Maybe evaluation on the adjusted censer is premature but I still feel the trinket is not worthwhile. Even if I knew exactly when it’s about to fire off, it still seems too inconsistent to pick over others.
While the censer probably won’t fire directly on top of a scroll or potion, they can get caught up in the path of a firestorm/icestorm. Even if the censer doesn’t shoot when you’re in the shop, it could fire right by the door and end with the shopkeeper leaving.
My priority with the trinkets is to improve my win rate. The risk/reward ratio is not good. The reward feels meager and the risk, while I guess manageable, doesn’t compare with other lower risk yet higher reward trinkets.
I think for it to be worth picking, you would need to have warning before it sets off and have a clue as to which gas. It’s a censer that takes a while to shoot out; I think it would make sense that you’d smell it before it’s dealt.
But that’s just me. Anyone really liking the censer? Are there strategies for it? Only thing I’ve got is throwing items at the grass squares adjacent to the point of impact since they can keep spawning grass for a couple of turns, depending on where the gas landed.
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This is a funny reply because blazing is hands down one of the best enchants in the game and usually the best choice out of any you’re provided with a SoEnchantment, and unstable is also amazing. Both top tier enchants on bow and fast weapons.
Anyway I feel like everyone keeps missing the point of trinkets. They’re not just meant to boost winrate. Theyre meant to tweak your game mechanics in a balanced way or give you alternate ways to play the game. Even trinkets which only seem like they have upsides (like exotic crystals etc.) still are just opening up a different gameplay path for the price of energy investment.
Sure you can use them to boost winrate if thats all you want to do. But they open up so many weird builds and gameplay changes.
Blazing is super powerful, but I tend to avoid it (unless I also get brimstone) because (1) my hero always ends up burning at least 2-3 times per game, always at the worst times, and (2) fire reduces dew drop opportunities and burns scrolls that you haven’t picked up. This is also why I tend to about the wand of fireblast. Maybe I’m doing it wrong, though!
Wand of Fireblast is soooo good. It’s hands down the best unupgraded wand because burn damage scales with the dungeon, it has a large AOE, and the burn ticks for a significant time. Just avoid using it in grassy rooms you haven’t trampled yet.
Tips on using it:
Good points. I hadn’t realized that going through a door restarts the timer! For removing piles of debris, the disintegration wand is also useful.
I think I’m wrong about zapping from a doorway. I did it last night and didn’t catch on fire.
I’ll try it next time I get the wand. Following your advice, I want to learn to use it properly.
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Which trinkets are purely beneficial?
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Those trinkets cost like 50 energy each
It’s costly but sometimes I’ll prioritize them and get a +3 before Tengu. I might farm to level 10 on floor 4 and get to it before entering floor 7.
What do you sacrifice for it tho?
Cause all items are valuable
All identified potions that weren’t used for a puzzle, except healing and XP of course. All IDed scrolls except ID, remove curse, and transmutation. Stone of clairvoyance and flock I rarely use and is typically energy fodder. I’ll buy shop stuff to boil down if I’m rolling in dough. Trinkets like the shard of oblivion and mossy clump will pay back in dividends so unless you’re strapped for healing or something, the early investment is worth it.
Exotic Crystals are good, wdym
I was recently offered Exotic Crystals and some other junk and went with the random trinket because I’ve used the crystals several times and they have annoying downsides.
On the other hand, you get a ton of alchemical energy from exotic items, so if you don’t need them, alchemize them.