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Cake day: June 14th, 2023

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  • I still haven’t incorporated FIMA into my challenges, still at 5, but I think an accessible combo like this can help build my experience with FIMA on. But yeah, I imagine with 9 challenges or around thereabouts, this would simply be an option in a wide slew of tools that would need to be employed to survive.








  • Dev comments in their plan for this year has relevant points that I’ll quote here.

    Halls Quest

    While I don’t want to make the game overly long, a bit more gameplay at the tail end of the game is sorely needed to give players a bit more time with finished builds and time to make use of armor abilities. I have a few ideas for interesting quests that could test an endgame character.

    Alt Paths?

    Another common request is to have more dungeon floors, but just adding more risks making the game too long. An alt path could offer new environments and enemies without making the game directly longer. This would be a huge time commitment though, so I’d only really consider it when ShatteredPD is otherwise finished.

    Endless Mode

    Some form of endless mode is a very common request. This partly ties in to the last region of the game being the shortest, but also there’s just a desire for players to see how far they can get with strong character builds. I have a few loose ideas for how endless might work, but want to focus on other things like new quests first.


  • Toxic gas feels out of place. Corrosive gas has a DOT and Cleanse will remove. It seems like toxic gas doesn’t get dealt by Cleanse for technical/programming reasons rather than thematically. Toxic gas could become a DOT and be inline with corrosive gas. Poison is a DOT so I think toxic gas being a 1 turn DOT wouldn’t be a stretch. Now that I think about it, toxic gas is like the only one without a status effect.




  • Cleanse removes the the aflame effect and that deals direct damage. But I guess that has a personal status while the gas doesn’t have one for Cleanse to nullify. Purity potions kinda muddy things since that will negate poison gas and I expected Cleanse could too since in some ways Cleanse is superior.

    Regarding Radiance, maybe I didn’t explain it well. The mobs that were hit were not technically visible to my character due to the darkness of the level. On level 22, your vision is reduced by 1 due to level darkness. When I used Radiance, the mobs were within my normal vision if there wasn’t any darkness but my character couldn’t actually see or target them before Radiance.





  • Haven’t tried Cleanse but I’ll take it over Aura of Protection next time. I wanted to try it out since it’s paladin specific but currently Cleanse seems like a better investment.

    I agree that there’s not only good defensive talents, but also offensive ones that help the cleric with survivability in the early stages of the game. It’s really the higher number of options to deal with various situations that make it stand out in comparison to other classes.



  • I prefer the getting the Geomancer since it can clear out the mine for me and save some time(hunger) having to mine, as well as find some of the rooms.

    Once I spot it, I’ll engage it right away. Clearing any mobs in the immediate vicinity first of course. If gnolls turn up during the fight, I’ll take them out before reengaging. The geomancer’s attack has a range so I’ll lure any guards out of sight so the fight is easier.

    But I don’t bother clearing any rocks during the entire fight. Even with a sapper nearby. Typically, you can dodge either of his attacks, as well as the sapper’s. Sometimes that’s not the case. But I’ll charge in and take the unlucky hits even without a backup, like chains or the hourglass. I play with 5 challenges and usually I’m not pressed for resources that I can spend the time to clear out rocks during the fight, but maybe taking a hit or two from the geomancer is an acceptable alternative. I think with more experience, you’ll find the geomancer ain’t so bad.

    Be wary of standing by pitfall traps since the rock throw attacks can activate it.

    I won’t go down the dungeon if my armor is lacking. If I have mail+2 or better than I’m good to go. Maybe leather+3.


  • I think an additional increase to the number of traps could be a buff to the trinket. Now whether that change makes sense, even I’m not so sure on. But when I commented on the number of traps, I wanted to speak on that which I felt was the main advantage to the trinket, as well as its weak point, in my opinion.

    The trapped floors in earlier regions seem to have less traps than later regions. Maybe that’s inaccurate and the later regions are simply bigger and the percentage remains. It seemed more sparse and later, denser.

    This is one of the easier trinkets to level so I had it at +3 by the sewers. The floors that followed should’ve all had traps, aside from boss levels, if memory serves.






  • By the time you reach the halls, you should have Magic Map identified and have at least 4 scrolls for each level. Once you enter each one, pop a scroll and beeline for the demon spawner. Taking them out will make the fight against the final boss easier and clearing the levels before that less annoying.

    Consider using a potion of mind vision followed by a scroll of lullaby after you’ve used magic map. Putting a level to sleep makes clearing it a breeze. You may want to use mind vision and a scroll of retribution for really annoying situations you don’t want to deal with like a bunch of scorpions. Retribution is more effective if you’re low(preferably less than a third) on health.

    Light isn’t too important on level 21 but you’ll generally want to have a torch up at most times to avoid getting surprise attacked.

    Having enough armor makes the game much more manageable. It’s a good idea to have +7 or +8 scale or plate armor before fighting DM-300. You can beat the game with +1 plate armor but it’s not recommended for newer players.

    Be wary when running around with less than half health in the halls. Mobs there can easily chunk your health so you may want to top up with healing earlier than you would at higher levels.


  • sirxdaemon@lemmy.caOPtoPixel Dungeon@lemmy.worldChaotic Censer feedback
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    5 months ago

    One of the gas clouds the censer spits out spawns grass like the wand of regrowth. From the point of impact, it will expand and the grass area will grow for a couple of turns. The inner tiles will refresh and respawn if they’re trampled, as the area grows outward, so throwing items at those squares can net more dew and seeds. I think using a wand of blast should work as well.




  • Here’s the dev’s comment a month ago, in regard to your question.

    Unfortunately I don’t intend to show off accuracy and evasion stats because the numbers aren’t particularly meaningful. The hero has 10 accuracy and 5 evasion to start, and gains +1 of each per level. This tells you nothing about the actual hit/dodge chance on a per-enemy basis. the only real way for me to show this information would be to show the exact hit/dodge chance for each enemy, which feels like way too much information.