
The hoar-bear
Scenery 7 of 31 · the approach to Ostvalden. Alone · Nightmare · Alchemist.
A long fight, six to ten minutes, and nearly every attack you must answer is a walk-out. Fight from range: the one test run that died was fighting close.
What you hold
Four spells, exactly: your two starting spells plus one pick from each boss draft (scenery 3 and 5). A solo hero drafts once per boss, never after ordinary sceneries.
- Tap: The Measure: a healing pool with 2 charges, one back every 16 s. Press Cast to launch it and press again to stop it where you want the pool. Alone, it heals you while you stand in it.
- Hold: Priced ground: a decay Beam from a 6 s pool. It prices the ground where it touches: a body takes damage only while it stands in that patch, which follows your aim with a short lag and ends when you let go.
- Your drafts. Each draft deals four cards. Card one is always one of the Alchemist's own spells, and the rest are random, so no particular card is promised. The rule: At each boss draft take, in this order: a new damage, control or summon spell; if none is offered, an upgrade of a damage, control or summon spell you hold; if neither, any new spell. Between two equal cards, take the Alchemist's own.
The build we used: At scenery 3, card one was Anchor, the Alchemist's own; we passed on it and took Sinkhold, also the Alchemist's own, over Where you stood and Digger. At scenery 5, card one was Where you stood; we passed on it and took Downdraft, the Alchemist's own, over Overburden and The Hush. Sinkhold and Downdraft are both Halts that leave a pool. Their Slow does nothing to the bear on Nightmare, where a boss ignores every control status (Mark, Weaken, Slow, Root, Stun), but their damage still counts.
If your hand differs: every draft order cleared at least five of its six runs. Other pairs included Vesper + The Hush, The rim + Second wind, The grain + The long grass, The late reading + Where you stood and Shotrock + Hollowpoint.
Talents
You have 6 points, and they are your choice. The runs put all of them into The Aura (Alchemist talents), bought in this order:
Each point went to the deepest open row (rows open at 5, 10 and 15 points, the ultimate at 20), a new talent before a second rank.
The fight
Controls (keyboard / pad): move with WASD / left stick, and aim with the mouse / right stick. Cast is Left mouse / South; hold it to channel. Blink is Shift / East and jump is Space / North. Next spell is E or → / R1 or D-pad right.
What goes wrong
- The one loss. It came in the draft order that took Where you stood and Windfall, playing the close-fighting style at the lower skill level. The hero went down once, 425 s in. Alone, that is Defeated. The same build cleared its five other runs, never below 70.6%.
- Fighting close. That same style at that skill level also produced two of the three near misses (41% health), and it had the worst average low point (66%). The keep-range and dodge-first styles cleared every run.
- Nightmare. No pause, and some attacks have only one escape. Health resets each scenery.
Tested
We ran 60 automated runs on the shipped rules: ten draft orders, three play styles (keep range, fight close, dodge first) and two skill levels. 59 cleared and 1 was defeated. The clears took 362 s to 587 s. The build shown above cleared all six of its runs in 523 to 536 s and never fell below 84.8% health. These were automated test runs, not human play.
Screenshots
One complete fight in the current build, played by an automated test player with the game's normal controls: the Alchemist alone on Nightmare, holding the build used above. The fight took 8 min 43 s of game time.




