Fundamentals for Conquering Apocalypse 6 – The Last Spell

Fundamentals for Conquering Apocalypse 6 – The Last Spell 1 - steamclue.com
Fundamentals for Conquering Apocalypse 6 – The Last Spell 1 - steamclue.com

Struggling with higher difficulties in The Last Spell?
 
Inside you’ll find tons of tips, tricks, and build orders to help you finally conquer the higher Apocalypse levels!
 
 
Jan 23, 2022
 
 

Assumptions

Hi guys! This guide is going to assume you are playing on apocalypse 4 or higher, and already have the “Wealthy Haven 2” meta achievement unlocked. As well as assuming that none of the “easy mode” modifiers are on.
 
 
You can apply the same build to lower difficulties, however, you’ll have 20% more money so you’ll be able to accomplish things faster. The same ideas should apply as far as priority for what to build first. 🙂
 
 
 

Leveling Your Heroes

Leveling up effectively takes a lot of experience. At the end of the day you want to focus on flexible stats that allow you to make heroes strong regardless of equipment or gear.
 
 
This way, if you have say a melee hero constantly putting points into crit and accuracy, transitioning into being an archer doesn’t really hit the hero very hard stat wise.
 
 

Leveling Tips

 
If you hit that level up button and are presented with 5 choices you don’t like, you can’t click the little arrow to the right to shift to selecting the secondary first.
 
This way, you’ll know whether or not you want to use your reroll here or on your secondaries page.
 
 

Perks

 
Day 1, I always go Avid Learner on all heroes.
 
The second perk I go is almost always Steady Aim on a Ranged character (or non-scepter weilding mage)
 
On a melee character, or scepter mage –> instead pick up Swift as the Wind second.
 
 
Thriftyis an absolute requirement on 99% of characters. You should pick this up third as it helps with mana management if you utilize it nearly every turn.
 
 
For a 4th perk, you’ll need to pick up one of the following 3: Mark, Back Protection, Coagulation
 
Only go Coagulationif you have at least ~30 daily hp regen.
 
Back Protection is amazing for using your heroes to block holes in your walls. You can slip in next to a still standing wall and have +60 armor for the next enemy attack instead of allowing them to run into your base. This is useful on all hero types.
 
Markis good if you are ranged and seriously lacking accuracy. However, I’ve found in Apoc6… not having back protection on a ranged character is asking for trouble.
 
 
Tier III:
 
Patientis critical for all heroes. This effectively gives you 2 bonus move on most turns, and if you have that odd AP you just can’t use this turn, you’ll be able to save it!
 
On a melee hero, take vampire BEFORE patient.
 
 
Tier IV:
 
Lone Wolf, Hitman, and Overload — I never use any of these.
 
 
First Bloodand SpecialistI almost always take both of these on every single hero. Specialist makes your weapon requirements less (as you no longer have an off-weapon set) and give you a good chunk of damage, not to mention 1 more usage of all abilities for that weapon.
 
First Blood synergizes extremely well with the Tier V talent “Mana Collector” which can effectively give you spammable mana abilities given you have decent crit.
 
 
Tier V:
 
Mana Collector is absolutely amazing for 9/10 heroes. If you have absurd mana regen, you can skip it but otherwise you should definitely pick this up. It makes mana management significantly easier and thereby significantly buffs your heroes damage potential each turn.
 
 
Night Owl is an amazing talent for Night 10-12. These nights will always go 5+ turns and you’ll get a lot of effectiveness out of this.
 
If you feel you’ll end the round on turn 5 or 6 each of these nights, then instead take the gamble and go with Energized. It is a very good talent, I think Night Owl just slightly outshines it.
 
 

Primaries to focus on

 
1. Action Points
 
This always wins. It is always the best option for any hero under any circumstance I can think of.
 
 
2. Crit
 
Crit is extremely effective for ALL builds. Even poison builds. Having high crit will spike the initial damage of poison spells and synergize with Mana Collector perk. With high enough crit, aoe spells are nearly always free of mana cost.
 
A common crit role beats any other common level roll. Rare crit roles (the blue rolls) are only beaten by +1 action point.
 
 
3. Movement Points
 
Every character should have at least 8 movement. Melee I would say need a minimum of 10. If you hit these points, the value of movement absolutely tanks. Only prioritize this trait if you have a hero sitting at a base movement of 5 or 6. Otherwise, just take it if you get a blue roll (or even a green perhaps)
 
 
4. #% increased phys/magic/ranged dmg
 
The way I handle this one is to focus on characters I know aren’t going to swap roles.
 
The 3 heroes I spawn with I always keep in their type.
 
If my hero is non-melee, and at 6-7 movement, I’ll take this trait every time over a move point common roll. However, blue movement I would likely consider.
 
For lakeburg I like to run with 4 ranged heroes. So, the ones that come out of the inn are almost definitely going to end up being ranged heroes. Even if they are set up as something else…. unless their traits roll insanely well for melee/magic.
 
 
Out of the remaining, if you are going to take a defensive stat, take armor when possible. Block is fine, and hp is, imo, not worth it at all. Healing received is pointless.
 
 

Secondaries to focus on

 
 
1. Multihit
 
Rolling this trait is pretty crazy. There is a solid chance that you’ll get at least ONE +multihit piece of gear each run. I would say it is almost always worth taking even if you don’t have a hand crossbow or other multihit gear yet. The gamble is almost definitely going to pay off.
 
In the apoc6 runs I’ve done, I’ve always gotten at least 1 or 2 pieces of multihit gear by the end.
 
 
1.TEMP – Experience Gain
 
Only target this with high priority if you roll a green or blue rarity of it on the first two or three days. After that this stat’s effectiveness diminishes rapidly. However, even on day 4 or 5 I’d still take a blue roll. The earlier the better, but it’s not “not worth it” until day 7+.
 
 
2. Accuracy
 
Accuracy is a very powerful secondary. Blue accuracy rolls are nearly impossible to beat. You want to take this until your hero has at least 30% accuracy, this applies to ANY hero. More is not a bad thing either, especially for ranged heroes. Very high accuracy enables them to hit with things like the Shortbow’s power shot from max range and still always hit.
 
 
3. Daily Mana Regen
 
Believe it or not, especially in the first 5-6 levels this trait is very strong. For the same quality (uncommon, common rare) roll I’ll always take Accuracy early, but mana regen is very powerful as it allows you to use those mana abilities with higher frequency each night without having to ever build a well, or buy mana potions. The more regen you have each day, the more reckless you can be with your mana in tough spots.
 
You might be thinking “But what about Mana Collector?” Yes, this perk is godly, but you can’t unlock it until much later in the run. So, for the first 9 nights, you’ll have to manage your mana.
 
Generally speaking, I try to never take common rolls of this. Usually each hero only needs 1 or 2 uncommon (green) or rare (blue) rolls of this trait and then you can use some mana management to get you to when you have the Mana Collector Perk.
 
 
4. Damage
 
If you already have enough mana regen and accuracy, this is king.
 
 
5. Reliability
 
A lot of weapons and their abilities have very wide ranges of damage. This secondary can be just as good as a damage roll. As a matter of fact, if my hero has low reliability, I’ll take a higher rarity Reliability roll over Damage every time.
 
EX:
 
5% damage or 15% reliability?
 
Say you hit for 100-200.
 
with a 5% damage buff you now do 105-210. You increased your damage by 5-10. Median dmg is 157.5
 
with a 15% reliability buff you now do 115-200. You increased your damage by 157.5.
 
 
The reason I’d take the reliability in this situation is because the actual average damage is unchanged, however, the low end damage is significantly improved. This will reduce the number of enemies surviving at very low hp.
 
 
 

Hero Composition

This section will be fairly brief but it is important.
 
 
The movement speed granted by Apoc5 is more dramatic than one might think. Some enemy types only gain +1 movement, but a few gain more. This is extremely problematic for melee heroes and is why I mention in the leveling section of the guide that movement is such an important primary stat.
 
 
Either this, I generally find it easiest to follow this composition:
 
 
4 ranged heroes: Shortbow/Longbow, Shortbow/Longbow, Hand Crossbow/Shortbow, Hand Crossbow/Shortbow
 
 
1 Melee Hero: Ideally 2h sword, but Spear works as well. 2h Axe is not terrible, it just doesn’t have a momentum mechanic.
 
 
1 Magic Hero: Ideally Scepter. The Scepter is a very powerful weapon since its rework. It provide a strong avenue for an EXTREMELY mobile melee character with a ton of dodge! With some dodge gear, you can reliably get to 95% dodge every turn due to the natural flow of this weapon’s kit.
 
Secondarily, you can go with Druid Staff or Orb.
 
 

Positioning

 
The idea is to have Solo sides be handled by a Hand Crossbow or Shortbow.
 
 
The heavily sides to be handled by the following:
 
Shortbow/Longbow hero and melee hero
 
the other side handled by:
 
Shortbow/Longbow hero and magic hero.
 
 
 

General Tips – Lakeburg

There are only 2 ruins that I have no use for in Lakeburg. You can feel free to demolish (destroy without using any workers) 2 of the 2 worker ruins immediately. Ruins still add to the panic meter if the enemy hits them so it’s best to destroy the 2 furthest out.
 
 
Ideally, you’ll need to obtain the night reward for at least 5 of the first 6 nights.
 
 
General Tips
 
Catapults are extremely potent the first couple of nights especially. The first 8 towers I build are always catapults. 2 in each corner of my base. This way most of the deadzone for the catapults is inside the base (where we are hopefully never needing to shoot anyways) and each catapult covers 2 sides.
 
 
Why catapult over Ballista towers? A ballista tower does more damage than a Catapult does. However, a ballista can only hit 1 enemy per turn. 2 if upgraded (which we absolutely cannot do before night 9). A catapult can hit up to 13 enemies per shot, and is allowed 2 shots per night. This can result in up to 26 enemies hit.
 
A ballista, even upgraded and knowing that most rounds go 5 or 6 turns… can only at most damage 10-12 enemies. And that’s assuming it gets to attack every turn.
 
 
Condensing your buildings as best you can will help you consistently obtain the night reward. Panic is only produced if things hit your buildings or you end your turn with enemies still alive inside the city limits.
 
These are the buildings we’ll need to complete Apoc6: 5 Houses, 3 Gold Mines, 1 Scavenger Camp, Inn, Seer, Shop, 2 of the item production buildings (Blacksmith, Bowyer, Armor Maker, or Magic Shop).
 
 
 

Day 1 – Lakeburg

  1. Upgrade both existing houses once for another worker. This will give you a total of 4 workers. Use all 4 to scavenge (gold focus) a 4 worker ruined building.
  2. This refunds the full amount you spent. You’ll still be at 150 gold at this point. Build 2 more houses and upgrade 1 of them. You should now have 3/7 workers.
  3. Scavenge (gold focus) a 3 worker building.
  4. Upgrade a house for 36g, giving you 1/8 workers. Now scavenge (gold focus) a 1 worker ruins (they look like wells)
  5. To build your 5th and final house, sell the worst piece of gear one of your heroes has. Typically you can just sell the item the Night Reward replaced. If not, aim to sell a bad trinket or helmet.
  6. After you completed the last step, you’ll be at 1/9 workers. With that final worker, scavenge (gold focus) a 1 worker ruins.
  7. SUMMARY: You end the day going forward with 9 workers for each day and 12g remaining. You should also have enough materials to build 2 Catapults. Build one in each corner on the side that you are being attacked from tonight. This way, these catapults can assist the other sides as well during future nights.

 
 
 

Day 2 – Lakeburg

  1. You should start with 122 gold if the item you sold the previous day was sold for 6g.
  2. Scavenge both 4 worker ruined buildings. You should have 266 gold now.
  3. Upgrade the final house that doesn’t have the first house expansion upgrade for 36 gold. You should be at 2/10 workers.
  4. Build a gold mine and upgrade Production twice. Use 1 worker here.
  5. Use the last worker to scavenge (gold focus) a single worker ruins closest to a side that is under attack tonight.
  6. Build a second GM.
  7. Use barricades to block holes in the corners of your base. Not everywhere. Use remaining resources to build more Catapults. Remember, the goal is to build 8 total catapults, 2 in each corner of the base.

 
 
 

Day 3 – Lakeburg

  1. Starting with ~190g and 10 workers.
  2. Scavenge (gold focus) both 3 worker ruined buildings (uses 6 workers total)
  3. Upgrade Production+++ on your first gold mine. Then upgrade Mine+ for 30g and use 2 workers… collect the 110g. (55g per worker used)
  4. On your second gold mine, upgrade Production+, and Mine+. Use both workers here. (25g per worker used)
  5. This leaves you at 101g. You need 108.
  6. You should have items replaced by the night reward. If you’ve replaced things, then vendor 1-2 items to get that 7g. If the night reward ended up being secondary weapons. Then you will need to take off 1 or 2 of your worst pieces of gear from your heroes and vendor them. Ideally this would be bad trinket, or maybe a helmet. Typically the benefit of flat armor on chest and leggings makes vendoring them a bad idea, as you need to occasionally tank damage on a turn especially the first few nights.
  7. Once you have 108g or more, upgrade Production++ in your second gold mine.
  8. Use barricades to block holes in the corners of your base. Not everywhere. Use remaining resources to build more Catapults. Remember, the goal is to build 8 total catapults, 2 in each corner of the base.

 
 
 

Day 4 – Lakeburg

  1. You should be starting with about 345g~
  2. Upgrade your second gold mine with Production+++ and use both workers at both gold mines and collect 220g (55g per worker used)
  3. Use your remaining 6 workers to scavenge (gold focus) 3 of the 2 worker ruins, netting you 84g. If any ruins are still here at this point, demolish them. A worker will never be free to scavenge the remaining two 2 worker ruins.
  4. Build an Inn, recruit a hero. For this guide, I always chose the most expensive hero, but you don’t always have to do this. If their traits are bad, look at other options.
  5. This left me with ~40g…
  6. Use this remaining gold to check the shop, if there is an energy potion then grab it. It’s 18g for a total of +3 ap on a character EVERY night.
  7. If you’ve taken a lot of damage, a health potion is fine as well. You can juggle it around each night for heroes that don’t have vampire and recover a bit.
  8. If your HP is fine on all heroes, and there is no AP potions in the shop, just save the ~40g for tomorrow.
  9. The mist is close, ensure the sides under attack have catapults (2 in each corner) and there is a complete wall across the side under attack here. If you get runners on this night, with the mist this close… it is very likely they’ll hit your buildings. Even a wall of just barricades will be a massive help for you here.

 
 
 

Day 5 – Lakeburg

  1. You should be starting with about 345g~
  2. Upgrade your second gold mine with Production+++ and use both workers at both gold mines and collect 220g (55g per worker used)
  3. Use your remaining 6 workers to scavenge (gold focus) 3 of the 2 worker ruins, netting you 84g. If any ruins are still here at this point, demolish them. A worker will never be free to scavenge the remaining two 2 worker ruins.
  4. Build an Inn, recruit a hero. For this guide, I always chose the most expensive hero, but you don’t always have to do this. If their traits are bad, look at other options.
  5. This left me with ~40g…
  6. Use this remaining gold to check the shop, if there is an energy potion then grab it. It’s 18g for a total of +3 ap on a character EVERY night.
  7. If you’ve taken a lot of damage, a health potion is fine as well. You can juggle it around each night for heroes that don’t have vampire and recover a bit.
  8. If your HP is fine on all heroes, and there is no AP potions in the shop, just save the ~40g for tomorrow.
  9. The mist is close, ensure the sides under attack have catapults (2 in each corner) and there is a complete wall across the side under attack here. If you get runners on this night, with the mist this close… it is very likely they’ll hit your buildings. Even a wall of just barricades will be a massive help for you here.

 
 
 

Day 6 – Lakeburg

  1. Use “Repel Fog” at the Seer.
  2. After using all remaining workers at your gold mines, you should have about 1000g
  3. Upgrade Accomodation+ in your Inn. Purchase another hero. Again, I picked the most expensive one.
  4. At this point, especially if your night rewards haven’t been helping you… you are going to need to start getting better than level 1 weapons.
  5. You need to choose whether to build a Bowyer, Blacksmith, or Magic Shop. Whatever you plan to have 3 of. If you are planning to have 3 melee, get a blacksmith. I went with a Bowyer and would recommend 3-4 ranged heroes, 1-2 melee, and 1 magic (preferably a Scepter hero). For the rest of the these days, I’ll refer to the first item production building as a Bowyer.
  6. There is absolutely no need to upgrade this tonight. It will only gain 5 production during the night. So we’ll upgrade the item level tomorrow before using a worker to finish that off.
  7. Upgrade 2 of your houses and then upgrade 2 of your GMs with Mine++, use both newly acquired workers here for that 110g.
  8. Upgrade one of your houses for another worker.
  9. Build a Scavenger camp and upgrade Production+, use your last worker here.

 
 
 

Day 7 – Lakeburg

  1. Use “Repel Fog” at the Seer.
  2. After using 9 workers at your gold mine you should have 1 unused worker and over 1100g.
  3. Fully upgrade your Bowyer’s item level (not production). Then use your last worker here.
  4. Upgrade your Inn, and buy your 6th hero. Again I went with the most expensive one.
  5. Build another item production building. I typically go with Armor Maker here as I feel I can generally gamble my other hero’s weapons.
  6. Upgrade Production+ (Do not do ++!) for both item producing buildings.
  7. If you don’t already have 2 potions (total between all your heroes), then now is a good time to buy another. Again, priority to AP potions.
  8. At this point, I generally have 1 potion of energy and 1 potion of energy +1. Or one or the other will be a health potion instead. This is not a requirement but it definitely helps a lot.

 
 
 

Day 8 – Lakeburg

  1. Use “Repel Fog” at the Seer.
  2. After using 9 workers at your gold mine you should have 1 unused worker and over 1200g.
  3. Max out item level and production upgrades on BOTH the Bowyer and Armor Maker (or whatever two production buildings you chose)
  4. Upgrade a house and use your last 2 workers at one of your item production buildings.
  5. Upgrade your Scavenger camp with Production++
  6. Now is a great time to buy a 3rd AP potion if one is available in the shop. Again, if you’re getting hit too hard, health potions are fine. Move speed potions can be super good situationally as well if you have heroes with hilariously low movement or need to get a melee in and out even better.

 
 
 

Day 9 – Lakeburg

  1. Use “Repel Fog” at the Seer.
  2. After using 9 workers at your gold mine you should have 2 unused workers and well over 1300g.
  3. Use your remaining 2 workers at one of your item production buildings.
  4. Upgrade your last house.
  5. Upgrade your Scavenger Camp with Production+++.
  6. Use your final worker at your Scavenger Camp.
  7. Upgrade the shop with Shopkeeper’s Friend and Shopkeeper’s best friend. Sell all excess items you have sitting in your stash. You should have easily well over 1200g remaining and its now time for some judgement calls….
  8. ONLY if absolutely necessary (you never bought health potions earlier AND heroes are significantly injured…) you can build a temple at this point. Upgrade offering for free healing going forward. Again — this step should ideally be avoided.
  9. Upgrade the shop 1 level at a time. Each time you upgrade the shop’s item level, check it. Primarily for potions. You want to fill ALL of your heroes inventories with lvl 2-5 potions. ALWAYS prioritize AP potions. They are blatantly the best for nearly all situations. The only exception is maybe speed potions on melee to give them the flexibility to move around.
  10. I also keep my eyes peeled for any multi-hit gear. Getting a lvl 4/5 hand crossbow on a hero with +2 or more multihit is absolutely crazy.
  11. Personally, I recommend using all of your gold in the shop here. Make your characters as OP as possible.. Because Night 10 always seems to be the worst.
  12. To optimize your shop gambling, scan through all the available items. Buy any AP potions that are +3 or better every time until your heroes have no more potion slots. Look for solid upgrades to any slot on any hero. Once you’ve checked every item in the shop, hit the reroll button in the top row.
  13. Repeat previous step until completely broke.
  14. Ensure ALL sides of your base have walls. Fill gaps with wooden walls not just barricades. Don’t go so far as reinforced wooden though. Generally, the regular wooden walls will take 2 hits to kill which is very benefitial.

 
 
 

Day 10 – Lakeburg

  1. Use “Repel Fog” at the Seer.
  2. After using 9 workers at your gold mine you should have 1 unused worker and well over 1300g.
  3. Use your remaining workers at an item production building and/or your scavenger camp.
  4. Replace houses/Seer/Shop buildings you lost. Do not replace the Inn or gold mines / scavenger camps. If you lost the inn and all 6 of your heroes survived, it doesn’t matter. If you lost a gold mine or camp, it is not worth replacing. The cost of the upgrades will not have enough time in 1 day cycle to pay for themselves.
  5. Going forward, exclusively gamble in the shop. If absolutely necessary I’ll build a temple or well — buy a new hero if you really messed up and lost one the previous night.

 
 
 

Day 11 – Lakeburg

  1. Use “Repel Fog” at the Seer.
  2. Use 9 workers at your gold mines. Use the remaining 3 as you did the previous day, at scavenger camp or item production buildings.
  3. Do not replace any buildings at this point. It is absolutely not worth it. Unless you lost the shop.
  4. Gamble at the shop with your money — if you want you can upgrade a few of your ballista towers first.
  5. Just remember, the round ends immediately when you kill the 4th boss. There is no need to the enemies spawning each turn.

 
 
 

Glenwald Info

After you’ve tried the previously mentioned Lakeburg build order and tips out, give the same concept a try on Glenwald.
 
 
I will update the guide in the future with a more detailed look at Glenwald.
 
The same rough build order will work out on Glenwald.
 
 
The main change to be aware of is you need even more movement on Glenwald.
 
You should likely prioritize momentum heroes and high mobility (more move point rolls on your hero’s primary stats). It’s likely that Scepter heroes are simply the best on this map. As well as very long range heroes such as Longbow.
 
The Magic Orb shines here as well since enemies seem to like to spread out or stand in thin lines.
 
 

Written by Letsatsi

 
 
This is all we can share for Fundamentals for Conquering Apocalypse 6 – The Last Spell for today. I hope you enjoy the guide! If you have anything to add to this guide or we forget something please let us know via comment! We check each comment! Don’t forget to check SteamClue.com for MORE!
 


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