

Still no update on the curses? Will they be armor or weapon curses, or perhaps one each?


Still no update on the curses? Will they be armor or weapon curses, or perhaps one each?
For an old bearded skeleton, it’s surprisingly flexible. Look at those flexible joints. My theory it’s actually not a skeleton, just an extremely old dwarf nothing more than skin and bones, and it’s the lose skin that keeps flexing around.


Is it just me or is the image broken?


Could you also share more about the two new curses? I love when curses can have some niche benefits, such as Annoying/Displacing/Polarized/Explosive, and I seriously hope the new curses fall in this category.
Curses like Sacrificial and Wayward don’t seem to have any niche uses. If Sacrificial worked more like Stormbringer in Elric of Melniboné series, where the sword drinks the soul of it’s enemy and feeds it to the wielder, it would have been very fun to play with. Occationally it even attacks a nearby ally when it’s hungry. Don’t feed it enough and it will instead drink the soul of it’s wielder, lowering strength and life force of it’s wielder. I know you’re not a fan of suggestions, I’m merely giving an example of how a curse can cause a complicated parasitic bond with it’s victim, even forcing you to things against your morals. I’m hoping the new curses will have some niche benefits, that’s all.
This checks out, because -5 and -6 reduction is at 15 and 21.


I posted a lot of good seeds here including a 2xSharpshooting2 + Key. And even more good seeds here.
Yes, those are valid concerns. One alternative is to only reroll them once all artifacts have been generated, also increasing an “artifact reroll counter”. All artifacts will also internally keep a copy of this counter.
If a chest is opened contaning an artifact where artifact.counter < current counter, then discard it and generate/drop a new artifact.
Not a bug. Artifacts only appear once in a dungeon. Transmuting the last generated artifact will produce a ring instead.
Note that even artifacts from crystal chests count, even if you didn’t open it.


new stuff as in spyglass and skeleton key?
- Spyglass trinket 1 Energy+2 2 Sk.Key 4 Proj.Spear+3 or Camo.Leather+3 (Ghost)


Sure, this one got Sandals on first floor.
1 Sandals
2 Blooming SSword+3 or Stone Scale+3 (Ghost)
3 C. Regrowth+2


I got these two seeds, give it a try:
2 Rose
3 CBow+3 or Leather+3 (Ghost)
3 Wealth+2
4 Wealth+2
1 C. Wealth+2
2 Rose
3 Unst.Sword+3 or Thorns Leather+3 (Ghost)
4 Wealth+1


I suppose it make some sense they have some corporeal features though, how else could you attack one with regular weapons, or equip your sad ghost with a weapon and armor?


This is derived information:
A Duelist “deals X-Y damage to enemies with rigid skin”, using the pickaxe.
There is no “rigid” property in the game, and the check for rigid skin is if the foe are either inorganic, or among a small set of anthopods. ( Source ).
A Wraith has properties of being both Undead and Inorganic, and thus would practically be considered having “rigid skin” when attacked by a Duelist’s Pickaxe ability. Conclusion: Wraiths have rigid skin.
A Mimic is instead considered Demonic, so even if it might appear rigid, it’s not.


I guess this can give heroes such as Huntress a bit of an edge with talents such as Heightened Senses. Possibly also cripple some heroes that rely on their class artifacts more, such as Cleric.


Thanks for the update, I can imagine it’s quite a big undertaking creating an essentially new mini-game within the game like this.
On a related note, are you still going to implement the missing side quest for the Blacksmith at some point, or is that put on ice?
I think that’s normal. Remember when ShatteredPD changed the flat walls to a more 3D-like appearance, a lot of people (including me), felt they liked the old style.
Now if you ask people today, they’re more likely to appreciate the changes over the old design (yep, including me).