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  • Demonic Spiders:
    • Starting with Act II, Bandits gain the Brigand ability, which gives every attack they make a 5% chance of destroying one of the player's items (whether in the inventory or equipped). Especially at later stages, this can prove a fatal loss.
    • Desert Spirits deal brutal amounts of damage, and unlike regular enemies, can insert themselves into battles on any space on the board at will.
    • In Act IV. Prime Matters gain the Certain Doom ability. which makes their sixth attack a guaranteed kill on the hero. This is especially dangerous on late loops, as their evade can make hitting them nigh-impossible.
  • Fan Nickname
  • Fridge Brilliance: Each Act increases the total possible resources the hero can acquire, increases monster strength, and also grants them new abilities. This is happening because the hero is remembering more and more of the world as time goes on, making everything more real and filling in blanks that the monsters and hero had forgotten.
  • Game-Breaker:
    • Rivers, which double the effect of landscape tiles, border on being Purposely Overpowered. They require two of the final building unlocks to be used to their fullest, and are almost required to deal with the Difficulty Spike of Acts III and IV.
    • Forests and Thickets, especially when combined with Rivers. Attack speed is useful in almost any run, and there's even an entire stealthy mechanic to prevent them from completely breaking the game apart: too many attacks in a short period of time causes the Hero to revert to his unmodified attack speed for a few seconds. Players are almost never going to see that effect without a lot of thickets on the map.
    • Suburbs and Cities. The most powerful landscape tile to not create unique enemy tiles, and give out bonus experience for every kill, and more bonus experience with level up traits that confer experience for building objects. It's to the point where a run without suburbs might level up three times at the most, and a run with them could level up seven or eight times.
    • For every three swamps placed, a Witch's Hut will spawn. The witch will support enemies in any neighbouring tiles with healing and a distraction totem as well as reducing your potions cap by one, but also gives you a free healing potion every time you pass its tile. This is especially powerful in combination with the Warrior's "Strong Aftertaste" trait which increases his attack by 1.5 for every potion consumed. Placing the hut next to swamp tiles will also negate the healing the witch will otherwise grant to enemies.
    • The Warrior's "Blade of Dawn" trait causes their first attack each day to strike every enemy for double damage. This is extremely useful regardless of build and if combined with Temporal Beacons which cause days to progress faster it will come around every couple of encounters.
  • Goddamned Bats: Goblins are not especially dangerous, but they spawn fast, and have abilities that increase their damage when another goblin dies; in addition to this, if they're near a swamp, their camp gains an Archer that you can't kill who will attack you during each nearby battle.
  • Paranoia Fuel: The first encyclopedia entry for the Mimic is a man explaining the chest-type mimics are the least dangerous of their species, as the most cunning have already snuck into houses as more mundane furniture. He planned to issue a warning about the lurking danger but was found dead with a metal rake wrapped around his neck.
  • That One Achievement: Broken Geography requires that you lay 10 cards that were not in your deck in a single expedition. The only way to acquire cards from outside your played deck is by killing Prime Matters in Act II, or later as they will give you three random cards on death. The first and biggest problem with this is actually getting the Prime Matter to spawn—the Prime Matter is the third tier of ghosts spawned when killing an enemy in a Battlefield, with a 0.8% chance that any eligible enemy will successfully reach said tier. The second problem is that the random card choices can include ones from your deck, which won't count—as such, you need to run with a limited deck to increase the chance of getting non-deck card. The third problem is having space to lay the cards—you have to plan ahead to leave spaces here you can lay cards, as you more or less need to lay them immediately or risk them being shuffled out of hand.


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