I can't test right now but this seed has a ring of arcana +1 in the chest of the crystal choice room on floor 1
JRQ-KHW-LAM
Might need to burn some upgrade scrolls to get viscosity or stone... Also the tier 2 mage talent that lets you turn wand charges into shielding should be helpful
battlemage with ring of arcana and glyph of stone/viscosity seems viable
Oof, I never had that many fail.
This theory doesn't stand up to even mild scrutiny, and I question whether the people that repeat it have ever shared space with a cat.
The little furgoblins think the person they constantly beg for food can't feed their own self?
Fuck outta here.
Ring of Tenacity really should be the armor equivalent of Ring of Force.
Add to this that it's pretty opaque as to how it actually functions, and the description is very easy to misconstrue, it just feels both unreliable and deceptive.
I don't like the ring of tenacity and usually swear out loud if I get one.
Not actually a resurrection, you heal instead of die and the ankh is consumed.
If a scroll or potion is destroyed before being picked up, does that count against exploration?
Now on 2.5.0-BETA-5, I once again managed to have Foresight for every floor on the ascent... And got 19,000 exploration. I'm baffled.
Cool, installing now
And I think the gnoll is just too similar to the gnoll trickster
Not the same at all. Poachers would not retreat, poison, or set you on fire.
I think the flies are way too powerful and that their reward is way too underwhelming.
Sungrass seeds are powerful. Once I realized I should be using them instead of turning them into healing potions in the alchemy pot, my death rate due to running out of healing greatly diminished. Also, flies don't hit that hard.
The DM 100 seems just unkillable, tbh. And its rewards are underwhelming.
Firebloom seed, bomb, corrosive gas, or just approach and dance around it like one of the DM-300 pylons or Tengu lightning bombs. I guess I didn't clearly explain that it would work like those.
Bat's rewards are underwhelming too. I'd rather fight a normal bat with a chance of a healing pot than a bleeding bat that drops a purity pot.
Purity has some niche uses, if nothing else it's still a guaranteed potion to recycle for energy.
The warlock specifically drops a corruption wand? It'd be better and more balanced if it dropped a random wand.
All shaman already have a (very low) chance to drop a random wand.
The spider is... Not well planned. The point of the normal one is that it retreats, so it survives longer. This one seems suicidal.
Maybe could be better, but I feel like one that acts opposite to normal spinners and is dangerous in a different way is a good change.
The ghouls are.. op and not op at the same time. If there are a lot around you just die. Else, they aren't a problem.
Yeah, just like regular ghouls.
The warlock seems underwhelming in rewards and attacks, you can just approach it.
Thought about making it retreat like gnoll trickster/scorpio while summoning ghouls, but that feels cruel.
I think the golem's cool
😂
all seeing eye is just op and, again, its drops are very underwhelming
Might have set beam location with warning reticles like yog instead of giving mind vision to the player
(Shattered 2.5.0-BETA-1) has anyone managed to get more than 18,000 Exploration?
I thought I had it in the bag this time, with Swiftness glyph on armor and Ring of Arcana +7 (pretty sure I broke the sound barrier), I was able to use 3 scrolls of Foresight for the entire run from the demon halls to the surface.
For the halls themselves I always conserve 4 magic mapping, I fully explored floors 25 and 26, and on the ascent I left no square uncovered or even blue from revellation. I circled each floor at least once, found several hidden rooms I'd missed on the descent. I definitely fully explored every boss room as well.
The flail is tier 4.
Tier is not the same as upgrade level. The weapon and armor you start with are tier 1, and every floor set (sewers, prison, caves, city, halls) has a different probability distribution for weapon and armor tiers, so for example the sewers have a very high probability of dropping tier 2 items and very low probability of dropping tier 5 items, and the demon halls are just the opposite. Essentially the rare mobs drop equipment as if they were caves mobs instead of prison.
Sacrificial fires work like this already.
Fyi there's not much reason to keep a +10 alchemy kit equipped, especially with that much energy already. At +10 it is immediately available when equipped, so the only benefit to keeping it on is to passively build energy. I would run chains and 2 rings and just keep the kit on my inventory until I needed to make something.
Rare variant of every mob
I do some modding of Shattered for my own use and my current project is adding rares for each enemy type. I'm curious if anyone has comments or suggestions on that topic.
What I'm thinking about so far:
Sewer Viper - poison on hit, guaranteed drop of starflower seed on first kill
Gnoll Poacher - ranged attacks, drops tier 2-3 ranged weapons
Swarm of Blood Flies - atracks drain life, drops seed of sungrass
Elder Crab - moves at normal speed but attacks twice per round and cripples, drops 3 mystery meat
Unstable Skeleton - explodes similar to a bomb or explosive trap when killed, drops a weapon with +1 tier probability
Guard Captain - chain pull also roots, drops armor with +1 tier probability
Malfunctioning DM-100 - immobile, continuously sparks electricity around itself that paralyzes while still also making ranged lightning attacks, drops scroll of retribution
Bloodletter Bat - attacks inflict bleeding, drops potion of purity
Gnoll Warlock - same as dwarf warlock but retreats after applying debuff, drops wand of corruption
Cave Trapper - attacks inflict poison, blind, and cripple, does not retreat after applying debuff, webs to block escape, drops potion of paralyzing gas
Dwarven Ghoulkeeper - ghouls revive with full health instead of 5 when a ghoulkeeper is nearby, and the ghoulkeeper periodically heals and buffs nearby ghouls, drops unstable brew
Senior Warlock - if alone, summons a pair of ghouls, otherwise uses regular warlock attack that also cripples, drops unstable spell
Siege Golem - attacks knock back, throws bombs, drops shrapnel bomb
Enchantress - attacks inflict blind and vulnerability as well as charm, drops exotic scroll of siren's song
All Seeing Eye - ranged attack pierces walls and barriers, can always see and target the hero within 3 tiles (blind doesn't help), charging up gives the hero mind vision on the eye, drops potion of mind vision
Also drop the rat skull before going into demon halls... The only rare spawns are acidic scorpios and they are brutal
Arcana for sure. More grass, longer invis for trampling. And it's already your highest ring? No question.
Are you talking about the little hall? That's nothing new, especially in caves.
Agreed.
Which is why in my original comment I mentioned having a method of range attack mitigation also being important.
Stone is a rare armor glyph for a reason. Increased mitigation at the cost of even all of your avoidance is a net benefit.
Your numbers are seriously wrong in relation to each other.
A kilometer is significantly less than a mile.