![]() What really shoves it into Game-Breaker territory however is the fact that it cripples, and later paralyzes, when it's upgraded. Not only does the range of the blast reach absurd levels, being enough to clear a mid-sized room at +4, but it also deals immense damage on top of the lingering burn damage. However, when it's sufficiently upgraded or imbued into the Mage's Staff, it turns into a nuke in a red-and-gold stick. The Wand of Fireblast seems like a high-risk high-reward wand at first, blasting out a decently ranged cone of fire that will burn anything in its path, including you.Wand of Corruption ended up nerfed twice, since the ability to make the enemies fight for you was too good, especially when paired with the wraith-spawning corpse dust.Unless you get some bad RNG, consider the game beaten if you get this combination. Not only does the Wand of Regrowth give you infinite seeds to feed into your plant-based shoes, but the Sandals also increase the number of seeds and dewdrops you get from grass. Want to further break the game with a Wand of Regrowth? Pair it with the Sandals of Nature.Put a few Scrolls of Upgrade in it and the game might as well give you the Amulet of Yendor on a silver platter. After the 0.8.1 update made it spend only a fraction of charges on use, it's also useful for immobilizing grounded enemies and breaking line of sight with mobs with ranged attacks. It fires all its charges (or a fraction after 0.8.1), creating a patch of grass - and grass gives you seeds (and, via alchemy, potions) and dewdrops, meaning blessed ankhs and health gain to make the aggressive food clock a non-issue. And as cherry on top, Tengu awaits you at the end of it all. Thieves who steal your items, DM-100s which shoot lightning at you, Guards who drag you to them and make it harder to deal with the former two, Skeletons which explode on death, and Necromancers who summon the aforementioned Skeletons. Every enemy is either annoying, dangerous, or both. Difficulty Spike: Prison is where the game stops playing around.In addition to their usual charming abilities, they can also attack a charmed hero to gain shielding and reduce damage taken. Already a Demonic Spider in base Pixel Dungeon, Succubi in Shattered manage to be even worse here.At the very least, defeating one will net you a Cursed Metal Shard, which can only otherwise be obtained from defeating the DM-300. Don't even think about attacking them from a distance either, as they'll shoot corrosive gas at you for heavy damage. These are totally stationary but have 120 HP (higher than Scorpios, which have the highest HP of all normal Demon Hall enemies) and deal higher damage. However, also introduced in Shattered are their "mutant" counterparts, the DM-201s. Shattered also introduces the DM-200s, which can be annoying due to their solid stats and ability to shoot Weaponized Exhaust, but otherwise aren't too bad.Finally, they co-exist alongside Crazy Thieves and Bandits, and their habit of crippling you means that you'll often lose items to them. They also have rather high stats (especially Armor) for that point in the game, making them hard to kill. They use their Ethereal Chains to good use, preventing you from escaping and, if you're unlucky, pulling you into traps. Prison Guards are enemies new to Shattered that are found in the Prison, serving to exacerbate that area's Early Game Hell.The DM-100s serve the same function as Gnoll Shamans in the vanilla game, zapping you in the Prison for high damage and piercing your armor, thus also qualifying for this trope. ![]() The worst offenders are the uncommon purple masked Shamans, which inflict a debuff that reduces both your accuracy and evasion. These magical attacks pierce armor (unless you have the rare Anti-Magic glyph) and deal heavy damage. Gnoll Shamans have been reworked so that they not only spawn in the Caves, but also attack with spells that inflict debuffs depending on their mask color.Projecting Champions also deserve a dishonorable mention, since they can hit you from anywhere as long as they can see you and have the same 25% boost to their melee attacks as Blazing Champions. Worse still, they burst into flames when killed, so the only real option to deal with them is at a distance. Annoying as is, but the worst offenders are the Blazing Champions, which have boosted melee damage and set you on fire with melee attacks, dealing heavy damage and burning up valuable Scrolls if you don't have a Scroll Holder. One of the possible challenge runs is "Hostile Champions", introducing special enemy variants that have a Battle Aura and powerful buffs, such as Anti-Magic Champions taking reduced damage and being immune to magical effects. ![]()
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