it only gives energy at the start of the round, if it still doesn't give energy it's a bug
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Nerf Ferret King. Reasons he is op: Damage pretty much forces you to block, thus adding rage to him. He summons 52 hp enemies, which have about 15 damage, which is literally impossible to kill in one turn without good items. So you have to block even more with meals to prevent dying. But then the ferret does even more damage. Before you say "just git gud", I know he's possible to kill. But he's easily the most difficult tier 1 boss. Queen bee is just a worse version in almost every way. Perhaps make the spawns small ratwolfs or ratwolfs instead of rabbits.
Wait you have an itch account? BTw can you change the font so that it's not luckiest guy because it's really hard to read or write capitals. I'm Hytale2023plz on scratch.
Edit: Did you use https://leopardjs.com/?
Ranking all relics since im bored:
Frog Totem: A
Pretty good relic, but it's not conductive fore some reason. More efficient mana per turn than wizard's cap; 3m+2m from spellbook/4m from cap.
Windmill: A
Again, more effective than crimson energy, which needs 3 spaces when placed in a corner and windmill only two.
Tusk: B
Worse than glass bottle most of the time.
Stopwatch: A
Belt of knives is better for cleavers, but stopwatch is better for anything else really.
Spicy Ginger: B
Consumables are quite common, but outclassed by belt of knives which adds 3 damage if you have a shiv or a hatchet.
Spice: B
Pretty good relic for water flasks or old log. Synergies with seasonings.
Shield Spirit: S
Allows you to use assassin's dagger or cleavers with only one energy, Synergies with hercule's pavise.
Sandwich: B
Triples the effect of seasonings.
Ore: D
Outclassed by almost every relic, even the niche ones like spicy ginger because consumables are easier to find than gems and it's diagonal as well.
Mouse Wood: S
Makes arrows one shot everything.
Hourglass: C
Very niche. Pairs well with beserker's club or one of the ethereal weapons.
Glass Bottle: A
Free extra damage! Makes shield spirit or soldier's buckler useless.
Fluffy Cotton: A
Wands provide an easy way to refill one mana per turn. The mana bonus originates from the fluffy cotton, not the wand.
Coral: A
Scales more with extra energy.
Conductor: B
Good with doru/pick axe.
Cleansing Flame: S
A must-have for cleavers.
Bombstone: C
Its only use is for ethereal weapons. Good with etheral blade and makes it deal 72 damage per energy. It appear i underestimated it for arrows, so now it's a c.
Barbell: A
Similar to mouse wood but with a weaker effect.
Belt of knives: S
Makes shivs or hatchets give +3 damage to adjacent weapons.
The only reason you're dying is because you haven't gotten a good enough build yet. For the enemies with spikes, there is a relic "Cleansing Candle" that removes spikes when you attack. 50 armor is not enough. With items like archangel armor, the forge event which adds haste onto shields, or the item "Pretty Anklet", you can get haste which with structures or helmets, can get to the 999 block cap, although poison will kill you if you only block. With Assasin's Dagger, which gets one extra damage per kill, you can get to floor 100 and theoretically get to any floor you want.
Bug: If you dodge an attack, it does not proc spikes. Spikes says (Deal x damage when attacked), and if Dodge says (Next x attacks do not activate) or something like that, it would be logical. But dodge actually says (Next x attacks deal 0 damage), and an 0 damage attack is still an attack, therefore it should deal damage.