Inkbound – General Tips (for Solo Players)

General Solo Tips

Foreword

There’s apparently an unintentional design relic from a prior build of the game that is causing those purple energy-rock dudes in the combat areas just prior to the end boss Villain to output significantly more damage than they’re intended to be dealing currently. That consideration aside, you can still push past that combat section if you’ve hit a point where your build is mostly-complete by the time you finish Book 2.

Tips

More generally, you want to be investing in some form of synergistic damage source and a way to scale that output, some minor defensive measures to weather any turns that you can’t address every enemy targeting you that turn, and most importantly an engine to multiply your available actions-per-turn.

The balance between defense and offense on your bindings, augments, and vestiges can be effective in either direction, but you will only find success consistently if your build incorporates one of the various +Will / -Cooldown set bonuses. You can sometimes get away without those elements if you have SO MUCH dmg that you can OHKO any enemy with minimal actions taken, but that’s a path with much more variance and should be the high-roll fun-times outcome and not the goal from the beginning.

Direct vs non-direct attacks

Part of that will just be pattern recognition and learning which enemies use which types of attacks and how they go about cycling through each phase. As a mostly-accurate heuristic, if an enemy is telegraphing an area attack on the current turn they will usually alternate to a targeted attack on the following turn. If an enemy was summoned on the current turn, like when some enemies spawn the little green critters upon death, those enemies will not attack until the following turn but pretty much always present a targeted attack on that following turn.

So from a priority sequencing perspective, you can ignore any secondary spawns while dealing with more immediate threats, but have a plan to position for them next turn. Get enough shielding, regen, or other dmg mitigation to be able to handle 1-2 hits per turn if needed, and get in extra damage where you can on enemies that you suspect will be alternating their targeting type on subsequent turns. Try to squeeze as much dmg into each of your targeting angles as you can, which sometimes means you’re gonna sit there and make tiny micro-adjustments to your cursor until you can find a way to line up that attack to hit 3 baddies instead of 2, etc etc.

Especially early on in Book 1, those small optimizations can result in huge deltas between possible HP totals as you go into the Book 1 boss.

Bonus tip

When you have several treasures like 2 vaults, first look in both vaults before deciding what items to take. As noted above, synergy is crucial, and in this way you increase your chance to build it.

Helena Stamatina
About Helena Stamatina 1520 Articles
I love two things in life, games and sports. Although sports were my earliest interest, it was video games that got me completely addicted (in a good way). My first game was Crash Bandicoot (PS1) from the legendary studio Naughty Dog back in 1996. I turned my passion for gaming into a job back in 2019 when I transformed my geek blog (Re-actor) into the gaming website it is today.

6 Comments

  1. Hi everyone, is there anything you can suggest for Weawer?

    I thus consistently run into a wall where my aoe shines but my single target damage is tickling.

    When I can thread 4-5 mobs in the first turn, I deal a lot of damage, but the last 1-2 mobs feel like tanks.

    When using Weaver, do you make any different decisions than with the other classes? Skills, vestiges, trinkets, etc.? I am not sure what to search for besides magic pwr, ap, and a skill similar to Jinx.

    • Due to the possibility of base perks providing insufficient damage, weavers are undoubtedly the hardest class to play in solo. As such, it’s usually a good idea to obtain a drafted perk that can greatly increase your damage output. Basically, all magic-based damage bonuses will function. For example, damage over time effects can be used to indirectly increase damage, and spells like poison, fire, frost, lightning, and jinx all have a significant potential to do so through the spell itself and damage-boosting augments.

    • I use Marker of the Unbound for Trinket.
      At six stacks, it offers you a strong power boost and renders you impervious to the blight.
      ties The best are probably Blink and Jinx.
      To Strengthen
      Defensive and pulling constriction are crucial for constricting.
      Stitches that are widened, seamless, patchwork, and cross-stitched are useful for damage or defense, which you might need to survive.
      Spun thread, Hexing thread, and Sapping thread. Hexing is crucial for damage, so I gave it top priority.

    • Pay attention to items outside of your base kit. Farm that up if you get an early harvest of dread. Weaver’s damage craters if they fight anything other than Argolath at the end, and they don’t get very good single target until they get Hex or Splice in general.

      It is preferable to concentrate on items not included in Weaver’s kit, such as Smoke Bomb (which targets the entire screen), Poison Vapor (which targets any ascension), and Incendiary (which targets Wildfire/Flashfire ascension).

      Under no circumstances should the Unbound’s marker be picked; it is trash. Blight damage pierces shields, it is too slow, and the only way to improve it is to make your entire build worse.

  2. Additionally, you can extract some extra value when you have a grinder ahead of you and are on the verge of overflowing on vestiges. The extra vestige that you must momentarily drop on the ground will not despawn if you open up the next island with the grinder on it *BEFORE* you complete the selection from your vestige rewards. You wouldn’t have gained the extra vestige if you had chosen the vestige option first and then unlocked the grinder island, but instead you’ve gained +2 set pieces to something useful and can now enter the next combat room with a full inventory.

    • Yes, in fact. That includes the despawned vestige, as I only discovered yesterday. This was not good enough, but more importantly, there is always room for improvement as long as you learn something new from the runs. I believe I discovered during my most recent run that there is only one area you can walk back.

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