![]() Special care should be taken to avoid the columns of tiles directly adjacent to the walls, as they close in without warning. Due to the time limit of the boss fight being based around the music, uniquely, the boss music will not start until the player has dismissed the splash screen introduction. The song's tempo progressively increases as time goes on. The walls will crush you roughly two beats before the end of the song. The stone walls surrounding the main room will progressively shrink inward as time passes, even if you don't open the main room doors. When fighting the Necrodancer as Melody, the room layout will be devoid of the stage. ![]() Note that this Dorian does not have a shovel, nor does he have the boots of leaping, and also cannot equip the Golden Lute weapon in this fight. The Necrodancer will only take damage from the Golden Lute at this point, and teleports each time he is hit. If either Dorian or Cadence (without the Golden Lute) moves next to him when he's about to move, the Necrodancer will directly attack them, dealing 1.5 hearts worth of damage. The Necrodancer will flee from Cadence, moving one tile in any direction any 2 beat. In the second phase, the Necrodancer will summon a miniboss and wander the room, summoning more minions and minibosses, and blasting horizontal cones of ice or setting off a 5x5 explosion. ![]() The first pair opens the door to the Necrodancer's main room, and the next four progressively bomb the Necrodancer's stage, releasing more minions until the Necrodancer and the Golden Lute are released from the stage, starting the second phase. In the first phase, a number of traps consisting of a circle surrounding a dot will need to be triggered - they will spawn in groups of two, and must be pressed at the same time to trigger. ![]() Button presses from here on out will control both Cadence and Dorian simultaneously. Wouldn't hurt if they could somehow clarify in-game how parrying works, i only ever did it by accident.After defeating Dead Ringer as Cadence, you will meet Dorian and be transported into the Necrodancer's lair. Didn't quite figure out the parry yet though, is it like a ring of courage lite, or hitting one enemy lets you parry another's attack? Hm. Wouldn't be suprised if the freezing ring gets a nerf sometime though, freeze on hit with ANY weapon at ANY range? Damn, that's pretty strong. The new weapons are pretty useful though, doesn't hurt to have more weapons lying around i guess, but at the same time, can't go wrong with a good ol' spear or longsword, either. The double-damage lunge and fact you just CAN'T get stuck on enemies with it and still attack from 2 tiles just makes it the best weapon you could find, still. So yeah, none of these really outperform the rapier, if you ask me. As far as memory goes, anyway, could be mildly mistaken about how some of these work. And i guess the harp thing also has to be used like a dagger. That axe thing, well, it lacks the double damage the rapier does, so it won't outclass the rapier on damage, and the bonus damage from the rapier has always been *incredibily* useful against the more resillient or shielded enemies. The warhammer gets you stuck easily versus shielded enemies or enemies with tons of HP, making it hard to run away, if your damage output can't deal with them, anyway. I can see the staff being useful in the narrow passageways of Zone 1.Įdit: The Level Editor and weaponmaster contain titanium/obsidian/glass/blood/gold versions of the Warhammer.Įh, most new weapons seem to have some flaw to them, the staff is still wielded as a dagger, can't do ranged attacks with it, making it unfavorable to proper ranged weapons. It's definitely a fun weapon to use! It may seem like a weak weapon, but it's not like every weapon in NecroDancer has the same utility. The staff's pretty much a weaker rifle (unless you get the glass staff). Its attack range is strange enough that it's still about as strong as other late game weapons, from what I can tell. The axe pretty much obsoletes the rapier after all, it's a great counter against the skulls from Zone 5. As long as it stays a mid/late-game weapon, it's a fine addition. Think of it like a broadsword with more range. I'm thinking of wraiths/wights sneaking up on you in early zones or those annoying goblins from Zone 3. ![]() Otherwise, the Harp's great in a sticky situation. Maybe there's a downside to it, but for now, it's overpowered. With the hammer, You can pick off armadillos around the corner or take out a lich at long range. That's what made things like Boots of Pain/Lunging or Bombs viable attacking options outside of damage. Every other weapon had the ability to hit either two squares forward or horizontally three squares (think longsword vs. The Warhammer is the best weapon in the game, hands down. ![]()
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