You can find blueprints for new armor and runes, these give you new tweaks to your character or improved resiliance. Persistence does exist beyond the family keep. There's a lot of combinations to be found even with the basic classes, but when you add in the classes who are based around high impact, no defnese, or even just built to maximise their coin gathering, it gets especially interesting. Do you take the fragile, giant heir? They'll deal more damage but shatter like glass, Or maybe take the coprlaliac mage with the amazing skill-set? They'll swear each time they're hit, but they'll do mega damage. These traits, and this randomisation, adds some much needed variety to the run-die-run-die formula, and sometimes also adds in an amazing risk-reward loop. This range extends beyond that to traits which deeply alter your experience, by making your character different sizes or even see enemies which are not really there. These traits range from purely aesthetic changes - like 'Balding', which removes the character's hair and changes some loading screens to feature the word 'Balding. However what makes it especially interesting is that they also have certain traits. The potential heirs can be different classes (which you can unlock more of through upgrading the family castle), or know different spells. ![]() Once they've popped their clogs you get to spend the wealth that they earned by besting bosses and beasties on improvements to the family keep.Įach generation isn't just different due to those improvements though, you've also got genetic tweaks. ![]() Each run is a character from this long-line, and you control them from their approach to the castle through to their untimely death.
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