Have a Nice Death

Have a Nice Death

108 ratings
How to Discipline Your Employees
By THE ÐÓÖTINATOR
A full compendium of all of my knowledge gained from playing the game. I cover everything I can from basic mechanics, to weapon details, to strategy and techniques.

(Now slowly being updated for the new game version! Discontinued again...)
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Introduction
I've played a lot of rogue-lites in the past and enjoy the genre and this game enough that I figured I'll try my hand at a fairly detailed guide for people that may be interested in the game in general or even just people that may be wanting to improve at the game. For a little more background I also play fighting games a lot and because of it am able to play very quickly and can come up with a lot of different combo possibilities, which this game rewards a lot as I'll cover later.

I've also played the game enough to have beaten the last boss multiple times and have all of the Items unlocked, and am fairly comfortable playing with any weapon I pick up and can change my pathing and build to match what I have and the choices I'm given.

edit: I'm now in the process of updating the guide for the new version since it's been a while and a lot has changed. Due to trying to avoid burnout it may be very slow but I'll try to eventually finish it. I'm essentially rewriting the guide from the ground up so I'll be a bit bare-bones (pun intended) for a while until I can get most of the general information rewritten. The Enemies/Weapons/Curses are going to take a while longer since there are so many of them, and I may not end up doing the research on all of the damage numbers for Weapons/Curses because last time I wrote the guide it took the longest time of anything that I did.
edit 2: I've lost my motivation to update the guide
again and will likely not end up finishing it until the game gets out of early access at least. Comments about people wanting the guide updated may potentially help with my motivation but there's no guarantee that I'll ever finish the guide as there's so much to write about and so much information that I'll have to painstakingly collect myself yet again that even if i do end up finishing it, it'll take quite a while.
The UI
The User Interface (UI)

This is one of the most important parts of the screen to pay attention to as it contains the majority of the relevant information that you need while playing the game. Lets go through it piece by piece.

The Health Bar (HP)

This is what determines if you die or not. You start out with 65 base HP (hit points) and die if the current number reaches or goes below 0. You can increase the maximum amount of HP you have through your run by collecting specific items or Curses (which will be explained later).

When you take damage in Have a Nice Death you can take 1 of 2 types of damage. Injuries, which can be healed by anything that heals; and Pure Damage, which can only be healed by Pure Heals.

Anima
This section shows how many Anima you have, what types you have, and what button you currently have set to use them. You can collect Anima throughout your run as a random drop for killing enemies, from Curses, from Food items (explained later), or from the Distribig (explained later).

If you collect the maximum number of Animas and then collect another one, it will transform one of your normal Anima into a Golden Anima (does nothing if you only have Golden Anima).

Anima restore your HP when used and they're one of the few ways you have to heal yourself. A normal Anima heals you for 15 HP in Injuries, and a Golden Anima heals you for a 15 HP Pure Heal.

The Mana Bar (MP)

This bar tells you if you're able to use Spells (a type of weapon). You start out with 50 MP (mana points) which is able to be increased through certain items or Curses. You're able to cast Spells so long as you have any MP left, and you can't cast any if you are at 0 MP. The MP bar regenerates over time when you go without casting a spell for a couple seconds, and it takes longer to start regenerating MP when you're at 0.

Weapons

You start out every game with the basic Scythe as your main attack button. The Scythe can be upgraded and transformed into different versions of itself through your run at the Control Room (explained later). With any version of the Scythe you have different attacks you can do depending on if you hold UP or DOWN on the Left Stick on your controller. Exclusive to the Scythe you also have a different attack you can do by holding down the attack button and either releasing it or pressing the Rush button (explained later) after about a second.

Whenever you pick up a weapon you have 3 slots you can put it in, the top 2 slots are your sub-weapon slots and the 3rd is your trash slot. You can't ever pick back up a weapon that you put in the trash slot and can only sell it at the Shop, but you can replace the weapon there with any other weapon that you place in the slot (deleting the previous weapon from the slot entirely).


You can also collect up to 2 different Sub-Weapons to use as your 2nd and 3rd attack buttons. To obtain them you'll find Stele's (shown on the right) during your run that you can attack to reveal a random Sub-Weapon.

There are 2 different types of Sub-Weapons you can collect. There's the Cloak Weapons which don't cost MP to use and only have a Cooldown period before you can use them again; and there's the Spells that require MP to use and may or may not also have a Cooldown. If you're confused on if it's a Cloak Weapon or a Spell you can see in the top right of the weapon icon, it'll show a Cloak if it's a Cloak Weapon or a Book if it's a Spell.

Fury

Every weapon has an ultimate attack they can use called a Fury. This section is called the Frenzy Gauge and it shows if you have the ability to use it and/or how close you are to being able to use it. The diamond fills up as you attack enemies and it fills up more if you use different attacks instead of just using the same attack repeatedly. Once you use any weapon's Fury the Frenzy Gauge will reset back to 0 and you will have to fill up the diamond again to be able to use another.

Fury attacks vary in power but in general they're far more powerful attacks that have the potential to either do a ton of damage, hit in a large area, or give you buffs for a limited time. By varying your attacks and generally playing well you'll be able to use Fury a decent amount, roughly up to 3 times in the same Floor if there are a lot of enemies and you mix up which attacks you use.

Currency

As you play, you'll find 2 main types of Currency. There's Soulary (shown on the right, on top), and Prismium (shown on the right, on bottom).

You can collect Soulary by completing Arenas (explained later), randomly from enemies, from certain Curses, or by defeating a Thanager (mini-boss) or a Sorrow (boss).

Both Prismium and Soulary can only be used in either the Control Room or the Shop, to either upgrade your weapons or buy items; they serve no other purpose except to count as points at the end of your runs.
Movement, Unlocks, Contracts, and Curses
Movement

You have one jump that you can use when you're on the ground. That may seem like the game is very grounded but you're also able to go up by pressing UP+Attack with any version of the Scythe, even in the air. So if you use your jump and then use UP+Attack you effectively have a double jump. Most aerial attacks also stall your vertical momentum so you can stay floating in the air by attacking repeatedly.

If you press the jump button while holding DOWN on the left control stick, you can fall through platforms; and if you hold UP or DOWN you can rise or descend on an elevator (shown on the right). If you hold LEFT or RIGHT while near a ledge or a platform and you're in the air, you'll climb up onto it; during this climbing animation you also gain back your ability to jump if you've already used it.

You also have a dash, called a Rush; by default it's set to your Right Trigger on your controller. Rush is useful for moving around horizontally quickly, but it also gives you invincibility for a short amount of time during the beginning and middle of the dash; so if you time it right you can Rush through almost every attack in the game given they don't linger or you end the dash inside of an attack.

Unlocks

During your run you may find enemies randomly dropping Ingots (shown on the right). Collecting them this way gives you 5 Ingots. You're also guaranteed to get ingots whenever you die or finish your run depending on your score for that run (increased through various tasks and playing well).

The only 2 uses of Ingots are before you even begin your run. In the CEO's office you can talk to Joe (shown on the far right) or Jocelyn (shown and explained later) to spend them. Talking to Joe shows you a list of Food Items, Weapons, and Contract Upgrades that you can unlock for use in your later runs. Each item that you can buy from Joe has a task that you can do during your runs to drastically reduce the price of that item.

Contracts

Right before you leave the CEO's Office to start your run you talk to Jocelyn (shown on the right). Jocelyn will give you the chance to choose between multiple different Contracts that will give you various rewards during the beginning of your run and up to halfway through it.

You can choose to not sign any contracts and just start your run without them, but usually you should be able to find at least one in the list that will be useful. You can sign 1 contract per run in the beginning, and are able to upgrade that up to 3 contracts via Joe.

You're able to re-roll all currently shown contracts by spending 50 Ingots, as many times as you want and have Ingots for to try to get whatever starting contracts you want. Note that this takes away from your ability to purchase Weapon or Food unlocks from Joe, so use sparingly until you have everything.

Curses
You will periodically find T. O'Shah in your runs (shown on the right). Talking to him will allow you to obtain 1 Curse every time. You'll find him at least once per World, every time you go to the H.R. Office Floor, and every time you defeat a Thanager or Sorrow.

Curses are permanent passive bonuses or buffs to you that do various things from increasing how much damage you deal, to allowing you to survive for longer, to reducing how much the Control Room or Shop costs. Each Curse may come with a Curse Penalty (shown below) as well, which is a debuff or negative effect that will make the game harder in various ways.

You can tell if a Curse will come with a Curse Penalty in the Curses Tab in your Pause Menu, The node will have some thorny vines around it to indicate that.

Contracts

This is a list of all of the different types of Contracts and the different types of rewards/penalties you can get from them.

Contract Types

Both of these are best picked when you're trying to speed through the first section of the game and avoid most of the early enemies. Defeating 2 Thanagers in 10 minutes is far harder than completing World 1 in 8 because only 1 Thanager appears in each world and it's possible that you won't find any Thanagers in any given World.


Pick either of these depending on what the reward and/or penalty is, sometimes it's fantastic and sometimes you may want to skip it. Good deal has a penalty whereas Take It or Leave It only has a reward.



These contracts are best taken when you're confident in your ability to kill many enemies quickly, preferably when one of the contracts that you take gives you a weapon to start out with.



Take any of these when you're confident in your ability to progress through the game without taking damage, these contracts are heavily skill dependent so pick with care. Note that these only count being hit by enemies or obstacles, not self-inflicted damage or damage from Contracts.

Contract Rewards
These give an Anti-Penalty or a Curse-Reroll respectively (explained later). Take if you're trying to get specific Curses or have a lot of penalties in the Curse Tree you're trying to focus, especially on higher difficulties.

This upgrades your scythe to a Diss Scythe immediately. This is a generally useful reward as the Diss Scythe is the longest ranged of the Scythe upgrades and allows you to play from farther away and stay safer.

Note that you will still have to use 2 Prismium to upgrade the Scythe to a tier 3 upgrade as it considers your scythe to still be at base form because you didn't upgrade it in the Control Room.

This Gives you 1-2 Animas depending on the number shown next to it. A generally good reward that allows you to stay alive for longer due to the healing it provides.

These give you extra Maximum HP or extra Maximum MP respectively. HP is generally useful for survival and MP is useful if you're planning on using Spells in that run.

These can appear in red as Contract Penalties as well, doing the exact opposite than if they where rewards (reducing Max HP / MP instead of increasing). You can also get a Penalty that just deals damage to you in Injuries.

These give you a Tier 1-4 Weapon respectively, with Tier 1 being White Rarity, Tier 2 being Green, Tier 3 being Blue, and Tier 4 being Purple.

Soulary / Prismium Reward / Penalty
You're also able to get various amounts of Soulary as a reward or a penalty for Contracts, and you're able to get Prismium as a reward.

Good for when you're wanting to level up a weapon quickly and try to get a max level weapon before the 2nd Sorrow.
Item Pickups
This section will be all of the various items you can find throughout your runs, what they do, and how to find them.

Small / Large Piles of Soulary
These give you roughly 1-15 and 10-30 Soulary each when you destroy them.

You can find Small Piles of Soulary randomly during your run in every World. Big Piles of Soulary only appear as rewards for the Soulary Deposit, Soulary/Prismium Deposit, and Hazardous Floors (explained later); or as one of the items you can find in a Secret Area (explained later).

You can also randomly find a Ridiculous Soulary (shown on the left) extremely rarely randomly from killing enemies. The Ridiculous Soulary will give you exactly 20 Soulary when picked up.

Ad Vitam + / Ad Vitam Ultra
Both of these increase your Max HP. Ad Vitam + increases it by 10 and is found as a floor reward for the Vitam-Mana Department and the Vault Floors; Ad Vitam Ultra is only found as a reward for defeating Sorrows and it increases your Max HP by 20.

Generally useful for keeping yourself alive and improving your chances at finishing the run.

Animas
As explained earlier these heal you. Golden Anima Pure heal instead. These are dropped randomly by killing enemies.

Shown on the right is an item version of an Anima that you can attack to reveal 1 Anima that you can pick up. It only appears randomly in the Industrial Pollution Department.

Small Koffee / Espresso Koffee
Small Koffee heals you for up to 10 HP in Injuries and Espresso Koffee Pure Heals you for 25 HP. Both are dropped randomly as a reward for killing enemies.

Good for keeping yourself healthy, especially the Espresso Koffee as it Pure Heals you.

Eterna Mana +
This increases your Max MP by 10 and is found as a reward for the Vitam-Mana Department and Hazardous Floors.

Useful only when you have a Spell that you're using, otherwise it does nothing as you won't be using Mana then.

thIRSty
This item gives you Lifesteal for a while after you pick it up. It's found as a random reward for killing enemies.

Useful for general survival, note that it doesn't Pure Heal and only heals Injuries.

Union Protection
This gives you +5 Defense for a while and is found as a random reward for killing enemies.

5 Defense is -5 damage for every instance of damage you take, against the weaker enemies it can potentially completely nullify the damage they deal.

Acetaminopain
This converts all of the pure damage you've taken into recoverable HP, and is found as a random reward for killing enemies.

An Extremely useful item when you've taken a lot of damage and don't have any way to Pure Heal yourself.

Mana Power
This gives you temporary Extra Max MP and temporarily increases your MP Regeneration rate. It's dropped randomly from killing enemies.

Extremely useful if you have a Spell that you want to use more, otherwise it's extremely useless if you don't have anything that uses MP.

Anti-Penalty / Curse-Reroll
Gives you 1 Anti-Penalty or 1 Curse-Reroll (explained later) that you can use later in your run. Both are found as a floor reward for the Curse-Reroll Department, and the Curse-Reroll is also found as a reward for the Hazardous Floor.

Useful if you're trying to get specific Curses or negate Curse Penalties.

Prismium
Picking up the item shown on the left gives you 1 Prismium, and breaking the item shown on the right gives you 1 of the item on the left. You can get Prismium randomly as a reward for beating an Arena, as a Floor reward for the Prismium Deposit, Soulary/Prismium Deposit, or Vault, or randomly from the Distribig (explained later).

Very simple but extremely useful item. Its main use is to upgrade your weapons to the 3rd or even 2nd level as a substitute for 150+ or 100+ Soulary in the Control room. You can also use it to upgrade the Shop to give more and better item choices.
Worlds & Floors
Worlds
You start out every run in the CEO's Office and must pass by Jocelyn's elevator to start your run. After you exit the elevator you'll be in the Hall of Eternity, the game's first World. After clearing all the floors in the Hall of Eternity and defeating the first Sorrow, Brad, you'll have your first choice of which world to go to next.


The first choice is the Industrial Pollution Department, and that world focuses on having large numbers of enemies and a big and potentially confusing map to traverse. It will upgrade the potential Rank of Green Curses you find by 1 (explained later).

The second choice is the Toxic Food-Processing Department, and that world focuses on having small numbers of stronger enemies and has a lot of traps and hazards you have to cross throughout it. It will upgrade the potential Rank of Red Curses you find by 1.

After clearing all of the floors in the 2nd world and defeating the Sorrow there, either G. Grimes or Waldo, you'll get your 2nd and last choice of which world to go to.


The first choice is the Physical Illness Department and it's similar to the Industrial Pollution Department in the fact that it focuses on having large numbers of enemies, but now there are a lot stronger enemies that effect a much larger area with each attack and do far more damage. This world will upgrade the potential rank of Red Curses you find by 1.

The second choice is the Addictions Department and it focuses on having much harder to kill enemies that have giant attack ranges, along with a new supporting enemy that protects others. This world will upgrade the potential rank of Green Curses by 1.

After clearing the 3rd world and defeating its Sorrow, either H. Krank or Maxxx, you'll be able to enter the final World of every run: The Modern Warfare Department.


The Modern Warfare Department doesn't have any specific focus; it just has a lot of enemies that either have very large hits, very damaging hits, or otherwise generally hard to dodge attacks, along with the enemy from the Addictions Department that protects enemies. This is the final world so it's one of the most dangerous, you're almost done with your run at this point. Red Curses you find will have their potential rank upgraded by 1 in this world.

Floors
To clear each world you have to first clear all 7 floors in that world. The first floor will have a random reward and you won't be able to affect what it is at all, and the last floor is always the Sorrow of that world. For floors 2-6 you will get a choice of between 1-4 different floors that you'll be able to go to, with every floor having 1-5 possible rewards depending on which floor you chose.

Nearly every floor will have at least 1 Arena that you must complete before you can continue progressing through the floor. The Arena will contain a set number of enemies that you must defeat to clear it. Clearing the Arena gives you a small amount of Soulary and a small chance to get a random item. Some floors will have 2-3 Arenas that you need to complete.

Here are all of the possible floor choices and their rewards:

Soulary Deposit
This floor is guaranteed to have a Large Pile of Soulary as a reward, giving you roughly 10-30 Soulary when destroyed.

Pick this floor when you're trying to upgrade your weapons at the Control Room or get money for the Shop.

Soulary-Prismium Department
This floor has a chance to either give you a Large Pile of Soulary or a Prismium as a reward.

Pick this floor over the Soulary Deposit but pick the Prismium Deposit over this.

Prismium Deposit
This floor is guaranteed to give you a Prismium as a reward.

This is one of the highest priority rooms to go to since 1 Prismium can either replace all of the Soulary you would need to spend on a weapon upgrade or can upgrade the Shop to sell more and better items.

Equipment Storage
This floor is guaranteed to contain a Stele as a reward, giving you a random weapon.

Pick this floor only when you either don't already have 2 sub-weapons or aren't comfortable with the weapons you have as most of the time you'll be able to get more reward from other floors.

Vitam-Mana Department
This floor can either give you an Ad Vitam+ or an Eterna Mana+ as a reward, increasing your HP or MP by 10.

Pick this floor if you want more max HP or MP. I would recommend to have a spell when you pick this floor since if you don't have a spell and get a max MP increase, you will essentially have wasted the floor reward. Aim to have around 100-150 max HP and 100+ max MP by the end of your run for the easiest time surviving and casting a lot of spells, unless you're confident in your ability to avoid damage and play with a low mana pool.

Curse-Reroll Department
This floor can either give you an Anti-Penalty or a Curse-Reroll as a reward, allowing you to negate a Curse Penalty or reroll one Curse whenever you can get a new Curse.

Pick this floor if you're trying to get a specific Curse or have a lot of Curse Penalties in the Curse Tree you're trying to focus, otherwise pick a different floor as you don't get any type of reward if you don't plan on using it in that run.

Vault
The Vault has a random reward among a small list of: Prismium, a Stele, or an Ad Vitam+.

A generally useful floor that will almost always be useful. Prismium is useful until you have all of your weapons at max level, Weapons are useful if they're higher rarity than what you have or if you want to sell one at the next Shop you find (explained later), and +10 max HP is always useful to keep yourself alive longer.

Hazardous Floor
The Hazardous Floor has a random reward from a small list of: a Stele, a Large Pile of Soulary, Curse-Reroll, Anti-Penalty, or an Eterna Mana+

Though less useful than the Vault this floor is still a decent pick due to all of the rewards being somewhat useful in their own rights.

Relaxation Area
This floor has no enemies on it and will only contain a Koffee Machine in it. Using the Koffee Machine will Pure Heal you for 25 HP.

Pick this floor if you need healing and the other floors don't have good enough rewards to warrant going to, but only go here if you desperately need the healing since you'll be missing out on all of the enemy drops and Soulary from clearing Arenas.
Floors Cont.
Control Room
This floor has no enemies on it and will only contain 2 characters that will allow you to upgrade your weapons for Soulary and/or Prismium, or transform your Scythe for 1 Prismium per transformation. You can find up to 1 Control Room in each World, except for the first.

This floor has #1 priority whenever you have the ability to upgrade your weapons to their maximum levels as weapons become much stronger then. Try to avoid going here when you don't have enough Soulary or Prismium to upgrade anything or if you already have all of your weapons at max level.
Shop
This floor has no enemies on it, it only has the Shop. Here you can buy items and weapons and can sell weapons at the well near the entrance. You can buy weapons, healing, Max HP or MP increases, or even Prismium here. You can find up to 1 Shop in every World, and it's guaranteed to be the 6th Floor in the first World.

Go to this floor when you have a high rarity weapon to sell or when you have plenty of leftover Soulary and want to spend it on healing or max HP/MP upgrades. You may also be able to find a Prismium for sale, buy it if you can afford it as it will almost always be worth more than the Soulary you spend on it unless you already have all of your weapons at max level.

H.R. Office
You are guaranteed to meet T. O'Shah on this floor at least once, granting you the choice of a Curse. You can also randomly find him for a second time on the same floor.

A very high priority floor as Curses are permanent buffs to yourself. Go here unless the other option is a Control Room and you can max a weapon or two.

Thanager's Office
You are guaranteed to meet the Thanager listed on the floor here. Defeating the Thanager will give you Soulary and a choice of a Curse. You can randomly meet T. O'Shah a second time here as well. You can find up to 1 Thanager's Office in each World.

Only barely a worse option than the H.R. Office as you have to defeat a mini-boss to get your Curse, otherwise go here unless the other options include the H.R. Office or the Control Room and you have enough to max a weapon or two.

Secret Areas
As you go through each different floors you may randomly see a lock icon appear on a wall (shown on the left). This indicates that there's a secret area behind that wall. To unlock the area you have to use an Anima while standing near that wall and it will open up.

Secret Areas contain various rewards, ranging from Small or Big Piles of Soulary, to Prismium, to Weapons, Curse-Rerolls, Anti-Penalties, Ad Vitam + or Eterna Mana +, or Golden Animas. You may even find Golden Steles, which have a random weapon that is already leveled up once or twice.

The Break Room
After you defeat the Sorrow in a world, and before you go to the next world, you enter The Break Room. There are no enemies here, and it only contains characters you can talk to for quirky dialogue and 3 appliances that you can interact with for various results.

The first appliance is the Fridge (shown on the right). Opening the fridge will reveal a random Food Item that you can pick up for no cost, the Food Items give various buffs depending on what it is; all of the Food Items are positive bonuses but some of them are far more specific in their usage. If you decide to take the Food you won't be able to pick up another item from the fridge for the rest of the run unless you pay Soulary to refill the fridge. It costs 25 Soulary at first to refill the fridge, increasing in price by 15 Soulary every time you refill it.

The Second Appliance is the Anima Fountain (shown on the left). Using the Anima Fountain will give you 1 normal Anima each time you use it. It costs 15 Soulary to use for the first time, increasing by 15 every time you decide to use it that run.

The final Appliance is the Distribig (shown on the right). You can spend 1 normal Anima to use the Distribig, it will give you a random result every time you use it. This is the potential list of results when using it: 1 Prismium, a small amount of Soulary, 2 normal Anima, 1 Golden Anima, 1 Small Koffee, a damaging explosion centered around the Distribig, or Nothing.

I'd recommend standing a ways away from the Distribig while it's spinning just in-case it ends up doing an explosion, standing behind the Fridge is generally a safe distance away to not get hit. Use whenever you don't desperately need healing and you have an Anima or two to spare.
Food Effects & Tips
Here is a list of all Food item effects available in the Break Room and tips for when you want to pick them up.

Deathtox Juice
Gives 3 Animas when consumed. I've only ever gotten normal (non-golden) Animas from this.

I recommend to only get this when you have no Animas at all or if you're close to death and feel the need to heal so you can survive; or if it's the last Break Room of the run.


Eyeball Stew
Gives a +50% Damage buff for every attack for 2 Minutes (120 Seconds).

I'd pick this up if you have a lot of trouble with one of the departments in particular and want to use it to help you get through that section of the game, at the cost of not being able to use another food item; or if you have one of the healing weapons and just want the extra damage so you can go through the Department faster. You can also pick it up if you're low on health so that you kill your enemies faster, thus reducing the total amount of attacks coming your way and making you more likely to survive.


Gaunt Hand
Reduces the price of items at the Shop and upgrades in the Control Room by -10% for 2 Minutes (120 Seconds).

I would pick this up if you have a lot of Soulary and are planning on going to a Shop or a Control Room soon, or if you're very close to being able to fully upgrade one or multiple of your weapons but just barely don't have enough. Otherwise I'll always leave this one unless it's the last Break Room of the run.


GMO Chicken
Heals you over time for 2 Minutes (120 Seconds). Heals ~1 time per second for 1 Injury.

Especially useful immediately after finding an Acetaminopain. Take if you're low on health and feel like you need it to be able to survive, or if it's the last Break Room.


Gonzie's Hooch
Gives you a Pure Heal of 50 HP when consumed.

Very simple yet powerful Food item. I'd recommend to pick it up when you have at least 35-40+ HP lost and it's far enough in the run that you won't find many more random drop healing items like Golden Animas, unless you're low enough that you're worried about dying soon.


Juicy Giblets
Gives +15 to all healing effects for 2 Minutes (120 Seconds).

Pick up if you're relatively low on HP and have a lot of Animas or other effects that heal you. Leave otherwise unless it's the last Break Room as it doesn't actually do anything without other healing sources.
Food Effects & Tips Cont.
Lulu's Lychees.
Heals all Injuries when consumed.

Extremely powerful after finding an Acetaminopain at low HP. I won't pick this otherwise unless you have at least ~25-30+ HP lost in Injuries or it's the last Break Room.


Old Pizza Crusts
Gives +50 temporary Current/Max HP for 2 Minutes (120 Seconds). Acts like a stronger version of the Ibuprofane that doesn't decay over time and instead goes away after you lose all the extra HP or the time runs out.

Leave it unless you're low on health and/or it's the last Break Room. The temporary HP is good but not so good that I'd take it over most of the other options.

Overly Mature Cheese
Gives you +5 Defense for 2 Minutes (120 Seconds). Reducing all instances of damage you take by 5.

One of my least favorite ones because the game wants you to avoid damage most of the time in the first place. I'd leave it unless you want to use it to help you get through a Department you have a lot of trouble avoiding damage in, or it's the last Break Room.


Vitaminazer
Gives a +10 Damage buff to every attack for 2 Minutes (120 Seconds).

Good on-hit damage increase, albeit temporary. Pick up if you have a lot of multi-hitting weapons or if you want to use it to help you through a Department you have trouble in; otherwise I usually leave it until the last Break Room because I value the healing items more.


Wine of the Damned
Gives you +50% Mana Regen speed for 2 Minutes (120 Seconds).

A situational Food item that gets better if you have multiple Spells. The extra Mana Regen is nice but it still requires you to manage your Mana so that you don't run out for the most efficiency as you regen faster if you still have Mana remaining after casting a Spell. I personally leave it unless I have a very good Spell build going and it's at least the Physical Illness Department, or the last Break Room.
Breakdowns (Difficulties)
Breakdowns
In the CEO's Office you'll find a little drawing of Death on the wall (shown on the left). This indicates you're in the 1st Breakdown (difficulty) of the game. The poster shown will change and become larger with higher difficulties. You can interact with the poster to change it to a higher difficulty if you have one unlocked.

Beating the game on any difficulty unlocks the next difficulty. You have to beat Breakdown 1 to unlock 2 and 4 to unlock 5 etc.. Each Breakdown contains all of the difficulty increases of the previous Breakdowns combined.

There are 11 Breakdowns in total (1 base difficulty + 10 higher difficulties). Here are all of them in order with tips for each:

Breakdown 1
This is the base difficulty, not much to say here except get used to how every enemy attacks and learn how to avoid damage.

Breakdown 2
This is the first difficulty increase. It makes all of the Sorrows harder to kill while giving them more damage.

Focus on learning the bosses' attack patterns and get used to dodging and only hitting when you're sure you won't take damage.

Breakdown 3
Now the Thanagers will hit harder and won't be able to be stunned.

Same as for Breakdown 2 but with Thanagers, get used to dodging their attacks and only hit when you can avoid damage. They aren't much harder to kill but you won't be able to get free damage from stunning them now.

Breakdown 4
Here is where the difficulty start ramping. Now normal enemies (not Thanagers or Sorrows) have extra defense depending on what world you're in. Normal enemies get +2 Defense in World 1, +5 in World 2, +7 in world 3, and +10 in world 4.

Due to the extra defense that enemies have, this fairly dramatically shifts the power of certain weapons. Now most of the low damage weapons won't be viable unless you have a lot of extra bonuses on them and it's preferred to use the higher damage per hit weapons.

Breakdown 5
Now you take 5 damage every time you enter a Shop or Control Room and the price for buying anything in either is increased by 25%.

The damage you take can add up over time, so you really need to be sure that you want to go to the Shop or Control Room before you do if you have a choice. The damage can be reduced by defense, so obtaining defense Curses is one way to mitigate how much damage you take. This also ends up increasing the total price of maxing a weapon's level from 300 to ~375, so it takes even longer to get a weapon maxed. You may want to focus on getting 2 weapons to level 2 instead of 1 to level 3 now, or only get 1 to level 3 and play around the fact that you probably won't be able to get either of your other weapons passed level 1 or 2 without Prismium.

Breakdown 6
This dramatically reduces the healing of Golden Animas. Now they only Pure Heal you for ~8 HP without Curses.

Due to the reduction in Pure healing you now want to use Normal Animas more and only use golden when you don't have any injuries left but are still low HP. It's recommended to pick up the Vintage Animaline Curse if you can as it gives both normal and golden Animas +15 HP in total healing, dramatically increasing the potential Pure Heals you can get. The reduction in healing further emphasizes the fact that you need to be avoiding damage wherever you can.

Breakdown 7
Now there are roughly 2-3 times as many Curse Penalties every run, and you get less total Soulary from defeating Thanagers and Sorrows.

The reduction in total Soulary gained isn't a huge deal but it further compounds on the price increase from Breakdown 5. What's much more important is how many more Curse Penalties there are; now you may want to visit the Curse-Reroll Department more just so that you can get Anti-Penalties, unless you're confident in your ability to play around whatever Curse Penalties you get.

Breakdown 8
Now you take 5 damage whenever you swap one of your current weapons with one that you just picked up, and the final upgrade for your weapons costs 750 Soulary.

You don't take damage if you sell the weapon in the Shop, so that's one way to get rid of a weapon you don't want without taking extra damage if you're already there. The final weapon upgrade costing 750 Soulary isn't feasible to get, effectively making the final upgrade cost 1 Prismium instead of any Soulary. Any floor choice that gives Prismium is now even higher priority.

Breakdown 9
You only have 2 max Anima now, down from 3.

This is a shadow-nerf to the amount of possible healing that you can have stored up. Now you want to use Anima whenever you have enough injuries to warrant healing, only keeping Anima when you either don't need healing or don't have enough injuries to heal.
Breakdowns Cont.
Breakdown 10
You take 1 damage every time you exit the elevator now. This deals a minimum of 28 damage through the course of your run (7 Floors times 4 Worlds).

You also take damage whenever you look at elevator choices and decide to back out for whatever reason, so make sure that you know what you have before entering the elevator so you don't take unnecessary damage. Otherwise this doesn't change much about your run other than forcing you to avoid damage even more.

Breakdown 11
This is the final difficulty. Now whenever you have to choose Curse Penalties you have twice as many choices and have to choose 2 Penalties every time.

This combines with the increase in the number of Curse Penalties from Breakdown 7 to give you a large amount of Curse Penalties. The Curse-Reroll Department becomes an even more viable floor to choose now, but either way you'll need to get used to playing around Curse Penalties as they become unavoidable. All that you can do now is play well and hope for good RNG on Penalties.
Keywords
Keywords
This will just be a list of all keywords shown in the game in alphabetical order, from their in-game definitions.

This keyword describes any type of temporary buff (positive effect) applied to you. This ranges from speed boosts, to damage increases, to defense increases, etc.

As described earlier, these are the potions of the game. You can hold up to 2-3-6 of them depending on what Breakdown you're on and what Curses you've gotten. Normal Anima Heal 15-30 and Golden Anima Pure Heal 8-15-23-30 depending on Breakdown and Curses.

This keyword makes either the weapon that has it, or you in general if it's on a Curse, deal 20+ extra damage when attacking enemies' backs.

This keyword applies extra damage every individual time you hit any specific enemy (separate numbers for newly hit enemies). It deals +1 damage normally increasing by +1 each individual hit up to +10 damage per hit without additional Curses. Bleed goes away after ~10 seconds of not hitting the bleeding enemy.

This keyword applies a +5 damage over time effect to the enemy hit for ~10 seconds, and once an enemy has Burn on it all additional applications of Burn will deal +5 damage on hit and refresh the timer.

This is an effect that applies every single time you use a Cloak Weapon attack.

This describes the Control Room Floor that I explained earlier where you can upgrade the levels of your weapons and transform your Scythe if you want to and have the currency.

This keyword makes you deal +10 damage per hit for ~1 second after being hit by an enemy.

This is a random percent(%) based chance every single hit to deal 2x damage for that hit.

Defense reduces the amount of damage you take exactly equal to the amount of Defense you have; if you have 5 Defense you take 5 less damage from every single hit.

This keyword is only on the Ferral Fists, and it applies to every weapon when you have it. This will make every single hit have a random multiplier applied to it making it deal 0.5x-1.5x damage or up to 0x-2 damage for the max level

Standard Heals only restore Injuries as described earlier.

This keyword makes it so that you deal +10 damage per hit to any enemy that's in the middle of an attack.

This is an effect that happens every single time you hit an enemy with an attack.

This deals 10 damage you you in injuries but makes your attacks deal 1.5x damage for ~30 seconds after.

You deal +10 damage on hit to any enemy that has full health with this keyword.

Lifesteal restores injuries every hit you deal to enemies depending on how much damage you do.

This makes you move 2x faster in general (does nothing for attack speed)

Minions are any enemy in the game that isn't a Thanager or a Sorrow.

A Periodic effect is an effect that happens every X seconds, with X changing based on the effect.

This is a random chance of dealing 20+ extra damage per hit on the weapon it's on, or every attack if it's from a Curse.

Poisoned deals damage over time to enemies depending on how many stacks of Poison they have on them. Each attack that applies Poisoned gives +1 stack of Poison per hit, up to 10 Stacks of Poison on any individual enemy without additional Curses. Each stack of Poison has its own timer for how long it stays on the enemy, with the standard timer being ~10 seconds.

Pure Heals restore non-injury health first, and if there's not enough non-injury health to restore it will also heal injuries.

This is an effect that happens whenever you hit an enemy with The Scythe or a Cloak Weapon attack. Does not apply on Spell hits.

This is an effect that happens whenever you take damage, and it happens for every hit of damage you take.

Retrain makes you deal +10 damage with the next hit you deal after using a weapon you didn't just use. Example: you use the Scythe to hit an enemy and attack with a Cloak Weapon to deal +10 damage, but if you keep hitting with only the Scythe you don't get any bonus.

This describes the Shop Floor which I explained earlier. You can sell and buy weapons here and can buy various other items from health restores, to HP/MP increases, to even Prismium or Curses when you increase the level of the Shop.

Sinister Gear is just a fancy way of saying both The Scythe and Cloak Weapons without saying both.

Slow reduces movement speed of enemies/you by 0.5x for ~5 seconds.

This keyword is only on the Soul Razor weapon. It increases the damage you deal with every weapon based on how many stacks you have, multiplicatively; the more stacks you have the more damage you deal so 1 stack may be +10% but 2 stacks is +21% instead of +20% etc.

Spells are any weapon that uses Mana/MP as a cost for using it. If it doesn't use MP it's either the Scythe or a Cloak Weapon.

This is an effect that happens whenever you use any Spell.
Keywords Cont.
As explained earlier Steles are items you can find and destroy that contain random weapons. You can occasionally find weapons that already have +1-2 levels from Steles.

This is an effect that happens whenever you kill any enemy, it happens once per enemy killed.

Cloak Weapons are any weapon that isn't the Scythe and doesn't use any MP to use. They all have a cooldown period before you can use them again instead of a Mana cost.

The Scythe is your basic attack. You don't have to have any additional weapons to use the Scythe.

This makes you deal +10 damage for ~1 second after using a Rush.
Weapon Details & Tips (Scythes 1) (to be completed)
This section will be details about all of the weapons in the game; both their abilities and the damage numbers for all of their attacks.

Each weapon has a color coded "rarity" that roughly determines how likely it is for that weapon to appear every time you open a Stele. Rarity generally correlates with weapon strength so the higher the rarity the stronger the weapon is on average. The rarity goes like this in terms of general weapon strength: White, Green, Blue, Purple, and Orange.

Weapons listed by appearance in the Employee Handbook:
(to be redone)
Curses (Daring 1)
As stated earlier, you'll come across T. O'Shah throughout your runs, and he'll give you a choice of 1 out of 2-3+ Curses each time you meet him. The Curses you're shown each fall into 1 of 3 different "Curse Trees" depending on their color, which roughly tells you what types of bonuses you'll get from that color of Curse. Also as explained earlier depending on how many Curses in each tree you have you'll end up coming across a Curse that has a Curse Penalty attached to it; when you obtain a Curse with a penalty you also have to pick between 1-2 out of 2-4 penalties depending on Breakdown. Curse Penalties can be negated by using an Anti-Penalty, which turns the Curse Penalty into a Nullify(shown on the right) completely removing any bad effects you may have gotten. You can find Anti-Penalties during your runs in either the Curse-Reroll Department or the Hazardous Floor.

Along with color-coded Curse Trees, Curses also fall into 5 "Ranks" which determine when you can find that Rank of Curse. When you haven't gotten any Curses in a tree you can only find Rank 1-2 Curses until you start collecting them. You can increase the Rank of Curses you can find either by getting a Curse from that tree, or by going to specific Worlds (explained earlier). So if you're trying to get high Rank Curses from a specific tree you'll want to focus on getting Curses only from that tree when applicable and going to the designated Worlds that increase the Rank of Curses from that tree (except for the Innovation Tree, which you can only increase the Rank of by getting Curses)

Note: this might not be all of the Curses, but it's at least a vast majority of the Curses in the game. Tell me if you find one that isn't here (with the Tree and Rank) and I'll try to find it and add it.

Daring Tree
The leftmost Red Curse Tree is called the Daring Tree and it contains mainly damage increase Curses which focus on The Scythe and The Cloak. You'll find various ways to increase your damage here ranging from flat damage increases, to percent damage increases, to making you deal Backstab damage, to enhancing your Fury attacks, etc.

You'll want to focus on this tree when you have 1-2 Cloak Weapons and are confident in your ability to survive otherwise as there's only 3 out of 60+ Curses here that will help you stay alive and the rest are purely ways to increase your overall damage.

Below are all of the Curses ordered by Rarity, Rank and alphabetically.

Fires a low damage axe in a high arc every time you use a Cloak Weapon's attack.

Not very useful as the angle the axe is fired at and how long it takes to reach the ground in front of you means it won't actually land very often, and it doesn't do much damage either so you really only want to get this curse if you're going the Daring Tree already and have a Cloak Weapon.

Makes every single hit of your Scythe deal 1 extra damage.

Not very useful on its own but it can add up if you use the Scythe a lot. Due to the damage per hit increase it's better on Scythes that hit more frequently as opposed to harder, such as the basic Scythe and the Sickles.

Increases the damage per hit of your Cloak Weapons by +10%

As it's a percent bonus it's better on harder hitting weapons as opposed to faster ones. Still a generally good Curse if you have any Cloak Weapons at all.

Gives you Retrain, which adds damage to your next hit after attacking with a weapon you didn't just use.

This Curse doesn't care what type of weapon you use, so it's also useful when using a Spell. It's only +10 damage at first, but there are other similar Curses that this can stack with to make it very powerful.

Grants you the Counterparty Keyword, which increases the damage you deal by +10 for ~1 second after being hit.

Not extremely useful as you want to avoid being hit most of the time, but it can pair well with Retaliate Curses and the Innovation Tree as they can help you survive being hit and give you bonuses for doing so.

Shoots a low damage homing attack every time you use a Cloak attack.

Better than And My Axe! due to it being homing, but otherwise it's relatively negligible due to being low damage. Goes better with low cooldown Cloak Weapons.

Gives Cloak Weapons +5% chance to deal 2x damage every hit.

5% isn't very high, but it can still allow you to deal a decent amount more damage depending on how frequently you attack with Cloak Weapons. Goes better with weapons that have many individual hits and/or a low cooldown.

Makes every hit with Cloak Weapons deal +10 damage.

As it's a flat damage increase it goes better with weapons that attack quickly or have a lot of individual hits. Regardless it's a good Curse for increasing your damage with Cloak Weapons.

Gives you the Keyword Transfer, which increases your damage by +10 for ~1 second after using a Rush.

Moderately useful as a damage increase, made more useful the more you dash around enemies.

Gives you the Inflation Keyword, which increases your damage to attacking enemies by +10.

A generically decent damage increase Curse, made better the more you wait for enemies to attack before attacking them (though I wouldn't advise doing so, I'd just forget about it and have it randomly apply).

Gives your Cloak Weapon attacks +15% damage per hit.

As it's a percent based increase you'll want to pair it with weapons that have a high base damage per hit, though it's still good on any Cloak Weapon.

Gives you the Life Insurance Keyword, which increases your damage to enemies with full health by +10 for 1 hit.

A mediocre damage increase that only applies once per enemy. Can be useful for getting rid of enemies with low amounts of health faster such as Flying Books.

Gives you +10% chance of dealing +20 extra damage every hit.

Goes better with multi-hitting weapons or low cooldown weapons as it's a percent chance per hit. Otherwise it's just a good damage increase Curse.

A better version of Polish that increases the damage you deal with the Retrain Keyword.

Gives you +5% chance to deal extra damage when attacking an enemy's back and increases total Backstab damage by +10.

You'll want to change your play-style when you have the Backstab Keyword so that you focus on being behind whatever enemy you're trying to kill at the moment. This specific Curse isn't great on its own but it pairs very well with other Backstab Curses or weapons.
Curses (Daring 2)
Gives +15% damage on hit to the Scythe

A generally good damage increase, made better when you attack with the Scythe more. Pairs better with the higher damage per hit Scythes such as the Diss Scythe

Increases your damage per hit with the Scythe by +10.

Just a 10x better version of Mercurial Scythe. Same tips apply.

Gives +5% chance to deal extra damage each hit, and increases the damage of the Pierce Keyword by +15.

A lower percentage chance than Flailment but it increases the damage of their keyword. Pairs well with Flailment and other Pierce Curses.

A better version of Polish and Sharpen.

Pair with Polish and/or Sharpen for a better effect.

A better version of the Infuse Curse. Same tips apply.

Essentially a weaker version of Cloak of the Demiurge, all previous tips apply.

Weaker version of Flailment that's able to be obtained earlier.

Gives you +1 Max Health every time you get hit by an enemy.

This is one of the only defensive Curses in the Daring Tree; it can potentially, when paired with other Curses, give you a ton of Max HP. Pair with other Retaliate Curses or health/healing Curses for the most benefit.

A strictly better version of See Right Through You that also increases the damage Pierce does by +5.

Pair with other Pierce Curses or weapons, and weapons that hit a lot or frequently.

Causes both The Scythe and Cloak Weapons to have a +5% chance of dealing 2x damage per hit.

Good to pair with multi-hitting or low cooldown weapons.

Essentially a weaker version of the Infuse Curse.

Stack with other percent based increases and pair with high base damage Scythes for maximum benefit.

This Curse makes you deal +10 damage per hit for every weapon but causes Anima to heal you for 1/2 the normal amount.

Pretty strong for the damage increase as it applies to everything, but you need to be sure you can survive with the massive reduction in healing that this gives you.

A 2x better version of Omnipotent Scythe, all previous tips apply.

Gives you a guaranteed "chance" to deal increased damage when attacking an enemy's back.

As with other Backstab Curses/Weapons you want to change your playstyle when you have this Curse so that you focus on being behind whatever enemy you're currently trying to kill.

Causes you to deal +35% damage with every attack, but you take +50% damage from every enemy.

This Curse is the epitome of "glass cannon". It makes you deal a large amount more damage for the trade-off of being much easier to kill yourself. Only take this Curse when you're very confident in your ability to avoid damage.

A 2x better version of Light Steel, all previous tips apply.

This Curse makes your Charge Attack on the Scythe deal +50% damage.

A decent damage increase Curse that focuses on your largest area of effect attack with the Scythe. You'll want to use more Charge Attacks when you pick this up.

Causes you to apply Bleed with every hit from every weapon.

One of the best Curses in the game, Bleed as described earlier causes you to deal increasing damage per hit so it goes great with multi-hitting weapons or low cooldown weapons but it's still good regardless of what you have.

Causes all aerial attacks from The Scythe or Cloak Weapons to deal +35% damage.

A good damage increase Curse that focuses on aerial play. You'll want to attack from the air the majority of the time once you get this Curse.

Makes all hits with Cloak Weapons deal +25% damage, but reduces your Max MP by -30.

A good damage increase Curse that takes away some Mana. Preferably you'll take this if you have 2 Cloak Weapons and no Spells as it'll be much harder to use spells with the reduced Max Mana.

Summons a small projectile that orbits you constantly and can deal damage to enemies it touches and remove projectiles it comes into contact with.

The damage it deals is negligible but you may be able to use the fact that it removes projectiles to protect yourself as you play if you're skilled enough.

Essentially a weaker version of the Treason... Disgrace! Curse, all previous tips apply.

Causes your Frenzy Gauge to fill slowly over time if it's below 25% full.

A decent Curse that allows you to use more Fury attacks in your run. It's not fantastic but it can allow you to use a few more Fury attacks in each World.

A 3x better version of Cloak of the Gods, all previous tips apply.

Causes you to deal extra damage equal to 7% of your current HP.

It's worded badly but it goes based off of your health not any enemy HP. The more health you have the more damage this will allow you to deal. Pair with Curses from the Innovation Tree for the most benefit as those will generally give you more HP and healing Curses to keep yourself healthy.

A 5x better version of Concentration is Key, all previous tips apply.

A better version of Scythe of Authority, all previous tips apply.

Causes you to gain Lifesteal for 2 seconds after being hit by an enemy.

One of the only defensive Curses in the Daring Tree, it allows you to heal up a small amount of the damage you just took if you attack an enemy right after being hit. Pair with other Retaliate Curses or Curses from the Innovation Tree.

Makes The Scythe have a +10% chance of dealing 2x damage with every hit.

As with other Critical based Curses you want to pair this with multi-hitting Scythes such as the basic Scythe and the Sickles.
Curses (Daring 3)
Increases damage of Scythe and Cloak Weapon attacks on the ground by +15%

The grounded version of Upward and Onward. You'll want to stay on the ground more often than the air for the most benefit with this Curse.

Increases the chance of dealing extra damage when attacking an enemy's back by +25%

Pair with other Backstab chance or damage increase Curses for the most benefit. As with all Backstab focus on attacking enemies backs whenever possible for the most benefit

Increases damage for all hits you deal by +1 every time you take damage.

Pair with other Retaliate Curses or with healing/health Curses from the Innovation Tree for the most benefit.

Launches a small bomb in front of you every time you attack with a Cloak Weapon.

Mediocre damage increase that gets slightly better if you have 1 or 2 low cooldown Cloak Weapons.

Increases scythe damage by +5

Another flat damage increase for The Scythe, pair with high base damage scythes.

Makes it so that you can't be interrupted while attacking with your Scythe's main attack series, you still take the damage from attacks.

A very peculiar Curse that's more utility in combat than anything. Only take if you want to be able to use your main attack series to go through enemy attacks at the cost of health.

A better version of To the Ground!, all previous tips apply.

Adds Lifesteal to every hit you deal to enemies, healing your Injuries depending on how much damage you deal

One of the best survival Curses in the game, and the best one in the Daring Tree. The Lifesteal on every hit is fantastic and allows you to save your Anima until they become golden for pure healing instead since you'll heal so much injuries from the Curse anyways.

Guarantees Critical hits against any stunned enemies

A great damage increase Curse that gets better with high stun damage weapons

Adds +3 damage to the Scythe

Another flat damage increase for the Scythe, pair with a fast attacking or multi-hit Scythe.

Reduces your damage with the Scythe by -25% but increases your damage with Cloak Weapons by +10%

An interesting trade-off Curse that reduces your Scythe damage and buffs your Cloak Weapons, pair with a low base damage Scythe and 2 Cloak weapons (preferably high base damage) for the most benefit.

Increases Scythe damage by +10% but decreases Cloak Weapon damage by -25%.

The exact inverse of Sheathe Your Scythe that increases Scythe damage but decreases Cloak Weapon damage. Pair with a high base damage Scythe and 2 Spells for the most benefit.

Causes you to summon a bolt of lightning after a ~2 second delay with every hit you deal to enemies.

As with all Infuse Keywords it pairs best with high hit-count weapons and/or low cooldown weapons. The damage on each individual lightning bolt isn't great but it can easily add up when you hit with multi-hits constantly.

Increases the damage of all Fury attacks by +25%

A decent damage increase depending on what weapons you have. Pair with weapons that are either able to use their Fury frequently or have a very high damage Fury attack.

Increases Cloak Weapon attack by +40%

Another percent based Cloak Weapon attack increase. Pair with high base damages for most benefit.

A better version of Sheathe Your Scythe, all previous tips apply.

A better version of Uncloaked, all previous tips apply.

Increases Backstab chance by +5% and Backstab damage by +15

Another Backstab Curse, as with all of them you want to focus on attacking enemies' backs when you have this.

Increases all damage you deal by +15 when you're at 25% or less HP remaining.

Take when you are confident in your ability to survive for long periods of time on low Health or if you have a very large amount of Max HP and other survivability focused Curses.

Increases the damage of every hit you deal by +1 for every individual attack you use, resetting after ~10 seconds or whenever you take damage.

A good damage increase Curse, especially when you're good at avoiding damage while playing aggressive. Best paired with fast attacking weapons and/or weapons that can keep you from being hit.

A better version of Heavy Metal, all previous tips apply.

Increases damage with The Scythe by +10 per hit but reduces the damage with Cloak Weapons by -20.

A flat damage increase to The Scythe and damage reduction to Cloak Weapons. Pair with 2 spells for the most benefit, or with very high base damage weapons; can be used with very low damage Cloak Weapons if you also have a lot of Infuse Keyword Curses or other flat damage increases to Cloak Weapons.
Curses (Innovation 1)
Innovation Tree
The middle blue Curse Tree is called the Innovation Tree, and it focuses on utility or defensively based Curses. You can find HP increases, healing, Soulary gain increases, and even a couple Infuse Curses and status effect enhancement Curses here. On top of those, it also has some Cloak based Curses here for when you're using at least 1 Cloak Weapon.

You'll want to focus this Curse Tree when you aren't super confident in your ability to survive the entire run, when you want to play a slower and more defensive play-style, or when you're planning on only using Cloak Weapons that run. This Tree is also good to supplement one of the other Curse Trees that you're focusing instead as most of the Curses are decent on their own, with the Daring Tree going particularly well with the Innovation Tree due to both of them having Cloak Weapon Curses.

Below is a list of all the Innovation Curses in order based on Rarity, Rank, and Alphabetically:

Reduces the cooldown of Cloak Weapons by -15%.

A generally good damage increase Curse for Cloak Weapons, goes better with high cooldown weapons as it'll have a larger total reduction in cooldown depending on how long the cooldown is initially due to it being percent based.

Reduces the cooldown of Rush by -25%.

For when you want to be able to dodge more frequently. It's also good to help you move around the map quickly due to being able to dash more often.

Increases your Max HP by +10.

One of the Max HP increase Curses. Equivalent to getting 1 Ad Vitam +. Take if you really want extra Max HP, but leave otherwise as it gives no help in combat or sustaining your HP.

Gives you a +10 HP Pure Heal whenever you open a Stele.

A very good HP sustain Curse. The Pure Heal can be a lifesaver when you have a lot of permanent damage on you. Go to the Equipment Storage floor when you have this and feel like you need more health as it guarantees a Pure Heal in that case (sometimes 2!).

Increases your Max HP by +20.

Another Max HP increase Curse. Better than the last one (2 Ad Vitam +) but still not great.

Reduces the price of Weapon Upgrades in the Control Room by -15% Soulary.

A decent Curse that allows you to upgrade your Weapons for 45 less Soulary in total from Level 0 - 3 (in early Breakdowns). Less useful on higher Breakdowns as the 3rd Upgrade is still not feasible to get even with the price reduction.

Gives you +1 Defense.

A decent damage reduction Curse. -1 damage to every single hit isn't bad, but it's not much later on into the run.

Gives you +30 Max HP.

The 3rd of the Max HP increase Curses. Better than the last one (3 Ad Vitam +) but still not fantastic.

Gives you 1 Soulary every time you kill an enemy.

It's not much but it gives you a guaranteed reward for killing enemies. over the course of your run you may kill 300-500 enemies so you can gain a couple hundred Soulary at least if you get this and kill all the enemies you find.

Heals you for +5 HP whenever you take damage.

A good post-damage reduction Curse. Every attack that doesn't kill you effectively deals -5 damage. This is essentially giving you 5 Defense for every hit that wouldn't normally kill you.

Makes your Anima and Golden Anima Heal/Pure Heal you for +15 HP.

An amazing health sustain Curse. Even better on high Breakdowns as you end up needing the extra Pure Heals from Golden Anima due to the reduction they get on higher Breakdowns.

Increases the max stacks of Poisoned by +5 (from 10 to 15 without other Curses/effects)

A niche damage increase Curse. Only take this if you have the Social Toxicity Curse or at least 1 Poison Weapon (preferably 2). It's also not helpful unless you're able to consistently apply more than 10 stacks of Poison on enemies at the same time as it's not a flat damage increase.

Reduces the price of buying items in the shop by -50%.

A good Curse when you have enough Soulary to go shopping. Allows you to buy 2 times as many items on average due to the 50% price reduction.

Increases your Max HP by +15%, applying after all other HP increase effects.

An interesting Curse that ranges from mediocre to good based on how much Max HP you have. if you have no other HP increases (65 Max HP) it'll give you +10 HP, if you have 300 Max HP from other increases it'll give you +45 HP.

Gives you +5 Defense for 10 seconds after being hit, stacks with itself.

A mediocre to good defense increase Curse as it only applies after you take damage. If you have other Defense Curses and other HP sustain you may be able to abuse the fact that it stacks with itself to gain so much defense that you don't take any damage from hits, but if you can't do that it's very mediocre.

Increases your damage by +25 for ~30 seconds after using an Anima.

A decent damage increase Curse with the caveat of needing to use an Anima first. If you have a Curse that allows you to get more Anima it becomes better. After you use Anima with this Curse you want to be very aggressive for a while as the damage increase is very noticeable.

Increases Max Weapon Charges for Cloak Weapons that have multiple charges by +1.

A niche damage increase Curse that requires you to have a Cloak Weapon that has charges to be useful at all. If you do end up having 2 weapons with charges it becomes very good and effectively allows you to use both of them back to back much more frequently.

Increases the Duration of Bleed by 2x (10 seconds to 20 seconds)

Allows you to use Bleed more defensively as you won't need to worry so much about hitting the same target back to back to get damage out of it. Only take if you want to play more defensively with Bleed.

Increases the max amount of Anima you can hold by +1 (3-4 normally, 2-3 on higher Breakdowns).

A decent to good sustain Curse. On low Breakdowns it allows you to keep up to 4 Anima in total (without other Curses), and on high Breakdowns it can allow you to negate the penalty of only being able to hold 2 Anima. The extra total amount can delay your ability to gain Golden Anima from collecting enough Normal Anima though so keep in mind this trade-off.

Reduces the Cooldown of Cloak Weapons by -25%.

A better version of Dummy Drapery.
Curses (Innovation 2)
Guarantees that Arenas drop +5 Soulary.

As you get 1-3 Arenas per floor you can gain 5-15 Soulary per floor with this Curse. Good to help you upgrade your weapons, or to allow you to buy more items from the Shop.

Increases Burn damage by +5 (5 to 10 Burn damage without other effects).

A good damage increase Curse for when you have the Burning Up Curse or any Burn based weapons. Only get if you have Burn as it's useless without it.

Gives you +2 Weapon Charges for Cloak Weapons that have charges.

A better version of Secret Pocket. If you have both this Curse and Secret Pocket you can essentially alternate between 2 Cloak Weapons that have Charges infinitely.

Reduces the cooldown for Rush by -35%.

A better version of the Faster, Faster! Curse (-35% vs -25%). All previous tips apply, and if you have both Curses you essentially have no cooldown on your dash with how fast you can use it back-to-back.

Increases the maximum amount of Poison Stacks you can apply to a single target by +10.

A better version of the Watch Out for the Quiet Ones Curse. All previous tips apply.

Increases invulnerability during Rush by +0.15 seconds

Useful if you have trouble timing your dash to dodge through attacks. Don't get this otherwise as it has no use if you don't have any issues dodging attacks.

Gives you a Pure Heal of +20 HP whenever you kill a Sorrow.

A decent HP sustain Curse that gives you a free Pure Heal whenever you defeat one of the main bosses in the game. Realistically if you get this before fighting Brad you can heal up to +60 HP throughout your run, less if you get it later and none if you get it after defeating the 3rd Sorrow as there's only 4 in each play-through.

Adds +1 maximum stack of Poison that's able to be applied to each enemy.

A strictly worse version of the Watch Out for the Quiet Ones Curse. All previous tips apply.

Fills your Frenzy Gauge a little each time you get hit.

This allows you to use your Fury attacks more often when you get hit. Goes well with other Retaliate Curses and HP sustain based Curses.

Adds +2 seconds to the duration of Poisoned (10 to 12 seconds)

This allows Poisoned to hit the enemy a few more times before expiring for every stack of Poisoned. Only take if you have something that can apply Poisoned.

Resets the Cooldown of Rush whenever you kill an enemy.

Take this based on preference, if you want to be able to dash right after killing anything then take this, otherwise leave it because that's all this Curse does.

Makes Burn deal +3 damage (5 to 8 damage without other effects)

A worse version of the Bring the House Down Curse. All previous tips apply.

Gives you +2 Defense.

A better version of the Tomb Helm Curse. All previous tips apply.

Applies Poisoned with every hit you deal to any enemy with any weapon.

A very good damage increase Curse that focuses on Poisoned. Good by itself but it goes better with weapons that hit a lot of times as opposed to weapons that hit once. As with every Poisoned effect, you can play both aggressively and defensively with this, applying poisoned to every enemy as you dodge away from attacks and whittling down their health or focusing down single enemies with a lot of Poisoned Stacks to melt through their health.

Makes Burn last 5 seconds longer (10 seconds to 15 seconds without other effects).

This allows burn to be used more defensively. Apply Burn then run away to attack something else and repeat when using this Curse.

Occasionally Pure Heal yourself for +5 HP.

It's not very frequent, but it's still a free +5 HP heal every now and then which makes it a good sustain Curse.

Increases your Defense by +5.

The highest value Defense increase Curse. -5 Damage to every hit you take is pretty good, even more-so when paired with the other Defense increase Curses or Retaliate Curses.

Increases Max Bleed Charges by +5 (10 to 15 without other effects).

A good, more aggressive, Bleed focused Curse. Only take if you have some way to apply Bleed, preferably with the Scything Attack Curse.

Occasionally Heals you for 1 HP (not a Pure Heal).

A strictly worse version of Hidden Anima that can be obtained far earlier.

Gives you +1 Max HP whenever you enter a new Floor.

Good to get early as you can gain up to +27 Max HP if you get it in the first Floor of your run. Leave if you find it later than 1/2 way through your run as it'll be better to get something else due to it only being able to give you ~+14 Max HP at that point.

Increases Max Poison Stacks to each enemy by +2.

A better version of Poisoned Channeling. All previous tips apply.

Increases your Defense by +3 for 5 Seconds every time you kill an enemy, refreshes and stacks on another kill.

A strictly better version of the Anger Leads to Hatred Curse that doesn't require you to be hit and instead works when you kill something. It's harder to use since you need to be more aggressive if you want to stack it and it doesn't give as much Defense, but the fact that you don't need to take damage for it to work makes up for that.

Increases the damage of every stack of Poisoned by +1.

This effectively doubles your Poisoned damage as it applies to every individual stack of poisoned instead of it just adding another stack. Only take if you have some way to apply Poisoned.

Makes every hit that applies Bleed apply 2 stacks instead of 1.

This allows Bleed to stack twice as fast. Very good for allowing you to get a lot of damage out of Bleed very quickly on each enemy you attack. Only take if you have a way to apply Bleed.

Increases the damage of every stack of Poisoned by +2.

This effectively triples your Poisoned damage without other effects. A better version of the Rotten to the Core Curse. Only take if you have a way to apply Poisoned.
Curses (Innovation 3)
Increases Burn damage by +10.

A better version of the Bring the House Down Curse. All previous tips apply.

Increases Max Bleed Stacks by +50.

A 10 times better version of the Bleed Yourself Dry Curse. All previous tips apply.

Gives you a 20% chance to gain 5 Soulary every time you kill an enemy.

A better version of the Hitman Curse. Take if you want to be able to upgrade your weapons sooner or to be able to buy more items from the Shop.

Allows all your weapons to apply Burn with every hit.

A very good damage increase Curse. Pairs well with weapons that hit many times, and with Burn enhancement Curses or Weapons.

Whenever you use an Anima with this Curse you gain +1 Damage to every hit permanently.

A decent damage increase Curse that gets better the more Anima you use and the earlier you get it. When you have this Curse you want to use as many Anima as you can whenever you have them and have health to heal.

Increases the duration of all timed effects on yourself by +3 seconds.

A niche Curse that goes best with timed buff effects. Take if you have more than 2-3 effects that activate on yourself and are timed (from Curses or Weapons).

Increases invulnerability after being hit by +0.5 seconds.

This allows you to get out of bad scenarios easier when you get hit. It gives you an extra 1/2 a second to get to a safe place before you can be hit again. Don't pair with Retaliate Curses as this will reduce their effectiveness because of you not being able to be hit.

Gives you a 5% chance to gain Soulary whenever you hit an enemy.

This is the best Soulary gain Curse in the game. It's better than the others because it allows you to gain Soulary just for hitting your Enemies. Pair this with weapons that have a large number of hits for the most benefit.

Gives you +2 Max Anima that you're able to carry.

A better version of the Millanima Puzzle Curse. All previous tips apply. With both Millanima Puzzle and this Curse you can have 6/5 Max Anima depending on Breakdown.

Gives you a 50% chance to gain an Anima whenever you take damage.

A very good HP sustain Curse that gives you Anima for being hit. Pair with other Retaliate or Defense Curses.
Curses (Excellence 1)
Excellence Tree
The rightmost Curse Tree is called the Excellence Tree. It focuses on Curses that enhance your ability to use Spells and it also has a few utility based Curses.

Focus this Tree when you're planning on using 1-2 spells in the run (preferably 2) as the majority of Curses here are useless if you don't have any spells.

Below is a list of all the Innovation Curses in order based on Rarity, Rank, and Alphabetically:

Regenerates 100 MP whenever you get hit.

This allows you to use at least 1-2 spells immediately after being hit. Not great as it requires you to be hit first, but sometimes all you need is 1-2 more spells to finish an encounter.

Immediately gives you 30 Soulary.

A decent increase in currency. Only take this if you're wanting to be able to upgrade your weapons sooner or to be able to buy more items in the Shop, leave otherwise as Soulary by itself won't help you at all.

Increases damage from Spell attacks by +10%.

A decent damage increase Curse for Spells. Pair with high base damage spells for the most benefit.

Increases your Max MP by +5.

Mediocre as it equates to only 1/2 of an Eterna Mana +. I recommend taking anything else unless you just really want the extra max Mana.

Increases your Max MP by +10.

A better version of Meditation, but it's still mediocre as it only equals 1 Eterna Mana +.

Automatically attacks with a low damage dart each time you use a Spell.

Not great as the darts themselves don't do much damage, but it's still a decent damage upgrade on lower Breakdowns.

Allows you to survive 1 hit that would normally kill you with 1 HP, once per run.

A good survival Curse. It only triggers once but it gives you an opportunity to get out of the bad scenario you where in and continue playing for a while after you would normally have died.

Attacks with pikes in a small area around yourself when you get hit.

Mediocre as the pikes don't do much damage and it requires you to be hit, but it's decent on lower Breakdowns.

Gives you +25% Max MP.

A decent to good Max MP increase Curse that's based on how much Max MP you have otherwise.

Heals you for 10 HP whenever you enter a Shop Floor.

It's not a Pure Heal, but it's still a decent sustain Curse. You're guaranteed to run into at least 2 shops in your run, and can potentially run into up to 4, so this can Heal you for between 20-40 HP over your run if you get it early enough.

Increases your damage with Spells by 2x for 2 seconds whenever you attack with a Cloak Weapon.

This curse is interesting in the fact that it requires you to have exactly 1 Spell and 1 Cloak Weapon to work at all. Pair with a high base damage Spell and preferably a low cooldown Cloak Weapon for the most benefit.

Increases Spell damage by +5 per hit.

A decent damage increase Curse for Spells. As it's a flat amount you should pair it with low Mana Cost and/or low Cooldown Spells for the most benefit.

Increases Max Mana by +50%.

A 2x better version of the Irreverent Altar Curse. All previous tips apply.

Increases MP regeneration rate by +150%

This is harder to use than the Max MP increases as it requires you to not run out of Mana to use it the most effectively, but it can be very good for reducing the amount of time between Spell usages in general due to getting back to Max Mana faster.

Increases Spell damage per hit by +10.

A better version of the Tenebris Incantum Curse. All previous tips apply.

Increases Spell damage by +2.

A worse version of the Tenebris Incantum Curse that's able to be obtained earlier. All previous tips apply.

Reduces the MP Cost of Spells by -10%.

This is decent with high Mana Cost Spells, but otherwise is pretty mediocre as it won't even let you cast 1 more Spell before running out of Mana and instead can potentially prevent you from running out of Mana with your last spell.

Launches a low damage homing missile every time you kill an enemy.

The damage isn't great but it can allow you to kill your next enemy slightly faster. Bad on higher Breakdowns due to the Defense increase negating the damage from this.

Makes your Spells deal +15% damage for 10 Seconds every time you get hit.

A decent damage increase Curse for Spells that requires you to be hit first. Pair with other Retaliate Curses or sustain based Curses.

Regenerates 50 Mana whenever you use an Anima.

Not very good as the requirement of using an Anima is very large and 50 Mana will only let you use 1-5 Spells depending on Mana Cost.

Regenerates 10 Mana whenever you hit an enemy with your Scythe or Cloak Weapons.

This is a decent MP sustain Curse that rewards you for alternating between Spells and Scythe or Cloak Weapons. Useful even if you don't have a Cloak Weapon as it works with Scythe attacks.

Gain +50% Mana Regeneration Rate for a short time after using an Anima.

Not very good as the cost of using an Anima is far larger than the reward of any amount of Mana Regeneration, because MP Regeneration only works when you're not using Spells.

Gives Spell attacks +3 damage per hit.

A slightly better version of the Incantum Curse. All previous tips apply.

Gives you +25 Max MP.

A better version of the Adjuration Curse. All previous tips apply.

Heals you for 1 HP every time you kill an enemy.

A good Health sustain Curse. Rewards you for killing enemies with a Heal (not a Pure Heal); as you kill 100's of enemies per run you can potentially gain 100's of HP back with this Curse.

Gives Spells +5% damage every time you use a Spell; new Spell usages stack this effect up to 10 times and refresh the duration (+50% damage max).

A fantastic Spell damage increase Curse. Pair this with low Mana Cost and/or low Cooldown Spells for the most benefit.
Curses (Excellence 2)
Launches projectiles all around you whenever you get hit.

Not great as it requires you to be hit first, and it doesn't do much damage either. Take if you're planning on going a Retaliate build, leave otherwise.

Every few seconds you launch projectiles in front of and behind you.

They don't do much damage but they fire off fairly frequently. Worse on higher Breakdowns due to the Defense increase.

Gives you invulnerability for 1 second after being hit.

This gives you more time to get out of a bad scenario after being hit, similar to the Soul Mesh Curse from the Innovation Tree. Take if you find yourself getting surrounded a lot and you find yourself needing the extra invulnerability.

This reduces all damage you take from every hit that deals 10 or less damage to 1 damage.

A good survival Curse. This can drastically reduce the amount of damage you take from the weaker enemies in the game, especially when paired with Defense increases (with just 1 Defense it makes all damage below 10 be nullified).

Regenerates 25 MP whenever you kill an enemy.

This allows you to use Spells immediately after defeating enemies where you normally may be out of Mana. Not fantastic but not bad.

Gives you +25% Mana Regeneration Rate.

A weaker version of the Know-It-All Scholar Curse that's able to be obtained slightly earlier. All previous tips apply.

Gives you +50% Mana Regeneration Rate.

A better version of the Lil Scholar Curse, all previous tips apply.

Allows you to survive any hit that would kill you with 1 HP so long as you have 2 or more HP remaining.

This effectively makes you immortal if you have any way of healing at all and are able to use it right after being hit. A fantastic Curse that gets better if you have Weapons or Curses that can Heal or Pure Heal you.

Every few seconds you regenerate 5 MP.

It's not fantastic but it will occasionally allow you to use an extra spell if you end up being out of Mana when it gives you MP back.

Gives you +35% Max MP.

A slightly better version of Irreverent Altar that's able to be obtained earlier. All previous tips apply.

Gives you +100% Mana Regeneration Rate.

A better version of the Scholarly Curse. All previous tips apply.

Permanently gives you +1 Max MP whenever you get hit.

Good for a Retaliate build that uses Spells. Pair with other Retaliate Curses and HP sustain Curses for the most benefit.

Gives you +0.5% Mana Regeneration rate for a few seconds whenever you kill an enemy.

Mediocre, all it does is give you a tiny bit of Mana back after killing an enemy and only if you don't continue using spells during that time.

Fires a homing projectile every time you hit with any weapon.

It doesn't do much damage but it can add up if you have weapons with multiple hits. It's far worse on higher Breakdowns due to the Defense increase.

Every few seconds you regenerate 10 MP.

A better version of the Imminent Introspection Curse. All previous tips apply.

Regenerates 10 Mana whenever you hit any enemy with any weapon.

Arguably the best Curse in the game when paired with 2 Spells or at least 1 low cooldown Spell. It allows you to effectively never stop using Spells so long as you keep hitting enemies.

Gives you +40% Mana Regeneration Rate after defeating a Sorrow (not sure if it's permanent or timed, need to test more).

Probably the worst Orange rarity Curse in the game, the extra Mana regeneration isn't nearly good enough to warrant getting this and the requirement of defeating a Sorrow for the bonus means it won't even really be used.

Increases your Mana Regeneration Rate by 2x but increase the Cooldown of Cloak Weapons by 2x as well.

Take this if you have 2 Spells as it will make any Cloak Weapon worse. Mana Regeneration isn't very good either so you may want to get something else.

Fills your Frenzy Gauge by 50% whenever you use an Anima.

This allows you to use your Fury Attacks much more frequently at the cost of using an Anima. Try to use your Fury if you have it before using any Anima when you have this.

Fires a projectile directly in front of you that passes through enemies whenever you hit with any weapon.

Low damage, but it can add up if you have weapons with a lot of hits. Far worse on higher Breakdowns due to the Defense increase.

Gives you 1 Anima every minute.

An amazing HP sustain Curse that also allows you to use Curses that revolve around using Animas a lot more. The HP sustain cannot be understated since you can infinitely gain Anima if you're patient enough with this.

Gives Spells +10% Mana Regeneration Rate for 10 seconds after using a Spell, stacking up to 10 times (+100% max) and resetting the duration every time a Spell is used.

The second best MP Regeneration Curse, if you play well you can potentially drastically reduce the amount of time between Spell casts on average with this Curse. Only take if you have 2 Spells or at least 1 very low Cooldown Spell as it won't be very useful otherwise.

Reduces the MP Cost of Spells by -25%.

A better version of the Lil Sorcerer Curse. All previous tips apply.

Increases Spell damage by +10% for 10 seconds when you use a Spell, stacking up to 10 times (+100% max) and resetting the duration every time a Spell is used.

A better version of the Enchanted Cannon Curse. Extremely good when paired with 1-2 low cooldown and/or low MP Cost spells.

Gives you +5 Max MP whenever you use an Anima.

Not great considering how late into your runs you get it, but it can still potentially give you +30 or more Max MP if you get it 1/2 way through your run.
Curses (Excellence 3)
Gives you a shield that blocks 1 hit of damage. This shield respawns after 20 seconds when it gets destroyed.

A very good survivability Curse that gets better the more you can avoid taking damage. If you can avoid taking more than 1 hit of damage every 20 seconds you can essentially never take damage again when you have this curse.

Gives you +10 Damage to every hit per Anima you are holding (Golden Anima still only count as 1).

This can give you up to +20/+30 damage normally depending on Breakdown, and up to +30/+40 damage with the Millanima Puzzle Curse. Amazing on its own and better with the Millanima Puzzle Curse and low cooldown Weapons.

Gives you +25% MP Regeneration Rate when you use a Spell, stacking up to 10 times (+250% max) and resetting the duration every time a Spell is used.

A better version of the Mana Addict Pitbook Curse. All previous tips apply.
Curses (Penalties 1) (to be completed)
Enemies (outdated)
This section will be for rough enemy data and tips for fighting every enemy. It will go based on appearance in the Employee Handbook and be grouped via the Department they show up in.

edit: Everything past this section is old information and may or may not be relevant to the current version of the game.

Hall of Eternity
Most enemies here are very basic due to being the first area of the game. Try to start getting used to learning enemy attack patterns here as It'll be extremely useful as you continue playing.

Crow
Health: 5
Damage per Attack: 10

The crow is the weakest enemy in the game. It will also spawn in the Modern Warfare Department. It will spawn near the top of the screen, usually in groups and only in arenas, and only has 1 attack. To attack it will do a diagonal dive-bomb from the top of the screen down.

Simple enemy with a very simple strategy for them: just focus them down before any of your other enemies and they won't pose much threat to you. They won't attack for a second or two after spawning which will give you plenty of time to kill them, and due to them usually being near the top of the screen you will be much less likely to be hit by any other enemies while dealing with the Crows which makes them even easier to deal with.

Ghost
Health: 50 / 175
Damage per Attack: 5 / 15

One of the most commonly seen enemies in the beginning of your runs. A variant of the Ghost spawns in the Addictions Department. Only has 1 attack. To attack it will create a small wall of flame in front of it with its head.

Another simple to deal with enemy, it doesn't attack extremely quickly and its damage isn't super high. Mostly a cannon-fodder enemy which will only give you issues with a lot more enemies around.

Flying Book
Health: 12
Damage per Attack: 5

Spawns periodically throughout the first area of the game. Only has 1 attack with noticeable startup. To attack it will spawn a paper airplane above it which will home in on your position after a second or two then fly in a straight line.

Mostly annoying more than threatening, will only give you issues if it's slightly off-screen where you can't see it readying its attack or if there are a lot of enemies around. Be careful approaching it while it's readying its attack as it's very easy to get hit if you're super close during attack startup. Try to focus it first, as it can hit you from a good distance away, and you'll be fine.

PyroGhost
Health: 40
Damage per Attack: 7

The main projectile enemy early-game. Only has 1 attack. To attack it will go into a ready stance and fire a projectile in a straight line towards your current location after a second or two. Will fire in a straight line forward if you go behind it after it starts readying its attack.

In my opinion the most dangerous enemy of the first Department. It will fire at you from very far away and there are usually multiple of them around at the same time. Try to prioritize over shorter ranged enemies. If you're trying to approach it from far away you can use your Rush Charge Attack to go through its projectile due to the invincibility you get.

Spooksmen
Health: 100 / 240
Damage per Attack : 12/10/11 / 10 / 10 / 15/15/15 / 15 / 15

The most healthy enemy early-game and the most damaging per hit early-game too. Also spawns in the Physical Illness Department and a variant of it will spawn in the Addictions Department. Has 3 attacks, one 3-hit sequence if you're in front of him, a spin if you're behind him, and an uppercut if you're above him.

The most dangerous early-game enemy to get hit by and the healthiest too. Will usually require multiple attack sequences to kill before upgrades. Be very careful around them and be aware of which attack they'll use next; if you're behind them be ready to dodge the spin, and if you're above him be aware that he'll try to hit you even on a platform. The safest time to hit them is during the 2nd and 3rd hits of their main attack sequence as they don't turn around at all until they finish.

Industrial Pollution Department
(placeholder)

Blobby
Health: ?
Damage per Attack: ?

One of the only melee enemies in this area of the game. Has only 1 attack. To attack it will reel back slightly and dash forward after a moment. Can spawn on their own or from Ulcermonners.

One of the main reasons to stay off the ground in the Industrial Pollution Department. It has enough health that it's difficult to kill in a single attack sequence which makes it annoying to deal with without upgrades. Keep in mind that the dash goes fairly far and to either stay away from it, jump over it, or dash through it when it attacks.

Petroll
Health: ?
Damage per Attack: ?

One of the healthiest non-boss enemies in the game. Only has 1 attack. To attack it will dash backwards and then launch a wave of itself forward a good distance. Will turn around if you end up behind it after the dash but before the attack comes out.

Being as healthy as it is while doing a good amount of damage per hit makes this the most dangerous enemy of this area of the game. Be very careful around it and try to dodge through it as it attacks to have the largest window of time to hit it. If possible try to stay above it as it'll only ever attack along the ground.

Splurty
Health: ?
Damage per Attack: ?

The main grounded projectile user of the Industrial Pollution Department. Only has 1 attack. To attack it will briefly go into a low ready stance before lobbing a projectile up into the air in an arc towards you. Can spawn on its own or from Ulcermonners.

Being a projectile user you'll want to focus this before melee enemies, though it's a lower priority than most of the other enemies in this area. Generally easy to deal with outside of large groups of enemies.

Stormy
Health: ?
Damage per Attack: ?

One of the two flying projectile users in this area. Only has 1 attack. To attack it will do a short charging animation followed by shooting 4 projectiles in diagonal directions away from itself. Also spawns in the Addictions Department.

Probably the easiest enemy to deal with in the area, so long as you're aware of where it is you should never get hit by it. It also dies very easily so you can quickly focus them down before other enemies if you want to.
Enemies Pt. 2 (outdated)
Industrial Pollution Department Cont.
Seaglue
Health: ?
Damage per Attack: ?

The other flying projectile user in the area. Will mainly spawn near the top of the screen. Only has 1 attack. To attack it will have a brief windup before shooting a wave of projectiles diagonally downwards.

The second most dangerous projectile user of the area. There are usually a lot of them that spawn and so if you leave them be you'll be very likely to get hit eventually due to the massive AOE of their attacks. Focus first before pretty much everything else here.

Boomah
Health: ?
Damage per Attack: ?

The most dangerous enemy of the Industrial Pollution Department. Has 2 attacks: one of them it will have a short windup followed by shooting a beam of energy horizontally across the screen, the other it will aim itself upwards and fire a homing projectile that explodes after a few seconds or when it gets close enough to the player.

It has a good amount of health, does a lot of damage, and has both massive AOE's and a homing projectile; so it's the highest priority to focus in the area. You'll quickly get overrun if you leave multiple of them on the field for any extended period of time, or you'll be forced to dodge constantly and still risk being hit due to their attacks being so large. Be careful approaching them when they start attacking as the homing bomb comes out almost directly on top of them making you likely to get hit if you're too close.

Ulcermonner
Health: ?
Damage per Attack: N/A (spawns enemies instead)

The only non-boss enemy that spawns more enemies. Only has 1 attack. To attack it will have a short delay before shooting a blob into the air that turns into either a Blobby or a Splurty when it touches the ground. Also spawns in Arenas in the Physical Illness Department.

As they spawn more enemies it's pretty high on the priority list to kill early. They don't have much threat on their own as their attacks don't deal damage; their main threat comes from the fact that they can continue to spawn enemies for as long as they live which will make the fight a lot harder in the long run.

Physical Illness Department
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Heart Breaker
Health: ?
Damage per Attack: ?

A common enemy that doesn't attack very fast. Only has 1 attack, but will explode after a couple seconds when it dies. To attack it will have a brief windup before attacking a small area in front of itself.

Not extremely dangerous, but you need to be careful of their death explosion as that can deal a lot of damage to you. Every time you kill one you need to dash away from it as soon as you can.

Nursurion
Health: ?
Damage per Attack: ? / ?

One of the trickier enemies in the game. Has 2 attacks: one teleports it behind you followed by stabbing where you where, the other has it attacking in front of itself multiple times.

High on the priority list exclusively due to the fact that it'll teleport to you constantly. Has a decent amount of health and does decent damage so you need to be a bit careful around them. Try to stun them or otherwise kill them quickly while focusing on dodging their attacks. If possible try to stand away from other enemies to make it easier to deal with them teleporting to you.

Floplexil
Health: ? / ? / ?
Damage per Attack: ? / ? / ?

There are 3 different types of Floplexil, black and white ones on the ground, black and white ones in the air, and gold ones on the ground. Each one has 1 attack. The normal grounded one has a short windup followed by multiple bites in front of itself with it getting larger each time. The flying one floats above the player and releases a slowly falling projectile. The golden one fires a slowly moving projectile horizontally a set distance. The Flying Floplexil also spawn in the Addictions Department.

I'd prioritize the aerial and golden ones before the normal one due to them using projectiles. When fighting the normal one be careful to avoid its attacks as they get noticeably larger as it goes through its attack sequence, it's possible to be hit even if you're behind it because it grows so large.

Addictions Department
(placeholder)

Imposter
Health: 350
Damage per Attack: 20

Normally appears as a small box with stars on each face. Will hop towards the player until it's within range to attack. Has 2 attacks: one of them it will have a short delay before hitting in front of itself, above itself, then behind itself with a giant boxing glove; the other attack will have it popping open and swinging back then forward with a big AOE all around and above itself.

Due to the large health pool and big damage that it deals you either want to kill it fast or avoid it until last. Both of its attacks have a different sound effect that plays before it comes out, take the time to get used to which sound effect comes before which attack and you'll be able to play around them a lot easier. The safest time to hit it is during its 3 part attack when it's attacking away from you.

Smoker
Health: 250
Damage per Attack: 15 / 20

One of the slower enemies in this area. Has 2 attacks: one attack jumps to your location with a hitbox as it's falling, the other has it attacking the area in front of itself similar to a Ghost.

It has a good amount of health and does a good amount of damage but it's slow, so you probably want to leave them until last unless you're able to pull them away from other enemies. Not extremely dangerous but needs to be respected.

Sullied
Health: ?
Damage per Attack: N/A (buffs allies instead)

The only enemy in the game that buffs its allies. Doesn't attack and instead applies a buff to nearby enemies that prevents damage and stun. Also spawns in the Modern Warfare Department.

Very high priority target as the buffs that it gives to enemies are pretty strong. Not dangerous on its own but becomes more powerful the more other enemies are around it due to the buffs it gives.
Enemies Pt. 3 (outdated)
Modern Warfare Department
(placeholder)

Veteran
Health: ?
Damage per Attack: ?

The meat tank of this area. Doesn't attack very fast but does decent damage. Has 2 attacks: one that hits in front of itself, and one that holds up its cannon like a shield. If you attack the cannon from the front when it's held like a shield it will explode.

Not too scary, just a lot of health. Like with most other enemies just avoid its attacks between your own. Only thing you need to be careful with is to make sure you attack it from behind if it's trying to use the cannon to counter.

Bombara
Health: ?
Damage per Attack: ?

More late-game fodder. Has 2 attacks. To attack it will either throw a landmine which explodes on contact or after a few seconds once it touches the floor, or jog while throwing 2 behind it.

Honestly not too threatening. As with it being so late into the game it still does good damage, but otherwise it attacks slowly and doesn't have too much health so you shouldn't have much issue with them unless there's a lot of enemies around.

Bombaron
Health: ?
Attack: ?

Roaster
Health: ?
Attack: ?

Caderact
Health: ?
Attack: ?

Toxic Food-Processing Department

Sweetart
Health: ?
Attack: ?

Burgeww
Health: ?
Attack: ?

Waldo Box
Health: ?
Attack: ?

Hara-Kola
Health: ?
Attack: ?

Bubbaboom
Health: ?
Attack: ?
Thanagers (outdated)
This section will cover the later mini-bosses of the game and strategies against them.

The Thanagers are optional "mini-bosses" that you're able to run into during your games. They're usually completely optional unless you get RNG that gives you only 1 floor choice and gives you this. Currently each Department (except the Modern Warfare Department) has 1 Thanager and only 1 Thanager can spawn in each of those Departments each run. Defeating a Thanager always rewards you with Soulary and the choice of a Curse. May or may not have additional enemies / Arenas on the same floor. Is also able to randomly have extra floor rewards spawn (Extra Curses / Soulary / Weapons / etc.).

Will Hung
The sentient suicide rope Will Hung is one of the first Thanagers you'll be able to find each run. He spawns in the Hall of Eternity and has very large and somewhat difficult attacks to dodge. Being a boss (even a mini-boss) means his health is much higher than the other enemies you've fought until meeting him, so without good weapons/upgrades you'll need to slowly whittle down his health while dodging his large attacks.

Health: 990
His main attacks are:
  • A 3 part thrust attack that moves him forward during it. (10 DMG per hit)
  • A wind-up into throwing himself out as a lasso, which will pull you towards him on hit and guarantee a followup hit. (1 / 15 DMG)
  • 4 different variations of the same attack. Stops moving and briefly creates intangible lines across the screen followed by spawning ropes that cover those lines for a few seconds. (12 DMG per hit)

Tips:
  • Don't over-commit to attacking him, his attacks have wind-up but come out and move very quickly after the pause. Attack him a few times and wait to dodge his attack before continuing.
  • One of the safest ways to damage him is to stay a good distance away and use Rush Charge Attacks to hit him and run away.
  • Never underestimate the range of his attacks, they can go much farther than you may realize very quickly.

Slyma
5LYM4: The Pet Radioactive Barrel is one of the second Thanagers of the game. He spawns in the Industrial Pollution Department and has a lot of long-lasting attacks which can make fighting him tricky.

Health: ???? His main attacks are:
  • A leap into the air that spawns lava around his jump location for a second or two (? DMG).
  • Spawning a web of lava along the top or bottom of the screen that will slowly drip down after a few seconds until it reaches the floor and disappears. (? DMG per hit)
  • A swing down to the ground from the top of the screen. (? DMG)
  • Spewing a small amount of lava at you a short distance away while on the ground. (? DMG)

Tips:
  • The leap attack is almost always the first attack he'll use so either quickly hit him a few times first and then dodge it, or just wait for him to do it before attacking him.
  • All of his attacks except for the swing to the ground last a long time on screen, so be very careful about attacking and moving around them.
  • Stay away from the top of the screen, never use your Up+Attack in the air as it'll put you too high due to the jump before. If you're too high on the screen you're far more likely to get hit by the lava drips as they're active even before they start moving.
  • The safest way to attack Slyma is when he's just starting to place the lava drips on the screen. Using a grounded Up+Attack followed by air attacks from as many of your weapons as you can is a good way to deal damage and build a lot of fury.
  • Be careful attacking Slyma while he's on the ground as by that time there will usually be many different lava drips on the screen which will restrict where you're able to be and make you more likely to get hit.

D. "King" Dengue
The Massive Mosquito Monarch is our next Thanager. He spawns in the Physical Illness Department and has a lot of fast attacks that heal him. As he heals when damaging you you're highly incentivized to avoid taking damage because the more damage you take the higher his health effectively is.

Health: ????
His main attacks are:
  • A triple stab with his proboscis (mosquito mouth). (? DMG. Heals on hit.)
  • A dash off the screen followed by 3 dashes across the screen. (? DMG. Heals on hit.)
  • Spawning a small number of mini-mosquitoes that home in on you. (? DMG. Heals on hit. Destroyable)

Tips:
  • Most of his attacks come out pretty fast, so try to wait until he's in the middle of an attack or just finished one to attack him.
  • Restating the importance to dodge his attacks. The more you get hit the harder the fight will be.
  • If you have a long enough ranged weapon you can hit him while he's dashing across the screen. If you don't have a long enough ranged weapon or are uncomfortable with attacking him as he flies, wait out the attack and hit him after.

Candice
The psychopathic ball of sweets Candice is next. She spawns in the Toxic Food-Processing Department and has many attacks that teleport her across the screen.

Health: 1750
Her main attacks are:
  • A teleport above you followed by smacking the ground with her lollipop. Can have the first 0-2 teleports be fake-outs that teleport again immediately. She can instead use a teleport strike on one side of the screen, followed by the opposite side, followed by the middle. (15 DMG per hit)
  • Multiple teleports on the ground, then on one side of the screen followed by her sticking out her lollipop. (15 DMG)
  • Multiple teleports on the ground, followed by her smacking the ground in front of her multiple times while getting larger each smack. (20 DMG per hit)

Tips:
  • As she teleports a lot, this is a battle of endurance unless you have the firepower to melt her health bar. High stun attacks are preferred to counter her teleports and give you time to hit her.
  • Always be aware of the fact that any teleport above you can be a potential fake-out up to 2 times in a row.
  • During the multi-smack she locks on to your location the instant she starts attacking. If you can get behind her in the split second after she starts attacking but before her attack can come out, or if you can dodge through her during the move you can hit her from behind without much worry. Otherwise just avoid her until she's done attacking.
  • If you see her teleport to one of the edges of the screen on the ground, it's most likely going to be her sticking out her lollipop. To counter this you can either jump up into the air as it only goes along the ground, or you can just stay about a 1/2 screen away and wait it out.
Thanagers Cont. (to be completed)
X4-H

Health: ????
R.J. Barron

Health: ????
L. Heisenberg

Health: ????
L. Clean

Health: ????
C. Flage

Health: ????
P. Görske

Health: ????
The Sorrows (outdated)
This section will contain spoilers to the later bosses of the game and strategies to beat them.

As stated before the Sorrows are the bosses of each Department of the game, you'll need to defeat 4 to beat the game currently. Each sorrow has a base set of moves that gets more powerful once the boss reaches ~45% HP remaining.

Brad
Brad, who might as well be called Chad, is the first boss of the game and obviously the weakest because of it. He has noticeable windup on most of his attacks and pretty predictable attack patterns.

Health: 1360
His main attacks are:
  • Two swipes in front of him, followed by itself again (15 dmg)
  • Two swipes in front of him, followed by a dive roll (15/15 / 10 dmg)
  • A jump into the air, followed by him turning to stone and doing an elbow-drop to the floor. (20 dmg)
  • A bigger jump into the air in the middle of the screen followed by an elbow-drop with rocks spawning after he lands (20 dmg elbow, 20 dmg per rock) [Low Hp Attack]
  • A diagonally down dive attack (20 dmg)
  • A diagonal dive attack followed by a dash attack (20 dmg)
  • His hardest to dodge attack, which is him going into the air then starting to spin while moving left and right and dropping stones as he flies. (15 dmg per rock)
Some general tips:
  • During his horizontal dash attacks you're able to hop over it while attacking at the same time if you use a Charge Attack before he reaches you.
  • So long as you can tell what he's going to do next you can pretty much just beat him up and dodge his attacks between your own.
  • Once he touches one of the edges of the screen during his spin attack he won't touch that spot again so you can stay there after he's already attacked there and be safe until he finishes the attack.
  • You can use certain Fury Attacks to stun him, giving yourself a solid 3-5 seconds where you can just hit him.

G. Grimes
Mr. Gordon Not-Ramsay: The Oil Tyrant is one of our second Sorrows. He has noticeably more health and damage per attack compared to Brad and has much bigger attacks all around too.

Health: ????
His main attacks are:
  • A long ranged, low to the ground punch that covers roughly 40% of the screen. (? DMG)
  • A punch to the ground, followed by 4 more waves of hands that spawn from the ground below you. Each punch turns into 3 hands with the final one covering the entire floor at low HP. (? / ? DMG)
  • 2 Waves of 5 projectiles that fly in an arc across the screen. Can shoot 1, 2, or 3 waves at low HP. (? DMG)
  • An attack where he slams the ground and makes it rain oil from the sky. (? DMG) [Low HP Attack]
General Tips:
  • Most of his attacks cover the ground, not the air so much, so staying airborne during his non-projectile attacks will let you dodge most of his damage.
  • Don't stand right on top of him because pretty much every one of his attacks will hit there, and some like the projectile one will actually deal a ton of damage to you if you're that close when you get hit
  • Fury attacks that stun are great here considering he'll become invincible while teleporting in-between his attacks, and not just fury attacks even any attack that deals a lot of Stun Damage.

H. Krank
We Have to Krank it up for this one, because the fast Krab Hector is the next Sorrow. He's one of the most mobile bosses in the game and the only one that spawns allies so you need to stay on your toes.

Health: ????
His main attacks are:
  • A short hop forward followed by a thrust of his big claw. Covers roughly 1/2 the screen. (? DMG)
  • A brief intangible (non-attack) line that is drawn across the screen followed by him dashing in that direction to the opposite edge of the screen. (? DMG)
  • An attack that throws out 2 small balls that turn into small crab enemies once they touch the floor. (0 DMG. Small Crab HP: ? / Damage: ?)
  • A few hops backwards while swiping in front of himself with both claws (? DMG) [Low HP Attack]
  • A backhand with his claw (? DMG) [Low HP Attack]
  • A short swipe with his small claw followed by his big claw (? DMG) [Low HP Attack]
General Tips:
  • His attacks are very linear but they cover a very large portion of the screen, you'll want to wait and dodge or Rush Charge Attack through his dash attacks and big claw thrusts.
  • Like all the bosses make sure you're very careful when close to him since he can hit there and he hits pretty hard.
  • When he spawns the small crabs you will either have to kill them quickly or be able to all but completely ignore them depending on what you currently have equipped.
  • During his retreating attack, he's more likely to use the same attack again after it ends if you're still close-by, so you want to back up right as it ends to avoid him repeating it.
  • He has a lot of health and big attack AOE's, focus on dodging and wait for opportunities to attack unless you're able to just melt him with your damage.
The Sorrows Cont. (outdated)
Maxxx
MaXxX_iS_NoT_wEll MAxxX_Is_nOT_SSans. Our resident crazy person Maxxx is our fourth Sorrow. I liken him to Sans from Undertale in his concept as most of the fight is a bullet-hell and very non-standard for this game. He'll teleport across the screen a few times between attacks, of which they're usually either potentially homing projectiles or big strings of projectiles moving in waves, walls, or rows.

Health:5900
His main attacks are:
  • Teleporting to the top center of the screen followed by spawning 3-4 waves of hand projectiles in a wave pattern (10*4 / 10*4 / 10*4 / 10*4 DMG)
  • Teleporting to the top of the screen followed by sending semi-homing projectiles at you for a second or two. (10*10 DMG)
  • Teleporting to the top center of the screen followed by spawning hand projectiles that fall from the sky for a few seconds (15 DMG per hit) [More hands spawn at Low HP]
  • Teleporting to the top of the screen followed by sending a spread out wave or two of projectiles across the screen (25 DMG per hit)
  • Teleporting to the top center of the screen followed by spawning alternating rows of hands along the top and middle of the screen (10 DMG per hit) [More hands spawn at Low HP]
  • Teleporting to one side of the screen followed by sucking you in towards him for a few seconds, hitting you on contact (15 DMG per hit) [Low HP Attack]
  • Teleporting to one side of the screen followed by blowing you away from him into slamming fists for a few seconds (15 DMG per hit) [Low HP Attack]
  • Teleporting to the bottom center of the screen followed by smacking along the ground with one hand then slamming the ground with another (10 / 10 DMG)
Tips:
  • During some of his attacks you may be able to both completely avoid them and attack Maxxx at the same time by going to the top of the screen.
  • He'll have a lot of the time during the fight where he's teleporting multiple times and not attacking, and some of his attacks have a good amount of windup so these are the times you'll be hitting him the most.
  • As with every boss, attacks with a lot of stun and Fury Attacks are going to be really good here so that you can guarantee damage without him teleporting everywhere.
  • For his sucking/blowing attacks, the easiest way I've found to get around it is to use my jump followed by a rising attack and some dashes away from Maxxx or his fists and I just do that over and over until he stops because he actually doesn't cover the whole screen, just like the bottom 2/3rds or so.
  • He'll usually do 2 attack sequences back to back and then rest just above the center of the floor for a couple seconds before repeating. This is a great time to get damage in on him.

Major W. Pliskhan
The short and angry dictator Major Pliskhan is currently the fifth and final boss of the game. His attacks are extremely wacky and will throw you off guard the first few times you fight him and his damage is no joke either. He's among the hardest bosses in the game, rightly so.

Health: 5900
His main attacks are:
  • Hopping on top of a big bomb and bouncing across the screen a few times while exploding the ground he lands on. (20 DMG per hit)
  • Jumping into the air and riding a jetpack horizontally while the exhaust flames burn the ground below him for a couple seconds every couple seconds. (20 DMG per hit) [At Low HP can go across the screen without tracking a few times or spin while tracking and throwing fireballs diagonally down (20 DMG per hit) instead]
  • Hopping on top of a rocket with a dragon head, and riding it in an arc that curves straight up before reaching the opposite side from where he started followed by slamming into the floor, with small flames being thrown behind him as he flies. (20 DMG per hit)
  • Going to the center of the screen and summoning a salvo of missiles to rain down on the screen for a few seconds after a couple seconds. (15 DMG per hit)
  • Going to the center of the screen and summoning a large destructible nuke that will slowly fly up to the top of the screen and then slam down on the ground, hitting the entire screen. (50 DMG)
  • Pulling out a rocket launcher and firing 2-4 rockets across the screen. (20 / 20 / 20 / 20 DMG)
  • Swiping in front of himself multiple times with his sword. (20 DMG per hit) [Low HP Attack]
Tips:
  • During the bouncing attack his angle is very hard to predict, the biggest piece of advice I can give is that he moves in a straight line until reaching the corner then he bounces off of it and turns around so dash past him and wait out the attack.
  • The dragon rocket is another difficult to dodge attack, here what you want to do is stand near the edge of the screen that he's going towards, and as he goes upwards there will be a gap in the exhaust flames that you can jump through without being hit.
  • When he pulls out the rocket launcher he only shoots it horizontally from the ground so jump over it and you should be fine
  • The nuke does very heavy damage, so it's extremely important to destroy it while you have the time. As it hits pretty much the whole screen I wouldn't even risk trying to dodge through the explosion, just destroy the missile ASAP when you see it.
  • The jetpack attack will follow you regardless of where you move normally, so dodging through him left and right repeatedly is the main way to avoid it.
  • The main time he'll swing his sword at you is after summoning the missile salvo. It lasts a long time and you can be hit many times by it, so you may just want to focus on dodging until he's done.

Waldo

Health: ????
His main attacks are:
Conclusion
This concludes my guide for Have a Nice Death, now go out and enjoy that vacation!

I hope some of you can get something out of this and that it can help you with your runs. I may eventually add some extra sections with some videos showing full game runs with a text-based walkthrough for all of my major decisions in the run, and I may go through department-by-department with a walkthrough more specific to each one later, but that's all I have to say at the moment. If you enjoyed the guide or got help from it I'd highly appreciate a follow/favorite and a rating, I've spent a ton of time collecting information and writing this guide.

Have a Nice Death!
29 Comments
Fred Goblin Dec 3, 2023 @ 3:29am 
Thanks
waitimgoated Jun 22, 2023 @ 9:36am 
why is it so long
😭😭😭
THE ÐÓÖTINATOR  [author] Nov 19, 2022 @ 11:22pm 
Joe only unlocks new food and weapons, and upgrades your ability to get contracts at the start of your run; he doesn't have anything like stat upgrades if that's what you're asking
Zijh Nov 19, 2022 @ 5:09pm 
hey, just wondering, do you know if the NPC that sells food and attacks affects the game like in any way across runs or something or does he just unlock different things so that they can be found randomly
THE ÐÓÖTINATOR  [author] Aug 22, 2022 @ 5:10pm 
When you die you lose all of your Curses and Weapons and have every stat reset to their base numbers (HP goes to 65 and MP goes to 50). To get weapons again you have to either speak to Jocelyn and accept a Contract that gives you one or start a run and randomly find them.
THE ÐÓÖTINATOR  [author] Jul 26, 2022 @ 11:12pm 
Because I know that random updates to the guide don't ping anybody, imma post this comment here stating that I'm now in the process of slowly updating the guide and have already made massive changes and removals to it (for better or worse). Most of the general information sections have been rewritten or are in the process of being rewritten, and I've removed the sections containing Weapons/Curses due to them being outdated (they will eventually get mostly replaced don't worry, though it'll take a while).
THE ÐÓÖTINATOR  [author] May 12, 2022 @ 2:45pm 
I'll have to look into that since defense shouldn't affect that specific loss of health, if it does that needs to be fixed or the weapon becomes even more OP than it is
Moltyn3000 May 12, 2022 @ 12:47pm 
Something you can add about sacrafix is that having at least 1 defense negates the penalty
THE ÐÓÖTINATOR  [author] May 11, 2022 @ 3:28pm 
Thank you. And yeah I put a lot of time into this guide to get it where it is and it's going to take a lot more to update it for the new version, so it may go somewhat slowly due to some burnout but I'll still try to work on updating it as I can. Glad you like the guide.
Moltyn3000 May 11, 2022 @ 1:50pm 
The amount effort put into this is unreal. This is the best guide I've seen so far.