Info about The Last Spell - Tales of Torment:

Official game description:
Get ready for new ways to defend Humanity against the endless hordes of evil! Tales of Torment unleashes brutal new challenges, bold and rewarding new objectives, and the most powerful new items and perks ever added to the game, as you meet a mysterious new god seeking to reclaim his lost memories.
Run by a strange and ominous new being, the Altar grants permanent bonuses known as Epiphanies: unique weapons, armors, trinkets, unique perks , and more, that will reshape your playstyle to slaughter even more of those damned monsters.
Take on Ordeals and Divergences, new challenges introduced in Tales of Torment, and collect Memories to obtain even more Epiphanies that will bring the ultimate chaos to the battle!
During each night, you will be challenged with additional objectives called Ordeals. Complete up to 3 of them to earn precious Memories and unlock rewards.
Will you risk it all to accomplish them, or play it safe to survive another night?
Procedurally generated Ordeals combinations create thousands of possible missions to the game, ensuring each run feels fresh, punishing and… deadly!
Every night, a Divergence will reshape the fights and twist the upcoming night with brutal new modifiers.
Stronger enemies? More elites? Heroes with maluses? You name it!
Can you take up the challenge and push your skills (and your sanity) to the edge?
A grim and imposing figure suddenly emerges from the depths of the Purple Mist, claiming unspeakable, god-forsaken knowledge for you to unveil.
Serve this God by completing up to 50 Eposes, tasks similar to the Favors in the main game, and unlock even more Epiphanies.
Nearly 100 Epiphanies await to fully unleash your most ruthless builds.
**Tales of Torment is the final DLC for The Last Spell, bringing bloody new tools of savagery for newcomers and brutal new challenges for hardened players.**

Release date: Feb 5, 2026

Categories: Tactical RPG, Roguelite, Turn-based Strategy, Base Building, Meta-Progression, Tower Defense, Dark Fantasy

Feature scans:
- MTX: score 10; verdict: Fair - Traditional DLC Only, No MTX Evidence; summary: The reviews discuss the paid DLC's content and price-to-value, with both criticism that it lacks enough new content and praise that it is worthwhile. There is no direct evidence of real-money microtransactions, paid gacha, loot boxes, pay-to-win, currency obfuscation, or a real-money shop. The complaints fall under traditional DLC and base-price/value discussion, so the strict scoring override caps the score at 20.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $25.00
  - Reasoning: The reviews are almost entirely about DLC, so direct base-game pricing signals are scarce. The clearest anchor is a reviewer describing buying the base game at $3 during a sale, framing that as a deep discount and noting the DLC cost several times that amount (about 8 EUR at the time). This implies the community treats $3 as a heavily reduced price rather than a fair normal price, and that the DLC-only price of roughly 8 EUR is accepted as reasonable value for an expansion. The content critiques (limited new content, reuse of existing content) also suggest the community values the core base game above the DLC, but not at a premium AAA level. Combining these anchors, a fair base-game price for the community sits meaningfully above the $3 sale point but below the DLC-plus-price levels, landing around $10-$25, with the lower end representing expected frequent discounts and the upper end a reasonable full asking price.
- Playtime Metrics:
  - Game completion: 10.0h
  - Story completion: N/A
  - Session length: N/A
  - Endgame: 100.0h
  - Reasoning: The 10-hour playthrough quote indicates a full run/campaign takes about 10 hours, supporting gameCompletion at roughly 10 hours. The post-game focus quote and the 'hundreds more hours' quote show that the DLC is primarily endgame content and can extend playtime substantially, so endgame is set to a conservative lower bound of 100 hours. No review provides a separate story-only completion time or a typical session length, so those metrics remain null.
- Time-to-fun:
  - Summary: Player reports indicate early friction from a tedious early game and slow meta-progression, but the new progression tree, early-days run paths, and expanded build variety are praised as great once engaged. The game appears to click after players access these new progression systems, with some later difficulty concerns remaining.
  - Stance: Clicks after
  - Anchor: Unlocking the new progression tree and modifiers
  - Time to anchor: N/A
  - Friction: Early-game tedium and annoyance; 4,000+ damage threshold in a single turn feels hopeless; Meta-progression unlocks take a considerable amount of time; Many unlocks are nebulous to call a boon; Higher difficulties remove proper progression
  - Unlock drivers: New progression tree with modifiers for any run or map; New building behaviors and early-days run progression paths; Incredible rewards expand build variety and hero power
  - Conditions: Higher difficulties; Any run or map; Early game versus later stages; DLC ownership; Perk design variability; Meta-progression challenge completion
- Player Archetypes:
  - Challenge-Seeking Hardcore Veteran (buy)
    - Motivation: Chasing challenging, high-risk high-reward runs and overpowered 'broken' builds.
    - Playstyle: Plays hardcore difficulty, replays known levels, and stacks run-modifying challenges to push builds further.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: hardcore players
    - Reference games: N/A
  - Completionist Meta-Progression Grinder (buy)
    - Motivation: Unlocking and completing long-term meta-progression content in a game they love.
    - Playstyle: Grinds unlocks and meta-progression goals across many long sessions.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: completionist
    - Reference games: N/A
  - Casual Player (deep sale)
    - Motivation: Enjoying the game at a relaxed pace without being blocked by hardcore-gated content.
    - Playstyle: Plays casually and does not pursue post-endgame or hardcore-difficulty clears.
    - Experience: familiar
    - Purchase stance: deep sale
    - Labels: casual player
    - Reference games: N/A
  - Content-Value Skeptic (no buy)
    - Motivation: Getting well-designed, substantial new content that justifies the price.
    - Playstyle: Plays through the added challenge modifiers and evaluates their fun and value against the base game.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- DLC adds varied interesting perks (weight 0.16): Clusters 1, 14, 21, 44, and 48 highlight that the DLC introduces many new, cool, and varied perks with interesting effects.
- Base game praised as incredible (weight 0.15): Clusters 3, 73, 74, and 76 describe the base game as incredible, great, amazing, and fantastic, with the free update making it even better.
- Unique weapons and items praised (weight 0.14): Clusters 2, 46, 91, and 102 mention that unique weapons and items look cool, have unique effects, and are exciting to unlock.
- DLC encourages Apocalypse challenges (weight 0.12): Clusters 4, 60, 83, and 86 note that the DLC provides incentive to engage with the Apocalypse system and that the rework is better than before.
- Refreshes game with new mechanics (weight 0.12): Clusters 5, 23, 97, and 104 describe the DLC as refreshing, significantly changing gameplay, and introducing new mechanics.
- Fantastic, adds many options (weight 0.1): Clusters 7, 70, and 93 indicate the DLC is fantastic, adds a ton of options, expands build variety, and offers fresh choices.
- Adds new layer of choice (weight 0.1): Clusters 11, 22, 94, and 35 state that the DLC adds a new layer of choice to builds, enables more combos, and introduces risk versus reward.
- Good value and fun addition (weight 0.1): Clusters 6, 19, and 103 state that the DLC is decent, worth its price, better than previous DLCs, and a good reason to return.
- Fun and adds new elements (weight 0.1): Clusters 9, 36, and 105 mention that the DLC is fun, adds new elements, and brings rich content.
- Optional challenging system rewarding (weight 0.1): Clusters 10, 12, 69, and 78 highlight an optional challenge system that rewards players with bonuses and can be skipped without penalty.
- Very good but missing something (weight 0.07): Clusters 8 and 20 suggest the DLC is very good overall but lacks a certain something in its mechanics, despite having good ideas.
- New progression tree and buildings great (weight 0.06): Clusters 29 and 30 highlight that the new progression tree with new modifiers is great and new building behaviors are great.
- Random skippable challenges during nights (weight 0.05): Clusters 13 and 28 note that the DLC adds random challenges during nights that can be skipped if too difficult, and divergences can be skipped.
- Balanced changes remove cheeses (weight 0.05): Clusters 24 and 25 mention that the developers balance the game so cheeses are gone, but provide strategic benefits, and some divergences are difficult but balanced.
- New players more room, experts higher ceiling (weight 0.03): Cluster 18 notes that the DLC gives new players more room for error and experts a higher ceiling at high Apocalypse.
- DLC makes game easier (weight 0.03): Cluster 15 states that the DLC makes the game much easier.
- Quest mutations optional with higher ceiling (weight 0.03): Cluster 16 mentions that quest mutations can be skipped but doing them provides a higher ceiling.
- Satisfying run from saving and gold (weight 0.03): Cluster 17 describes a satisfying strategy of saving money during low-pressure rounds and then picking triple gold.
- Items and weapons are okay (weight 0.03): Cluster 26 states that the items and weapons are okay.
- No penalty for failing ordeals (weight 0.03): Cluster 27 mentions that ordeals do not penalize you for failing them.

Common complaints:
- Unbalanced and unfair challenges (weight 0.36): Challenges are randomly assigned and can be either trivial or impossible depending on the loadout, with no logic to ensure feasibility. This leads to frustration and a sense of unfairness.
- Poor balance and powercreep (weight 0.33): The DLC introduces significant powercreep, making lower difficulties trivial and higher difficulties reliant on DLC buffs. This disrupts the game's difficulty curve and reduces build diversity.
- DLC adds no new maps or bosses (weight 0.25): A major complaint is the lack of new maps, bosses, or monsters, which players expected from a paid DLC. The content feels recycled, and the game's biggest flaw is the lack of map variety.
- Divergences are unclear and punishing (weight 0.22): Divergences are poorly explained and can severely punish players, sometimes making enemies nearly unkillable. The risk is often not worth the reward, and choices can ruin entire runs.
- DLC is skippable and overpriced (weight 0.22): The DLC adds little of value, and many feel it should have been a free update. It is not worth the money, especially for players who are done with the game or want to finish on average difficulty.
- Epose requirements overtuned (weight 0.21): Many eposes require unrealistic achievements, such as producing 25,000 materials in a single run or clearing maps on hardcore difficulty. These requirements are often impossible for the average player.
- Rewards are unbalanced and useless (weight 0.21): Rewards from the DLC are often weird, unbalanced, and do not scale with difficulty. Many perks are useless, and completing eposes clogs the pool with junk.
- DLC lacks sufficient new content (weight 0.18): The DLC offers little value, with content that is mostly a rehash of existing material rather than substantial new additions. Many players feel it's not worth the price.
- Trials design is unfair and frustrating (weight 0.17): Trials often force impossible conditions, such as one-turn limits or high damage thresholds, making them feel hopeless and discouraging. The design is criticized as absurd and poorly thought out.
- DLC feels unfinished and tacked on (weight 0.15): The DLC feels like a random assortment of features stitched together, lacking cohesion and proper integration into the base game. It seems like an afterthought rather than a well-designed addition.
- Damage-limiting missions are terrible (weight 0.15): Missions that restrict the amount of damage you can deal to enemies are baffling and enable elite monsters to raid the base unscathed. They offer no positive feedback and feel like a joyless punishment.
- Unlocking items is cumbersome (weight 0.15): Unlocking and using new items requires tedious steps, such as earning points at the altar each time, which is cumbersome and unmotivating. The process feels like a chore rather than a rewarding progression.
- Quests conflict with team composition (weight 0.13): Quests often force players to ignore dangerous enemies or use builds that don't fit their team, leading to frustrating and unwinnable situations. This lack of synergy makes the game less enjoyable.
- New abilities and items are weak (weight 0.13): Many new abilities and items have limited uses or offer only utility, making them not worth the slot. They often lack stats and are overshadowed by existing equipment.
- Eposes are a boring chore (weight 0.11): Eposes often require tedious and repetitive tasks, such as using specific builds or completing nights with high ranks. Many players find them to be a boring time sink rather than engaging content.
- No real cost or tradeoff (weight 0.09): The DLC system provides buffs without any meaningful cost or tradeoff, leading to a massive power spike that trivializes regular gameplay. This lack of balance makes the game too easy.
- Game devolves into damage check (weight 0.09): The game has shifted from an RPG to a raw damage mechanic check, making non-meta builds useless. This reduces strategic depth and makes progression feel discouraging.
- Annoying challenge notifications (weight 0.09): Challenge popups and their persistent sound are obnoxious and intrusive, forcing players to manually dismiss them every turn. This disrupts gameplay and adds unnecessary irritation.
- Unique weapons are too rare (weight 0.08): Unique weapons are received very rarely, making them feel like a distant reward. Their infrequency reduces the impact of unlocking them.
- Bug: equipment slots locked after restart (weight 0.06): A bug causes characters' accessory and item slots to become locked after restarting the game, with no apparent reason. This issue disrupts gameplay and is frustrating for players.

Gameplay feedback:
- DLC adds challenge and modifier systems (weight 0.97): The DLC introduces nightly challenges, ordeals, divergences, and omens that modify gameplay and provide optional difficulty. Players can accept modifiers for resources or decline them, adding strategic choices.
- Epiphany and meta-progression system (weight 0.49): Epiphanies are buffs unlocked via a resource earned through challenges or debuffs, and a new progression tree allows unlocking permanent bonuses. This system adds meta-progression and build variety.
- Unique weapons and items unlockable (weight 0.44): The DLC adds unique weapons and items with various effects that can be unlocked by completing specific tasks or challenges. These items often have adaptive damage types or unique perks.
- DLC aimed at late-game players (weight 0.31): The DLC content is intended for post-endgame and late-game players, focusing on building heroes and increasing difficulty rather than adding new maps. It provides new challenges and systems for experienced players.
- Resource management and economy (weight 0.3): The game involves resource management, converting surplus margin into profit, and using points (memories, brains) to unlock rewards. Challenges and modifiers provide resources.
- Modular gameplay with choices (weight 0.28): The game is modular, allowing selection of omens, weapon choices, and strategies. Players can choose to take risks or play safe, with options to decline challenges.
- Divergences and Ordeals mechanics (weight 0.25): Divergences are optional challenges that can alter runs, while Ordeals create mini-games within battles. Both can be ignored or declined, providing risk-reward choices.
- Apocalypse difficulty and god unlock (weight 0.24): The Apocalypse difficulty system has been reworked, with higher levels increasing difficulty and providing tainted essence. A new god can be unlocked by clearing maps on hardcore difficulty.
- Eposes and unlockable challenges (weight 0.23): Eposes are unlockable challenges with specific requirements that grant resources or rewards. They are part of the DLC's progression and challenge system.
- New weapon types and abilities (weight 0.17): The DLC adds new weapon types, abilities, offhands, trinkets, and passives that enable new builds and combos. Many have limited uses per night.
- New buildings and altar system (weight 0.15): The DLC introduces the Altar, a building where players can spend points earned from challenges to unlock and enable rewards such as buffs, weapons, and trinkets. It also adds new building behaviors and progression paths.
- Enemy and difficulty scaling (weight 0.12): Enemies can have high defenses early on, and some trials require high damage thresholds. The game features elite enemies and horde waves that increase difficulty.
- Base game maps and difficulty curve (weight 0.12): The base game has maps that start out hard and become too easy later on, especially with correct loadouts. The DLC adds tasks to already completed maps, reusing old maps.
- Campaign and narrative mode (weight 0.1): The base game features a campaign mode with a narrative, including a 9-day campaign for Runeberg. This provides a structured single-player experience.
- Divine Judgment and passive benefits (weight 0.08): A Divine Judgment goal accumulates points across stages for passive benefits. Passives provide bonuses such as increased attack range.
- Update changes and free content (weight 0.08): A free update separate from the DLC changed game content, including more ballista types, skill changes, and new elements. Some content is added for all players.
- Quest mutations and rewards (weight 0.08): Quest mutations can be skipped and grant a higher ceiling upon completion. They are part of the DLC's challenge system.
- Hardcore difficulty and boundless mode (weight 0.06): The game has a hardcore difficulty setting and a boundless mode, providing additional challenges for players seeking tougher experiences.
- Game features races and maps (weight 0.03): The game features multiple races and maps, adding variety to runs. These are core elements of the base game.
- Night reload mechanic limitation (weight 0.03): Players cannot reload a night to change choices, which is implied by a complaint. This limits the ability to undo decisions.

Performance notes:
No performancepoints

Recommendations:
- DLC is highly recommended (weight 0.25): Many reviewers strongly recommend the DLC, stating it is well worth its price and enhances the game. They advise new players to get it and consider it a valuable addition.
- DLC is skippable (weight 0.17): A number of reviewers feel the DLC is not essential and can be skipped, as the base game is enjoyable on its own. Some recommend against buying it, especially if you are not a hardcore player.
- Mixed or negative reviews (weight 0.16): Despite overall mixed ratings, some reviewers still highly recommend the DLC and urge others not to miss out. However, others give negative reviews due to specific issues.
- DLC suited for endgame (weight 0.16): Several reviewers suggest beating the base game before purchasing the DLC, as it is best experienced after completing the main story. It is particularly recommended for players who have finished the game and want more content.
- DLC only for high difficulty (weight 0.15): Some reviewers note that the DLC is only worthwhile if you plan to replay the game with high apocalypse levels. Players not interested in high-difficulty modes can skip it without missing much.
- Good for completionists and returning players (weight 0.06): The DLC appeals to completionists and returning players, offering enough content to bring them back. It is praised for tickling the internal completionist.
- DLC should be free for hardcore (weight 0.03): One reviewer believes the DLC should have been free for hardcore players, indicating a sentiment that the content may not justify the cost for dedicated fans.
- Better than other DLC races (weight 0.03): A reviewer compares this DLC favorably to other DLC races, calling it much better than the 'dogwater dwarfs/elfs races'.
- Maybe for veterans (weight 0.03): For players who have already invested many hours and feel they have finished the game, the DLC might be a maybe, suggesting it may not offer enough for veterans.
- Negative until missions overhauled (weight 0.03): One reviewer gives a negative review until the enemy-protecting missions are overhauled, highlighting a specific gameplay issue.
- Not recommended due to issues (weight 0.03): Some reviewers cannot recommend the DLC due to issues with the challenge system and item balance, indicating specific problems that detract from the experience.

Other player notes:
- Mixed Steam rating for final DLC (weight 0.12): The DLC has a mixed overall rating on Steam, which is noted alongside its status as the supposed final DLC. This combination highlights divided player reception.
- No new map or race included (weight 0.09): Several reviewers expected a new map or race in this DLC, but the DLC does not add one. This mismatch contributed to disappointment among some players.
- Targets high-difficulty Apocalypse players (weight 0.09): The DLC is designed to enhance the high-difficulty Apocalypse mode and is best for players who want to keep challenging themselves with Apocalypse and build variety. Those who only finish levels on average difficulty may find it skippable.
- DLC alters core gameplay structure (weight 0.09): The DLC does not necessarily add new content but significantly changes how the game works, adding options and strategies. It is designed to make runs different and in some ways easier, though some parts remain post-endgame and tricky.
- Needs polishing and free-update overlap (weight 0.09): The DLC definitely needs polishing, and many great changes come from the free update rather than the DLC itself. Some feel it should have been a free update instead.
- Mixed reviews due to expectations (weight 0.07): Mixed reviews likely come from players expecting a new map or expansion pack rather than a core-player-focused DLC. This gap between expectations and delivery explains much of the criticism.
- Best with all DLC combined (weight 0.07): Reviewers who returned with all three DLCs at once found they work beautifully together. New players getting the game with all DLCs would have a better experience.
- Adds new god and challenges (weight 0.07): The DLC adds a new god and challenges to the game, expanding gameplay options. It is compared favorably to the dwarfs/elfs races DLC.
- Maps lack variety until bosses (weight 0.07): Maps are mostly the same until boss night, with the exception of Elderlicht. Reviewers hope developers focus more on enemy variety and more dynamic, identity-strong maps in future titles.
- DLC are supporter packs (weight 0.04): The DLCs for this game are viewed as supporter packs rather than full expansions. This perspective frames their value and content expectations.
- No longer one race one map (weight 0.04): Developers have pivoted away from the '1 race, 1 map' approach, which was desperately needed. This shift is seen as a positive change for the game's design.
- Feels like slight content variant (weight 0.04): The DLC adds a slightly different take on existing content rather than much new content. This contributes to the feeling that it is not a full expansion.
- Vanilla achievements overly arduous (weight 0.04): The vanilla game has achievements for 50 boons and 60 walls, which are considered very stupid and arduous. This is a common complaint about the base game's achievement design.
- Opt out of extra challenges (weight 0.04): Players can opt out of the extra challenges if they seem like a bad choice. This flexibility allows players to avoid content they dislike.
- Best mixed with first run (weight 0.04): The DLC is best enjoyed when mixed with the content of your first run. This suggests that its content integrates well with the base game experience.
- Low price point for DLC (weight 0.04): The DLC is sold at a low price, which may justify its smaller scope. This pricing is noted as a positive for value-conscious players.
- Core is heroes and shelter (weight 0.04): The core of Tales of Torment is heroes and shelter. This defines the central gameplay focus of the DLC.
- Compared to Against the Storm (weight 0.03): Reviewers compare the DLC's system to Against the Storm to explain how difficulty and rewards could be better balanced with tradeoffs. This comparison highlights desired improvements.
- Soundtracks not by Remi (weight 0.03): Soundtracks for DLCs were not composed by Remi, which is a strange omission. This change is noted as a downside for fans of the original music.
- Game should not be roguelike (weight 0.03): One reviewer stated that this game shouldn't be roguelike. This reflects a fundamental disagreement with the game's genre direction.

Emotions:
- Disappointment (weight 0.24): Players are disappointed because the DLC lacks new maps, bosses, races, and weapons, offering only repetitive challenges and balance issues. The content feels unfinished, does not scale with difficulty, and is not worth the price, ruining the base game's difficulty curve.
- Frustration (weight 0.14): Frustration stems from overtuned unlock requirements like Eposes needing thousands of materials, and trials with one-turn limits and high damage thresholds. Annoying sidequests, conflicting objectives, and bugs that lock equipment slots further aggravate players.
- Enjoyment (weight 0.08): Players enjoy the optional difficulties that add bonuses as rewards, new layers of choice for builds, and meaningful unlocks from challenges. The DLC's new divinity, reworked apocalypse system, and controlled upgrade pool provide fun and renewed interest.
- Satisfaction (weight 0.07): Satisfaction comes from the DLC offering rich content, various playstyles, and a reason to return to the game. Saving money for triple gold and unlocking Eposes through wave-based challenges provide rewarding experiences.
- Annoyance (weight 0.05): Annoyance is caused by the persistent challenge notification with a smoke-alarm-like sound every turn, and round challenges that restrict movement or attacking. Random nightly challenges and Ordeals quickly become annoying chores.
- Confusion (weight 0.04): Confusion arises from the Epos requiring 25,000 materials in Runeberg when max production only reaches about 13,500 in the 9-day campaign. Players are also puzzled by negative reviews and a bug that locks character slots after restarting.
- Love (weight 0.04): Players love the DLC for adding an optional difficulty system that is rewarding and interesting, with bonuses as rewards. It provides tons more to do, fresh options, and greater depth through unlocks.
- Excitement (weight 0.04): Excitement comes from the journey with a great game, anticipation of unlocking unique weapons, and the DLC's release. Players are eager to launch it and explore new content.
- Mild disappointment (weight 0.04): Mild disappointment is felt because the DLC's mechanics lack a certain something to be incredible and are weak compared to the free update. Novelty fades after unlocking all abilities, with no new city or added randomness.
- Concern (weight 0.02): Concern arises that using the DLC in regular gameplay without high apocalypse modifiers makes the game too easy, losing challenge. Value differences require rebalancing, and arduous conditions may be painful for some, with potential repetitiveness from lacking new maps.
- Anger (weight 0.02): Anger is directed at the DLC only adding difficulty and being sold as paid content when it should be free. Players feel scammed because the content does not match expectations.
- Greatness (weight 0.01): Greatness is attributed to the new progression tree, buildings, unique items, and weapons added by the DLC.
- Dislike (weight 0.01): Dislike is expressed simply because the DLC is not great.
- Hate (weight 0.01): Hate is directed at Eposes being a chore and a boring time sink.
- Impressed (weight 0.01): Players are impressed by the fantastic weapons and mechanics introduced in the DLC.
- Boredom (weight 0.01): Boredom results from the same tasks getting boring over time.
- Enthusiasm (weight 0.01): Enthusiasm is driven by the insane advantages and unlockable favors available.
- Lack of motivation (weight 0.01): Lack of motivation stems from the cumbersome process of unlocking and enabling items.
- Sadness (weight 0.01): Sadness is felt when having to give a thumbs down to a game they played for many hours.
- Bafflement (weight 0.01): Bafflement arises from the design of missions that restrict damage dealt to enemies.}