![]() ![]() Eye of Newt: How alchemy supposedly functions.They disappear after a set time, penalizing players who play too defensively by losing the experience they could gain from them. Experience Points: Acquired from knowledge gems dropped by enemies.Experience Booster: What the "Scholar" perk does.Whether these are actually of equal value is debatable, however. Equivalent Exchange: Usually what Divine Indifferences entail losing something to get something else.The sequel gives each character a unique active ability, and wands are no longer character-specific.They act as your backup weapon and always regenerate their ammunition. Everyone Has a Special Move: Everyone has a unique wand which functions in unique ways and fires different patterns and powers of projectiles.Energy Ball: The shape of most your attacks, in one way or another.Energy Absorption: An ability the player might acquire.Most of the bosses have summoning spells as well. Bone Summoners call a skeletal entourage. Enemy Summoner: Shamans, who summon Carrots.Elemental Powers: Present in many weapons and amulets.Its randomized layout with each playthrough is also a product of this property in the lore. A structure that, despite being entered from an underground location and despite having multiple floors, still has rooms on each floor that are capable of displaying an open sky. Distaff Counterpart: Carina the Apprentice, added in an update, is otherwise identical to Argo apart from her gender.There's also a perk called Shuffle does the same thing, but it also increases your new weapons' fire rate in the bargain. Discard and Draw: One of the favors from elder gods, which might be a blessing or a curse, depending on how much you like your current equipment.When approached they give you some trivia on the game in question. These contain a random perk as well as a stained glass window featuring an image showing one of the developers' past games. Secret rooms can appear in the levels and are found behind breakable walls. Dem Bones: Bone Rangers, Bone Sentries, Bone Shieldmen, and Bone Summoners.Defence Mechanism Superpower: With abilities that increase your speed when hit or give you temporary invincibility.Deal with the Devil: Simon the Sorcerer made one of these to obtain his powers, trading away half his life (and half his future healing) for great enhancements to his ability to gather and channel mana.Deadly Training Area: One of the supposed purposes of the Ziggurat.Damage Reduction: What the perk "Thick Skin" does.Creepy Cathedral: The Cursed Cathedral floor.Convection, Schmonvection: Lots of lava around. ![]() (Poison does still work, as do fields of fire, wind or more exotic forces - of course, if you can last long enough to kill a boss that way, you've earned your victory.) Contractual Boss Immunity: Bosses cannot be stunned or frozen.Color-Coded for Your Convenience: Champions, which are green (Faster), blue (Tougher), red (Hit harder) and invisible (Invisible).Classical Movie Vampire: Corvus the Vampire certainly looks the part.Character Level: With each level up your maximum health and mana go up and you get to choose one of two random perks, or three if you have the Bookworm perk.There's also the Lich's Breath spell, but despite the name its shots are Energy Balls instead. Breath Weapon: Referenced by the Dragon Bile spell, the primary fire of which is a spray of poisonus vapor in the manner of a dragon's breath.(They also ensure you'll recognize the final boss immediately, if there was ever any doubt.) Boss Subtitles: Present, giving a feel as to what kind of challenge the boss is supposed to represent.Boss Room: The end of every floor is one of these, to which you need to bring the boss key, defeat the boss and then proceed through the created portal to progress to the next floor.Which boss that appears is random on each floor save the fifth (on Normal difficulty) and final one of the Ziggurat. Boss Battle: At the end of each floor of the Ziggurat and the second game's random dungeons.Blood Magic: Referenced in the perk "Blood Rites".Battle Cry: Referenced with the War Cry perk, which causes you to recover a small amount of health at the beginning of a fight.It's mentioned to be a typical service weapon of their people, its design unchanged for millennia. Atlantis: Explicity exists in this setting, and represented by the Atlantean Spear, a staff weapon.
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