This guide may be outdated. Click here if you want to read the original and updated content about the Ravage Road – Sacrificial Altar Combo Guide.
A short guide showing the sacrificial altar combo results.
Sacrificial Altar Combos
I created a table to show the different sacrificial altar combos. Quite a few times, I forgot in the middle of a run what exactly would combine into what. I’ve personally tested many of the useful combos, based on the most readily available cards from the beginning that you’re likely to use (in the plain font). But many are assumed by the rather obvious pattern that resulted, and the unlikely case you’d ever bother with that combo (in italic font). Due to the state of the slowdown in the game, I can’t be bothered to invest time officially testing everything else any further right now. But I thought something of what I’ve already done is better than nothing for those actively playing the game.
If you see any mistakes, let me know. I’ll look into the problem. I left off the Dragon columns. Not really any point, as Dragon is the last thing available, and the last column was running off the preview.
Tower Upgrade Mini Guide
Some things I noticed about upgrades and using the altar.
- Merchant upgrades increase the cost by what appears to be about 50% the current value
- You have to pay that cost for the new version
- The altar combo upgrade addition doesn’t cost anything (except the sacrifice itself)
- The game seems to add the upgrades between the two towers, but will not subtract
- Upgrades do not go above +2
- Early it’s cheaper on limited funds to spread out +1 upgrades over both cards then sacrifice
- Cards like the Manticore, Frostwyvern, and Dragon reach 99 Coin cost quickly, and that is the cap. These cards can become crazy powerful for their resulting cost, especially Dragons.
On tower placement and upgrades
- In the early game, two weaker towers are often better than one stronger tower in the short term
- You can’t upgrade or remove existing towers in this game
- In the long term, ideally, you only want the strongest towers
- Early game ask yourself “do I upgrade to stronger but less towers, or weaker but more towers?”
- Early on, use fireball to help supplement buying upgrades, rather than waste tower space
Final Thoughts: Dragons and Range
I personally do not like giving +2 range to Dragons or Frostwyverns (hereby referred to as Dragons). I had an issue where the simple nature of the game’s targeting, the front most unit, that a lot of my outer ring dragons were attempting to attack very far into the center from their more outward position. And dragons do one of two things I can’t confirm, either less damage the further away the enemy is, or they can see farther away than they can damage. I had a lot of situations where +2 range Dragons were attempting to attack enemies that seemed to be taking no damage while enemies right beside the dragon (but further away from the tower) were being ignored and well within damage range. It’s something that has to be considered when prepping sacrifices for Dragons, as I have to make sure only one card has +1 range, and the other nothing.
That's everything we are sharing today for this Ravage Road guide. This guide was originally created and written by MessageIfYouWantMyAttention. In case we fail to update this guide, you can find the latest update by following this link.