shattered pixel dungeon алхимия рецепты
Зелья
Зелья (Potions) — одноразовые используемые предметы. В игре существует 12 различных зелий.
Зелья неизвестны до первого использования (зелье Силы определено с самого начала для Воина).
Зелья генерируются игрой с различной вероятностью, кроме случаев, когда зелье является решением загадки (Зелье Жидкого Огня для деревянной загородки).
Цвет зелья определяется случайно для каждой новой игры (например, золотистое зелье может быть Зельем Опыта и одной игре и Зельем Жидкого Огня в следующей).
Цвета
Зелья бывают 12 различных цветов:
Бирюзовое (Turquoise) | Багряное (Crimson) | Лазурное (Azure) | Нефритовое (Jade) |
Золотистое (Golden) | Антрацитовое (Chaorcal) | Пурпурное (Magenta) | Коричневое (Bistre) |
Янтарное (Amber) | Серебристое (Siver) | Белесое (Ivory) | Фиолетовое (Indigo) |
лазурное, нефритовое, золотистое, пурпурное, антрацитовое, коричневое, янтарное, белесое, серебристое, фиолетовое.
Эффекты
Перед тем как пить незнакомые зелья, станьте в воду возле двери. Так вы избежите воспламенения и сможете сбежать от ядовитых газов.
Зелья можно приготовить из трёх любых семян в алхимическом котле. Так 3 семени Солнечника с огромной вероятностью дадут вам Зелье Исцеления.
Зелье исцеления можно получить с Роя мух (вероятность выпадения 1\5) и с Летучих мышей.
Shattered Pixel Dungeon гайд | Советы по прохождению
Этот гайд по игре Shattered Pixel Dungeon поможет вам разобраться с игровыми механиками и даст советы по успешному прохождению игры.
Об игре / особенности
Советы по прохождению / Shattered Pixel Dungeon гайд
Враги
Первое с чем сталкивается игрок — это враги. Бить врагов лучше в дверных проемах. Это исключит шанс промаха первого удара. С толпой врагов совет тот же самый. Так они не смогут на вас напасть всей толпой;
Пища / Голод
Свитки
Магазин
Что нужно в первую очередь приобретать в магазине:
Что не нужно покупать:
Зелья
Локации / исследование
Семена
Shattered Pixel Dungeon как повысить силу
Сила является обязательным требованием для ношения снаряжения. Чем выше сила, тем более хорошее снаряжение может носить персонаж. Новички, начиная знакомиться с игрой Shattered Pixel Dungeon часто не знают как ее повышать.
Для того что бы повысить силу в Shattered Pixel Dungeon герою нужно находить на этажах зелья силы. Они дают прибавку к силе +1. Но не на каждом этапе можно найти такой эликсир. Так же можно из обычного зелья силы сделать «зелье мощи»(смотри раздел «Зелья»).
Заключение / Shattered Pixel Dungeon гайд
В игре Shattered Pixel Dungeon гайд, является инструкцией для начинающих игроков. В статье были расписаны особенности и были даны основные игровые рекомендации. Если у вас есть что добавить, прошу написать это в комментариях. Желаю удачных приключений.
In Shattered Pixel Dungeon, artifacts are a new type of unique equipment, that can perform special actions, and do not require Scrolls of Upgrade to grow stronger. Instead, each artifact is upgraded using a different set of rules, up to their +10 level cap.
While they have unlimited uses, they are generally limited by charging or cool down factors and need to be equipped to be of any use.
Artifacts are unique items, meaning that only 1 artifact of a certain type can be generated within a run. Scrolls of Transmutation will morph them into another random artifact that has not yet been spawned in the run.
Contents
Alchemist’s Toolkit [ ]
This artifact allows the Hero to do alchemy anywhere, as long as there are no enemies within view.
Alchemist’s Toolkit
not ready: The toolkit is currently warming up, and will be ready to use after you gain experience.
ready: The equipped toolkit is slowly generating alchemical energy as you gain experience. Perhaps it could be enhanced in an alchemy pot?
When first equipped, the toolkit won’t be able to be used until the Hero gains EXP; this makes juggling the toolkit with other miscellaneous items slightly more difficult.
Upgrading [ ]
The Toolkit is upgraded by putting it into an alchemy pot:
To upgrade the toolkit, 10 energy is required, but the toolkit will consume all of the energy in the pot regardless of how much is needed for an upgrade. Something to note is that a toolkit incorporates all the energy that it has been given into how fast it generates energy; for example, a Toolkit that’s absorbed 34 total energy (meaning shows up as +3) will act like a +3.4 Toolkit.
The Toolkit charge will increase by 1/3 of the energy consumed, so by inputting 21 energy, the Toolkit will gain 7 energy.
Charging [ ]
The Toolkit generates energy as the Hero gains experience. 2+displayedLevel+0.1(10-energyNeededToUpgrade) will be generated per level’s worth of EXP. A +0 toolkit will generate 2 energy for each level’s worth of experience, while a +10 Toolkit will generate 12 energy for each level’s worth of experience.
The Toolkit can only hold up to 100 energy (hence the percent signs).
Cursed [ ]
Chalice of Blood [ ]
Chalice of Blood
+0: As you hold the chalice, you feel oddly compelled to prick yourself on the sharp gems.
+1-9: Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you. You still want to cut yourself on the chalice, even though you know it will hurt.
+10: The chalice is filled to the brim with your life essence. You can feel the chalice pouring life energy back into you.
Abilities [ ]
The chalice of blood passively increases natural health regeneration; it does that by reducing the amount of turns between the times Hero regains 1 HP naturally. The effect works as long as the Hero is not starving. A +10 chalice allows regenerating 1 HP per turn. Chalice is the only artifact that doesn’t have any active effects and energy.
+0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
---|---|---|---|---|---|---|---|---|---|---|
10 | 9.1 | 8.2 | 7.3 | 6.4 | 5.5 | 4.6 | 3.7 | 2.8 | 1.9 | 1 |
Upgrading [ ]
The Chalice is upgraded by using the ‘prick’ command, which deals damage to the Hero in exchange for an upgrade. This damage can be dangerous in the short term, but the increase in regeneration can be very helpful in the long term. You don’t have to upgrade all at once; wait until you’re strong enough to take the damage.
Level | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 |
---|---|---|---|---|---|---|---|---|---|---|
Damage | 0 | 3 | 12 | 27 | 48 | 75 | 108 | 147 | 192 | 243 |
Each prick deals a base amount of damage equal to 3 * level^2 where level is the chalice’s upgrade level prior to issuing the prick command. The damage is reduced by armor and most damage reduction effects like herbal armor and rock armor, but not by glyphs. Since some of these reductions, like armor, are random the effect of a lucky roll verses an unlucky one can make the difference between a successful upgrade and death; especially with higher armor upgrade levels. If the damage drives HP to zero and there is a blessed ankh in inventory then it will be consumed as usual and the upgrade will be counted successful. However, being revived by regular ankh doesn’t result in a successful upgrade.
Since the base damage rises exponentially, it is very difficult to upgrade the Chalice past +7. The most viable way without breaking Ankhs is by pricking when at full health with a potion of shielding but be aware of how much shielding you have before you prick. Otherwise, when at full HP, there is a minimum safe level for the hero to be at before attempting the next chalice upgrade. An elixir of might can improve the safe prick threshold by several levels. It’s possible to reach +10 at Hero Level 19 with only one potion of shielding and one Blessed Ankh.
Chalice Level Prior to Upgrading | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 |
---|---|---|---|---|---|---|---|---|---|---|
Hero Level (No Potion of Shielding) | 1 | 1 | 1 | 3 | 7 | 12 | 19 | 27 | 36 | 46 |
Hero Level (Potion of Shielding after 1 turn) | 1 | 1 | 1 | 1 | 2 | 6 | 10 | 15 | 20 | 27 |
Choosing to prick yourself on the Chalice when the unreduced damage will be greater than 75% of Hero’s current health causes the game to show a warning screen.
Charging [ ]
Cursed [ ]
Cloak of Shadows [ ]
Cloak of Shadows
The more the cloak is used, the stronger it will become, allowing the Rogue to become invisible more frequently and for longer durations.
This artifact is unique to the Rogue. He starts with it equipped, and it cannot be obtained by any other means.
Abilities [ ]
When used, it turns the Hero invisible. Attacking or using a scroll or wand will cancel the invisibility, and so does using the cloak again. Activating the cloak consumes 1 charge and an additional charge is consumed for every 4 turns of invisibility. If the Hero has protective shadows talent, he also gains 1 point of shielding every 2 turns | 1 turn when the cloak is active capped at 3 | 5 points.
Cloak is the only artifact which can be used when not equipped; as long as the Hero has light cloak talent.
Charging [ ]
The number of turns needed to charge the cloak from 0 to max charges for each level can be seen in a table below.
level | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
---|---|---|---|---|---|---|---|---|---|---|---|
charge cap | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 | 10 | 10 |
turns to recharge | 129 | 170 | 210 | 249 | 287 | 324 | 360 | 395 | 385 | 365 | 345 |
Upgrading [ ]
Cloak upgrades itself automatically when being used at a rate determined by cloak level and Hero level; this is to ensure level of the cloak remains appropriate to Hero level. Each cloak level has a target Hero level at which it should be reached (see table below). By default it gains a level after being active for 5 * (level + 1) turns. However, it upgrades 10% faster for each level Hero is above the target, but 25% slower for each level Hero is below the target. Thus, upgrading the cloak by repeatedly using when Hero level is below the target is ineffective.
cloak level | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Heo level | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 16 | 19 | 22 | 25 |
On level up, the cloak gains an additional charge until it reaches 10 max charges at level 7, upgrading it further increases recharging speed instead.
Cursed [ ]
While the Cloak cannot be found cursed, it can still be cursed by a cursing trap. A cursed cloak becomes impossible to use it until its curse is removed, but has no additional negative effect on the Hero.
Dried Rose [ ]
Dried Rose
+0-9: It seems to be missing some petals. Perhaps reattaching them will strengthen the rose.
This artifact can only be equipped once the Sad Ghost’s quest is completed, even if it is manually identified.
Abilities [ ]
At full charge, it can be used to summon the Sad Ghost to fight for your Hero. The ghost is considered intelligent ally and as such it will ignore unaware enemies and follow the Hero between depths.
Sad Ghost
This ghost may not be much, they seem to be your only true friend down here.
Level of the rose determines strength and max health of the Ghost.
Rose level | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Max health | 20 | 28 | 36 | 44 | 52 | 60 | 68 | 76 | 84 | 92 | 100 |
Strength | 13 | 13 | 14 | 14 | 15 | 15 | 16 | 16 | 17 | 17 | 18 |
When the Ghost is summoned, you can use the rose to give it directions:
Giving the Ghost directions takes no time.
Unequipping the rose while the Ghost is active will cause it to lose 1 HP per turn until the rose is equipped again.
Charging [ ]
It takes 500 turns for the rose to completely recharge, upgrading it will not change this. Artifact recharging buff restores 4% of full charge each turn. The rose can gain any charge when the ghost is summoned, but instead heals the Ghost for 1 HP every 1000 / max HP turns, artifact recharging heals the Ghost for 1 + level / 3 HP each turn.
Upgrading [ ]
The rose is upgraded by collecting dried petals, picking one up automatically consumes it and raises the rose level by 1.
Dried Petal
Petals generate in the dungeon as prize items as long as the Hero has an identified uncursed rose in his inventory. The game usually generates 1 petal every other depth; if the rose is found later in the game, petals will be found more commonly to compensate, but it might still not be enough to reach level 10. You can only pick them up with the rose in your inventory.
Cursed [ ]
Ethereal Chains [ ]
Ethereal Chains
The chains rest around your side, slowly siphoning the spiritual energy of those you defeat. Each charge is a link in the chain, which will extend out exactly one tile.
Abilities [ ]
Charging [ ]
Upgrading [ ]
Cursed [ ]
The cursed chains are locked to your side, constantly swinging around, trying to trip or bind you. |
Horn of Plenty [ ]
Horn of Plenty
+0-9: Perhaps there is a way to increase the horn’s power by giving it food energy.
Abilities [ ]
Upgrading [ ]
Cursed [ ]
The cursed horn has bound itself to your side, it seems to be eager to take food rather than produce it. |
Master Thieves’ Armband [ ]
Master Thieves’ Armband
With the armband around your wrist, every piece of gold you find makes you desire other people’s property more. Perhaps it wouldn’t be too hard to steal from pixel mart.
Abilities [ ]
Charging [ ]
Upgrading [ ]
Cursed [ ]
The cursed armband is bound to your wrist, and somehow your pouch of gold seems to be slowly getting lighter. |
Footwear of Nature [ ]
Sandals of Nature +0
You feel more attuned with nature while wearing this artifact.
Shoes of Nature +3
You feel more attuned with nature while wearing this artifact.
The footwear has gained the ability to form up into a sort of immobile natural armour, but will need to charge up for it.
Boots of Nature +7
You feel more attuned with nature while wearing this artifact.
The footwear has gained the ability to form up into a sort of immobile natural armour, but will need to charge up for it.
Greaves of Nature +10
You feel more attuned with nature while wearing this artifact.
The footwear has gained the ability to form up into a sort of immobile natural armour, but will need to charge up for it.
Artifact Level | N/A | +0 | +3 | +7 | +10 |
---|---|---|---|---|---|
Seed | 1 ∕20 | 1 ∕16 | 1 ∕12 | 1 ∕8 | 1 ∕4 |
Dew | 1 ∕6 | 4 ∕21 | 2 ∕9 | 4 ∕15 | 1 ∕3 |
Abilities [ ]
Charging [ ]
When trampling tall grass, the artifact restores 0.01(heroMaxHealth−currentCharges)( stage ) charges. This effectively caps the maximum amount of charges at the Hero’s current maximum HP.
Upgrading [ ]
Cursed [ ]
Talisman of Foresight [ ]
Talisman of Foresight
When you hold the talisman you feel like your senses are heightened. The talisman is slowly building charge as time passes and when you discover hidden doors or traps.
The talisman can expend its charge to ‘scry’ in a cone shape, which reveals all tiles and secrets in the scanned area, and will grant you vision of enemies and items for a short time.
Foresight [ ]
Abilities [ ]
Charging [ ]
Upgrading [ ]
Cursed [ ]
Timekeeper’s Hourglass [ ]
Timekeeper’s Hourglass
+0-9: The hourglass seems to have lost some sand, if only you could find some.
Abilities [ ]
Charging [ ]
Upgrading [ ]
Cursed [ ]
The cursed hourglass is locked to your side, you can feel it trying to manipulate your flow of time. |
Each turn, there is a 10% chance the Hero will lose the next turn.
Unstable Spellbook [ ]
Unstable Spellbook
+0-9: The book’s index is incomplete, and is currently pointing to the following blank pages:
Abilities [ ]
Charging [ ]
Upgrading [ ]
Cursed [ ]
The cursed book has bound itself to you, it is inhibiting your ability to use most scrolls. |
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