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- Vampire Lair information guide by Cono with some reference information from Jice, and LimeStella.
- Information in this guide is subject to change as I improve upon it, or if the developers decide to make changes to the current system.
- Presently there is no audio indication when the Caprentry / Treasure haul portion of each wave ends.
- Current iteration of this guide was last updated: November 6th 2021.
- Vampirate vessel chaining:
- When chaining vampirate vessels, the frays themselves don't necessarily require you to max them. Doing rush grapples will actually net a small amount of rank (up to around Master b nav) however you will want around 4 human pirates to survive the frays.
- When jobbing onto your vessel try not to place the reliquary onto the chart board before your whole team has arrived, as the vampirate vessels can be buggy and will not like the odds of the fight. (Might ring issues)
- After chaining 3 vampirate vessels from the initial vampire reliquary you will receive access to a vampirate lair, and you will receive the appropriate chart to reach it (this can be an effective way to generate hard to obtain interarch charts).
- If a player was present for the reliquary battles, and leaves before entering the Vampirate Sanctum they will still receive a full share of distributed loot, so hosts please make sure your jobbers will be present for the entire run once recruited.
- The vampire reliquaries can act buggy at times if the team size changes after starting the chain which can result in your reliquary being wasted.
- Vampirate Sanctum (lair):
- When inside the lair itself you will have a series of increasingly difficult swordfights, with the opportunity to perform carpentry, or treasure haul in between.
- Carpentry will damage the vampirates, treasure hauling will obtain treasure for your team.
- Carpentry:
- The vampirates receive damage from 0 lines, to 6 lines before moving onto the next vampirate. After all the vampirates reach 6 lines of damage, it will overflow back to the start, and allow you to increase this to 10 lines of damage (overkill).
- Overkill damaging the vampirates is not necessary unless pushing for some kind of fray record.
- Vampire Proof = 2 Lines of damage
- Creeky Coffin = 1 Line of damage
- Slip shod = Is a penalty to your team, I am not positive on the exact amount, however it seems to be a full line. There is supposedly a cap on this to prevent griefing.
- For players that aren't amazing at building masterpieces quickly you can consider using a dispoal box. You can either dismiss the puzzle once the disposal box is near full, or allow the pieces to fall back out of it.
- If you're using a disposal box for carpenting, try to only consume 1 tile of the box at a time, and instead of completing it dismiss the puzzle, and re-open it to avoid a penalty.
- Supplying 2 links incase one doesn't work.
- Disposal Box Example Video: https://vimeo.com/642560674
- Disposal Box Example Video: https://youtu.be/7PwdsctX1p0
- The piece generation inside of the vampirate lairs seems to be unweighted, so the + piece will feel as common as the p, or c pieces.
- There seems to be no bonus for masterpiece chains, but I may be mistaken and it may just not have a visual notification.
- Frenetic seems to require roughly 10 total Creeky Coffin + Vampire Proof, however I may be wrong at the time of writing this guide.
- Treasure Haul:
- When treasure hauling the most important thing to do is to force spawn a chest into the puzzle towards the center of the puzzle.
- Force spawning a chest requires a 2x2 square from a single break to allow the chest to fit. The following picture was made by LimeStella to explain how it works: https://i.imgur.com/hgV84EA.png
- After the initial chest is spawned, if you create a cascade as it's cleared that also breaks a 2x2 area it will continue a chain of chests spawning.
- You must break at least 2 1x3 after initially opening the puzzle before you can force spawn your first chest similar to flipping 6+ pieces in Cursed Isles to spawn your first chest.
- When working to clear a chest out of treasure haul if only a single chest is currently present on your board, try to prevent yourself from breaking any vertical 1x3 rows as you may unintentionally block the chest you were attempting to clear if you trigger the second chest to spawn on that row.
- Chest scoring is as follows (Thank you to Jice once again for this information):
- 1 Asleep
- 2 Lethargic
- 3 Steady
- 4 Steady
- 5 Brisk
- 6 Swift
- 7 Swift
- 8 Frenetic
- Supplying 2 links incase one doesn't work.
- Force Spawning Example Video: https://www.youtube.com/watch?v=-jwdjQLdGHk
- Force Spawning Example Video: https://vimeo.com/642552228
- Swordfighting:
- The vampirates inside of the lairs are significantly weaker than the vampirates you will fight in monster frays.
- The enemy scaling formula for Vampirate Lairs (supplied by Jice) is approximately: 0.836xPiratesxEXP(0.179xfray).
- The minimum scaling for Pirates is 4, so there is no true benefit to doing runs with less than 4 players on your boat.
- Due to the scaling algorithm the enemy team sizes may not be consistent as it uses a decimal to determine the chance of an extra vampirate or not, so if the formula comes out to 7.75 you will encounter 7 vampirates 75% of the time on that wave, and 8 vampirates 25% of the time on that wave.
- The vampirate sword pattern typically has vertical lines of a solid color, so it can be in your interest to leave a few safety breakers towards the bottom of the puzzle as a chance to save yourself in later waves.
- Coffin blocks require an adjacent double to break, the combo can be as small as 2 breakers, and 2 normal blocks to clear them. No need to get greedy when trying to survive.
- When fighting the vampirates the ones weakened to 50% from carpentry are easily killed solo with a double 2x2, and a triple 2x2 combo - there may be no insta delay on them as the damage seems to count towards the "strike nerf" that occurs when the NPP has less than 20% of their board currently full (roughly 15 pieces).
- The undamaged vampirates should be teamed on 2v1, anything more seems to be overkill.
- Leaving the lair:
- When it's time to leave there is no prompt like a CI would have. The host has to go to the Ye tab, select Return to ship, and confirm before the next SF begins.
- If you lose a fight inside the lair you lose 25% of all hauls prior to the current wave, and 75% of the last haul performed.
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