warlock’s soul marking can do wonders with battlemage, the 2 have a great synergy (spend charges to soul mark enemy, heal in melee combat, regain spent charges by hitting in melee combat)
truly the gaming of all time
warlock’s soul marking can do wonders with battlemage, the 2 have a great synergy (spend charges to soul mark enemy, heal in melee combat, regain spent charges by hitting in melee combat)
noo you don’t get it, sexual harrassment is funny you just don’t get it
/s
Your honour, my client was simply joking! It was just a bit of jest, you see!
i can’t find the funny or the riddle
honestly despite never having used it, the cherrim line (or whatever the name was for the one that changes form in the sun) seems like an incredibly unique one, definitely my favorite flower-based mon.
what the other comments said, but also know that (iirc potions of cleansing or purity) any source of water (aqua blast, geyser traps) or frost (blizzard pots, potions already mentioned) should do the trick against the fire wall.
1 thing to note is that every puzzle type room force-spawns a specific solution to it in the same floor’s loot, outside of it’s own rewards (for inatance this room forces a potion of frost to be somewhere on the level, or a chasm/trap-filled room forces a potion of levitation)
edit: by the way, icecap plants work. the issue is that it’s slightly tricky to do so, as if you throw any plant against the wall and the plant lands on a non-water tile, it burns in the next unit of time (not even a turn, near-instantly) so you have 2 ways to easily do it: 1 - plant it on an adjacent water tile to the fire if there is one, then the plant won’t burn (it only burns if fire spreads to the terrain it’s on as all plants do, and it’s very specifically not on a burnable tile) then trigger it to clear the fire 2 - use a swifthistle first, then throw the icecap seed next to the fire and immediately throw something at it (that won’t freeze over, unless it’s raw meat, of course) to make the icecap trigger the moment time stop ends and clear the fire (also works with hourglass timestop)
same, for me it’s cause tengu feels like the most consistently challenging but skill based fight out of them all - it’s on you to dodge his phase 1 traps by memorizing their locations, and phase 2 traps by knowing how they play out and using it to your own movement advantage, all while on a defacto timer running on his passive shuriken throws.
honestly i just think it’s a shame we can’t use those very same bombs and powders he uses, though that would be a bit OP especially for the shocker.
that safe path for the rot heart feels like the best change by far here, since before there could be situations whete you nearly couldn’t get to it at all without sacrificing a major chunk of your resources or straight up dying
the mazelike walls add to this, since wandering hostiles will take much longer to notice you while you’re busy taking down the rot heart- a welcome thing since blazing champions have a really bad habit of showing up right when i’m unable to run away, personally at least
funnily enough, this would make it make even more sense imo - the ghost’s trapped soul is stuck in a stairway they can (until you help them out) never go through
the rogue’s shadow clone and the decoy from smoke bomb