Shiren the Wanderer: The Tower of Fortune and the Dice of Fate
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- While the main story gives you a lot of tools to save your gear after death, the game as a whole treats bringing gear into a dungeon as more of a gimmick - of the 10 main postgame dungeons only 2 let you bring items in, and while I don’t remember the numbers for the dungeon house dungeons the ratio is similar there. Don’t feel like you need to grind up an overpowered set of gear unless you want to.
- In addition to block pushing puzzles, the statue cave also acts as a tutorial for a lot of the more obscure edge cases in item and trap interactions, so it’s worth going through between runs.
- The ingame encyclopedia lists buy and sell prices for all items you’ve seen before, as well as whether you’ve identified them that run. It doesn’t matter too much for the story, since everything except bracelets is auto-id’d there, but it’s very useful in the postgame. For items with charges like staves the encyclopedia just lists the base value for an item with 0 charges - each charge is worth 5% of the item’s base value on top of that.
- Other than that, I guess the only thing you can “mess up” is the new item system. The inn lets you create new items with randomized properties, and some dungeons will pick 6 of the new items you’ve created and add them to the drop table. There’s no way to remove items from the list until you hit the limit of 64, so it’s better not to add any bad items to the pool. But it’s not a huge deal if you do, because you can drown them out by adding more good items, and the hardest dungeons don’t allow new items to drop at all so it doesn’t matter what’s in your pool
- When combining words and phrases dark souls style to write a rescue request, you can press left or right to switch pages and see more categories to choose from. Several critical categories, such as onomatopoeia, are hidden this way.