dekeche

Member
Aug 5, 2018
370
190
228
Finally beat Musk Reef. Ugh, that was a slog.

Final team used;
2x Nycto Lawachurls with Geo Lawachurl minions.
4x Geo Samachurls with Nycto Specter minions.
1x Hydro Samachurl with Nycto Spector minons.
1x Unusual Hilichurl with Nycto Spector minons.

So, what's going on here, and how does it work? I'm not sure if it's just due to high abysalfication, or if it's musk reef itself, but there's a persistent Nycto elemental effect in the dungeon. So any team not lead by an abyssal needs to have high nycto resistance, or it'll take parsistant damage. And we don't want to realy on nycto leaders for our damage, as the second fight has enemies that are resistant to nycto damage, and the mimiflora are completely invulnerable to it. So we need our primary damage dealers to be something other than nycto units. And if we are using nycto sub-units, the Spectors give us extreamly high initiative. Very expensive to field though, even without a num boost (which I ignored deliberately for this game.). That doesn't mean we can't use nycto units, however. We'll still need something to tank fights, and there's nothing better than the Nycto lawachurl with lawachurl support. So, that's the role the lawachurls play for us; bouncing into the enemy lines, being disruptive, and drawing enemy fire away from our lines. Geo Lawachurl minons gives us a powerful disruptive secondary attack, and a Geo Shield, which is really good at absorbing elemental damage. As for our primary damage dealers, the Geo Samachurls are what I ended up deciding on. I looked at the files a bit, and samachurls have a stronger ranged attack than the basic elementals. And if I'm going to be fighting a flying enemy, I don't want to be using the dendro samachurl. And, honestly? A pack of Geo Samachurls is surprisingly effective. Their elemental burst attack doesn't care what unit setup the pillars and spikes, so if the fields covered in spikes, the enemies going to take a lot of damage. Plus, since thier spikes restrict movement, it really helps with crowd control. Then, of course, we've go the designated healer. Hydro Samachurls are almost maditory for long engagements, having HP recovery is quite important so we don't take additional loses. Finally, the unusual Hilichurl is our dedicated anti-flyer unit. Since the final battle is against a bluddy flier, it's helpful to have a unit that can just instantly ground that unit. And the bonus damage and slower enemies isn't unwelcome in earlier fights.

As for the fights themselves? The 4 elemental abyssals are farily easy. Try to take out the cryo or hydro early, followed by the pyro or electro. The ranged totem's damage can stack up fast if you aren't careful, and it's a lot easier to handle if only one team is spawning them. Keep the two melee units away from your backline with spikes and the lawachurls jumping, and they should go down easy.

The 4 Nycto Lawachurl's are also relatively easy. It's a harder fight since they no-sell nycto damage (at first), but it's fairly simple to burst down individual units. The two mitachurl supported teams are the harder units to deal with, since they'll disrupt your pillars. But the samachurl teams are a joke - Samachurls have really good recover, but thier defense is atrocious. They can typcially be outrite destroyed in one turn of sustained fire, and may even be killed as a footnote when using the geo samachurl's burst.

The Mimiflora are anoying to deal with, more than anything else. They are invulnerable when copying a unit, but hitting them with non-nycto attacks lowers their copying duration. So you'll want to focus fire on one unit at a time. Unfortunitaly this squad gives them some really choice members to copy - Priority should go to keeping the lawachurl away from your backlines, killing any hydro samachurl copies with predjudice, keeping the Geo copies un-pillard, and probably keeping the unusual copies away from your units. Hydros are a priority, because their healing field always seems to trigger when they've been reduced to half hp, healing them up to full. You want to disrupt their illusion before they can setup the healing field, then kill the mimiflora underneath. Geo Samachurl copies are also very dangerous. Unlike your units, mimiflora illusions retain the mimiflora's AP - so their geo samachurls can pillar and fire on the same turn, or spike you with 3 spikes in a single turn. As such, it's important to keep spiking their pillars or having a Lawachurl crash into them. Anything to keep them to a smaller range. Lest you become unable to engage the enemy because their's a 3 tile wide line of spikes going right up the middle of the battle field. The lawachurl copies are perhapse the more dangerous in close combat, but they are also fairly easily distracted by your own lawachurls. The biggest issue is that their shield persists after the illusion drops, and also interferes with you actually dropping that illusion. Samachurl element bursts are your best bet, or taking out everything else first and hoping it copies something else when the illusion drops naturally. As for the Strange clones? I'm not sure the AI actually knows how to use them, I never saw the illusion use any of the strange hilichurl's abilities - and I'm not sure how much damage it'd actually be able to deal. It's just easier to keep it away from the backline with spikes.

Finally, Aether is a b*sterd to fight. Flying, I think 4 actions? Very high movement range, and his attack can hit units half way across the map. Plus, it didn't help that my pillars kept pushing him out of the range of my samachurls. Basic strategy? Bait with the lawachurls acting as sacrifice, While pillaring the geo's and charging the strange hilichurl. Once he's close enough, hit him with everything you've go to ground him. Survive the counter, then net him with the strange hilichurl. Between your pillars, the net, and lawachurls bouncing him around, his turn will be delayed long enough to kill him. If not, keep recharging the strange hilichurl and use it whenever needed to ground him. Might take a few rounds if the geo spikes keep pushing him out of range, but it's worth it for the element burst damage. Just make sure he doesn't kill your strange hilichurl, the geo's don't have enough damage alone to ensure he's grounded.
 

MineHard444

Newbie
Jan 31, 2022
18
6
13
Finally beat Musk Reef. Ugh, that was a slog.

Final team used;
2x Nycto Lawachurls with Geo Lawachurl minions.
4x Geo Samachurls with Nycto Specter minions.
1x Hydro Samachurl with Nycto Spector minons.
1x Unusual Hilichurl with Nycto Spector minons.

So, what's going on here, and how does it work? I'm not sure if it's just due to high abysalfication, or if it's musk reef itself, but there's a persistent Nycto elemental effect in the dungeon. So any team not lead by an abyssal needs to have high nycto resistance, or it'll take parsistant damage. And we don't want to realy on nycto leaders for our damage, as the second fight has enemies that are resistant to nycto damage, and the mimiflora are completely invulnerable to it. So we need our primary damage dealers to be something other than nycto units. And if we are using nycto sub-units, the Spectors give us extreamly high initiative. Very expensive to field though, even without a num boost (which I ignored deliberately for this game.). That doesn't mean we can't use nycto units, however. We'll still need something to tank fights, and there's nothing better than the Nycto lawachurl with lawachurl support. So, that's the role the lawachurls play for us; bouncing into the enemy lines, being disruptive, and drawing enemy fire away from our lines. Geo Lawachurl minons gives us a powerful disruptive secondary attack, and a Geo Shield, which is really good at absorbing elemental damage. As for our primary damage dealers, the Geo Samachurls are what I ended up deciding on. I looked at the files a bit, and samachurls have a stronger ranged attack than the basic elementals. And if I'm going to be fighting a flying enemy, I don't want to be using the dendro samachurl. And, honestly? A pack of Geo Samachurls is surprisingly effective. Their elemental burst attack doesn't care what unit setup the pillars and spikes, so if the fields covered in spikes, the enemies going to take a lot of damage. Plus, since thier spikes restrict movement, it really helps with crowd control. Then, of course, we've go the designated healer. Hydro Samachurls are almost maditory for long engagements, having HP recovery is quite important so we don't take additional loses. Finally, the unusual Hilichurl is our dedicated anti-flyer unit. Since the final battle is against a bluddy flier, it's helpful to have a unit that can just instantly ground that unit. And the bonus damage and slower enemies isn't unwelcome in earlier fights.

As for the fights themselves? The 4 elemental abyssals are farily easy. Try to take out the cryo or hydro early, followed by the pyro or electro. The ranged totem's damage can stack up fast if you aren't careful, and it's a lot easier to handle if only one team is spawning them. Keep the two melee units away from your backline with spikes and the lawachurls jumping, and they should go down easy.

The 4 Nycto Lawachurl's are also relatively easy. It's a harder fight since they no-sell nycto damage (at first), but it's fairly simple to burst down individual units. The two mitachurl supported teams are the harder units to deal with, since they'll disrupt your pillars. But the samachurl teams are a joke - Samachurls have really good recover, but thier defense is atrocious. They can typcially be outrite destroyed in one turn of sustained fire, and may even be killed as a footnote when using the geo samachurl's burst.

The Mimiflora are anoying to deal with, more than anything else. They are invulnerable when copying a unit, but hitting them with non-nycto attacks lowers their copying duration. So you'll want to focus fire on one unit at a time. Unfortunitaly this squad gives them some really choice members to copy - Priority should go to keeping the lawachurl away from your backlines, killing any hydro samachurl copies with predjudice, keeping the Geo copies un-pillard, and probably keeping the unusual copies away from your units. Hydros are a priority, because their healing field always seems to trigger when they've been reduced to half hp, healing them up to full. You want to disrupt their illusion before they can setup the healing field, then kill the mimiflora underneath. Geo Samachurl copies are also very dangerous. Unlike your units, mimiflora illusions retain the mimiflora's AP - so their geo samachurls can pillar and fire on the same turn, or spike you with 3 spikes in a single turn. As such, it's important to keep spiking their pillars or having a Lawachurl crash into them. Anything to keep them to a smaller range. Lest you become unable to engage the enemy because their's a 3 tile wide line of spikes going right up the middle of the battle field. The lawachurl copies are perhapse the more dangerous in close combat, but they are also fairly easily distracted by your own lawachurls. The biggest issue is that their shield persists after the illusion drops, and also interferes with you actually dropping that illusion. Samachurl element bursts are your best bet, or taking out everything else first and hoping it copies something else when the illusion drops naturally. As for the Strange clones? I'm not sure the AI actually knows how to use them, I never saw the illusion use any of the strange hilichurl's abilities - and I'm not sure how much damage it'd actually be able to deal. It's just easier to keep it away from the backline with spikes.

Finally, Aether is a b*sterd to fight. Flying, I think 4 actions? Very high movement range, and his attack can hit units half way across the map. Plus, it didn't help that my pillars kept pushing him out of the range of my samachurls. Basic strategy? Bait with the lawachurls acting as sacrifice, While pillaring the geo's and charging the strange hilichurl. Once he's close enough, hit him with everything you've go to ground him. Survive the counter, then net him with the strange hilichurl. Between your pillars, the net, and lawachurls bouncing him around, his turn will be delayed long enough to kill him. If not, keep recharging the strange hilichurl and use it whenever needed to ground him. Might take a few rounds if the geo spikes keep pushing him out of range, but it's worth it for the element burst damage. Just make sure he doesn't kill your strange hilichurl, the geo's don't have enough damage alone to ensure he's grounded.
Huh, I am very impressed by the units you used. I basically went full berserker mode, and used 8 full teams composed of a Nycto Lawchurl with all but two having elemental samachurls. The last two had about 15 elemental rouges each
 

pentation

Newbie
Mar 18, 2021
15
3
38
Anyone could tell me if I should corrupted Alice or not :(( 2 hour just to capture her and now i dont know what to do :(
 

Yddrasil

Newbie
May 10, 2018
65
15
211
Is threat bugged or do I not understand how it actually works? On hellichurl difficulty, I have this at the beginning of the turn, at 96 threat:

1749309115992.png

I send a bunch of hilichurls to their deaths and I get the threat pop-up, abunch of -1s:
1749309263015.png
1749309277954.png

And yet the threat goes to 97:
1749309319570.png

It does not seem to be just a weekly update issue, as I get around 1 threat a week naturally of occupations, and the next week, after defeating an invasion force for +2 threat, I am at 100, instead of at around 93 as would be expected. Maybe threat is not intended to decrease when you fail an attack, to prevent you from cheesing threat like I am trying to do, and I would not mind that at all, but the visuals do not suggest that this is the case.
 

EnderMen3132

New Member
Jul 31, 2022
1
1
56
If my video driver doesn't support vulkan am I just shit outta luck? cuz I've tried everything to get this game to work
Sorry but I can do nothing about this. This is a feature of the Godot Engine.
text this to help people without vulkan driver support you can play game (my pc doesnt support vulkan eather)
1. create shortcut
2. insert command in shortcut: --rendering-driver opengl3 (like on screenshot)
изображение_2025-06-07_205729457.png
3. open shortcut
4. profit
my english not good so may be spelling mistakes
 
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HCBRN

New Member
Jun 6, 2025
2
0
20
So great! It took me a week to conquer all the heroines on normal. But it looks like I missed Fujin and Zhiqiong...
 

dekeche

Member
Aug 5, 2018
370
190
228
Is threat bugged or do I not understand how it actually works? On hellichurl difficulty, I have this at the beginning of the turn, at 96 threat:

View attachment 4918406

I send a bunch of hilichurls to their deaths and I get the threat pop-up, abunch of -1s:
View attachment 4918411
View attachment 4918412

And yet the threat goes to 97:
View attachment 4918413

It does not seem to be just a weekly update issue, as I get around 1 threat a week naturally of occupations, and the next week, after defeating an invasion force for +2 threat, I am at 100, instead of at around 93 as would be expected. Maybe threat is not intended to decrease when you fail an attack, to prevent you from cheesing threat like I am trying to do, and I would not mind that at all, but the visuals do not suggest that this is the case.
So, threat decreases at the end of the week by nations spawning in attacking armies (if threat is high enough to do so). Then, it's decreased by 20%. After that, threat is increased with each nations based on the importance of any provinces you control in their nation, + Dadaupa Gorges importance (5) and any farm buildings generating threat (1 for wedges, 5 for trees)

So, with just Forgotten Sword Cemetery and Dadaupa Gorge - you've got a weekly increase of 7 with Mondstadt, and 5 with everyone else.
 
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Theofrad

Member
Game Developer
Jan 29, 2025
131
607
93
Is threat bugged or do I not understand how it actually works? On hellichurl difficulty, I have this at the beginning of the turn, at 96 threat:

View attachment 4918406

I send a bunch of hilichurls to their deaths and I get the threat pop-up, abunch of -1s:
View attachment 4918411
View attachment 4918412

And yet the threat goes to 97:
View attachment 4918413

It does not seem to be just a weekly update issue, as I get around 1 threat a week naturally of occupations, and the next week, after defeating an invasion force for +2 threat, I am at 100, instead of at around 93 as would be expected. Maybe threat is not intended to decrease when you fail an attack, to prevent you from cheesing threat like I am trying to do, and I would not mind that at all, but the visuals do not suggest that this is the case.
Attacking a place will raise the threat. Taking control a place raise more.
 
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Yddrasil

Newbie
May 10, 2018
65
15
211
So, threat decreases at the end of the week by nations spawning in attacking armies (if threat is high enough to do so). Then, it's decreased by 20%. After that, threat is increased with each nations based on the importance of any provinces you control in their nation, + Dadaupa Gorges importance (5) and any farm buildings generating threat (1 for wedges, 5 for trees)

So, with just Forgotten Sword Cemetery and Dadaupa Gorge - you've got a weekly increase of 7 with Mondstadt, and 5 with everyone else.
Attacking a place will raise the threat. Taking control a place raise more.

Thanks for the answers; the threat generated from attacking doesn't have a visual feedback (since you exit the strategic map after clicking attack) so I got confused as to why threat rose after I lost. After a bit more experimenting it seems that the threat from attacking varies by location and by attacking strength; is it made such that total threat can not be decreased by any failed attacks?
 
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Lucyel

Newbie
Aug 12, 2020
44
15
132
Hello, I need a lttle help here.
I already beat and conquered everytihing in Mondlast, but the gam says im at 98% of the conquest in that zone, Im missing something? Hilichurl's Yabou (DEBUG) 7_6_2025 17_45_45.png Hilichurl's Yabou (DEBUG) 7_6_2025 17_45_30.png
 

Lucyel

Newbie
Aug 12, 2020
44
15
132
Also, another thing i need help whit.
I cant colonize the villages or the city? What do you need so the game lets you do that?
 

trees

Member
Dec 4, 2018
159
48
213
Also, another thing i need help whit.
I cant colonize the villages or the city? What do you need so the game lets you do that?
To your first question, each location also has an Occupation score. So it's not just conquering everything, it's also fully occupying it all. There's also a secret location in Dragonspine that does count IIRC, and I'm not sure if Musk Reef or any of the other sea zones near Modstadt count, but make sure you have them as well.

To your second question, to start Colonization you also need a 2nd Katheryn from either Liyue or Inazuma City. It looks like you haven't even gone into Liyue yet, so there's your problem.
 
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Lucyel

Newbie
Aug 12, 2020
44
15
132
To your first question, each location also has an Occupation score. So it's not just conquering everything, it's also fully occupying it all. There's also a secret location in Dragonspine that does count IIRC, and I'm not sure if Musk Reef or any of the other sea zones near Modstadt count, but make sure you have them as well.

To your second question, to start Colonization you also need a 2nd Katheryn from either Liyue or Inazuma City. It looks like you haven't even gone into Liyue yet, so there's your problem.
Thanks, Im gonna capture the other Kateryn then.
And, how can i find the hidden spot in dragonspine? Is possible to do that?
 

trees

Member
Dec 4, 2018
159
48
213
Just start clicking around where the peak of the mountain is, eventually you'll hit the hidden node. It gets attacked from the one camp on dragonspine that you attacked the whopperflower from.

The enemy on the hidden node is an enemy that can be captured, however unlike most of the other characters she can also be killed. Unusual Hillichurls as sub-troops are a great way to deal with this.

Also, there's a similar hidden node in Liyue, off on a group of islands to the right of Wangshu Inn. That node is considerably harder to capture the enemy on, as she walls herself off and her ult is a suicide button.
 

Theofrad

Member
Game Developer
Jan 29, 2025
131
607
93
Not sure which draft should be used as whopperflower gif. The second is much earier to draw and I really like second jean's expression.
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Some samples of rifthounds. However I can't draw their CGs while keeping consistency, so I will just leave their CGs as mods. (Hope in the future there will be a way to create Lora using just one image)
rifthound_whelp_electro_default.png rifthound_electro_default.png wolflord_default.png
 

NamedUser1111

Member
Apr 1, 2024
148
98
47
Not sure which draft should be used as whopperflower gif. The second is much earier to draw and I really like second jean's expression.
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Some samples of rifthounds. However I can't draw their CGs while keeping consistency, so I will just leave their CGs as mods. (Hope in the future there will be a way to create Lora using just one image)
View attachment 4922549 View attachment 4922551 View attachment 4922547

I have a personnal preference for the first one, but both are really nice !
I feel like the next update is going to be really great !
 
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