For our second monthly update we wanted to add the missing rarity of item and spells, uniques!
We wanted a varied first batch of unique item and spells, so we added 35 uniques that to show multiple type of effects for the new rarity.
[h3]Unique Rarity[/h3]
[img]{STEAM_CLAN_IMAGE}/43885588/7238411ae92988536286d35d2f364583f688b228.png[/img]
We want a clear sense of power progression between rarities, but we also want each game piece to have the possibility of being "best in slot" in a given run. The influence system (from the previous monthly update) helps with this, but we also want to leverage uniques in a similar way.
The new uniques are the highest rarity, some provide a lot of power by themselves, while others need you to build around them or be more tactical to shine. In general, we want uniques to provide a twist on how fundamental things in the game work, so that new ways of playing or using previous things can emerge.
Here's a unique combo where an item and a spell provide their own "teleport" effects that you can combine in clever ways:
[img]{STEAM_CLAN_IMAGE}/43885588/a3842fee1be2126834ce6b7390b317367fb3a795.gif[/img]
There is also some "uber" unique items and spells that should feel very powerful, but you shouldn't expect to see them every run. take care when you're rolling your rewards!
[img]{STEAM_CLAN_IMAGE}/43885588/6c73606af77bb8af95a3bc09d752363bb64a906f.gif[/img]
A lot of these effects overlap with our intentions for the meta-progression system, so it's important to get an early feel about accessibility and power from testers. Consider leaving us your feedback on our [url=https://discord.gg/TgZPBKfG3s]Discord[/url].