Forgotten Souls Coop. Help!

By fealthas, in Descent: Journeys in the Dark

I find this game brutal, unforgiving and unfortunately very dependent on luck.

But somehow still fun.

I have now tried completing this adventure twice and failed.

One time by some super zombies in a fog filled room that somehow gave them +4 defence without any benefit of the same sort to my heroes. :huh:

Another time by advancement of doom by 1 and fate by 2 in one go. :o

My current party consists of:

Nanok of the Blade as Beastmaster.

Mad Carthos as Runemaster (great with free fatigue + exploding runes).

Ashrian as Bard.

I am hoping some of you can help me with some strategies, hints and tips?

Perhaps another effective party combo?

Try playing with 2 heroes. Contrary to "normal" descent, coop descent gets harder with more heroes.

Yea. I find co-op easier with 2 heroes then with 3 or 4.

Zaltyre and wtfboar with which characters and classes did you complete the adventure?

I've done it with a Syndrael/Knight Gherinn/Disciple combo. I've also done it with Astarra/Conjurer Tinashi/Thief.

Yeah, its very unforgiving, a big reason why I like it. I've played it 10-15 times, most of them with 2 players. Won more than lost. Most of the wins was with a healer and a mage/warrior combo. Haven't had a lot of luck with the scout classes. I love using Runemaster.

Couple of tips:

  • Don't separate your heroes, try to move as a group. We tend to try and stay within 5 or so spaces of each other.
  • If you have a turn to give to complete the objective, use it to heal/rest. If a room requires beating it in 3 and you can beat it in 2, rest up. Fate doesn't move when there is an active encounter. Its the worst when everyone is maxed stamina and you got to take a hit on fate to rest.
  • My group uses the Treasure Vault to rest and recoup. Yeah, an item would be nice, but taking a condition/fatigue (I can't remember off hand what the other two tokens give you) is harsh when heroes are already hurting. We'll get everyone around the door, rested, and healed as best as we can.
  • In the final room, we tend to leave a couple of little monsters alive so the dragon can't get to us. Firebreath as ended the quest a couple of times.
  • It sucks when you breeze through the quest, slaying everything, only to get a beat down in the final room. This line isn't a tip I realized.
Edited by timtamslam

I think that all depends on luck. I played about ten times and never win. The furthest ran was with Nara the Fang as a champion and Jain as a thief.

I have the same for Nature's Ire. We managed to get to the last encounter a couple of times but that those OL effects get us every time. However, I do like the challenge in these games. I find the Disciple a nice class to bring along since he can heal without spending an action, and with the right skills he also heals another adjacent hero AND give a brown die AND a yellow die on the next attack. Roganna the Shade paired with the Wildlander class also worked very well because the hero ability gets a +1 damage if no other hero is adjacent to the target.