![]() ![]() Each needs a pass of matching color to unlock. Bank floors: There three floors in the bank that are blocked by locked doors.The lost scroll is replaced by a cursed chest. Scrolls: The Bank will contain one less scroll than the "best" biome that's being replaced, i.e.Enemies that spawn in this biome depends on what biomes it replaces.Enemies: Agitated Pickpockets, Gold Gorgers, Golden Kamikazes, Mimics.Entrances: Any transition that does not lead to a boss.Furthermore, the world map will also show the next biome that has the incentivized biome bonus.įirst stage Prisoners' Quarters Highlighting a discovered biome will show previously travelled paths between it and biomes of the previous and next tier, while the path used in the current run is indicated by a gray line. A biome counts as discovered when it has been visited once, while an undiscovered biome is shown the moment a biome that can exit into that biome is entered. The player can also switch to a world map view, where discovered biomes are shown in color with their names, and undiscovered biomes are shown in gray with just their symbols. The position of the player is marked with a flaming head. Shown on the map are activated teleporters, shops and treasure rooms. The player can open their map which will show everything the player has explored in the biome. Upon entering this chest the player will be sent to The Bank, which replaces the next biome. If the player has entered the Throne Room or The Crown TQatS at least once, a golden chest can appear in the passage to a biome. Passages are different depending on which biome is exited and entered, with some of them having secrets.Īfter exiting a boss biome, the player will enter a special passage which also holds the Blacksmith and a no-hit door. Here, a player can turn in blueprints, spend cells, enter time, killstreak and no-hit doors if the requirements are met, re-roll and upgrade gear, choose and change mutations and replenish their health and health potions. In some biomes the exits are seperated into their own paths.Īfter exiting each biome, the player will enter a Passage. The locations of exits in a biome are mostly random with some exceptions, but are always at the end of hallways or level chunks. Some of these can be accessed without any requirements but most are blocked off by rune requirements. Playing on higher difficulty using collected Boss Stem Cells grants access to boss cell doors which can contain more shops, treasure rooms, or even alternative paths to biomes.Įach biome has exits leading to the biomes of the next level. ![]() Their locations are always random except for the fact they will always have the same access requirements. The majority of these are predetermined but their type might be random, shops might either be a weapons or skills shop and treasure rooms could contain treasure chests, linked altars or very rarely an additional cursed chest. ![]() This tool can be used to calculate any enemy's damage and HP at any difficulty and biome.Įxcluding boss biomes, each biome always contains combinations of shops and treasures.This allows us to calculate an enemy's Damage and HP at any given biome and difficulty, though most of these variables are located in the game files. HP: Base HP × (MobLifeScaleFactor (LifeTier - 1)) × (1 + (LifeTier - 1) × MobLifeScaleMulPerTier) × (1 + Enemy Type Bonus).DMG: Base DMG × (MobScaleFactor (AtkTier - 1)) × (1 + (AtkTier - 1) × MobScaleMulPerTier). ![]() The formula for enemy DMG and HP scaling are: As the player moves away from the starting area, enemies and traps get additional scaling (except for on 0 BSC). Each difficulty and biome has their own scaling of enemy and trap stats with tiers which operate somewhat differently compared to scaling of player damage and health with Stats. ![]()
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