Nortar
Arcane
- Joined
- Sep 5, 2017
- Messages
- 1,486
My relics:
Heal skill cures 15HP once per encounter. The fact that this gives such good resists means it might be replaced later than I'd like, because it's not that impressive.
Meh - but decent enough on my backstabber who frequently deals a shitton of damage which is marginally less than the enemy's full HP.
I think this is a huge trap - positioning is THE most important thing on very hard, so an entire encounter can be utterly ruined, causing a reload (or game end on roguelite) by this item.
The headscratcher. I am leaning towards this thing actually being worthless, even though it breaks with Roguey's rule that in all games with variable AP, AP > everything. The thing is, this isn't really true of this game where more AP is often just saved or used for movement, and it's especially untrue on Mordred who uses spare AP on a pitiful auto-attack. In exchange for using that auto-attack less, you get +1AP on *everyone* after a rest - which you can time for hard fights - and you a 5HP shield *every single encounter*, helping you fight attrition.
I think this may actually be good enough, even with the steep cost.
I have to say I love the design of these items. On the surface this game has sucky itemization like your DoSes or XCOMs, but you quickly start to realize that not only can base items make a gigantic difference, relics seem to have a great deal of thought put into them. The hallmarks of good item design is having a hard time deciding what gear you use because (a) you're weighing advantages and disadvantages and (b) you want the effects of the items you're deciding between. Both are really highlights here.
Nice ones, especially the Ring of Decimation.
And I've just got this beauty: