(SPD v3.1) New Badge Strategizing
(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: - 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. - 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. - Pacifist Ascent: Take the Amulet of Yendor to the surface without ever reducing the severity of its curse - Oh dear. This one is probably rough, and traditional movement to the stairs will not cut it since the higher levels of the curse cripple you while negating any movement speed boosts (plus enemies are hasted). My guess is that you will need a lot of teleportation (on top of the obvious surplus of healing potions). Some options I thought of: - Teleportation scrolls turned into Phase Shift, self-cast. This gets you 6 teleports per 1 scroll, which might be doable if you get 6+ teleport scrolls over the course of the dungeon to compensate for bad teleports. I hope Phase Shift doesn’t stun when self-cast. - Fadeleaf seeds, same reason as Phase Shift - Ethereal Chains plus Artifact Recharging scrolls - Timekeeper’s Hourglass, though it probably won’t cut it with the crippled movespeed - Mage’s Warping Beacon armor ability alongside a highly upgraded Ring of Energy. This one is probably the most reliable, depending on how fast you can recharge the armor ability, but a 16 tile 1-turn teleport should be guaranteed at the start of each floor and you can recharge on boss floors (or stall next to the stairs) - Rogue’s Smoke Bomb armor ability while invisible alongside a Ring of Energy, but unlike Mage’s, it can’t teleport through walls - 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. Anything I missed?