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(SPD v3.1) New Badge Strategizing
(lemmy.world)
So the v3.1 beta is adding 4 new badges and I figured I'd see if anyone is already theorycrafting strategies to unlock them as I am. In case you don't know what the badges are, I'll list each of them alongside any preliminary thoughts:
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Safety Hazard: Defeat 10 enemies using terrain hazards (traps, plants, or chasms)
- This one should be pretty easy. Experienced players already use seeds all the time, though making sure the plants get the kill might be a little annoying. Easily done on a chasm floor with a Wand of Blast Wave though; could probably just look for a run with those. Maybe the Reclaim Trap spell works too? Dunno.
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So Many Colors: Have 10 or more buff/debuff icons active at once
- This shouldn't be too hard with plants, elixirs, and scrolls. I could list a ton of items here with unique buffs/debuffs: Aquatic Healing elixir, Barkskin exotic potion, Arcane Armor elixir, Prismatic Image exotic scroll, Challenge exotic scroll, any of the elixirs that imbue you with an element (fire/ice/toxic), Blindweed applies 2 statuses. That's 10 right there already. You should be able to do this at the last alchemy pot before Yog in most runs.
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Pacifist Ascent: Take the Amulet of Yendor to the surface without ever reducing the severity of its curse
- This one is rough, since traditional movement to the stairs will not cut it as the higher levels of the curse cripple you and max your movespeed at 1x (plus enemies are hasted). Additionally, the amulet's damage per turn increases every floor, up to like 9 damage a turn (which doubles to 18 if you move since you're crippled). Teleportation and time freezing is key. This was my strat for my successful run:
- Play Mage for the Warping Beacon armor ability, and max out its range and cost reduction. This is by far the best ability for ascending without fighting, as nearly every single floor can be cleared in a handful of turns by using one or two 16-range beacon teleports. You should be able to teleport 5 times per dungeon region.
- Remember to rest in the boss floors between regions to fully recharge the armor ability.
- Save every Teleportation scroll in the dungeon you find and turn them into Runes of Blink. They're not good enough on their own, but can save one or two beacon teleports each floor. I had 10 and used 3 or 4.
- If you find the Chalice of Blood, max it, then turn every Scroll of Recharging into Artifact Recharging and save it for the caves & above. The buff will massively increase the health regeneration. It won't negate the curse entirely, but will heavily dampen it and give you more time.
- Save as many healing potions for the return trip as you can. Playing Warlock, I was able to get through the entire dungeon using one healing potion, and had 23 saved for the ascent. I turned 6 of them into Shielding potions and would drink one in the caves onward whenever the shield ran out. I ended with plenty, but better safe than sorry, and Mage is already the best pick for this challenge anyways.
- Fadeleaf seeds are a backup option. Step on one upon entering a large floor to hopefully teleport closer to the exit and save one teleport. I didn't end up needing any but I had 4 just in case.
- Phase Shift paralyses you for 10 turns on self-cast, which will kill you in this challenge, so despite it having a much higher efficiency than Runes of Blink it's not viable.
- Other items that would be very useful:
- Ethereal Chains (essentially a teleport)
- Timekeeper's Hourglass (time freeze to move without taking damage)
- Chalice of Blood (slightly counteracts the damage taken every turn, but significantly counteracts it when combined with Scrolls of Artifact Recharging or Ring of Energy)
- Ring of Energy (faster recharge on armor ability & artifacts, higher health regeneration from Chalice)
- This one is rough, since traditional movement to the stairs will not cut it as the higher levels of the curse cripple you and max your movespeed at 1x (plus enemies are hasted). Additionally, the amulet's damage per turn increases every floor, up to like 9 damage a turn (which doubles to 18 if you move since you're crippled). Teleportation and time freezing is key. This was my strat for my successful run:
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Taking the Mick: Defeat Yog-Dzewa with the blow of a +20 or higher Pickaxe
- An interesting challenge run. getting a +20 Pickaxe requires you to do a couple very specific things:
- Do not use any upgrade scrolls on anything
- Reach the caves & complete the blacksmith quest with max reward (40+ dark gold ore)
- Get the pickaxe and use 3000 favor to upgrade it twice to +2
- Dump all 15 upgrade scrolls into the pickaxe (+17)
- Curse infuse the pickaxe, which will add 3 upgrades since it's over +12 (+20)
- It should be pretty strong at that point, and hopefully you can roll a curse that isn't too problematic. The main challenge is beating the game without using upgrade scrolls on anything else. To that end I'd probably use Huntress -> Sniper since her bow can effectively be a primary weapon throughout the game, but even then, surviving will be dependent on finding some pre-upgraded armor. It'll be a fun challenge though; in the past I spent many runs going for a +20 Mage staff which required similarly specific and RNG-dependent conditions.
- An interesting challenge run. getting a +20 Pickaxe requires you to do a couple very specific things:
Anything I missed?