Random Notes on the Game

This page is supposed for notes and questions that don't have appropriate pages yet.

## Open Questions

* What does the Abracadabra spell actually do? Casts another spell randomly, with double the power.
* What does the slime you can summon do except eating corpses? It seeks out (except bosses) and damages enemies on contact, scaling with your level.

## General

* If you somehow get clipped out of bounds, just walk away and you get teleported back automatically

## Items

* Damage and Speed (after the 1/3 multiplier) scale 2x, Weight and Durability scale 3x, based on their prefixes
* Thrown weapons get -1 multiplier, and Missile ones get -2
* Two-handers have 1.5x damage, durability and weight
* Weapon types change scaling by 2x, while prefixes change it by 1.5x
* Durability loss on weapons scales directly with inflicted damage
* Enchantments can't be transferred from one item to another

### Suffixes

* + Magic-powered doubles damage at the cost of 5 MP
	+ INT powered adds your INT value to damage

## Spells

* all ailment spells do at least 1 damage on impact
* Probably any lightning spell has the chance to hit the caster

### Gravity

* Gravity's damage only really goes off when it explodes
* Projectiles or other spells thrown into Gravity hit trapped enemies and deal damage
* An easy way to get in extra damage is to throw projectiles into the gravity spells center

### Lightning Javelin

* The lightning javelin actually hits you too, so it's ALSO treacherous!
* The lightning javelin can be comfortably used to stunlock smaller enemies that may have been difficult such as the goat mage or green ghoul
* Performing any attack when pinned by a javelin will make it fall off. Works for both enemies and the player. Javelins thrown on the ground can't the removed this way.

### Construct

* The Construct explodes when it's out of power, dealing a high amount of damage. It's "fuel" is shown as a ring around it, and scales with magic power.
* Keep in mind the Construct can damage you if you walk in front of it, the explosion can do so as well and it hits HARD
* If there are no nearby enemies the Construct will try to follow you without shooting

### Invoke

* Invoke: you can get an infinite loop of scrap and potions from it to recast, usually only useful really late game but if you have sraping ring or alchemy ring (preferably both) you can do it on like floor 4 if you play your cards right

## Powers

* Powers don't stack.
* Chargeable Attack also increases durability loss as it does more damage
* Chargeable Spell increases Magic cost and inflicted damage,
* Lightning randomly strikes enemies, dealing INT-scaling damage.
* The tornado one pushes enemies back while you're casting a spell

## Combat

* Blocking with the rock only halves damage.
* Parrying with the rock will block all damage just like a weapon or shield
* If you need to save durability on something, try standing with your back to the wall as an enemy swings at you and dodge, the enemies attack will bounce off the wall and give you time to hit them without the durability loss of parrying or blocking
* Enemy spells can be canceled by hitting them with anything, this is essential beyond comparison to know.
* You can dodge cancel out of any animation, this means if you are bouncing off walls with say a greatsword, just dodge when the animation plays to cancel it much faster.
* Agility is king in melee combat, if you can hit an enemy, parry them, and have enough time to hit them again you are almost guaranteed victory 18 agility is a healthy amount for most floors, though higher is always better.
* The halberd is an amazing weapon, this is due to its long range, high damage, high durability, and low weight, I recommend it heavily.
* The chakrams are heavy weapons but are incredibly powerful early game.
* If you are having trouble consistently parrying, try parrying slightly after the enemies attack animation plays.
* Never fight multiple enemies at once if you can help it, it is easy to lure an enemy alone if you have a ranged weapon or spell.
* If you do end up fighting multiple enemies at once try to get one of them behind the other, they will often kill or severely damage the enemy in front of them as they try to either cast spells or attack
* When all else fails, run, close doors behind you and try to get around walls, its ok to be a coward if you end up on top because of it.
* All enemies have a lunging attack, this attack will make them move a longer distance towards you and more often than not comes out much faster than their normal attack. If you find this becoming a problem with regards to parry timing as when you are near them they can still lunge, simply get as close to the enemy as possible preferable without a wall behind them, this will completely stop them from being able to use their lunge at all.
* When an enemy casts a spell, if they have a purple circle around them it is an offensive spell, while if they have a blue circle around them it is a utility. *Some enemies have attack spells as their blue one and support spells as their purple one (like the Flying Head). This is to improve their AI behaviour (so the head always tries to buff itself before casting Fireball).*
* Bosses and their counters
	+ Slime boss - The very first boss of the game and perhaps the simplest, the slime boss follows an incredibly simple two attack pattern where he will move towards the player while sometimes shooting fast moving disks, This boss is the only enemy in the game to not have a direct attack and instead does constant contact damage, this contact damage doesn't do much actual damage but rapidly drains durability of armor and weapons. His ranged attack is a green chakram that flies very quickly in a straight line, it does high damage but his tell for it is very clear, before he throws he will squish down towards the ground giving you ample time to react. This boss can be difficult for new players as they tend to panic from the contact damage as they try to fight him with melee. However this boss can be easily handled by following a simple strategy. Provided you have enough agility (around 6 minimum) you can used any ranged weapon and circle strafe around the slime and away from him, when you see him about to shoot his ranged attack be prepared to move out of the way and then get in a hit or two, this strategy is slow but a surefire way to win against him. If you are lacking a ranged weapon do a tight circle strafe around him, swinging slightly to the right of him, this should hit him although you may take some tick damage, when he is about to shoot his ranged weapon simply back slightly away and move out of its path then repeat. If you like to take a more magical approach there are many spells that completely destroy this boss and practically any boss for that matter. The first and best boss killer spell by far is flame pillar, moving in a slow straight line and doing absolutely massive damage to anything it touches, if you have the spell and mana, cast it once or twice while opening the boss doors directly facing forward, then wait a little bit and move in to the arena, the boss should absolutely melt. Another good spell for this boss is time slow, it heavily impedes his movement and projectile speed basically making him completely useless against you, once you cast it just follow melee strat. Yet another counter is blizzard or gravity, both do insane damage over time and completely shut this boss down from doing anything, if you have blizzard simply melee him to death with it active, and if you have gravity either let the spell kill him or throw ranged attacks at him while he's stopped from moving.
	+ Sand boss - The second boss of the game and this ones a bit more complicated, he has a melee attack, a ranged spell, and a healing spell. His melee comes from his left hand and is pretty quick and hits hard, his ranged spell is a slow large disk projectile that does beefy damage, and his healing spell is a circle spell around him that slowly regens his hp. This boss tends to overwhelm new players as he comes at you very fast and immediately dishes out heavy damage to the player. The main strategy for this boss is not to panic, if you follow the correct steps he goes from scary to dead pretty quick. Starting with ranged tactics, unless you are a god of agility you cannot outrun this boss, instead you will be forced to follow a more melee based strategy although during his spell cast time you can make distance and get some good shots in before he can reclose the distance to you, if you are adamant about not fighting him in melee i recommend using a knifes weapon with root or freeze on them, knifes are the fastest ranged choice and root/freeze stops him from moving, this allows you to keep distance while still being able to dish out significant damage to him at range. Melee build excel at absolutely pulverizing this boss par magic builds, a simple melee strategy for this boss is to simply parry his attack, which is easy enough to do due to its easy tell and generous timing, when he starts to cast his offensive spell circle strafe around him till you hear a whooshing sound, if you didn't just lose half your health you've successfully dodged his magic, you can if you have high enough agility get a hit in after this, but I wouldn't risk it, just go back to parrying him and getting in one counterhit. If you see him start to do his healing spell (see tips above to know how to differentiate spells) get one or two hits in as he is about to start regenerating. If you follow this strategy he should die pretty soon even if you only have a rock (he isn't very tanky). As for magic all bosses follow the same basic strategy as the slime boss because magic completely shuts down bosses almost completely.
	+ Stone Monkey Head boss - The third boss of the game and this one is a doosy, he has no melee attack and instead has three attack spells, one defensive one, and a ranged attack. His offensive spell is chain lightning, which will bounce off walls and aim directly at you. His utility spell is slow time which makes you incredibly slow for essentially the rest of the fight. His ranged attack is an arrow, very simple but heavily complimented by his spells. This boss is hard to counter and we are lucky he isnt very tanky. For ranged you should use a chakram, its heavy damage is essential for killing this boss quickly as id he gets off time slow, it is unavoidable and will probably result in your death, so pumping him full of damage as soon as possible is essential. Once you start throwing at him be wary of his chain lightning as that is essentially his main form of damage until his time slow takes effect and his arrows actually pose a threat, you cant block or dodge it so moving out of the way is critical to your victory in this fight. If he does get his time slow off simply keep trying to kill him as fast as possible, get some distance from him, preferably standing in the middle of the room and keep aware of his chain lightning and arrows, time slow works on them too, so as long as you are paying close attention you should be able to move out of the way of both easily. For melee you follow a similar strategy of attacking him as soon as possible, however once time slow takes effect it is much harder to dodge the lightning and arrows compared to ranged, instead try to focus more on killing him as soon as possible rather than dodging (not saying you shouldn't!). As for magic see slime boss to know how to insta gib him. His Fireball and Ice Spike spells are easy to dodge, but can wreck you if they do hit, either with a long stun or massive damage. Try to get him on top of the fireball's flaming ground effect for free high damage. This boss also summons Sand Golems periodically with half health to help him out, which they usually don't as they just die from his spells or yourself.
	+ LEAN Golems - The fourth boss and a refresher from the monkey head this boss ranks among the easiest perhaps even easier than slime boss. A uniqueness about this boss is that there are actually two of them, one on the right and left of the arena. This boss has two abilities, the first is a utility spell that puts damaging projectiles around him, and the second is a simple melee attack that does moderately high damage. For ranged build this boss is a breeze, once you open the doors hug the wall and move to either the left or right, throw forward till you hit one and viola, you've separated the boss, if he doesn't die before he gets to you run along his native sides wall as to not aggro the other golem, once you've killed the first one you have even more space to out range the second. Simple run out of his range and throw at him until he dies. For melee you also have an easy time, do the same trick as ranged but move slightly forward to aggro one instead of shooting them and then back up to the wall. once he's near you simply parry him and hit him till he's dead, as a quick tip this bosses parry window is a rare exception and actually comes earlier than you would expect so keep that in mind. once the first ones dead repeat for the second. Again for magic strats look to the slime boss, except for the flame pillar one, instead of forward shoot left and right at both, same process just different aim. If you have no weapons or resources for this fight, man up and aggro both of them and let them kill each other using good movement and positioning, then dispose of the surviving one.
	+ Dragon Boss - The fifth boss and a variable one, if you are careful with him you should be fine but if not you will get toasted. The dragon boss has two main attacks, his fire breath and his right hand slap. His fire attack will always come out first but he has a long cooldown on it and it doesn't actually have any startup, he simply starts spewing flames sometimes. His melee attack is incredibly similar in look and timing to the sand boss however it comes from his right hand this time. For ranged builds at this point your agility should be fairly high and hopefully enough to keep some distance, when first coming into the arena strafe his flames by going TOWARDS him and right the turning radius on the flames is much slower than you think and dodging them like this is the best way, then you want to either outrange him with agility and repeat the first step when he spews or if you are not fast enough parry him and make distance while throwing. For melee This boss works similar to the sand boss, when you walk in strafe as ranged build would towards him and right, once hes done with his flames he will often attack three or so times before he spews again assuming you parry with a weapon and not a shield, so its ok to get two or three hits in (one after every parry) before beginning to strafe his flames again. For magic build see slime boss on how to kill all bosses.
	+ Worm boss - The sixth boss and either a nightmare or a joke this boss is incredibly fast and has an array of debuffing spells with incredibly high cast time as well as a fast hard hitting melee and insane tracking, however for all of these attack capabilities this boss has laughable health and often dies instantly to a well made build. He has many debuffing spells, most in the form of a projectile that either moves in a straight line or bounces (which can hit him). His melee is his horns (teeth??) closing from both sides, its very fast and does a large amount of damage. For ranged builds with high damage simple kill the boss before he reaches you, however if you have low damage as a ranged build you will need to go to melee strats for him. For melee its best to stay as close to him as possible to dissuade him from using his spells, when he attacks you parry just as the animation finishes for best results, he should die almost instantly du to his low health pool. For magic builds see slime boss.
	+ Smoke man - The seventh boss and a infuriating one for newer players he has two main attacks, a magic symbol of pain and a massive roomscale spinning sword. The symbol of pain is a spell that places a small circle on the floor which heavily damages anything that walks into it. The Sword attack from him comes from his right and is exceptionally hard to see, it does high damage and comes at you pretty fast. This boss also has a low health bar though not close to as low as the worm boss. For ranged you can stay slightly away from him as long as you pay attention to his attacks, the symbol of pain will almost never be a problem and you should actually try to get him to walk on it as he will just kill himself almost instantly, the difficulty in this fight comes from the disorienting melee attack, just remember it is coming from his right and as long as you're paying attention you should be able to parry it with ease, this is another boss where the number one killer is you panicking, stay calm and watch for his sword. For melee getting in close actually lets you see his sword a bit better, try to parry it for an easy kill against him, but make sure to avoid the symbol of pain as it will kill you incredibly quickly if you don't avoid it soon enough.
	+ Chilly Child - The eighth boss on this list is the chilly child, out the gate this boss is unique from its lack of melee attacks and base health regeneration capabilities as well as its essential immobility, this boss has two spells and a ranged attack. The first spell is a teleport spell which will not only move the boss around the arena but also heal it. The second spell is blizzard which is an incredibly powerful offensive spell capable of making you completely incapable of any action while continually freezing and damaging you. The bosses ranged attack is similar to the sand bosses ranged attack however it comes out slightly faster. Ranged has the easiest time here as they can safely stay out of the blizzards range and pepper the boss with attacks while either parrying or dodging the ranged disks. Melee has an incredibly variable difficulty in this fight, if the boss casts blizzard you are required to respect its range as walking into the blizzard is a death sentence, this coupled with the regen of this boss can be upsetting when you think all your progress is taken away from something you cant control. The reason I say when you think is because melee actually does have an incredibly viable option in this fight, any melee weapon with a reach of 3.5 meters will be able to hit the boss if swung just barely outside of blizzards range, this fact makes spears, greatswords, halberds, and chains all weapons that can be used to easily kill this boss. Keep in mind that if he telefrags you while blizzard is active you will most likely die. For magic kill strat see slime boss.
	+ Tank boss - The ninth boss in this lineup and a tricky one at that, high health, armor, and damage make this boss a formidable foe as well as its incredibly damaging ranged attack coupled with its two spells. The first spell in the tanks arsenal is the construct spell, this spell summons a small cannon that will try its very best to seek you out an shoot ranged attacks at you then finally explode when it runs out of ammo. Its second spell is lightning, the lightning spell shocks the nearest entity in the targets view and does massive damage. The bosses ranged attack is a cannon shot and it is incredibly fast and powerful dealing massive damage if it can catch you off guard. For ranged builds, after entering the boss room go to one of the pillars near the entrance on either side and circle around them as to stay out of the "view" of the boss, keep in mind the construct he summons will also be firing at you but it can easily get stuck on the pillar as well, then once you are behind the pillar attack his sides as he is a very wide boss, this will keep you safe from his ranged attack, a a bonus his lightning will hit himself as he cant technically "see" you. For melee you should play very carefully around this boss, keep in mind his tell for shooting and parry when you can, stay near the pillars so when he begins to cast lightning you can quickly hide behind them to get him to hit himself, the construct spell can be annoying but simply switch to a ranger mindset until it dies and hide behind the pillar. For magic see slime boss.
	+ Shitfest - The tenth and final boss fight of the game is in fact not even a boss at all, it is a mixture of flesh golems, red goblins, and red mushrooms. this fight can and will be incredibly worrying but fear not, most of the time they end up debuffing themselves and the other enemies leading to them being completely unable to really kill you. The only real source of high damage i this fight is the red mushrooms when they cast telekinesis, most of the time however they pick up other enemies and instantly slam them into the wall killing them instantly. most of these enemies are low health variants of normal ones so any high damage weapon should one or two shot them even on the highest difficulty. For ranged build you should aim for the red mushrooms as soon as possible, killing them trivializes this fight and gets rid of the only potential deadly enemy in the arena. For melee builds get a greatsword with phasing attack and rush into the arena swinging blindly, this seems stupid but is probably the best thing you can do for this boss. Finally, if you are a magic build, you are definitely high level by now, cast gravity in the center of the room and watch them all die instantly.

## Map features

### Re-Roll

* Rarest ingame item
* Re-rolls your stats, also makes you 25% stronger by increasing all your stats by that amount before re-rolling.
* Also re-rolls portrait, race, gender, height and weight

## Areas

* Caves
* Prison
* Pyramid
* Temple
* Maze
* Forest
* Castle
* Ruins
* Fortress
* Meat