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Those sound like bugs, actually.
The important point is that, if you do not have a copy of the relevant card type in your deck, the cards are unplayable. Secret Weapon requires a weapon in your draw to be playable. This is distinct, for example, from cards that discard/exhaust cards in your hand - they can be played even if your hand is empty.
This fact has consequences because unplayable cards can break some deck builds (for example with Unceasing Top)
1) If you take "Clockwork Souvenir" relic before "Snecko Eye" then Confusion status effect will be neutralised, but you will keep drawing 2 more cards per round. If taking order of relics is changed then Confusion effect persist.
2) Focus loss of Defect's "Reprogram" skill and "Hyper Beam" attack can't be neutralised by "Orange Pellets" relic. It is weird cause focus loss can be prevented by artifact charge. Anyway, this was the case when I tested it.
3) You can break Damage limit per round of Corrupt Heart by using THE BOOT. You can even kill it in one round if you manage to do cyclic infinite combination.
4) You can finish the run with zero cards in your deck. It is possible by using cards from attack or skill potion in last boss fight.
5) This fact is not very obscure, but definately not widely known. Watcher's "Blasphemy" skill gives you status effect, which is coded as buff. So artifact charge doesn't block "die next turn" effect. For the same reason Clockwork Souvenir and Orange Pellets doesn't save you as well. However you can prevent this effect by buffer charge or intangible. Important to know, what you need prevention not on current turn, but next turn.
6) You can use Silent's Wrist Blade with any attack, except X-cost. It is possible by making this attack card cost zero energy. You can use Silent's own skills "Setup" or "Bullet Time" or by using some neutral cards. If you also have Necronomicon then multiplyed attack will be affected by Wrist Blade.
7) If you use temporary Strength debuffs (like Piercing Wail) right before killing Awakened One's first form, then the debuff will permanently lower Strength in Phase 2, but not below 0.
8) The Watcher can nullify Time Warp ability of Time Eater boss by playing Vault skill as the twelfth card. The result is the same as if you had normally played a Vault card and the Time Warp counter is reset.
I tried this because I heard it worked, I specifically made sure that I had Clockwork Souvenir when I took the Snecko Eye, and it still didn't work. You may have played a previous version of the game when you tried this out, before a more recent patch.
This probably doesn't work. I've used an attack that cost 2 or more energy with Necronomicon after reducing it to 0 cost, and it's never triggered the Necronomicon. From what I've seen, the card has to cost more than 2 AT THE TIME that you play it, in addition to being the first 2+ cost card that you played in that turn. Which also means that, for example, Enlightenment reducing all card costs to one will stop a card that normally costs 2+ from triggering Necronomicon. However, I've also found that if confusion increases the cost of a 0-1 cost card to 2+, those cards DO trigger it and get played twice.
So this was not fact but myth. I am glad what it's busted.
You got me wrong. If you play attack with Necronomicon, let's say, 2 energy cost "Riddle With Holes" attack. So first strike will do 15(20) damage, but second will do 35(40) cause it affected by WB and deals additional damage. Because second strike is considered zero costed.
Lol well why the ♥♥♥♥ did you share it in the first place!?
OH! I see what you mean! Yeah, okay, thanks, that's very interesting, and I'll have to look into it at some point if the opportunity presents itself.
If you have Champion's Belt and fight The Champ in Act 2, he will declare "That's my belt!"
Of course he does. That's his belt. The weird thing is that if you have the poker chip, Bear and the rest of the red mask bandits or whatever they're called don't even acknowledge it. I was very disappointed.