the best, Option 2 (remove bleeding) for Fury builds. Option 3 (Mind resistance with no decay) is a bad choice. You want your capped status effects to decrease so that you can regain it. Mind damage is not as common as you might think.
  2. Sanctify : You can play any of the options, but Option 3 is the best. Sanctify will deal 12 damage per hit when you have it capped at 50. This is great if you play repeat cards or jump cards.
  3. Decay : I'm not sure about this one. I don't usually build for decay, but option 2(reduced healing by 75% and (Option 3, reduced Shadow resistance don't sound too bad.
  4. Dark: Option 1 (+1 charge) for Malukah or Option 3 (+25% explosion damage) for damage. Option 2 (dark explosions at 35 on this hero), but you should still be able to dispel the bomb in time even if it explodes at 25.
  5. Regeneration : Make regeneration great again (. It wasn't hard to start with). Both options 1 and 2 are great. You can see that option 1 triples the regeneration of the 2 center heroes and gives heroes healing beyond their healers' turn. This can be very helpful! Option 2 (increased healing from) is really great and it applies to all heroes.
  6. Insane : These insane perks are actually not so crazy. Badum tss! (Sorry for that), I would just go with the charges (option 1. Unless you hit enemies first after they get blocked, option 2 is completely ineffective. Option 3 is also too specific and not THAAT great. Your heroes might be immune to insane, but I'm not sure if that's worth the risk.
  7. Bless : There are many options, but it all depends on how you plan to use bless in your group.
  8. Stanza – I haven’t tested Gustav yet but there was one rule for the Scouts so far: Avoid Songs at All Costs. You may be able cast the song cards if all the stars align. However, even then, it is not likely that you will be able do anything useful on your turn. We'll have to wait to see if he can do this more often. Once I have an opinion on him, I'll update this.)

 
 
 

Winners and losers of the change

This concludes the list of heroes who have benefited or lost the most from this change. (compared to), the early access version. If you haven’t played in early acces, skip this.
 
 
Magnus: Around equal. Now you must decide if damage or blocking is what you want.
 
Heiner: Around equal. Heiner was clearly in mind when the Perk that grants Blunt + fire damage for Fortify was created. Heiner is very good at many things, including Fire + Blunt damage and Crack, Fortify, and Fortify. With only 50 points, it will be difficult to get everything he wants.
 
Grukli: Benefit slightly. Grukli is very focused about bleed and Fury stacks. Grukli is able to use his perk system to focus more on his strengths.
 
 
Andrin: Around equal. Adrin is similar to Heiner in that he can do many things but can also focus on one thing.
 
Thuls: Around equal. The Stealth build might have had a slight benefit.
 
 
Evelynn: Lost a lot. Evelynn was an adaptive mage with various spells. Her greatest strength was her ability to use all types of elemental damage, so she could choose the right tool against the correct enemy. This makes her very limited in her ability to deal with other types.
 
Cornelius: Benefit slightly. You only need to spec in fire and burn for damage to get a lot of points.
 
Wilbur Enjoy great benefits. Willbur was already a great mage. Willbur is the big winner, with Spark's best perk (Spark spreading among neighbors with 30% of).
 
 
Reginald: Benefit quite a bit. Regeneration and blessing are both very beneficial. He can focus on healing and holy damage, and can ignore dark and mind.
 
Ottis: Benefit slightly. Both builds from ottis are focused on one thing: sanctify and shields. You can buff your shields quite a bit now with Sanctify's unique perks.
 
Malukah: Around equal. Malukah is a Dark damage specialist, but there are not enough Shadow and Dark cards to make her take other types of damage.
 
Nezglekt: Around equal. Nezglekt focuses only on mind damage and Sight to his healing. Unfortunately, the unqiue perks aren't too great.
 
 
Thank you for reading. Let me know what you think in the comments. Have a great day!

 
 

Written by Knittel

 
 
I hope you enjoy the Guide we share about Across the Obelisk – All Perk System Guide; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 


Be the first to comment

Leave a Reply

Your email address will not be published.


*