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	<title>Comments on: Soda Dungeon 2</title>
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	<link>http://trilema.com/2020/soda-dungeon-2/</link>
	<description>Moving targets for a fast crowd.</description>
	<pubDate>Sat, 02 May 2026 06:08:29 +0000</pubDate>
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		<title>By: Mircea Popescu</title>
		<link>http://trilema.com/2020/soda-dungeon-2/#comment-153636</link>
		<dc:creator>Mircea Popescu</dc:creator>
		<pubDate>Thu, 13 Aug 2020 18:02:01 +0000</pubDate>
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		<description>Meanwhile, having beaten a bunch of bosses without even being present, and about to challenge the level 1`000 boss, a few things have changed.

One is that the nurses became by degrees useless, as there's a relic that does ~same. Pump it to 30 or so and it should be enough (+60 hp/turn) to take care of whatever damage you get from ambushes (nobody else should ever hit you, period). While you're levelling it up (before you get the essence + one, of course, after you level THAT up, first and to 100, before anything -- I didn't even get the 100 caps until I maxed essence relic) you may still want a nurse hanging about, but basically... their time is up.

The other is that the mystic becomes essential, as his "if ally status != positive, cast recharge" script line takes your team from running out of mana fast to always and forever being fully charged. It makes a huge difference, &lt;em&gt;especially&lt;/em&gt; as the thief becomes fucking essential -- I'd say he's the most important &lt;b&gt;half&lt;/b&gt; of my team, with a view to three quarters, because he seems to increase the essence gather by a factor of 3 or some shit! Since essence is most all you're looking for anyways, well...

Finally, lumberjacks kinda take over, there's a quest that upgrades their "nail it" skill from doing 2x to doing 4x damage, and so at a time dark mages can hit AoE for 100-150, the lumberjacks can hit single target for 6-700. I'm sure there'll come a time when the mages catch up ; but that time sure isn't during the first 1`000 (or even 2`000) levels.

Other than that, the gear in the depths is pretty fucking cool, like the 50 hp 25 attack 20 mana star gem, and great staves and so on. Worth a trip, that's for damn sure. I am curious how long the bosses last, especially if there's anything past 1`000.</description>
		<content:encoded><![CDATA[<p>Meanwhile, having beaten a bunch of bosses without even being present, and about to challenge the level 1`000 boss, a few things have changed.</p>
<p>One is that the nurses became by degrees useless, as there's a relic that does ~same. Pump it to 30 or so and it should be enough (+60 hp/turn) to take care of whatever damage you get from ambushes (nobody else should ever hit you, period). While you're levelling it up (before you get the essence + one, of course, after you level THAT up, first and to 100, before anything -- I didn't even get the 100 caps until I maxed essence relic) you may still want a nurse hanging about, but basically... their time is up.</p>
<p>The other is that the mystic becomes essential, as his "if ally status != positive, cast recharge" script line takes your team from running out of mana fast to always and forever being fully charged. It makes a huge difference, <em>especially</em> as the thief becomes fucking essential -- I'd say he's the most important <b>half</b> of my team, with a view to three quarters, because he seems to increase the essence gather by a factor of 3 or some shit! Since essence is most all you're looking for anyways, well...</p>
<p>Finally, lumberjacks kinda take over, there's a quest that upgrades their "nail it" skill from doing 2x to doing 4x damage, and so at a time dark mages can hit AoE for 100-150, the lumberjacks can hit single target for 6-700. I'm sure there'll come a time when the mages catch up ; but that time sure isn't during the first 1`000 (or even 2`000) levels.</p>
<p>Other than that, the gear in the depths is pretty fucking cool, like the 50 hp 25 attack 20 mana star gem, and great staves and so on. Worth a trip, that's for damn sure. I am curious how long the bosses last, especially if there's anything past 1`000.</p>
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		<title>By: Mircea Popescu</title>
		<link>http://trilema.com/2020/soda-dungeon-2/#comment-153493</link>
		<dc:creator>Mircea Popescu</dc:creator>
		<pubDate>Tue, 11 Aug 2020 01:44:17 +0000</pubDate>
		<guid isPermaLink="false">http://trilema.com/?p=95809#comment-153493</guid>
		<description>Meanwhile accidentally blazed through world 4 without even noticing, and killed a few more worlds with great ease. The recipe described is very effectual, with two adaptations : one is that the thief is indeed a must have (once) -- for one thing, he opens all chest instead of 1 out of 3, resulting in a drastic increase in loot ; for the other he pilfers essences, which as much as doubles the total essence output. 

The other is that once nurses get their global heal at lvl 25, two are perfectly sufficient, so basically switch one out for a thief and it's all good.

The caster alternative mentioned is underwhelming still, at this stage, through my attack bonus is +50 or thereabouts at the moment. Mayhap this changes later -- but it'd have to be much later I guess.</description>
		<content:encoded><![CDATA[<p>Meanwhile accidentally blazed through world 4 without even noticing, and killed a few more worlds with great ease. The recipe described is very effectual, with two adaptations : one is that the thief is indeed a must have (once) -- for one thing, he opens all chest instead of 1 out of 3, resulting in a drastic increase in loot ; for the other he pilfers essences, which as much as doubles the total essence output. </p>
<p>The other is that once nurses get their global heal at lvl 25, two are perfectly sufficient, so basically switch one out for a thief and it's all good.</p>
<p>The caster alternative mentioned is underwhelming still, at this stage, through my attack bonus is +50 or thereabouts at the moment. Mayhap this changes later -- but it'd have to be much later I guess.</p>
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