Shadowhand

Shadowhand

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By Green
Just finished this game, it provided me 30+ hours of fun. But as I live for character building in games, I wanna share some info I haven't found to be as complete as I would like for it to be.
   
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Intro
As you progress through the game, each chapter will provide you 2 points to distribute into 6 stats. Each stat caps at 10 points and you will have a total of 40 points by the end of the game;

Some items provide extra points as you wear them, and this points go beyond the cap. HOWEVER, you should not count on this gear points as some equipaments are earned really late in the game.

For the distributed points, you can't take them back or redistribute them. I can't tell what is the best or the worst, as each people will play their own way, but I can at least clarify a bit more about each one of the stats. So lets go!
Willpower
Willpower helps you to charge active abilities faster. Active abilities are the orange cards on the bottom left of your screen. You gain more abilities as you go through the chapters, and you can only choose 3 to use at each duel. The abilities charge as you play the cards, and each level of Willpower will diminish the necessary number of played cards by 3%, for a total of 30% when this stat is maxed out. At this max level, an ability that needs 50 charges will only need 35, for example.

You can get 2 extra Willpower points from gear (For a total of 36%)
Insight
Insight will make random cards on the table face you, meaning you can see some possible moves ahead. Each point in Insight turns 5% of the cards up, for a total of 50% of cards with faces up. Please note that, if the cards are stacked perfectly aligned, you won't be able to see the numbers even if the cards are facing up.

You can get +1 Insight point from gear.
Guile
Guile increases the chance of getting Spare cards and Jokers - The WILD CARDS! This cards are the ones on the bottom right of your screen, and you can place them on top of the deck, no matter what card is already there, whitout reseting the combo meter. You can carry a max of 10 Wild cards. If you hand is full, they will not appear. Each point on Guile gives you 8% more chance to find a Wild Card, for a total of 80% if the stat is maxed out. (I must emphasize I do not understant this parameter; at max Guile, I was almost sure I would find at least one Wild Card per chapter hand, but I do not know what are the base odds used to calculate this chance).

You can get +1 Guile point from gear.
Finesse
Finesse allows you to draw better cards from the stock, which means cards that have at least one possible move from the table. Don't worry about the enemy moves: It will not provide them better cards, only for your turns. If you use Undo to make a card you already drew go back, Finesse might change the card on top of the stock. (The same works for the passive ability Eye Miniature - This passive allows you to see the next card to be draw, but Finesse might overwrite it).

You can get +1 Finesse point from gear.
Prosperity
When you finish removing a stacked deck of cards from the table, there will be some gold underneath. Prosperity gives a chance for the gold to be doubled; 2% chance per Properity point for a max of 20% (chance the gold will come twice its base ammount - NOT A CONSTANT 20% MORE GOLD!). What you should know about Prosperity is: even without this stat ramped up, chances are you will soon have so much shinning coins on your hand you might never use them. HOWEVER, some of the most difficult chapter goals is to farm X gold per chapter.

You can get +1 Prosperity point from gear.
Luck
Luck randomly removes playable cards from the table. This might help to accelerate cleaning all cards on the table, but there is a catch: some cards you could use to keep the sequences ramping up might be removed. The cards randomly removed will count for the combo meter, and if the last card from a stack is removed you still get the gold that is found underneath it. Each point on Luck removes 1% of playable cards, for a maximum of 10%.

You can get +1 Luck point from gear.
Thanks for reading!
Thanks for taking your time and checking this guide, I hope it helps you on your journey! Feel free to give me feedback or correct me on my typos or wrong assumptions about the game mechanics. I have only played the game on Hard difficulty so some things might be different on other difficult opitions. Have Fun!
4 Comments
Green  [author] 10 Nov, 2021 @ 1:01pm 
From what I remenber, the enemies can pick the wild cards and even combo when they pick them, but never use them gain, so it just goes to waste.
Double Dark 8 Nov, 2021 @ 9:33pm 
I was scared of going Guile because I thought it might help my opponent in a duel, but you do make a good point of using it to stock up on wilds. Prosperity sounds less appealing now, but I'm only on Chapter 5 in Very Hard mode.
Green  [author] 8 Nov, 2021 @ 3:40pm 
personally, I went guile first and finesse later, guile been my favorite to accumulate wild cards. The good about guile is, you can hold your wild cards from one match to another so you know what you can play. Finesse is good to give a option, but it may give a good card for one single move, not a combo. Again this is just me playing my style. I played the entire game without prosperity, but I must say, if you are aiming to finish in hard mode, the chapters to farm gold will be VERY HARD - not impossible, though. :cozytf2mug: gg to you!
Double Dark 8 Nov, 2021 @ 2:19pm 
Willpower and Insight seem the most useful.
Luck seems too unreliable, so I'm skipping it.
Not sure between Finesse, Prosperity, and Guile.