Pixel Dungeon

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Maybe evaluation on the adjusted censer is premature but I still feel the trinket is not worthwhile. Even if I knew exactly when it's about to fire off, it still seems too inconsistent to pick over others.

While the censer probably won't fire directly on top of a scroll or potion, they can get caught up in the path of a firestorm/icestorm. Even if the censer doesn't shoot when you're in the shop, it could fire right by the door and end with the shopkeeper leaving.

My priority with the trinkets is to improve my win rate. The risk/reward ratio is not good. The reward feels meager and the risk, while I guess manageable, doesn't compare with other lower risk yet higher reward trinkets.

I think for it to be worth picking, you would need to have warning before it sets off and have a clue as to which gas. It's a censer that takes a while to shoot out; I think it would make sense that you'd smell it before it's dealt.

But that's just me. Anyone really liking the censer? Are there strategies for it? Only thing I've got is throwing items at the grass squares adjacent to the point of impact since they can keep spawning grass for a couple of turns, depending on where the gas landed.

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Presenting the Wilderness Walker build, an Assassin build that features near unbeatable combat power on a non boss level.

Requirements: Rouge with Assassin subclass and maxed Enhanced Lethality +2 Ring of Arcana Glyph of Camouflage on armor Blooming Enchantment on weapon

Optional boosters: More upgrades for your Ring of Arcana Greaves of Nature Wand of Regrowth Bounty Hunter skill Assassin's Reach skill Lethal Momentum skill (from a Scroll of Metamorphose) Rejuvenating Steps skill (from a Scroll of Metamorphose) Potion of Divine Inspiration Rat Skull trinket

The Wilderness Walker build doesn't care about enemy health or damage, because the character will only be visible for 2 turns at a time (one with Lethal Momentum) and all non boss enemies are executed. The Glyph of Camouflage and the Assassin's Preparation is the core of this build, allowing the player to step into grass and charge Preparation. The +2 Ring of Arcana boosts the length of the invisibility from the Glyph of Camouflage to the necessary 9 turns of invisibility to execute an enemy, where you become visible again. Then, the Blooming enchantment spawns grass on their corpse for you to reenter invisibility.

This works with any weapon and any armor (making this a good build for a tier 1 challenge) due to the fact that you will be hit little to no times and your Preparation ability lets you one tap non bosses. Boss fights (excluding the King of Dwarves) can be challenging, depending on the rest of your choices, but on a normal level it is incredibly easy to clear.

Further upgrades to the Ring of Arcana allows you to use the invisibility from the Glyph of Camouflage for longer, increasing range and tracking ability. The Greaves of Nature allow for massive amounts of dew drops to be harvested from the grass. The Wand of Regrowth can nearly replace the Cloak of Shadows, allowing you to spawn in a patch of grass where ever you wish. Using Scrolls of Metamorphose to obtain Lethal Momentum and Rejuvenating Steps is expensive, but it allows you to reduce to turns your visible after attacking to one single move and have near unlimited invisibility while maneuvering, respectively. the Potion of Divine Inspiration should be used on Tier 3 abilities, especially if you level Light Cloak up. Finally the Rat Skull is great to increase to number of Scrolls of Transmutation and Potions of Experience received while almost lacking a downside due to the ability to Execute the rare foes.

The three downsides of this build is as follows: Flooded levels lack many areas to find/grow grass, boss fights, and in particular, the Earthen Fist, are tricky, as the extensive wait times of Preparation are hard to handle, and requirements for the Glyph and Enchantment make upgrading gear difficult.

I used this build to effortlessly glide through the Dwarven Metropolis and the Demon Halls and if I hadn't accidentally clicked the "Lets call it a day" button it would have been my new top run. I wasn't able to use any scrolls of Metamorphose or obtain the greaves but the run was still incredibly easy.

How does this compare to other optimized builds? What do you think of this build? Do you have any ideas for additional buffs?

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After beating Yog, I curse infused my staff for the ascent. With Wonderous Resin, it was kind of fun. It would only zap random things. Kinda hard to do damage, but once in a while it would smack someone for 95 damage, or ooze everyone. Mostly, I used melee. I got lots and lots of challenge arenas.

One time it zapped corrosion, toxic gas, and corrosion all in a row in the same room versus 6 ghouls. Super effective!

Later on, I planted a sunseed to heal as soon as I ascended some stairs. It didn't take long for an enemy to poke their head into the room, so I zapped him. Randomly got the stasis effect! When it ended, I was fully healed and there were 4 enemies in the room with 3 more just outside. That was a fight for my life! Especially since enemy evasion is so damned high on the ascent.

Oh, and I also got the stasis effect during the final phase of Dwarf King... ☹️

Thankfully, I was using Disintegration on my staff at the time and could hit the King from across the room.

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Hey Dungeoneers!

The first patch for Shattered Pixel Dungeon v2.5.0 should now be out on all platforms! v2.5.1 includes an assortment of small fixes, and some balance changes to three of the new trinkets. I expect to make more changes in future patches as well, before moving on to work on v3.0.0.

Check out the changes screen ingame for a full list of changes.

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Shattered Pixel Dungeon v2.5.0.

https://github.com/00-Evan/shattered-pixel-dungeon/releases/download/v2.5.0/ShatteredPD-v2.5.0-Linux.zip

Desktop platform- Linux Mint 22

The Shard of Oblivion does not seem to be able to be dropped or thrown. It can use its identify function, but it stays in my inventory no matter what. Is this intended behavior or unintended?

I do not know how to send the save file to /u/00_Evan@lemmy.world or anyone else to try and reproduce the issue. In fact, I do not know where the save data is stored.

Thank you for your help.

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Badder bosses enabled, left the demon spawners alone, the armor was found early so it made the rest pretty easy. Almost died at Yog though had I not had my ankhs

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I'm curious as to why the distant well remains in your adventuring notes after you've opened the door to the connected room. Is there any use to the rooms after you've looted the treasure? The other wells are removed from your notes after they're used up.

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Projecting war hammer with ring of haste was insane! Scroll of Metamorphosis gave me mages shield battery skill that let me get free shielding trough the run.

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submitted 5 days ago* (last edited 4 days ago) by buo@lemmy.world to c/pixeldungeon@lemmy.world
 
 

I've completed a tier-3 run with one challenge (https://lemmy.world/post/18859193) and a tier-2 run with no challenges (https://lemmy.world/post/19011489). The idea is to play without ever using or equipping any items (armor, melee or thrown weapons) above the specified tier.

Since then, I've been trying to complete a tier-1 run, without success. Since tier-1 armor is laughable, I think there are two feasible strategies: (1) avoid getting hit, and (2) be able to take a lot of damage.

In my experience, strategy (2) is not really viable. Melee heroes (duellist and warrior) cannot really sustain the damage taken in the jail. A Monk or a Berserker might conceivably win the game with tier-1 items, but the problem is getting past Tengu. Also, they can normally rely on high-tier thrown weapons.

Going back to strategy (1), I had more success with a Rogue, making it to the first level of the dwarven city without too much trouble. I never made it past level 16, though. The ghouls hit too hard! Also, when facing four ghouls, the Rogue is just not quick enough to kill them before they revive and hit again.

This left me with one option: the Sniper. There is one problem, though: the sniper needs a thrown weapon (not her bow) to activate her lethal volleys. However, the only one tier-1 thrown weapon that the sniper can get is uncoated darts, and they cannot be upgraded nor transmuted!

My conclusion is that it is impossible to win the game with only tier-1 equipment. So I relaxed the challenge to using only tier-1 armor and melee weapons, and allowing one tier-2 melee weapon. With this combination, I was able to win the game!

I had a very lucky run with good wands, and found a couple of shurikens early on. These are ideal to avoid damage, since the sniper gets effectively four shots (one shuriken and three arrows) before the enemy can reply. Nothing except a boss can survive those four shots. I also got a projecting bow early on (just like in my tier-2 run). Projecting bows are so awesome!

Still, the run was super difficult, since at times I couldn't avoid melee combat. A succubus could take me from full health to almost dead in three hits, and dying in the demon halls is all too easy even with high-tier items.

Regarding my claim that a 100% tier-1 run is impossible, I'd love to be proven wrong. I'm pretty sure someone with more skill than I can probably do it.

10
 
 

I would love an early RoSS RoH (ideally both +2) for 2.5.0 to have a reliable setup for a pure tier 1 run.

Bonus points for an early transmute scroll and other conveniences

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Don't remember right now who the last ally I am missing was. I am sure I'll go: "oooohhh, yeah I'm dumb" the second someone reminds me who this was.

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Huntress made it on the first run. I really like the new Upgrade system.

One creepy thing... killed a Monk rushing at me just as he was passing a chest. His remains ended up inside. So wrong. I had to open that chest once I found the key. You don't want to know how bad it smelled inside.

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submitted 1 week ago* (last edited 1 week ago) by sirxdaemon@lemmy.ca to c/pixeldungeon@lemmy.world
 
 

I'm curious on people's thoughts on the censer.

Personally, it's too random for me to warrant picking. It can set off in narrow corridors, making that the highest priority and danger. It can fire off in a shop, so now I'm thinking of dropping it off before the door. It can activate while you're eating and you could be caught in a paralyzing cloud for any mob to clobber down on. Any potions or scrolls on the ground, along with other destructibles, are vulnerable to firestorms or icestorms that come willy nilly. The durational activation means it doesn't jive with speed builds. It can be fun to try out at least once but not my cup of tea.

Maybe if there was a warning before it's set off, or you could inspect it to get an idea if it'll fire off soon, I might give it another whirl.

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There were 2-3 more off screen for, plus 2-3 evil eyes. Swarm challenge goes brrr.

I had level 7 plate armour with a stone enchantment, a level 8 vampiric great shield, and a runic blade.

While I could smash them if I caught them, I didn't have much to charge up runic blade on so the process was slow. Couldn't bait them to the doors because the room beyond was huge and they would run off.

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Hey Dungeoneers, Shattered v2.5.0 has been released!

v2.5.0 includes a total overhaul to the journal, some new trinkets, and tonnes of smaller tweaks and balance changes. There are also new splash arts for each of the dungeons regions, viewable during loading screens! Be sure to check the changes screen for full details.

Read the Full Post Here

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Gladiator ascended. No obvious bugs. I like the remade menu. Balance is decent.

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Hey folks, I've just sent the release candidate build for Shattered Pixel Dungeon v2.5.0 to beta! If all goes smoothly I plan to release the update in another couple of days, probably on Wednesday.

Unfortunately, users on Google Play are still stuck on a beta from August 30th. Google Play usually takes ~1 hour to review any update I send, but Beta-5 has been stuck in review for days now. This may mean that the full release of v2.5 will be late on Google Play.

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There is a room with a sentry and a chest. I think I am supposed to clear the room by using a potion of haste to outrun the sentry.

The sentry seems immune to absolutely everything. But I want to kill the sentry. How do I kill the sentry?

Thank you for your help.

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There are two rooms and only one key. One key leads to 3-4 things for the player. The other leads to a single item contained in a chest?

The room with 3-4 things always seems like a pretty good deal, as opposed to choosing a chest. After all, how do I know that what is in the chest is worth as much or more than those 3-4 things?

Under what circumstances is it better to choose the mystery chest over the 3-4 rewards? Why would anyone choose the chest instead?

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So I am running around with a wand of warding +3 and a wand of warding +2 on a gladiator file. It is a useful wand, but is it really the top-tier wand that some people on the internet seem to say it is? The Greater Sentries can be killed, and they even lose health by firing. I could see them being OP if they did not cost health to attack. But the way they are now, if you want them to survive, at least at deeper floors, you have to feed them charges to try and maintain their health. You could have spent those turns directly attacking the enemy instead.

Is there something that I am missing on how best to use the wand of warding? What are the best strategies to take advantage of it?

22
 
 

Is there some aspect of this or the math behind it that I do not understand? If it reduces the damage that you take, that is good, right? Or does it only reduce damage to me if I would otherwise get a mortal attack against me?

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I am watching RunningFromCake try out the beta 2.5.0 (see https://youtu.be/NCTfD8LTG3U and others). He is playing as duelist/monk. So he is able to try out all the duelist/monk buffs that are coming in version 2.5.0.

It looks to me that Duelist is now simply a better warrior. The duelist has weapon abilities, most of which are guaranteed to hit. That is much better than some pitiful shielding from the warrior's seal, particularly in early-game, when the extra accuracy can be quite useful (and the warrior's seal is at its weakest). That in itself makes duelist seemingly better than warrior. But the subclasses also seem better for the duelist. The berserker's abilities seem to be quite difficult to make use of, since rage does not build fast enough. The gladiator is a more viable class. But the monk's abilities seem to be better than the gladiator's abilities, considering that RunningFromCake can hit a 70 with a dragon kick. And the champion is obviously better than the berserker. So why would warrior ever be preferred over duelist?

RunningFromCake also criticizes the buff to the stone of intution at 2:04 at https://youtu.be/NCTfD8LTG3U. It gives more of an endorphin rush when guessing wrong the first time loses the stone. I agree with his reasoning here. Stone of intuition is very weak, but it does help with the addictive quality of the game.

Also, the transition from v2.4.2 to 2.5.0 resulted in his trinket showing as unidentified in his menu. You can see this at, for example, 20:43 in the video. Idk if this bug has been reported to the developer or not.

Anyways, do you agree with these observations? Why is duelist getting such a buff if it is just an OP warrior?

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I love it so much. Thanks to this community for introducing me to (and teaching me how to play) my favorite game! Y'all rock 😁❤️

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