Editing Hearts' Game (Guide)

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See [[Hearts' Game (Guide)/Example Builds]] for a list.
 
See [[Hearts' Game (Guide)/Example Builds]] for a list.
 
===Outfit Preparations===
 
===Outfit Preparations===
It can be useful to maintain a dedicated "flex" outfit slot for Hearts' Game. After you have drafted your team but before you begin your first round, take a moment to consider. Whose attribute check options are you actually planning on using to inflict damage? These are the ones whose attributes you should prioritise, since you will be playing their cards the most. Try not to have more than one or two of these on a team or you will spread yourself very thin.
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It can be useful to maintain a dedicated "flex" outfit slot for Heart's Game. After you have drafted your team but before you begin your first round, take a moment to consider. Whose attribute check options are you actually planning on using to inflict damage? These are the ones whose attributes you should prioritise, since you will be playing their cards the most. Try not to have more than one or two of these on a team or you will spread yourself very thin.
  
 
This is obvious but it bears making explicit: '''Failing skill checks in Hearts' Game increases your chance of losing, though it's important to stress you make the same profit regardless'''. You can recover from a handful of failures without too much difficulty, but the clock is against you: you will accumulate Counterplay from your failure and Elusiveness and Poison Tolerance will accrue without you having made corresponding progress. In order to try to be consistent, '''try to keep your main accomplice's skill checks at or above 90%''', and '''70-80% is acceptable for the others'''. These are just tips, though: Hearts' Game is about experimentation and you may find different outfits schemes work better for you, so this is just provide as a rule of thumb to start out with.
 
This is obvious but it bears making explicit: '''Failing skill checks in Hearts' Game increases your chance of losing, though it's important to stress you make the same profit regardless'''. You can recover from a handful of failures without too much difficulty, but the clock is against you: you will accumulate Counterplay from your failure and Elusiveness and Poison Tolerance will accrue without you having made corresponding progress. In order to try to be consistent, '''try to keep your main accomplice's skill checks at or above 90%''', and '''70-80% is acceptable for the others'''. These are just tips, though: Hearts' Game is about experimentation and you may find different outfits schemes work better for you, so this is just provide as a rule of thumb to start out with.
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*Highway stat checks generally require 334 points to succeed. You will likely not be able to hit this for two stats, but depending on your gear you may be able to hit around 300 for two which is 90%, an acceptable level of risk.
 
*Highway stat checks generally require 334 points to succeed. You will likely not be able to hit this for two stats, but depending on your gear you may be able to hit around 300 for two which is 90%, an acceptable level of risk.
 
**For Pages, the Priest of Magpies reduces the maximum to 300.
 
**For Pages, the Priest of Magpies reduces the maximum to 300.
** Hearts' Game is a great use for [[Second Chances]] in the endgame; you will rarely encounter skill checks more difficult than these. A 70% chance to succeed with a Second Chance is equivalent to a 90% chance to succeed without one. This should only be done with options you only plan on playing a few times, such as [[A duel in the old style]], as otherwise it gets expensive quickly.
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** Heart's Game is a great use for [[Second Chances]] in the endgame; you will rarely encounter skill checks more difficult than these. A 70% chance to succeed with a Second Chance is equivalent to a 90% chance to succeed without one. This should only be done with options you only plan on playing a few times, such as [[A duel in the old style]], as otherwise it gets expensive quickly.
 
*Advanced Skills require reaching 17 in the skill to maximise (19 with Embalmer's Mark) to guarantee. They hit 90% at 16 (18). That likely means using almost all of your equipment slots for this one stat, and may be fully impossible for newer players of the game.
 
*Advanced Skills require reaching 17 in the skill to maximise (19 with Embalmer's Mark) to guarantee. They hit 90% at 16 (18). That likely means using almost all of your equipment slots for this one stat, and may be fully impossible for newer players of the game.
 
**For Pages, the Priest of Magpies reduces the guaranteed breakpoint by 2 points to 15.
 
**For Pages, the Priest of Magpies reduces the guaranteed breakpoint by 2 points to 15.

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