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sact12

Newbie
Jun 17, 2022
56
31
142
So I need electro or GEo lawachurls with high hp and regen and I can eventually smash through it? my units do like 600 damage a hit how long did it take you to break it I get no numbers or info on the shield or anything its so confusing
It is a count shield so it doesn't matter much how much damage your units do, what matters is the number and elemental type of the attack, I believe Signora shield had an insane high value like 60 or more, just continue hitting until it dissapears
 

dekeche

Member
Aug 5, 2018
370
190
228
It is a count shield so it doesn't matter much how much damage your units do, what matters is the number and elemental type of the attack, I believe Signora shield had an insane high value like 60 or more, just continue hitting until it dissapears
To add to this - shields like this typically have an icon on the units info screen, which will display how much HP the shield has. Shields come in two types, regular and "resurrection". Regular shields, like what your units have access to and regular enemies may have, typically act as a second HP pool that decreases when dealt damage, and may take bonus damage based on it's element. Resurrection shields typically only appear on hero units, and activate when the unit is killed. This type of shield acts as a "stack" of damage mitigation. Only elemental attacks can damage the shield, and depending on the shields element, different elements remove more/less of the shield. In Signora's case, only Pyro, Electro, Geo, Anemo, and Nycto are effective against the shield. Of those, Geo and Anemo remove 1 stack, Nycto removes 2, Electro removes 3, and Pyro removes 10. As such, Pyro is your best bet for dealing with the shield, but Electro might be a better option overall if you're worried about your Pyro damage output.
 
Apr 25, 2022
92
145
60
And thus, I've hit completion for HA: Inazuma edition.

As per traditions, the good and bad of this patch:

The Good:

1: Regisvines. Dear sweet merciful hades REGISVINES. They are the perfect defensive unit, and I love them so much. Basically field artillery you set down and know that that node is basically protected forever. They take a bit to get spooled up, but once they do you basically only have to keep a single unit on hand for the purpose of keeping the node yours. In particular, good locations for them are:

Dadaupa gorge: Beidou, Ping, Xianyun, Alice, Fischl, Any threat based unit that gets too close, Ninjas. I couldn't get one to fight Lumine with, but if you manage to snag a nycto regisvine I'm sure it would tear her apart.

The Chasm: Permanently shuts down Sumeru units, as none of them are strong enough to clear even a baby regisvine.

Any post-city: Easy farming of units for building up stock, as well as being fantastic for gathering all the civvies due to having a map wide capture on burst.

Inazuma city in particular: Signora. Plant a Pyro regisvine and you negate a lot of her threat, as not only does it melt through her big ass crystal, but it also resists all her tornados and tanks them for your lawachurls to grab her.

Konda Village: Prior to taking Inazuma, Konda not only locks down the city from sending units after you, but also blocks off the northern part of the island as well as reinforcements from the southern islands. Signora can wander there, so if you are lucky, you might be able to clear two birds with one stone and put down a pyro vine.

Guili plains: Very useful, since it not only locks down Liyue, but also stops wandering sumerans and units that come from the left in general. Units usually don't take the long way around via chenyu, so it makes for a good defensive location while preparing to take the city.

This unit, on its own, is a game changer. You could quadruple the upkeep and it would still be worth placing down, because its kit is so versatile and perfect for stopping enemy bullshit. The global range on its artillery attack basically means no fuckery on the part of wandering heroines or even enemies like ninjas. This unit alone is worth updating the game for.

2: Girl generation on colonies is in a pretty good place right now. Was able to get what I needed with only minimal fake mission spamming, and only had trouble when xia adepts were needed since they are finicky. All in all, I think you can comfortably finish colonies now.

3: Vishaps are very useful, and are a good addition to the list of units. I do wish there was a bit more clarity on the difference between the tiny and big ones, as well as the ability to field the bigger vishaps as an actual unit like the ones hiding in enkanomiya.

4: Modding is very robust. There are still some mild issues like needing the full list of events so they can be edited, but in execution the system is pretty great.

5: I really like the whopperflower capture animation. Was excited when I first saw it, and it needs to be put in the gallery somewhere so it can be viewed more often.

6: Nycto Energy is clearer than ever and no longer feels confusing to manage. Top marks for cleaning that system up.

7: Special NPC's are nice and simple to hunt down now, no more confusion on their part.

8: Megachurls went from a semi-meh unit to an amazing neutral lawachurl, and are very good at defense as well. I didn't get the chance to try out dendro lawachurls (No matter how often I bred them, Kirara and Collie just refused to provide) but they are much better than they used to be. Especially with the updraft ability.

9: The ship getting the ability to sail twice was a nice upgrade. Made getting to and from inazuma a lot easier.

10: Artifacts as a whole are pretty good. I admittedly didn't do too much with them, given the high nycto cost to build the brothel, but the few that I used around the end were highly useful (the teleport one in particular is a bit of a game changer), just waiting on them to get CG/Events and the system should be perfect.

11: The additional travel connections added over in chenyu vale and mondstatd helped immensely. I was happy to make use of them.

But with all that said...There were a few issues I noticed.

1: The new sacrifice system feels incredibly clunky and overall less useful. Element gen isn't too bad, but the numbers required on sacrifices were extremely frustrating, as well as having useless hilichurls and slimes clogging the system until their numbers hit a level where they could actually be sacrificed. I preferred the "1,30%,100%" system that we had before, because I could merrily purge whatever units were holding me back so I could focus on armies I cared about at higher levels. I don't like the idea of having to just throw units at enemy packs to "Sacrifice" them. I understand wanting to get rid of element fractions, but I'd gladly take getting no element at all if it meant being able to unclog my food supply, which leads into...

2: Food felt clunky compared to last time. It was managable, but I kept running into moments where I had to cull units every turn, and it wasn't clearly communicated who was eating what either. Sometimes I'd purge units and find that they weren't actually eating anything.

3: Riftwolves, in their current incarnation, feel kinda useless. By the time you can even get into liyue for the boat, you can take on Azdaha anyway for the sake of getting Vishaps, and they aren't anywhere near as functional as vishaps are. I took them into Abyss, and they didn't really do anything that Vishaps weren't capable of doing better anyway, since the health drain effect isn't apparent in the slightest. They either need to be easier to obtain, or buffed to make waiting all the way to Inazuma worth it.

4: Fake quests still don't really tell you the truth in regards to what they will spawn, as I'd put them on nodes on occasion and the nodes wouldn't spawn anything, or worse, spawn something else entirely rather than what I was looking for. They are wonderful for cities, since they just throw a full army of that nations units at you, but trying to use it on any other node feels like you are playing whack a mole and hoping you get the right spawn. This could be communicated better.

5: Challenge Fights need an item that can display the nodes, as while I had the advantage of having posts on the discord that told me exactly where to find them, outside of the ones that are attached to special dungeons like Chasm or Enkanomiya, the whole "click around the map blindly for thirty minutes hoping you find the node you were missing" is a bit annoying. Maybe attach it to a future katheryn upgrade?

6: This is just a personal thing, but the Raiden puppet should be a trophy in the base somewhere. Feels kinda meh to just be an upgrade material after all that buildup to her fight.

7: While funny, Lumine's Altar Corruption value needs to be changed. Having to press the "End turn" button for thirty straight minutes (no, this isn't an exaggeration) for the sake of getting her corruption cutscene was awful. There is literally no reason not to just keep torturing her instead of stopping it for the core break.

8: Special unlocks for characters (Fischl's upgrade, Skirks de-limbing) could use some better communication in how to get them. I found skirk's completely by accident and it was very buggy in the gallery as well.

Now, that list might look somewhat intimidating, but rest assured, I still love this game to pieces. Even if none of this changes, the game is still very excellent and I eagerly look forward to Sumeru.

On that note, for the questions/suggestions corner...

1: There has been a lot of confusion regarding the whole "human breeding" thing, and it isn't all that clear on if it's an abandoned idea in favor of remaining a monsterfucker game or if there is an intention, at some point, to involve them. I'm rather neutral on their inclusion (Hilichurls are human enough that it feels redundant anyway), but some clarity on whether you actually want to include humans at a later date would be appreciated. If no, I'm sure that slot could be directed towards some of the other monsters we have in Tevyat, or just removed altogether. (We have a litany of robotics, Spiders/Arachnids (The consecrated scorpion as an example) or just insects in general, Abyssals such as the Lectors/mages/shadow creatures/mimiflora/, or even fungi.)

2: A full list of the event Jsons needed for modding current content would be massively appreciated, as stuff like the Tenshukaku event are difficult to guess which files you need to reference to do a simple overwrite for stuff like dialogue and the like. Even if you unpack the package file, there is a lot of flying blind.

3: On that note, outside of stuff that is outright forbidden here or on the discord, is there anything you'd like to see avoided when it comes to modding/CG replacement? Obviously, fetishes are going to be different per person, but I'm admittedly curious on if there is some kind of line we ought to avoid, or at least avoid publicizing.

And on that note, the chatty tank is now empty, so I'll leave you to it. Once again, thank you for developing this game, I absolutely love seeing how much love you put into it.
 

Alices wonderland

New Member
Aug 23, 2025
5
1
3
And thus, I've hit completion for HA: Inazuma edition.

As per traditions, the good and bad of this patch:

The Good:

1: Regisvines. Dear sweet merciful hades REGISVINES. They are the perfect defensive unit, and I love them so much. Basically field artillery you set down and know that that node is basically protected forever. They take a bit to get spooled up, but once they do you basically only have to keep a single unit on hand for the purpose of keeping the node yours. In particular, good locations for them are:

Dadaupa gorge: Beidou, Ping, Xianyun, Alice, Fischl, Any threat based unit that gets too close, Ninjas. I couldn't get one to fight Lumine with, but if you manage to snag a nycto regisvine I'm sure it would tear her apart.

The Chasm: Permanently shuts down Sumeru units, as none of them are strong enough to clear even a baby regisvine.

Any post-city: Easy farming of units for building up stock, as well as being fantastic for gathering all the civvies due to having a map wide capture on burst.

Inazuma city in particular: Signora. Plant a Pyro regisvine and you negate a lot of her threat, as not only does it melt through her big ass crystal, but it also resists all her tornados and tanks them for your lawachurls to grab her.

Konda Village: Prior to taking Inazuma, Konda not only locks down the city from sending units after you, but also blocks off the northern part of the island as well as reinforcements from the southern islands. Signora can wander there, so if you are lucky, you might be able to clear two birds with one stone and put down a pyro vine.

Guili plains: Very useful, since it not only locks down Liyue, but also stops wandering sumerans and units that come from the left in general. Units usually don't take the long way around via chenyu, so it makes for a good defensive location while preparing to take the city.

This unit, on its own, is a game changer. You could quadruple the upkeep and it would still be worth placing down, because its kit is so versatile and perfect for stopping enemy bullshit. The global range on its artillery attack basically means no fuckery on the part of wandering heroines or even enemies like ninjas. This unit alone is worth updating the game for.

2: Girl generation on colonies is in a pretty good place right now. Was able to get what I needed with only minimal fake mission spamming, and only had trouble when xia adepts were needed since they are finicky. All in all, I think you can comfortably finish colonies now.

3: Vishaps are very useful, and are a good addition to the list of units. I do wish there was a bit more clarity on the difference between the tiny and big ones, as well as the ability to field the bigger vishaps as an actual unit like the ones hiding in enkanomiya.

4: Modding is very robust. There are still some mild issues like needing the full list of events so they can be edited, but in execution the system is pretty great.

5: I really like the whopperflower capture animation. Was excited when I first saw it, and it needs to be put in the gallery somewhere so it can be viewed more often.

6: Nycto Energy is clearer than ever and no longer feels confusing to manage. Top marks for cleaning that system up.

7: Special NPC's are nice and simple to hunt down now, no more confusion on their part.

8: Megachurls went from a semi-meh unit to an amazing neutral lawachurl, and are very good at defense as well. I didn't get the chance to try out dendro lawachurls (No matter how often I bred them, Kirara and Collie just refused to provide) but they are much better than they used to be. Especially with the updraft ability.

9: The ship getting the ability to sail twice was a nice upgrade. Made getting to and from inazuma a lot easier.

10: Artifacts as a whole are pretty good. I admittedly didn't do too much with them, given the high nycto cost to build the brothel, but the few that I used around the end were highly useful (the teleport one in particular is a bit of a game changer), just waiting on them to get CG/Events and the system should be perfect.

11: The additional travel connections added over in chenyu vale and mondstatd helped immensely. I was happy to make use of them.

But with all that said...There were a few issues I noticed.

1: The new sacrifice system feels incredibly clunky and overall less useful. Element gen isn't too bad, but the numbers required on sacrifices were extremely frustrating, as well as having useless hilichurls and slimes clogging the system until their numbers hit a level where they could actually be sacrificed. I preferred the "1,30%,100%" system that we had before, because I could merrily purge whatever units were holding me back so I could focus on armies I cared about at higher levels. I don't like the idea of having to just throw units at enemy packs to "Sacrifice" them. I understand wanting to get rid of element fractions, but I'd gladly take getting no element at all if it meant being able to unclog my food supply, which leads into...

2: Food felt clunky compared to last time. It was managable, but I kept running into moments where I had to cull units every turn, and it wasn't clearly communicated who was eating what either. Sometimes I'd purge units and find that they weren't actually eating anything.

3: Riftwolves, in their current incarnation, feel kinda useless. By the time you can even get into liyue for the boat, you can take on Azdaha anyway for the sake of getting Vishaps, and they aren't anywhere near as functional as vishaps are. I took them into Abyss, and they didn't really do anything that Vishaps weren't capable of doing better anyway, since the health drain effect isn't apparent in the slightest. They either need to be easier to obtain, or buffed to make waiting all the way to Inazuma worth it.

4: Fake quests still don't really tell you the truth in regards to what they will spawn, as I'd put them on nodes on occasion and the nodes wouldn't spawn anything, or worse, spawn something else entirely rather than what I was looking for. They are wonderful for cities, since they just throw a full army of that nations units at you, but trying to use it on any other node feels like you are playing whack a mole and hoping you get the right spawn. This could be communicated better.

5: Challenge Fights need an item that can display the nodes, as while I had the advantage of having posts on the discord that told me exactly where to find them, outside of the ones that are attached to special dungeons like Chasm or Enkanomiya, the whole "click around the map blindly for thirty minutes hoping you find the node you were missing" is a bit annoying. Maybe attach it to a future katheryn upgrade?

6: This is just a personal thing, but the Raiden puppet should be a trophy in the base somewhere. Feels kinda meh to just be an upgrade material after all that buildup to her fight.

7: While funny, Lumine's Altar Corruption value needs to be changed. Having to press the "End turn" button for thirty straight minutes (no, this isn't an exaggeration) for the sake of getting her corruption cutscene was awful. There is literally no reason not to just keep torturing her instead of stopping it for the core break.

8: Special unlocks for characters (Fischl's upgrade, Skirks de-limbing) could use some better communication in how to get them. I found skirk's completely by accident and it was very buggy in the gallery as well.

Now, that list might look somewhat intimidating, but rest assured, I still love this game to pieces. Even if none of this changes, the game is still very excellent and I eagerly look forward to Sumeru.

On that note, for the questions/suggestions corner...

1: There has been a lot of confusion regarding the whole "human breeding" thing, and it isn't all that clear on if it's an abandoned idea in favor of remaining a monsterfucker game or if there is an intention, at some point, to involve them. I'm rather neutral on their inclusion (Hilichurls are human enough that it feels redundant anyway), but some clarity on whether you actually want to include humans at a later date would be appreciated. If no, I'm sure that slot could be directed towards some of the other monsters we have in Tevyat, or just removed altogether. (We have a litany of robotics, Spiders/Arachnids (The consecrated scorpion as an example) or just insects in general, Abyssals such as the Lectors/mages/shadow creatures/mimiflora/, or even fungi.)

2: A full list of the event Jsons needed for modding current content would be massively appreciated, as stuff like the Tenshukaku event are difficult to guess which files you need to reference to do a simple overwrite for stuff like dialogue and the like. Even if you unpack the package file, there is a lot of flying blind.

3: On that note, outside of stuff that is outright forbidden here or on the discord, is there anything you'd like to see avoided when it comes to modding/CG replacement? Obviously, fetishes are going to be different per person, but I'm admittedly curious on if there is some kind of line we ought to avoid, or at least avoid publicizing.

And on that note, the chatty tank is now empty, so I'll leave you to it. Once again, thank you for developing this game, I absolutely love seeing how much love you put into it.
Haha, I can see you really like Regisvines.
I think the ability to clear 100% of units should be retained.
If we moved the food consumption calculation to the end of each week, rather than after unit production, it would reduce the pressure.
You can view Lumine's altar corrosion animation directly in the gallery or use cheats. Actually, destroying her core won't benefit your game.
 
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zzgg

Newbie
Jun 19, 2018
69
14
97
And thus, I've hit completion for HA: Inazuma edition.

As per traditions, the good and bad of this patch:

The Good:

1: Regisvines. Dear sweet merciful hades REGISVINES. They are the perfect defensive unit, and I love them so much. Basically field artillery you set down and know that that node is basically protected forever. They take a bit to get spooled up, but once they do you basically only have to keep a single unit on hand for the purpose of keeping the node yours. In particular, good locations for them are:

Dadaupa gorge: Beidou, Ping, Xianyun, Alice, Fischl, Any threat based unit that gets too close, Ninjas. I couldn't get one to fight Lumine with, but if you manage to snag a nycto regisvine I'm sure it would tear her apart.

The Chasm: Permanently shuts down Sumeru units, as none of them are strong enough to clear even a baby regisvine.

Any post-city: Easy farming of units for building up stock, as well as being fantastic for gathering all the civvies due to having a map wide capture on burst.

Inazuma city in particular: Signora. Plant a Pyro regisvine and you negate a lot of her threat, as not only does it melt through her big ass crystal, but it also resists all her tornados and tanks them for your lawachurls to grab her.

Konda Village: Prior to taking Inazuma, Konda not only locks down the city from sending units after you, but also blocks off the northern part of the island as well as reinforcements from the southern islands. Signora can wander there, so if you are lucky, you might be able to clear two birds with one stone and put down a pyro vine.

Guili plains: Very useful, since it not only locks down Liyue, but also stops wandering sumerans and units that come from the left in general. Units usually don't take the long way around via chenyu, so it makes for a good defensive location while preparing to take the city.

This unit, on its own, is a game changer. You could quadruple the upkeep and it would still be worth placing down, because its kit is so versatile and perfect for stopping enemy bullshit. The global range on its artillery attack basically means no fuckery on the part of wandering heroines or even enemies like ninjas. This unit alone is worth updating the game for.

2: Girl generation on colonies is in a pretty good place right now. Was able to get what I needed with only minimal fake mission spamming, and only had trouble when xia adepts were needed since they are finicky. All in all, I think you can comfortably finish colonies now.

3: Vishaps are very useful, and are a good addition to the list of units. I do wish there was a bit more clarity on the difference between the tiny and big ones, as well as the ability to field the bigger vishaps as an actual unit like the ones hiding in enkanomiya.

4: Modding is very robust. There are still some mild issues like needing the full list of events so they can be edited, but in execution the system is pretty great.

5: I really like the whopperflower capture animation. Was excited when I first saw it, and it needs to be put in the gallery somewhere so it can be viewed more often.

6: Nycto Energy is clearer than ever and no longer feels confusing to manage. Top marks for cleaning that system up.

7: Special NPC's are nice and simple to hunt down now, no more confusion on their part.

8: Megachurls went from a semi-meh unit to an amazing neutral lawachurl, and are very good at defense as well. I didn't get the chance to try out dendro lawachurls (No matter how often I bred them, Kirara and Collie just refused to provide) but they are much better than they used to be. Especially with the updraft ability.

9: The ship getting the ability to sail twice was a nice upgrade. Made getting to and from inazuma a lot easier.

10: Artifacts as a whole are pretty good. I admittedly didn't do too much with them, given the high nycto cost to build the brothel, but the few that I used around the end were highly useful (the teleport one in particular is a bit of a game changer), just waiting on them to get CG/Events and the system should be perfect.

11: The additional travel connections added over in chenyu vale and mondstatd helped immensely. I was happy to make use of them.

But with all that said...There were a few issues I noticed.

1: The new sacrifice system feels incredibly clunky and overall less useful. Element gen isn't too bad, but the numbers required on sacrifices were extremely frustrating, as well as having useless hilichurls and slimes clogging the system until their numbers hit a level where they could actually be sacrificed. I preferred the "1,30%,100%" system that we had before, because I could merrily purge whatever units were holding me back so I could focus on armies I cared about at higher levels. I don't like the idea of having to just throw units at enemy packs to "Sacrifice" them. I understand wanting to get rid of element fractions, but I'd gladly take getting no element at all if it meant being able to unclog my food supply, which leads into...

2: Food felt clunky compared to last time. It was managable, but I kept running into moments where I had to cull units every turn, and it wasn't clearly communicated who was eating what either. Sometimes I'd purge units and find that they weren't actually eating anything.

3: Riftwolves, in their current incarnation, feel kinda useless. By the time you can even get into liyue for the boat, you can take on Azdaha anyway for the sake of getting Vishaps, and they aren't anywhere near as functional as vishaps are. I took them into Abyss, and they didn't really do anything that Vishaps weren't capable of doing better anyway, since the health drain effect isn't apparent in the slightest. They either need to be easier to obtain, or buffed to make waiting all the way to Inazuma worth it.

4: Fake quests still don't really tell you the truth in regards to what they will spawn, as I'd put them on nodes on occasion and the nodes wouldn't spawn anything, or worse, spawn something else entirely rather than what I was looking for. They are wonderful for cities, since they just throw a full army of that nations units at you, but trying to use it on any other node feels like you are playing whack a mole and hoping you get the right spawn. This could be communicated better.

5: Challenge Fights need an item that can display the nodes, as while I had the advantage of having posts on the discord that told me exactly where to find them, outside of the ones that are attached to special dungeons like Chasm or Enkanomiya, the whole "click around the map blindly for thirty minutes hoping you find the node you were missing" is a bit annoying. Maybe attach it to a future katheryn upgrade?

6: This is just a personal thing, but the Raiden puppet should be a trophy in the base somewhere. Feels kinda meh to just be an upgrade material after all that buildup to her fight.

7: While funny, Lumine's Altar Corruption value needs to be changed. Having to press the "End turn" button for thirty straight minutes (no, this isn't an exaggeration) for the sake of getting her corruption cutscene was awful. There is literally no reason not to just keep torturing her instead of stopping it for the core break.

8: Special unlocks for characters (Fischl's upgrade, Skirks de-limbing) could use some better communication in how to get them. I found skirk's completely by accident and it was very buggy in the gallery as well.

Now, that list might look somewhat intimidating, but rest assured, I still love this game to pieces. Even if none of this changes, the game is still very excellent and I eagerly look forward to Sumeru.

On that note, for the questions/suggestions corner...

1: There has been a lot of confusion regarding the whole "human breeding" thing, and it isn't all that clear on if it's an abandoned idea in favor of remaining a monsterfucker game or if there is an intention, at some point, to involve them. I'm rather neutral on their inclusion (Hilichurls are human enough that it feels redundant anyway), but some clarity on whether you actually want to include humans at a later date would be appreciated. If no, I'm sure that slot could be directed towards some of the other monsters we have in Tevyat, or just removed altogether. (We have a litany of robotics, Spiders/Arachnids (The consecrated scorpion as an example) or just insects in general, Abyssals such as the Lectors/mages/shadow creatures/mimiflora/, or even fungi.)

2: A full list of the event Jsons needed for modding current content would be massively appreciated, as stuff like the Tenshukaku event are difficult to guess which files you need to reference to do a simple overwrite for stuff like dialogue and the like. Even if you unpack the package file, there is a lot of flying blind.

3: On that note, outside of stuff that is outright forbidden here or on the discord, is there anything you'd like to see avoided when it comes to modding/CG replacement? Obviously, fetishes are going to be different per person, but I'm admittedly curious on if there is some kind of line we ought to avoid, or at least avoid publicizing.

And on that note, the chatty tank is now empty, so I'll leave you to it. Once again, thank you for developing this game, I absolutely love seeing how much love you put into it.
How do you delimb skirk? does it work in the version on here?
 

dekeche

Member
Aug 5, 2018
370
190
228
7: While funny, Lumine's Altar Corruption value needs to be changed. Having to press the "End turn" button for thirty straight minutes (no, this isn't an exaggeration) for the sake of getting her corruption cutscene was awful. There is literally no reason not to just keep torturing her instead of stopping it for the core break.
I mean, why are you trying to get her alter cutscene? She can already be corrupted with essentially 1 AP via torture (which you'd have to do anyway to get her cutscene). You'd basically have to stop the torture in the middle of the elemental reaction, while she has 0 willpower but before she reaches -50 willpower to break her core. Which.... is a lot more difficult for less reward than just corrupting her outright. If you want to see the scene, just do so in the gallery? There's literally no reason to try and do this in-game.
 

dekeche

Member
Aug 5, 2018
370
190
228
It IS an upgrade down the line, right?
Does it upgrade Skirk? I don't think so. You can only do it before corrupting her, doing so drops her star rank by 2. It also changes her move type to flying, reduces her movement, and changes her skill. I haven't played around with it though, perhaps that new skill is better? It does look like it comes with free minions. So maybe it's an improvement on her unit? But, I don't know. Also, as a side note, doing this nets you +400 abyss power.
 

zzgg

Newbie
Jun 19, 2018
69
14
97
Does it upgrade Skirk? I don't think so. You can only do it before corrupting her, doing so drops her star rank by 2. It also changes her move type to flying, reduces her movement, and changes her skill. I haven't played around with it though, perhaps that new skill is better? It does look like it comes with free minions. So maybe it's an improvement on her unit? But, I don't know. Also, as a side note, doing this nets you +400 abyss power.
I think its mostly visually not appealing to me. So I think Ill keep her non dismembered...
 
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