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+ | [[File:Gremlin-nob-pretty.png|thumb|220x220px]]Elites are stronger monster encounters that are marked separately from normal ones on the map. Defeating an elite will grant you a random relic and add a score bonus. Depending on the strength of one's deck, fighting elites may not always be a good idea, but the relics they grant can be very powerful. |
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+ | Playing in [[Ascension]] Mode will make elites more common, as the Ascension 1 modifier makes them more common. In addition, higher ascension levels will make elites stronger and tougher. |
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+ | Relics that affect elite encounters: |
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+ | * {{R|Sling of Courage}}: The player will start each elite combat with 2 [[Strength]]. |
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+ | * {{R|Preserved Insect}}: All enemies found in elite rooms will start combat with 25% less HP. |
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+ | * {{R|Black Star}}: Instead of dropping 1 random relic, defeated elites will instead drop 2 random relics. |
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+ | * {{R|Slaver's Collar}}: During Boss and Elite combats, gain Energy at the start of your turn. |
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+ | * {{R|Neow's Lament}}: Similarly to normal monster encounters, if an elite encounter is reached with a charge of Neow's Lament left, the elite(s) begin combat with 1 hp, making the fight trivial. |
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== Act I == |
== Act I == |
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* [[Gremlin Nob]] |
* [[Gremlin Nob]] |
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== Act II == |
== Act II == |
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* [[Book of Stabbing]] |
* [[Book of Stabbing]] |
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− | * [[Slaver |
+ | * [[Taskmaster]] + [[Slavers#Blue Slaver|Blue Slaver]] + [[Slavers#Red Slaver|Red Slaver]] |
− | * [[ |
+ | * [[Gremlin Leader]] |
== Act III == |
== Act III == |
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* [[Nemesis]] |
* [[Nemesis]] |
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* [[Giant Head]] |
* [[Giant Head]] |
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+ | * [[Reptomancer]] + 2 [[Reptomancer#Dagger|Daggers]] |
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− | * [[Orb Walker x2]] |
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+ | |||
+ | == Act IV == |
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+ | * [[Spire Shield and Spire Spear]] |
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+ | == Elite Buffs == |
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+ | After unlocking [[Act 4]], until the Emerald Key is obtained, one of the elites in each Act will appear as a burning elite icon. This 'super elite' will receive one of the following buffs, and it will drop the Emerald Key when defeated. |
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+ | * (Act number + 1) increase in [[Strength]]. |
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+ | * +25% max HP. |
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+ | * (Act number*2 + 2) [[Metallicize]]. |
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+ | * (Act number*2 + 1) [[Regeneration]]. |
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+ | [[Category:Game Mechanics]] |
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+ | [[Category:Elite]] |
Revision as of 23:46, 27 March 2020
Elites are stronger monster encounters that are marked separately from normal ones on the map. Defeating an elite will grant you a random relic and add a score bonus. Depending on the strength of one's deck, fighting elites may not always be a good idea, but the relics they grant can be very powerful.
Playing in Ascension Mode will make elites more common, as the Ascension 1 modifier makes them more common. In addition, higher ascension levels will make elites stronger and tougher.
Relics that affect elite encounters:
- Sling of Courage: The player will start each elite combat with 2 Strength.
- Preserved Insect: All enemies found in elite rooms will start combat with 25% less HP.
- Black Star: Instead of dropping 1 random relic, defeated elites will instead drop 2 random relics.
- Slaver's Collar: During Boss and Elite combats, gain Energy at the start of your turn.
- Neow's Lament: Similarly to normal monster encounters, if an elite encounter is reached with a charge of Neow's Lament left, the elite(s) begin combat with 1 hp, making the fight trivial.
Act I
Act II
Act III
Act IV
Elite Buffs
After unlocking Act 4, until the Emerald Key is obtained, one of the elites in each Act will appear as a burning elite icon. This 'super elite' will receive one of the following buffs, and it will drop the Emerald Key when defeated.
- (Act number + 1) increase in Strength.
- +25% max HP.
- (Act number*2 + 2) Metallicize.
- (Act number*2 + 1) Regeneration.