From: https://steamcommunity.com/sharedfiles/filedetails/?id=3590526648
My (((comments))) or emphasis in this color.
Cider
Available from the start:
-Turbo Rotor
Arm blade rotates faster and longer during attacks. This makes Cider deal more hits and damage to enemies on the third and fourth Strike, [the] first jumping Strike, and [her] Running attack. This synergizes very well with Rituals that grant you effects on Strikes, and as it gives you more opportunities for Critical Hits (((yes yes yes, this is what I noticed. You will crit like crazy. Go Crit build or Crit + Luck, Luck which increases crit chances, build with it.))) as well, it synergizes well with Rituals, Trinkets, and Inspirations that have an effect on Crits. It's not exactly the flashiest Inspiration but it's quite solid.
-Critical Toolbox
Spawns a random Throwable on Criticals. Any build that boosts the power of Throwables will appreciate this Inspiration, and Throwable are very powerful in general. Be careful though: you may cover the ground in Throwables and have a hard time actually throwing the ones you have equipped, as the game prioritizes picking up items on the ground over throwing the ones equipped. Hopefully this gets addressed.
-Pneumatic Heels
Gain 2 additional Dashes and allows to Air Dash. A great Inspiration defensively, as it allows you to defend during Cider's lengthy air combos, it also allows you to become more mobile and chain attacks in creative ways. Synergizes well with Rituals that have an effect on Dashes and Deflects, naturally. Very fun to use!
-Gyro Drop
NEW MOVE: Up + Skill while Grabbing or in the air. Landing spot can be controlled. This is a versatile move that can help keep you safe during intense situations as you become invincible when you execute it and you can relocate to a safer spot on the screen, or slam your victim against a group of enemies to scatter them. It's a great way to finish your combo when you reach Overpressure as it deals a lot of damage, which gets boosted by the Overpressure hit. Plus, it just looks so cool.
-Cashback
When no Throwable is equipped, use gold to throw a damaging coin. The coin will disappear if it hits an enemy, but you'll be able to pick it back up if it lands on the ground. Keep in mind that your co-op partner can also pick up the coins you throw. This can be annoying, but you can also use that to give them extra gold if they need it to buy a Trinket. If you have Throwable Replicator, you'll throw three coins for the price of one...
-Recycle
Gadget-based Arcanas spawn Mana orbs when disappearing. This applies to Clockwork marionette, Spider mine, and Flying shredder, and allows you to spam these a lot, especially if you have Arcana Mastery. It unfortunately does nothing for the other three Arcanas.
-Throwable Replicator
Throwables are multiplied when thrown. You throw three of every throwable (save for Thorn Daggers) for the price of one! This deals awesome amounts of damage and is also practical for crowd control. Throwable builds are stong on anyone, and stronger still on Cider.
-Magnetic Jump
Wall Jump is possible. Press Strike to follow with a diving blade attack. This is Cider's stinker Inspiration... For how cool it is in concept, Wall Jumps are way too infrequent to implement easily in your gameplan. It's a shame, because it looks very cool, and the follow up attack is rad too! I'd advise against picking it up in a serious run, but hey, it's a lot of fun to mess with.
Unlocked with Seeds at Ederig the Stalwart:
-Vortex Grip
NEW MOVE: Hold Skill to Grab and throw an enemy. You spin the enemy around before throwing them, which hits surrounding enemies as well. You can hold forward or back to decide in which direction to throw the enemy, too. You can't do it in the air though.
NOTE: this does NOT remove your ability to pull enemies towards you with your base Skill: if you tap Skill, release the button, and then hold it again, you'll be able to do your basic pull Skill with your grappling arm. The timing is a little tight, so it may take some practice to pull it off.
-Slice and Dice
Attacks from behind deal +50% damage. Forward Dash passes through enemies and deals damage. This is another fun combo tool that opens up your options, especially coupled with Pneumatic Heels, and it heavily boosts your damage when you use it properly. Cider has all the cool-looking stuff!
Unlocked from Cider's personal quest:
-Arcana Mastery
Give brand new properties to your equipped Arcanas.
Kinetic gear hits six times instead of three.
Spider mine turns into three mines that track enemies automatically.
Tinker blade fires five kunai instead of three. By the way, did you know you can aim them up and down when using the Arcana in the air?
Clockwork marionette Clashes enemy attacks instead of Deflecting them.
Flying shredder launches an additional drone that spins around the first one.
Rising drill hits and Clashes in a significantly bigger area of effect, lasts longer and hits more.
-Turbo Rotor
Arm blade rotates faster and longer during attacks. This makes Cider deal more hits and damage to enemies on the third and fourth Strike, [the] first jumping Strike, and [her] Running attack. This synergizes very well with Rituals that grant you effects on Strikes, and as it gives you more opportunities for Critical Hits (((yes yes yes, this is what I noticed. You will crit like crazy. Go Crit build or Crit + Luck, Luck which increases crit chances, build with it.))) as well, it synergizes well with Rituals, Trinkets, and Inspirations that have an effect on Crits. It's not exactly the flashiest Inspiration but it's quite solid.
-Critical Toolbox
Spawns a random Throwable on Criticals. Any build that boosts the power of Throwables will appreciate this Inspiration, and Throwable are very powerful in general. Be careful though: you may cover the ground in Throwables and have a hard time actually throwing the ones you have equipped, as the game prioritizes picking up items on the ground over throwing the ones equipped. Hopefully this gets addressed.
-Pneumatic Heels
Gain 2 additional Dashes and allows to Air Dash. A great Inspiration defensively, as it allows you to defend during Cider's lengthy air combos, it also allows you to become more mobile and chain attacks in creative ways. Synergizes well with Rituals that have an effect on Dashes and Deflects, naturally. Very fun to use!
-Gyro Drop
NEW MOVE: Up + Skill while Grabbing or in the air. Landing spot can be controlled. This is a versatile move that can help keep you safe during intense situations as you become invincible when you execute it and you can relocate to a safer spot on the screen, or slam your victim against a group of enemies to scatter them. It's a great way to finish your combo when you reach Overpressure as it deals a lot of damage, which gets boosted by the Overpressure hit. Plus, it just looks so cool.
-Cashback
When no Throwable is equipped, use gold to throw a damaging coin. The coin will disappear if it hits an enemy, but you'll be able to pick it back up if it lands on the ground. Keep in mind that your co-op partner can also pick up the coins you throw. This can be annoying, but you can also use that to give them extra gold if they need it to buy a Trinket. If you have Throwable Replicator, you'll throw three coins for the price of one...
-Recycle
Gadget-based Arcanas spawn Mana orbs when disappearing. This applies to Clockwork marionette, Spider mine, and Flying shredder, and allows you to spam these a lot, especially if you have Arcana Mastery. It unfortunately does nothing for the other three Arcanas.
-Throwable Replicator
Throwables are multiplied when thrown. You throw three of every throwable (save for Thorn Daggers) for the price of one! This deals awesome amounts of damage and is also practical for crowd control. Throwable builds are stong on anyone, and stronger still on Cider.
-Magnetic Jump
Wall Jump is possible. Press Strike to follow with a diving blade attack. This is Cider's stinker Inspiration... For how cool it is in concept, Wall Jumps are way too infrequent to implement easily in your gameplan. It's a shame, because it looks very cool, and the follow up attack is rad too! I'd advise against picking it up in a serious run, but hey, it's a lot of fun to mess with.
Unlocked with Seeds at Ederig the Stalwart:
-Vortex Grip
NEW MOVE: Hold Skill to Grab and throw an enemy. You spin the enemy around before throwing them, which hits surrounding enemies as well. You can hold forward or back to decide in which direction to throw the enemy, too. You can't do it in the air though.
NOTE: this does NOT remove your ability to pull enemies towards you with your base Skill: if you tap Skill, release the button, and then hold it again, you'll be able to do your basic pull Skill with your grappling arm. The timing is a little tight, so it may take some practice to pull it off.
-Slice and Dice
Attacks from behind deal +50% damage. Forward Dash passes through enemies and deals damage. This is another fun combo tool that opens up your options, especially coupled with Pneumatic Heels, and it heavily boosts your damage when you use it properly. Cider has all the cool-looking stuff!
Unlocked from Cider's personal quest:
-Arcana Mastery
Give brand new properties to your equipped Arcanas.
Kinetic gear hits six times instead of three.
Spider mine turns into three mines that track enemies automatically.
Tinker blade fires five kunai instead of three. By the way, did you know you can aim them up and down when using the Arcana in the air?
Clockwork marionette Clashes enemy attacks instead of Deflecting them.
Flying shredder launches an additional drone that spins around the first one.
Rising drill hits and Clashes in a significantly bigger area of effect, lasts longer and hits more.
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