1/6/2024 0 Comments Dead cells map icons![]() ![]() ![]() Its mutations expand on this by enhancing the power of rapid melee attacks, inflicting bleed with said attacks, or reducing skill cooldowns when slaying foes with melee attacks. Many of these items inflict bleed or burn, and lack defensive or ranged capabilities. For example, Brutality items are often quick, one-handed melee weapons and offensive skills. The various stats serve as broad outlines for playstyles, and have a number of themes associated with each. Colorless items and dive attacks always scale off of the largest stat. Many Weapons and Skills have the option of scaling their damage off of either of two stats - for these items, the larger of the two stats is used as the damage scaling stat (this is indicated by the larger stat's color dominating the item's icon if both stats are equal, the icon is split equally into the two stats' colors). All stats are set to 1 at the start of every new run and can be increased through specific actions. There are three different stats: Brutality, Tactics, and Survival. Its blueprint also drops from a relatively late-game enemy, so it was the only way for me, as a new player, to have found it-so if not Tornado, maybe something else that drops from late-game enemies.Stats are a mechanic in Dead Cells which modifies the player's damage output and health pool, as well as properties of many mutations based on their level during a run. It's only for me personally, but I guess the Tornado has a special "legendary" feel to it just because it was what I got from my very first legendary altar. ![]() One idea I have is to use the Twin Daggers since they're like the "upgrade" to the Rusty Sword used for gear level, but that's also why they very much don't feel "legendary". As for what to use, I have no idea what screams the most "legendary" to me. Otherwise, you could borrow something and explain it in the legend, like with the Monster Eyeball. Though, admittedly, I don't know how recognizable it would actually be removed from context (without the lines connecting to enemies) and made into a tiny icon. If one had to be made, I think a legendary altar with the glowing shield active (from nearby enemies) would be most recognizable. A lot of the icons I recognize from either in-game or on the wiki, and I don't recall such an icon for legendaries. Yeah, I figured that's why it wasn't there. The map will always and forever be free regardless. If anything else crept in through the cracks, yell at me through your platform of choice.Īnd I have a ko-fi if you want to throw money at me blah blah blah you know the drill. Also updated a couple of icons (food shop and biome exits) to make them a little more visible.Īlso made note of the two power scrolls when going from Guardian's Haven to Throne Room and made note of the Custom Rune on Ramparts' mini-summaries for the sake of consistency. Redid the legend to be consistent and sensible with the new map design, added an icon to indicate when a route will not appear because you've yet to take the "correct" path (devs use it to make sure you can't circumvent the keys for each DLC stage). Fixed Queen and the Seas inaccuracies (scroll fragment count for Shipwreck, that there's a bonus power scroll on BCIII for Shipwreck, that the Crowned Key drops in Stilt Village and not Toxic Sewers, plus the fact that Lighthouse does in fact drop scroll fragments and equipment). ![]()
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