The terrifying world mage recovery flow overview in the game is a common problem that affects players' gaming experience. So, how many friends know how to solve this problem? Now, let us read this article carefully, which will provide players with comprehensive information on the terrifying World Mage recovery stream.
Transfer student Minami Tonge starts with a regeneration spell. After unlocking the occult shop, she buys a ritual dagger (probability of killing enemies plus sanity) and a fun mask (one of the artifacts, adding a little physical strength or sanity every time she encounters an enemy). The main bonus is Knowledge and agility, plenty of battery life. In the later stage, it is basically about fighting to support fighting, and you will gain sanity by killing the enemy when you encounter them. Reason can be saved to exchange for physical strength, or it can be used to deal damage (it is not recommended to use it for damage, unless it is going to overflow). It is not recommended to use the Telescope God when your sanity is restored and spells are used a lot (the destruction value increases too quickly). In order to increase the damage, the Vulcan God is more suitable. I played Vulcan before and used this play method to reach level 7. The destruction value at the time of settlement was just over 60%. The Spider God can also be used (kill all the enemies so you don't have to run away).
If you have the Book of Coagulation and Strange Suture, it is equivalent to 4% of the destruction value to restore 3 points of physical strength and 3 points of sanity. It is more cost-effective than resting at home, and can be used in battle. If you have a nurse ally, you can use the Book of Coagulation to save a wave of injuries, and then save a wave of money to go to the hospital for treatment.
There is a masochistic curse, which basically has a positive effect, reducing the upper limit of sanity, but steadily adding a little sanity every time you encounter an enemy (maybe it is the only curse with a positive effect, which can only be encountered but not sought).
Commonly used cost-effective and sustainable spells
recovery class
Regeneration: consume 2 points of sanity to restore 4 points of physical strength (recovery core)
Memory Extraction: Spend 10 experience points to restore 2 sanity points (one of the late trump cards, if you get this skill at level 4 or 5, and have regeneration, you can form a closed loop by killing enemies)
Book of Coagulation: Increases physical strength and sanity by 3 points and randomly obtains an injury (the effect is better when paired with Strange Suture or Nurse allies)
Strange Stitch: Increases destruction value by 4% and heals an injury
Protective Mark: Ritual spell, consumes 4 points of physical strength, and the damage received during the battle is -1
Flesh and blood regeneration: consume 2 points of maximum physical strength to gain 3 points of physical strength (for emergency physical replacement)
Damage
(Reason is precious, keep it as much as possible in exchange for physical strength)
Peeling: Consumes 3 points of sanity during combat to cause 6 points of damage (the second highest damage spell, only consumes sanity and does not increase the destruction value)
Mind drain: consume 1 point of maximum sanity during battle to restore 2 points of sanity and cause 5 points of damage (used for emergency sanity exchange)
Auxiliary class
Invisibility: Consumes 4 points of sanity. There is no destruction value penalty for escaping from the current mystery (you can transition in the early stage of the challenge)