I completed this game by solely relying on this item: in combination with those bowls and the barrel. In the end i hit my bottleneck in the endless mode cause i got jebaited by this ninja costume. It should have given me dodge but everytime it got canceled. Anyway it was really fun. (I fought the boss with av. 90 dmg)
I'm pretty new this was my 5th runthrough, so i might misunderstand the mechanics of dodge. Don't blame me ^-^
It can dodge burn if you'll have dodge at the start of your turn when you supposed to take that damage. Poison deals damage through dodge and block from what I remember:)
This time with the pickaxe. Maybe I'll try a magic build next time. I've seen someone fighting the final boss with 5k health. Concluding he beat the game several times in endless mode. It was a conductive Spear or something. Anyway I'll stay updated and try other op tactics in near future ;D
Think with the current wording, Elder Mage boss in The Swamp shouldn't receive Dodge from the hits he is dodged. Because his description says "on take damage, get 1 dodge", if he dodge the hit he doesn't take damage and therefore should not get the dodge. I know he was working like this all the time, but either change the wording or the mechanic, please:)
Well either you or me do not understand the definition of word "dodge". In my mind, dodge means that the hit that should cause damage, and, as result, the damage it should cause, would be avoided, aka not taken. And I'm having hard time trying to word what is happening from your point of view to consider damage be taken but also not:)
So...the question is: how often and where can you find that weapon smith? Is it only first few floors? Is there only 1 (maybe and sometimes)? Because that fox rapier is awesome, but woulda been a lot better if I could have ever found a weapon smith, and if there's none after king then I went into too many fights I didn't need to.
It is randomly occur in second and third part, and seems to be found more often in the swamp than the deep caves in part 2. Not guaranteed to find it in your runs, and it also can be either shield or weapon forge when you need the opposite:)
Yeah, the 10 damages justify using it. The anchor is not an issue since I usually keep all my items in the same spot, maybe that changed with this update because I have yet to try it out.
A: Every time an item is discovered (including "reorganize now" items), a random number is chosen. The higher the number, the better the rarity. When you find an item, other item rarities become likely to be found. So if I find an uncommon item, rare and legendary items become more likely. Once I find an item of a certain rarity, my luck for that rarity is reset to 0 and I need to rebuild luck for that rarity. Getting "luck" from an item, increases your chances for all rarity types.
I love this game! I would even say its perfect - until you get to enemies that use curses more frequently.
Even a single 1x1 curse can be overpowered and so frustrating: You get a negative effect, it deletes Items, you cant even move Items around to make your build work after the curse,and if you want to remove it you get another negative effect.
Each turn a curse? My inventory is now half "empty" after 3 turns, plus I'm burning. In other deck building games like Slay the Spire or Edens Zero, Curses inconvenience you - here, they break you.
This is a bit sad, because up to that point, even with bad Luck, you have a chance of moving forward, but if you meet a boss that gives you a 2x2 curse every second turn with the potential of removing 4 Items, you either need to kill the boss fast enough or accept your fate.
But, keep in mind; this is the only big problem I currently have with this game, it is still incredibly fun!
Bosses do not have big curses; in fact, the only boss I remember having a curse is a queen bee, which is also the least tanky boss in the game. And she does harmless small curses that aren't that bad.
Monsters with curses are indeed annoying, and while the most recent patch moved their curse move onto the second turn instead of throwing them at you right away, there is still some leftovers that aren't good. And adding a curse to the first turn Salamander in the swamp in my opinion was the worst change in this patch:)
It isn't as unplayable as you describing it though; first 9 floors that are considered the actual game (and the rest isn't supposed to be very balanced as its called endless mode and will outscale you anyway) can be beaten on a lot of setups and curses are only bad if you deal very low damage, dont have any sources of life recovery and have your entire inventory occupied with useful items, none of which you can discard. It also should be all at once, because otherwise you can either kill enemies quick enough, outheal the damage taken instead of curse (yes thats an option and it is specially good against big curses) or just take a curse and use it right away if you can neglect its effect on use. I'm not even mention a legendary that destroys adjacent curses since it also require a bit of healing and some luck to find. But overall, curses aren't that bad, specially for the 9 floors of the current game.
Eventually did lose at floor 24's boss... Was rough getting there!
Edit: Also the build did tend to lag/slow down the game while battling.. Since each attack was subtracting a mana while also buffing both weapons with either the stopwatch or the uhhh.. Whatever the spiky relic item was called on the far right.
looking at this, i somehow feel like if you had a second tome, like the necronomicon, and/or the mana relic, and few more huge manastones that you might have hit record heights of floor 30...
I had a second tome for some of the run but gave it away for I think the windmill relic... I'm not sure if the Ring of Doom would have helped. Can't remember if it gives more rage... But I needed more initial damage to beat the summoned minion that this boss spawned... Once I got past the first waves in most fights I could just outlast everything and eventually build up enough damage to punch through. But since I only had 1 dodge per turn, I got wiped as soon as I couldn't clear one extra enemy. Actually, the helmet that lets you dodge once per turn would have been extremely helpful... Or even just some dodge potions in this particular battle. Though the weakness of this build is burn and poison... If you can't dodge it or kill it quick enough. You lose.
Pretty standard mage/structure build. Archangel armor lets your shields scale over time (assuming you don't get flamed to death like I did on floor 16). Wizard cap + ancient tome + wizard's robe gives you 8 mana regen a turn. Gemstone heart + cleansing rag to help stay alive vs. poison and damage that overwhelms your shields on the first turn before scaling kicks in. Ring of doom to scale the wand damage, I had fun trying to figure out the optimal amount of buffing to do with the ring of doom (think it ended up being 11 times on turn 1). Poison snake + flame enemy was ultimately the builds undoing, as the flames scale out of control and poison is unblockable. Got to floor 16 though so still pretty happy with the build.
The update definitely made the game much harder. Haven't tried archer/cleaver builds yet since it dropped, this build was just what I ended up getting up and running today.
A QoL idea could be to make a button that would simulate a turn with your current backpack set up sometimes its hard to grasp what would happen with the items
Whetstone is sick with 0 action points weapons like 1 slot Shiv or 3 slot Machete, with it player don't need to use main weapons, just only single use free Shivs.
I have 2 Shivs + 1 Machete (deal damage to All) and i have dealt
pickaxe is OP. Free gems per kill AND stacking bonus damage for each adjacent gem. At this point thats 51 dmg per swing with the pickaxe. With the money axe i cant lose basically, its free money every merchant. Killed grandmaster in 1 turn.
The game forced me to unlock the last square that was holding the earthblade up and even though it was anchored to the top row with the tusk it still fell. If the devs read comments here maybe consider allowing skipping levels and making it so anchored items don't drop since they can't be moved any other way either.
if you anchor another item below it they will support a heavy item above them. I had the same build as you, but with shivs holding up the blade, worked a treat.
had a similar run that let me give these arrows +2 and use them all at the same time with the bow, this screenshot is from earlier in the run but later on I got 5 arrows around the ring and was getting +10 from each use of the ring
there's also arrows that get more damage per manastone connected but I didn't find any this run but still my highest damage run yet.
Archer builds are so incredibly strong it is hard not to win with these and a few good pieces can let u scale really far into endless (such as bomb hourglass with the ethereal arrows wand and mana crystal stacking)
king's spike stacking is a total dream crusher for cleaver builds oh my-
im just strolling along with shield hero, cleavers, and a once per turn 20 dmg weapon, i even have chain knives, and no matter what i do his spikes are just way too much for me, and if i just use the once a turn thing with my shields, his regen becomes too much to out-damage and is 100% game killing
??? mirror shield should've made that a cake walk, just alternate between shielding and hitting him with single cleavers and he gets no rage and no spikes
Minor bug? Used the racoon that trades an item for "same type, increased rarity". Gave him the roof structure and he returned a whetstone accessory. Maybe there is not Rare structure? Or do structures count as accessories?
balloon is a rare structure, but I think you confused the something else with the raccoon, there is an event that trades an item with another one of the same rarity, and maybe you confused these two idk if the raccoon event even exists bc I've never seen it
Wow, Grandmaster boss is nuts. I had a pretty solid build I think, but I couldn't get him past 600 health. The only issues I see with my build is I had to fill up 6 inventory slots with keys to enable the key blade's damage, I went in with no consumables when my build relied on philosopher's stone to put out crazy damage turn 1, and my shield only had 12 block. That said, I was able to put out around 100-150 damage a turn if I didn't have to dedicate any energy to block. What really screwed me was the massive amount of burn he built up stopped me from being able to use the vampiric halberd to its fullest, thus nullifying my ability to heal throughout the fight.
I feel like if I dedicated any more space to armor, my build would be severely compromised and would limit my ability to put out massive damage turn 1 through philosopher's stone, and the payout for having armor instead would have been pretty small throughout the rest of my run, although it definitely would have helped with the burn.
I don't think the Grandmaster is unbalanced per say, but I don't see how a damage-focused run could ever beat him seeing how much damage he puts out every turn. The reason I built the way I did was to blast the curse and poison enemies turn 1, and I made it through basically the entire run without much issue, never really falling under 20 health. I think the key to beating the grandmaster is just to build something that can put up 20 block or more a turn without having to spend energy, and to come in to the fight with at least one of the potions that cleanses statuses, although 2-3 would be even better. From there you would just need reliable damage output of 40-50 a turn and you could eventually chip him down, although I am not sure if you would be able to get through his summons at that rate.
Fish, haste and dodge carried me all the way past the first boss on infinite, then died horribly to the inability to scale any further. But it was a fun ride while it lasted!
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First run, killed King with a Ring of Doom powered Empty Cup. I'm going to go support the Kickstarter now.
Having 3 regen and spikes each turn seems kinda broken
Just found out you can get free energy from mana stones to buff shield, and haste with archangel armor can get you multiple hundreds of block
Good video. But you're not Naruto until you do it with Kunai. :P Or Maybe I was Tenten...
My weaponless run:
Tooth Necklace and the Guarding Band Synergy was a nice surprise.
3 Tooth Necklaces doing 3 Damage a turn for 3 Haste kept my armor at pace with damage alot of the time.
I completed this game by solely relying on this item:
in combination with those bowls and the barrel. In the end i hit my bottleneck in the endless mode cause i got jebaited by this ninja costume. It should have given me dodge but everytime it got canceled. Anyway it was really fun. (I fought the boss with av. 90 dmg)
I'm pretty new this was my 5th runthrough, so i might misunderstand the mechanics of dodge. Don't blame me ^-^
every 1 dodge dodges 1 regular dmg attack. as far as I know anyways...someone else can correct me if it dodges burn, poison, or otherwise as well.
It can dodge burn if you'll have dodge at the start of your turn when you supposed to take that damage. Poison deals damage through dodge and block from what I remember:)
Update: I beat the boss again
This time with the pickaxe. Maybe I'll try a magic build next time.
I've seen someone fighting the final boss with 5k health. Concluding he beat the game several times in endless mode.
It was a conductive Spear or something.
Anyway I'll stay updated and try other op tactics in near future ;D
Ended up getting chain attacked with no defence and chance to heal my hp back. Was. a good run tho
Think with the current wording, Elder Mage boss in The Swamp shouldn't receive Dodge from the hits he is dodged. Because his description says "on take damage, get 1 dodge", if he dodge the hit he doesn't take damage and therefore should not get the dodge. I know he was working like this all the time, but either change the wording or the mechanic, please:)
just because damage is negated doesnt mean it was never taken in the first place, the wording is fine
Well either you or me do not understand the definition of word "dodge". In my mind, dodge means that the hit that should cause damage, and, as result, the damage it should cause, would be avoided, aka not taken. And I'm having hard time trying to word what is happening from your point of view to consider damage be taken but also not:)
what do u think of my latest 2 runs?
So...the question is: how often and where can you find that weapon smith? Is it only first few floors? Is there only 1 (maybe and sometimes)? Because that fox rapier is awesome, but woulda been a lot better if I could have ever found a weapon smith, and if there's none after king then I went into too many fights I didn't need to.
It is randomly occur in second and third part, and seems to be found more often in the swamp than the deep caves in part 2. Not guaranteed to find it in your runs, and it also can be either shield or weapon forge when you need the opposite:)
Is there any point to the Paladin's Sword? Ten damage seems weak considering how long it gets anchored afterwards.
Yeah, the 10 damages justify using it. The anchor is not an issue since I usually keep all my items in the same spot, maybe that changed with this update because I have yet to try it out.
Guys, what is luck?
From Backpack Hero's Discord FAQ:
Q: How does luck work?
A: Every time an item is discovered (including "reorganize now" items), a random number is chosen. The higher the number, the better the rarity. When you find an item, other item rarities become likely to be found. So if I find an uncommon item, rare and legendary items become more likely. Once I find an item of a certain rarity, my luck for that rarity is reset to 0 and I need to rebuild luck for that rarity. Getting "luck" from an item, increases your chances for all rarity types.
I wish I knew.
Love this game !!
My cursed build end up with 14F
That's pretty awesome. Never could get curse build to work for me, so nice to see it can go places.
I love this game! I would even say its perfect - until you get to enemies that use curses more frequently.
Even a single 1x1 curse can be overpowered and so frustrating: You get a negative effect, it deletes Items, you cant even move Items around to make your build work after the curse,and if you want to remove it you get another negative effect.
Each turn a curse? My inventory is now half "empty" after 3 turns, plus I'm burning. In other deck building games like Slay the Spire or Edens Zero, Curses inconvenience you - here, they break you.
This is a bit sad, because up to that point, even with bad Luck, you have a chance of moving forward, but if you meet a boss that gives you a 2x2 curse every second turn with the potential of removing 4 Items, you either need to kill the boss fast enough or accept your fate.
But, keep in mind; this is the only big problem I currently have with this game, it is still incredibly fun!
Bosses do not have big curses; in fact, the only boss I remember having a curse is a queen bee, which is also the least tanky boss in the game. And she does harmless small curses that aren't that bad.
Monsters with curses are indeed annoying, and while the most recent patch moved their curse move onto the second turn instead of throwing them at you right away, there is still some leftovers that aren't good. And adding a curse to the first turn Salamander in the swamp in my opinion was the worst change in this patch:)
It isn't as unplayable as you describing it though; first 9 floors that are considered the actual game (and the rest isn't supposed to be very balanced as its called endless mode and will outscale you anyway) can be beaten on a lot of setups and curses are only bad if you deal very low damage, dont have any sources of life recovery and have your entire inventory occupied with useful items, none of which you can discard. It also should be all at once, because otherwise you can either kill enemies quick enough, outheal the damage taken instead of curse (yes thats an option and it is specially good against big curses) or just take a curse and use it right away if you can neglect its effect on use. I'm not even mention a legendary that destroys adjacent curses since it also require a bit of healing and some luck to find. But overall, curses aren't that bad, specially for the 9 floors of the current game.
You can chose not to take a curse and just take damage instead.
Eventually did lose at floor 24's boss... Was rough getting there!
Edit: Also the build did tend to lag/slow down the game while battling.. Since each attack was subtracting a mana while also buffing both weapons with either the stopwatch or the uhhh.. Whatever the spiky relic item was called on the far right.
looking at this, i somehow feel like if you had a second tome, like the necronomicon, and/or the mana relic, and few more huge manastones that you might have hit record heights of floor 30...
I had a second tome for some of the run but gave it away for I think the windmill relic... I'm not sure if the Ring of Doom would have helped. Can't remember if it gives more rage... But I needed more initial damage to beat the summoned minion that this boss spawned... Once I got past the first waves in most fights I could just outlast everything and eventually build up enough damage to punch through. But since I only had 1 dodge per turn, I got wiped as soon as I couldn't clear one extra enemy. Actually, the helmet that lets you dodge once per turn would have been extremely helpful... Or even just some dodge potions in this particular battle. Though the weakness of this build is burn and poison... If you can't dodge it or kill it quick enough. You lose.
Look what you made me do in order to beat this boss!! Took forever, but I beat 'em at floor 18!
i found a op bug with scimitar that has to do with the shop
its selling and rebuying right
yep since the coins get "destroyed" scimitar gets +1 dmg you can one shot the final boss if you have a shop at floor 8 and enough time
the only thing preventing you from abusing this glitch is you might not always have a shop
My turtle build seems to be working
now rid yourself of weapons and get the pacifist ring :P
poison kill me
Pretty standard mage/structure build. Archangel armor lets your shields scale over time (assuming you don't get flamed to death like I did on floor 16). Wizard cap + ancient tome + wizard's robe gives you 8 mana regen a turn. Gemstone heart + cleansing rag to help stay alive vs. poison and damage that overwhelms your shields on the first turn before scaling kicks in. Ring of doom to scale the wand damage, I had fun trying to figure out the optimal amount of buffing to do with the ring of doom (think it ended up being 11 times on turn 1). Poison snake + flame enemy was ultimately the builds undoing, as the flames scale out of control and poison is unblockable. Got to floor 16 though so still pretty happy with the build.
The update definitely made the game much harder. Haven't tried archer/cleaver builds yet since it dropped, this build was just what I ended up getting up and running today.
Challenging game but I enjoyed it. Will be back
A QoL idea could be to make a button that would simulate a turn with your current backpack set up sometimes its hard to grasp what would happen with the items
Whetstone is sick with 0 action points weapons like 1 slot Shiv or 3 slot Machete, with it player don't need to use main weapons, just only single use free Shivs.
I have 2 Shivs + 1 Machete (deal damage to All) and i have dealt
2 Enemy
(2+9)+(2+9)+2(3+9) = 22+24 = 46 Damage
In 1st round!
Whetstone upgrade every weapon damage +3 for entire Combat (not only turn, so it will stack) and bonus is applied to in Column and Row.
Wery sick COMBO. Use all Energy points on Stone and then attack with 0 Energy weapons. Also next turn they will be even stronger.
EVEN MORE DAMAGE!!!!!
pickaxe is OP. Free gems per kill AND stacking bonus damage for each adjacent gem. At this point thats 51 dmg per swing with the pickaxe. With the money axe i cant lose basically, its free money every merchant. Killed grandmaster in 1 turn.
Getting to max level ruined my build on this run:
The game forced me to unlock the last square that was holding the earthblade up and even though it was anchored to the top row with the tusk it still fell. If the devs read comments here maybe consider allowing skipping levels and making it so anchored items don't drop since they can't be moved any other way either.
if you anchor another item below it they will support a heavy item above them. I had the same build as you, but with shivs holding up the blade, worked a treat.
not even boss stage =((
Can you fire both arrows with one use of the bow?
It fires all 3 arrows, there is a small arrow in the same column as the bow but above it. This is a legendary bow that fires arrows above too.
What happened to Matthew? Miss that guy.
press M on the loading menu before starting or continuing any game
You are royalty.
Mouse wood is SEVERELY bugged.
The affect is applied in all arrows for every click in the bow.
the arrow is the weapon, not the bow so it makes sense, u need a special bow to make it work
Absolutely dirty run, each mana gives +2 to the spear, frog totem refills 3 mana per turn
had a similar run that let me give these arrows +2 and use them all at the same time with the bow, this screenshot is from earlier in the run but later on I got 5 arrows around the ring and was getting +10 from each use of the ring
there's also arrows that get more damage per manastone connected but I didn't find any this run but still my highest damage run yet.
yeah, this is fun. thank god for vampirism
Archer builds are so incredibly strong it is hard not to win with these and a few good pieces can let u scale really far into endless (such as bomb hourglass with the ethereal arrows wand and mana crystal stacking)
wow I didn't even think about bomb with ethereal weapons, I need to get something like that to work now thank you
king's spike stacking is a total dream crusher for cleaver builds oh my-
im just strolling along with shield hero, cleavers, and a once per turn 20 dmg weapon, i even have chain knives, and no matter what i do his spikes are just way too much for me, and if i just use the once a turn thing with my shields, his regen becomes too much to out-damage and is 100% game killing
figured id try another cleaver build since the nerf. unless you can pick up cleansing flame this boss is pretty much a guaranteed run ender.
an image taken moments before disaster:
??? mirror shield should've made that a cake walk, just alternate between shielding and hitting him with single cleavers and he gets no rage and no spikes
Minor bug? Used the racoon that trades an item for "same type, increased rarity". Gave him the roof structure and he returned a whetstone accessory. Maybe there is not Rare structure? Or do structures count as accessories?
balloon is a rare structure, but I think you confused the something else with the raccoon, there is an event that trades an item with another one of the same rarity, and maybe you confused these two idk if the raccoon event even exists bc I've never seen it
It may not have been a raccoon. It was traded for a more rare item, but it wasn't the same type.
ok I guess
Wow, Grandmaster boss is nuts. I had a pretty solid build I think, but I couldn't get him past 600 health. The only issues I see with my build is I had to fill up 6 inventory slots with keys to enable the key blade's damage, I went in with no consumables when my build relied on philosopher's stone to put out crazy damage turn 1, and my shield only had 12 block. That said, I was able to put out around 100-150 damage a turn if I didn't have to dedicate any energy to block. What really screwed me was the massive amount of burn he built up stopped me from being able to use the vampiric halberd to its fullest, thus nullifying my ability to heal throughout the fight.
I feel like if I dedicated any more space to armor, my build would be severely compromised and would limit my ability to put out massive damage turn 1 through philosopher's stone, and the payout for having armor instead would have been pretty small throughout the rest of my run, although it definitely would have helped with the burn.
I don't think the Grandmaster is unbalanced per say, but I don't see how a damage-focused run could ever beat him seeing how much damage he puts out every turn. The reason I built the way I did was to blast the curse and poison enemies turn 1, and I made it through basically the entire run without much issue, never really falling under 20 health. I think the key to beating the grandmaster is just to build something that can put up 20 block or more a turn without having to spend energy, and to come in to the fight with at least one of the potions that cleanses statuses, although 2-3 would be even better. From there you would just need reliable damage output of 40-50 a turn and you could eventually chip him down, although I am not sure if you would be able to get through his summons at that rate.
just play an archery build u can just kill every boss in 1-2 turns
grandmaster is the easier of the final bosses, your build was just a mid game build, not an endgame one
Fish, haste and dodge carried me all the way past the first boss on infinite, then died horribly to the inability to scale any further. But it was a fun ride while it lasted!