Game Mechanics: Difference between revisions
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Revision as of 22:36, 29 January 2024
HUD Icons
Icon | Description |
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Your main health bar. Taking damage will reduce your health, but it can be restored with potions, events, and other methods. |
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Your soul hearts. Taking damage will remove a soul heart, and it cannot be healed except by obtaining more. Soul hearts have priority over your main health. |
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Your suppression hearts. Adds additional hearts that are only appear on your health bar during boss fights. Suppression hearts have priority over soul hearts and normal hearts. |
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Your shield points. Taking any kind of damage (sometimes enemies can hit for more than a heart) will always reduce your Shield by one point. Shield points have priority over soul hearts and your main health. Shields can be restored by blacksmiths, items, and equipment effects. |
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Your block indicator. Certain traits or equipment will grant you the ability to block one attack. It is shown as depleted upon blocking and refreshes after each floor. Block has priority over armor, soul hearts and normal hearts. |
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Your evade indicator. Certain traits or equipment will grant you the ability to avoid one attack. It is shown as depleted upon evading and can be replenished every 5 combat rooms. Evade has priority over block, armor, soul hearts and main health. |
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Your mana indicator. By default each point of mana grants 10.25% increased damage to your mana-draining weapons. While using mana-draining weapons, mana stars will spawn randomly in the room granting Mana FluxMana Flux is a mana star buff that grants 25% more attack speed and 25% mana drain refund and lasts 4 seconds. |
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Your mana burnout indicator. Starts when you drain your Mana below 0 and your mana turns red. You can still attack, but you will not receive the bonuses from mana until it recharges. Collecting a mana star immediately stops mana burnout. |
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Your current stamina. Allows you to dash forward and iframe through attacks from enemies. This means that there is a short period of time you are invulnerable to any attack while you dash (there are buffs and equipment that can increase this duration). It regenerates as you fight and can be reused often. |
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Your remaining health flasks. Each one can be used anywhere; however, it has a stationary cast time, so you need to find the best time to use it (it can be cancelled mid-cast to avoid an attack). Flasks can be refilled throughout your run, such as from certain dungeon rooms. |
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Your resurrection indicator. Certain traits or equipment will allow you to revive with some hearts upon death. When a revive is used, the indicator is shown as depleted and cannot be reused again except with certain items. |
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Your defy death indicator. Certain traits or equipment will allow you to survive an additional hit of damage before dying. It is shown as depleted upon defying death and refreshes every floor. |
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The skull is a health indicator to show if you're close to dying on a run and it starts blinking when you are one hit away from death. This takes into consideration revives and defying death. |
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Your current coins collected. These can be used in shops and the arcade. |
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Your current bombs collected. Bombs deal a fixed damage and has a large radius. They can be used to blow up entrances to Secret Rooms, blocked doors, shrines, arcade machines (not broken), entrances with thorns (Cinder modifier), or kill enemies. Bombs do NOT hurt you! |
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Your current keys collected. Keys are used to open entrances that are blocked off with a locked door. They can also be used to open locked chests and hatches to Secret Rooms. |
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Your current Souls collected. Souls are a secondary in-run currency; they can be spent at bonfires to refill health or gain extra base stats. Some Events or class passives require sacrificing/saving Souls for rewards/increased damage. Sometimes there might be a shop that requires Souls rather than coins; this includes the current alignment shops (Law, Evil, Good). |
Alignment
Alignment is a stat that determines your end path, costs of items from vendors in the tavern, and bonuses from equipment such as Hero Cape. It is divided into two categories, Morality (Evil /Good
) and Integrity (Lawful/Chaotic). Some classes start with Evil
or Good
alignment.
Shops for each alignment (excluding Chaotic) are unlocked as you progress in World Tier. Defeating the Gate Guardian of each path (Shadow Planes, Burning Hells, High Heavens) will unlock their respective alignment shops that can appear after a boss battle. These shops are the primary ways of obtaining alignment to pass the worthiness check at the Gates.
- The mastery perk Throne Quest reduces alignment requirements for Floor 12 Gates by 1.
- Having the opposite alignment when buying from Tavern NPCs can increase the price of what they're selling. For example, "Gun Dealer NPC (15/30/45)" means that at the correct alignment with the character, the price will be 15 gold, whilst at the opposite alignment, it will be 45 gold.
- Current alignment can be seen in the character stats under the general tab.
Morality
Positive values indicate an increase in Good whilst negative values indicate an increase in Evil
.
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Integrity
Positive values indicate an increase in Lawful whilst negative values indicate an increase in Chaotic.
Note: Chaotic alignment currently is being worked on and will have more uses in the next major update.
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Weapon Elements
Weapons that have a certain element can cause status effects by crits. There are some weapons that can inflict those without requiring crits. For example, Firebomb Codex can inflict Burn with every attack because of its written Effect, while Firestorm Scroll only has Fire element and requires crits to inflict burns.
Weapon Scaling
![](/wiki/images/0/07/Weapon_Scaling_screenshot.png)
https://i.imgur.com/qD3Q2HS.png
Attunement
Some equipments are required to be "attuned" in order for their effects to work. This is a mechanic to prevent too much equipment micromanagement during fights (such as swapping between 2 body armors during a fight).
To attune an equipment, you must equip it and complete dungeon rooms. Each room increases your equipped item's attunement by 1. Equipments can have an attunement value of 1 (1 room) to 3 (3 rooms) and will reset if you enter a new room with it unequipped (i.e in your inventory).
Equipment Rarity
Equipments have their own rarity, beginning with Common up to Legendary. Typically the higher the rarity, the more powerful the item is.
Rarity |
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Common |
Uncommon |
Rare |
Epic |
Legendary |