Slay the Spire
Tiphereth Feb 10, 2020 @ 9:41am
Mod or game mod to have more infos on the map?
Hello.

I really like deckbuilding games. But I can't enjoy Slay the Spire because of the randomize map+the fact you can't know what each encounter will be like. So a huge part of the decision making is just... pure luck. Every time I loose or I win, I'm not satisfied since I don't have the feeling my decisions count as much as they should.

Is there any mod or game mod which would offer the player to know what to expect in each node on the map? The game would still have plenty of RNG, but at least you could take some decision about it.

Right now, the fact I can only control the deck while being heavily dependant of luck at each draw, each merchant, each chest and each encounter (especially the interrogation points) ruins my fun.

I browse the Workshop a bit but I found nothing. So, last chance to enjoy the game is to ask here.

Thanks. : )
Last edited by Tiphereth; Feb 10, 2020 @ 9:42am
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Showing 1-15 of 16 comments
DJDiceZ Feb 10, 2020 @ 12:28pm 
No, there is no such thing as a mod that tells what the next encounter is, not to my knowledge at least.

And here's the part you don't want to hear about:

Decision making in StS isn't "pure luck", it's "odd weighting". You can control much more than your deck and those are very disingenuine claim that show a lack of understanding of the game, but i have a feeling you'll hate such thing and will want to deny it or ignore it. Well, you're free to not like the game, but let's not make incorrect statements. I know which floor has which encounters and event (can be as few as 2-3 per node type, that narrows things down a LOT), a campfire is always a campfire, a shop is always a shop, a chest is always a chest, and that's plenty enough information to act accordingly and win consistently.

The game would be dumb and boring if you could select any cards you want. You're likely playing it like a deckbuilder and thus going the wrong way about it.

Bad hands are easily mitigated by certain cards that you're almost guaranteed to see once a run.

Relics largely help make up for bad luck. You can win the game at A0 without any relic, yet you can get 20+ relics a run, and they make a huge difference. What does that mean about the game? And why do so many people win A0 consistently without every losing if it's that luck based? Hmmm... Those statistics must be fake...!!! ...but not really.

Last edited by DJDiceZ; Feb 10, 2020 @ 12:49pm
Tiphereth Feb 10, 2020 @ 12:59pm 
First of all, I would like to draw your attention on the fact that I mostly speak about my feeling, and not about how the game should be. That alone should close that debate.
" I'm not satisfied since I don't have the feeling"
"ruins my fun."
I'm speaking about my experience about the game, not about the game itself.

Only time you can argue with that is when I'm speaking about luck. But, well, there is plenty of luck in this game. Of course it's all based about odds. But odds ARE a matter of luck, in fact. You have a part of the info to make a decision, but in the end you just take the choice which seem the more accurate with what you know. But you could make the best move, you can't predict for sure what will happen. When I'm speaking about luck, I'm obviously talk about odds (luck doesn't exist in my mind, to be clear: not in this game, not in this universe).
The real question is now: is the game provides enough info for the player to deal with?
You think it does, I don't.
And yeah, I probably don't know the game enough. Which should lead me to complete defeat. But I won my first game after only 2 tries. It was ridiculous. And yeah, I knew nothing about the game. It was all about having luck. And I won games after that. So, if I'm bad (and I am without any doubt), and if there is no such thing as luck, how should I explain those victories? Not a lot, yes, but even just one victory of the mediocre player I am prove there is some luck in this game.

"The game would be dumb and boring if you could select any cards you want."

Well, that's exactly what the boardgame Dominion does, the game which was the main influence to Slay the Spire (Dominion being the game which invented the deckbuilding mechanism used in Slay the Spire). And with more than a dozens of extensions, there is a lot of players who could argue with that statement.

Would you have less fun with that? Maybe for you. But gladly, not everyone is you (nothing against you, but world would be boring if we were all the same).
Is that dumb? No, and a bit of open mind wouldn't hurt.

Anyway, thanks for your answer.
Last edited by Tiphereth; Feb 10, 2020 @ 1:08pm
DJDiceZ Feb 10, 2020 @ 1:14pm 
Originally posted by Tiphereth:
"The game would be dumb and boring if you could select any cards you want."

Well, that's exactly what the boardgame Dominion does, the game which was the main influence to Slay the Spire (Dominion being the game which invented the deckbuilding mechanism used in Slay the Spire). And with more than a dozens of extensions, there is a lot of players who could argue with that statement.

Would you have less fun with that? Maybe for you. But gladly, not everyone is you (nothing against you, but world would be boring if we were all the same).
Is that dumb? No, and a bit of open mind wouldn't hurt.

That's where you're wrong though. It's not about preference or openmindedness, it's about game design. The game is designed to have random card drops, especially in such a way that you're not supposed to build your deck from the get go. It would be terrible game design for StS to do that, it just wouldn't work. There's a good reason it's not that way.

A deck builder is gonna be built to be a deck builder, and yes, StS has inspirations, that wouldn't surprise anyone. But they didn't try to remake the same game. In fact they created an entire new kind/genre of card games (that inspired many other StS-likes), one that isn't a deck builder, and being a deck builder would completely defeat its purpose. Dominion is designed as a deck builder, it is designed as a multiplayer game, it operates in a completely different way, that is why it works as a deck builder. Trying to justify why StS should work in such a way based on a completely different other card game is nonsense.

Are you sure you aren't being a bit hypocritical here with the holier than thou attitude, considering that you're claiming to dislike the game for reasons which are simply not true? Aren't you the one that refuses to accept a game that is not build as a deck builder, and cannot/shouldn't be built as one?

I never claimed that deck builders are boring, and i specifically told you StS isn't one, but your response further hints that you do want to play it as one, and that, as previously stated, is why it wouldn't be working out for you. Because it is not. A. Deckbuilder.

But if you really want to play it as one, there's custom options to let you choose from a small, random pool of common and uncommon cards, then start however you want from there, plus some other options. There's likely mods that give you even more freedom over you starting cards, but that's as close as you're going to get it. Take it or leave it.

Many love StS and wouldn't want it any other way, and people that mod it to do so are the minority. I'm in that minority, and likely a lot of us get bored of it quickly, yes, i tried to play StS as a deck builder. It's fun. For 5 minutes. That's it.
Tiphereth Feb 10, 2020 @ 1:24pm 
"It would be terrible game design for StS to do that, it just wouldn't work."

Easy to say, hard to prove. The fact the game is designed that way doesn't mean it's the only way it would work. Or you'll have to prove it, which you didn't until now, only saying it's fact but with no facts to prove your point. You make a statement, you have to prove it. Saying it's fact doesn't make it fact. Only proofs and arguments will do that. And "the game is designed like this for a reason" is not a proof. Every game is designed like it is for a reason, and some are terrible. That's not an argument at all.

And, by the way, notice it was you who talked about cards. I talked only about the encounters at first. In fact, I never talked about choosing the cards.

"Trying to justify why StS should work in such a way based on a completely different other card game is nonsense."

Because I thought you were talking in general, and not only about Slay the Spire. So I provided an example of game which can work with that. My mistake.
About Slay the Spire, like I said, I never said, not once, I was in favour to such a thing. Now, that being said, again, if you claim that would ruin the game, you'll have to prove it.
You claim something here, not me. It's your job to prove your claim.
DJDiceZ Feb 10, 2020 @ 1:45pm 
Originally posted by Tiphereth:
Now, that being said, again, if you claim that would ruin the game, you'll have to prove it.
You claim something here, not me. It's your job to prove your claim.

I guess there was two sided misunderstandings then, sorry if i made some incorrect assumptions about your intents or thoughts.

But let's assume we could pick any cards we want at the beggining.

If i know how to make the perfect deck, i'll/can always make that deck and never lose the game again. What is the point of replaying a puzzle, of which its main merit is to be solved, if you know the solution? Not much, to be honest. It's not that different.

That is quintessential to slay the spire and its replayability. Perhaps you could argue that you could have fun trying the different combinations, but that'd be dodging the issue. Because if you want to win the game, you simply can, just by knowing which cards to input, thus the purpose of beating the game is lost, which is half if not the entire premise of Spire, winning vs the odds.

A PvP deckbuilder doesn't guarantee you win just by having the right cards. Your opponents might have the same cards. Or they might have what counters your cards. You're playing on an even field (usually, cough), but that's not the case of Spire. If you have a strong/well rounded enough deck, it should be able to consistently beat the game without fail, over and over. Deck building would just be an "i win!" button then, and i don't think making an appeal to the discrepency between skill of various players or even the average would be enough to save such a thing from the issues it would create.

There's probably a more concise way to put it, but hopefully the point is there.
Last edited by DJDiceZ; Feb 10, 2020 @ 1:45pm
Sinsling Feb 10, 2020 @ 2:03pm 
The original claim is about the map readability. Which with a key built in and a limited pool of availible counters should be quite readable. Personally I think it'd be cheating if you could pick a path where you never have to encounter snecko or can avoid any fights that are harder without aoe.

Not that cheating matters in a single player game, just something I wouldn't care for. Kinda trivializes it imo and I'm here for the challenge.
Spawnling Feb 10, 2020 @ 2:30pm 
If you're interested in learning how to read the map, go to the StS fadnom wiki and look up the enemies and events.
Each floor has unique events and enemies. There's a pool of first encounters and so on.
The chance of getting an uncommon card increases each time you're not offered one.
Enemies have psudo random attack patterns; they can't repeat the same attack more than (usually) 3 times in a row and each attack has a certain % of occuring.

If you know all these things you can predict pretty well how much hp you loose per encounter, when to rest, what cards you need to pick to be strong enough, how many cards you can skip and so on.
Tiphereth Feb 10, 2020 @ 2:32pm 
"If i know how to make the perfect deck, i'll/can always make that deck and never lose the game again."

Yes, if you can choose your cards and if you can win with the same deck everytime, the game would be boring pretty quickly.

But is the perfect deck even exist in a game with so much things to consider? (True question, I'm really not sure about that.) Does the game not provide enough things other than cards to forbid a deck to work anytime? If that kind of deck exist, so yeah, it's not something to do in Slay the Spire. Or to be more precise, it would requires to reshape some aspect of the game to make it work.

But with the game right now, choosing your cards would still let some good RNG in the game. Draws (mitigate by your perfect deck, okay, but the player still has to adapt every turn with what cards the game gives him), ennemies actions (not sure about that, I know you can learn their actions, but is the pattern always the same? like "turn 1 attack, turn 2 debuff, turn 3 block", etc.), relics (which can completely change your strategy and how the deck work), encounters (interrogation point especially), bosses, potions. Is that enough to force the player to not using always the same deck and to have to think about what cards he will choose, I'm not sure about it, I don't know the game enough. But that would be a good way to let the player choose cards without breaking the game.

Other than that, let me, a pretty bad player (you were right about that, I have no problem with that) choose my cards, I'm pretty sure I would probably find some good combos, but by being focused on one thing, and by not knowing enough ennemies and bosses, I would neglect some other things and eventually could be overwhelmed by a fight designed to counter my deck. I'm pretty sure it would not be that easy (which doesn't mean I think it would be more fun). But I guess after a few runs, I could learn the ropes and finally would find some breaking deck.

Another solution would be to do that the same way Dominion does:You know the cards at the beginning, but you only have a very few of them available at each run. Randomly selected by the game or not, not sure about how it would work if the player could select them in Slay the Spire (maybe by mixing those two solutions, that could be fun too), so the player can't just copy the same deck, and has to think, every game, about how to create the best deck with the cards he has.
The randomness is still on (you don't choose the cards you'll play with), but information is complete. The lack of information is basically what I don't really like in Slay the Spire. That's why my concern was more about encounters on the map and not really about choosing the cards. I'm fine with that (for now, because even that can be a problem if there is too much cards to deal with, making too hard for the player to get some cards to build good synergies, but for now I don't know the game enough to have an opinion on that).

Sinsling Feb 10, 2020 @ 2:43pm 
Perfect deck: silent. Tactian+, 2x acrobatics, reflex(+), some form cost 1 or less repeatable damage, some filler cards. GG. -forgot you need the double draw here xD

Ironclad: barricade, x2 shrug it off, entrench, body slam(+)
Last edited by Sinsling; Feb 10, 2020 @ 2:50pm
DJDiceZ Feb 10, 2020 @ 2:54pm 
Originally posted by Tiphereth:
"If i know how to make the perfect deck, i'll/can always make that deck and never lose the game again."

Yes, if you can choose your cards and if you can win with the same deck everytime, the game would be boring pretty quickly.

But is the perfect deck even exist in a game with so much things to consider? (True question, I'm really not sure about that.) Does the game not provide enough things other than cards to forbid a deck to work anytime? If that kind of deck exist, so yeah, it's not something to do in Slay the Spire. Or to be more precise, it would requires to reshape some aspect of the game to make it work.

But with the game right now, choosing your cards would still let some good RNG in the game. Draws (mitigate by your perfect deck, okay, but the player still has to adapt every turn with what cards the game gives him), ennemies actions (not sure about that, I know you can learn their actions, but is the pattern always the same? like "turn 1 attack, turn 2 debuff, turn 3 block", etc.), relics (which can completely change your strategy and how the deck work), encounters (interrogation point especially), bosses, potions. Is that enough to force the player to not using always the same deck and to have to think about what cards he will choose, I'm not sure about it, I don't know the game enough. But that would be a good way to let the player choose cards without breaking the game.

Honestly yes, it's possible to make a deck strong enough and consistent that it should be able to overcome all of the game's variables or at least get extremely close to it, there'd even be multiple "perfect decks". Infinites are a perfect example, and the devs have tried very hard to cull the ones that can be done consistently, for good reasons. I could just make a 5 cards deck that can be played over and over without ending my turn. And if i had full control over it, i'd be able to have safeguard measures for enemies that end your turn prematurely. The last character was like that at first during the beta, which got her a pretty bad reputation at first among certain players.

Or you could just make a deck that scales overwhelmingly fast and is able to do it consistently from turn 1, etc... It's part of why, especially at lower ascension, the odds are generally considered to be in favor of the player, especially since the relics can further help with that.

Originally posted by Tiphereth:
Other than that, let me, a pretty bad player (you were right about that, I have no problem with that) choose my cards, I'm pretty sure I would probably find some good combos, but by being focused on one thing, and by not knowing enough ennemies and bosses, I would neglect some other things and eventually could be overwhelmed by a fight designed to counter my deck. I'm pretty sure it would not be that easy (which doesn't mean I think it would be more fun). But I guess after a few runs, I could learn the ropes and finally would find some breaking deck.

Another solution would be to do that the same way Dominion does:You know the cards at the beginning, but you only have a very few of them available at each run. Randomly selected by the game or not, not sure about how it would work if the player could select them in Slay the Spire (maybe by mixing those two solutions, that could be fun too), so the player can't just copy the same deck, and has to think, every game, about how to create the best deck with the cards he has.
The randomness is still on (you don't choose the cards you'll play with), but information is complete. The lack of information is basically what I don't really like in Slay the Spire. That's why my concern was more about encounters on the map and not really about choosing the cards. I'm fine with that (for now, because even that can be a problem if there is too much cards to deal with, making too hard for the player to get some cards to build good synergies, but for now I don't know the game enough to have an opinion on that).

I'm not saying you're bad though, perhaps a bit misguided about it being a classic card game at worst. It happens to a lot of people who go from something like Magic or Heartstone to StS.

Well, as i've said, you've got daily runs, custom runs and modded runs that can help you start with a "custom starter". Once you play a run, you can play a daily run, then you have custom runs unlocked, where you can start with various modifiers, some of which lets you select from a few random card to make a starter. It's not total/true deckbuilding, but it gives you some control over what you start with. On top of that there's a few modifiers like on that lets you travel paths however you want, without limits on the horizontal level. There's a modifier that lets you have cards from another characters on the one you're playing, etc...

Perhaps you should try it out and it would be more to your liking.

As for information, it might seem like you don't have a lot at first, but as with all Roguelikes, it's a learning process, each floor can only have certain encounters for example, so you can adapt to that. There's an error and trial process and i can understand why one would have gripes with it, but it's part of the charm of the genre, and the design behind it.

For example: At this point i'll go at least for 2-3 elites on the first act most if not all runs. I know that there's only 3 possible elites i can encounter on this Act: Gremlin Nob, Lagavulin, Sentries. I know their strenghts and weaknesses, and what cards i should pick against them. So i prioritize having a deck that can beat them, and since i'm almost always gonna face all three, i always assume i'll encounter all three, so in my decision making, there is no randomness here, i'm adapting to all of the few possibilities and trying to make a deck that can face all three elites depending on what cards i get before i even/as i face them. To a newer player on the other hand it could look like you don't know what elite you're about to get, so you're screwed because you don't have that information and can't act accordingly. It's two very different perspectives.

This goes for all nodes. I know events are usually less interesting on act 2 than act 3, so i'll go for more question marks on act 3, etc...
Last edited by DJDiceZ; Feb 10, 2020 @ 3:08pm
DaBa Feb 12, 2020 @ 6:24am 
It's the same with every single game that involes a good amount of randomness: most rogue likes and card games, Xcom, Rimworld, and other such games. Players who are bad at those games will constantly blame the RNG for their failures and claim that they cannot play a game unless they aren't fully in control of the outcome, or don't have 100% certainty what the result will be.

Another thing that's also common between those games is the moment when you realize that you have way more control than you realize, that controling RNG, playing around it, and mitigating risks is just another part of the game that you need to learn how to do, and that the result ultimately depends on your skill, rather than what cards you are dealt. This is the universal moment when you start looking at the game differently, and you start getting much better at it, since you can no longer blame your failings on anything else but yourself.
Last edited by DaBa; Feb 12, 2020 @ 6:26am
Tiphereth Feb 12, 2020 @ 10:43am 
"I'm not saying you're bad though, perhaps a bit misguided about it being a classic card game at worst. It happens to a lot of people who go from something like Magic or Heartstone to StS."

I said it, so no worries with that. And your first answer were a bit close to that. :p (But the discussion is far more cool now, which is... cool!) (God I really need to do something about my bad english. :p)

And it's probably true, I didn't play the game that much, I would need far more time to be more consistant. Every time I'm telling someone I don't like the RNG that much, the first reaction is generally: "you're bad", without taking in consideration I could just not like it. : D

Another answer could be: wrong game, go play something else then XD, which is probably a bit true, but on the other hand I love card games and especially deckbuilding games (As a fan of Klei, I have high expectations about Griftlands!).

For now, I'm still trying to play the game. I just completed a run, and I still had some frustrating feeling I won just because the card "Barricade" (I think it's the one) poped up as a reward. I have no idea how the game would have turned without that card.
Maybe that's one of the things I'm not confortable with. Some cards seems to be "game breaking". Not like "op cards", but more like they can completely shape your deck (like Barricade or the demon thing which increase the strength every turn). So having one of them or not having one of them seems to change a lot of things in a run.

On the other hand, I did some change in my playstyle (doing elites instead of avoiding them, mainly), and it is better for sure. So, gladly some things felt better. : D

"Players who are bad at those games will constantly blame the RNG for their failures and claim that they cannot play a game unless they aren't fully in control of the outcome, or don't have 100% certainty what the result will be."

Did you read anything about that topic? I said, twice, that I was not blaming how the game was build, but just it was not my type of game.

Yeah, I don't like the RNG part that much. And guess what, everytime I say that, players will come to tell I'm just bad and to say "RNG has no real impact" (which is probably as false as to say "too much RNG"). So, you know, basically, we both have the "it's the same every time" moment. Your speech is as usual as the one you blame on. :p

I also said, more than one time too, that I never argued with the fact I was bad. But in the end it's not really the point. I'm just not interested by the RNG mechanic as much as you do. Beyond the fact a player can be good or bad, there is also just preferences.
Last edited by Tiphereth; Feb 12, 2020 @ 10:46am
1.2M | Missingno. Feb 12, 2020 @ 12:12pm 
If I'm understanding correctly, you're asking to know what enemy is in each room, what relic is in each chest, what each shop sells, what's at each ?, etc?

Thing is the map doesn't actually work that way. What it really does is seed the 1st, 2nd, 3rd... enemy you encounter, likewise for elites, chests, shops, and ?s. When you choose a room, it just pulls the next room of that type from the queue. The map is really only determining which types of rooms you take in what order, but the contents will be the same.
Tiphereth Feb 12, 2020 @ 12:38pm 
Are you saying the order of fights is always the same? So you can know for sure what ennemies you're about to fight?
Khor Feb 12, 2020 @ 12:39pm 
Originally posted by Tiphereth:
Hello.

I really like deckbuilding games. But I can't enjoy Slay the Spire because of the randomize map+the fact you can't know what each encounter will be like. So a huge part of the decision making is just... pure luck. Every time I loose or I win, I'm not satisfied since I don't have the feeling my decisions count as much as they should.

Is there any mod or game mod which would offer the player to know what to expect in each node on the map? The game would still have plenty of RNG, but at least you could take some decision about it.

Right now, the fact I can only control the deck while being heavily dependant of luck at each draw, each merchant, each chest and each encounter (especially the interrogation points) ruins my fun.

I browse the Workshop a bit but I found nothing. So, last chance to enjoy the game is to ask here.

Thanks. : )


Afaik there isn`t a MOD but you can know the order of the enemies, elites, relics, and somewhat events by reading the Save File

A) Unless the changed it, it only works in beta... you should switch to that
B) Locate your Steam\steamapps\common\SlayTheSpire\saves
C) Open *CHARACTER NAME*.autosaveBETA
This is a new watcher`s game, for instance. You can see most of what`s going to happen in the 1 floor
"monster_list": [ "Jaw Worm", "2 Louse", "Cultist", "Looter", "Blue Slaver", "Large Slime", "Lots of Slimes", "Exordium Thugs", "Blue Slaver", "Lots of Slimes", "Large Slime", "Blue Slaver", "Exordium Wildlife", "Red Slaver", "Looter", "3 Louse" "uncommon_relics": [ "Pear", "Blue Candle", "Singing Bowl", "Darkstone Periapt", "StrikeDummy", "Bottled Tornado", "White Beast Statue", "Pantograph", "Bottled Lightning", "Mercury Hourglass", "Frozen Egg 2", "Kunai", "Sundial", "Eternal Feather", "Toxic Egg 2", "Mummified Hand", "HornCleat", "Gremlin Horn", "Yang", "Letter Opener", "Matryoshka", "The Courier", "InkBottle", "TeardropLocket", "Ornamental Fan", "Question Card", "Molten Egg 2", "Shuriken", "Meat on the Bone", "Bottled Flame" ], "rare_relics": [ "Peace Pipe", "WingedGreaves", "Prayer Wheel", "Old Coin", "Shovel", "Dead Branch", "StoneCalendar", "Torii", "Bird Faced Urn", "Incense Burner", "Unceasing Top", "CaptainsWheel", "Pocketwatch", "Thread and Needle", "Mango", "FossilizedHelix", "TungstenRod", "GoldenEye", "Ginger", "Ice Cream", "Lizard Tail", "Girya", "Turnip", "Calipers", "CloakClasp", "Du-Vu Doll", "Gambling Chip" ], "level_name": "Exordium", "metric_campfire_rested": 0, "max_orbs": 0, "boss": "Slime Boss", "seed": 5139330224391446030, "metric_current_hp_per_floor": [], "current_health": 61, "common_relics": [ "Vajra", "Ancient Tea Set", "Omamori", "Bag of Marbles", "CeramicFish", "Strawberry", "Dream Catcher", "Boot", "Juzu Bracelet", "Centennial Puzzle", "PreservedInsect", "Bag of Preparation", "Art of War", "MawBank", "Nunchaku", "Damaru", "Akabeko", "Happy Flower", "Blood Vial", "Lantern", "Smiling Mask", "Toy Ornithopter", "Potion Belt", "Pen Nib", "Regal Pillow", "Oddly Smooth Stone", "Orichalcum", "MealTicket", "Anchor", "Whetstone", "Bronze Scales", "War Paint", "Tiny Chest" ], "monsters_killed": 0, "gold": 0, "neow_bonus": "TRANSFORM_TWO_CARDS", "card_random_seed_count": 0, "card_seed_count": 0, "is_daily": false, "metric_campfire_rituals": 0, "metric_card_choices": [], "metric_potions_obtained": [], "is_final_act_on": true, "treasure_seed_count": 0, "metric_event_choices": [], "current_room": "com.megacrit.cardcrawl.neow.NeowRoom", "has_emerald_key": false, "boss_relics": [ "SacredBark", "Tiny House", "Coffee Dripper", "VioletLotus", "Busted Crown", "Philosopher\u0027s Stone", "Sozu", "Ectoplasm", "Black Star", "Runic Pyramid", "Runic Dome", "Velvet Choker", "SlaversCollar", "Snecko Eye", "Calling Bell", "Empty Cage", "Fusion Hammer", "Cursed Key", "HolyWater", "Astrolabe", "Pandora\u0027s Box" ], "blue": 0, "path_y": [], "path_x": [], "metric_item_purchase_floors": [], "gold_gained": 0, "ascension_level": 20, "one_time_event_list": [ "Accursed Blacksmith", "Bonfire Elementals", "Designer", "Duplicator", "FaceTrader", "Fountain of Cleansing", "Knowing Skull", "Lab", "N\u0027loth", "SecretPortal", "The Joust", "WeMeetAgain", "The Woman in Blue" "event_list": [ "Big Fish", "The Cleric", "Dead Adventurer", "Golden Idol", "Golden Wing", "World of Goop", "Liars Game", "Living Wall", "Mushrooms", "Scrap Ooze", "Shining Light" ], "elite_monster_list": [ "Gremlin Nob", "Lagavulin", "Gremlin Nob", "Lagavulin", "3 Sentries", "Gremlin Nob", "Lagavulin", "3 Sentries", "Gremlin Nob", "3 Sentries"
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Date Posted: Feb 10, 2020 @ 9:41am
Posts: 16