Difference between revisions of "Magikrab's Gauntlet"
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− | ''' | + | '''Magikrab's Gauntlet''' is a series of randomised combat encounters aboard one of [[the Mer-line]]'s interdimensional trains. It was added to the game on 20 November 2024 as part of [[Version]] 1.7. |
+ | |||
+ | The Gauntlet is unlocked after the player has defeated [[Aleph Null]] and completed Part 4 of [[Take Me On]]. To enter the Gauntlet, speak to [[Magikrab (character)|Magikrab]] in Platform B of [[Night's Bridge Station]]. The side quest [[The Midnight Train]] starts after Magikrab introduces the Gauntlet to the player. | ||
+ | |||
+ | {{IncompleteSection}} | ||
+ | |||
+ | ==Overview== | ||
+ | Magikrab's Gauntlet is an infinite battle mode where the aim is to go through as many carriages, or rooms, as possible, facing a series of battles that get progressively harder. Throughout the gauntlet, items are limited in use, though the player can encounter Cafe rest carriages where they can heal, switch tapes, or restock items. These rest carriages serve as checkpoints so that the player can resume from there in the future if they choose to leave the gauntlet to claim any unclaimed rewards or if they lose in battle, but the deeper the run, the more expensive the items get from Cafes. | ||
+ | |||
+ | In the gauntlet, battles will feature modifiers in the form of infinite-duration status effects that are present throughout a given battle. The upcoming enemy's level, type (regular encounter, miniboss, or boss), and modifiers are shown to the player. | ||
+ | |||
+ | Taking part in the gauntlet rewards a substantial amount of [[Fused Material]] which the player can claim at a Cafe, but quitting the game or losing in battle removes all earned Fused Material. The amount obtained depends on both the current run's streak, the carriage number, and the gauntlet's difficulty. | ||
+ | |||
+ | ====Streaks==== | ||
+ | Streaks keep track of the number of battles the player has won so far, and excludes Cafe carriages or carriages containing only ranger caches. Streaks end from losing or from exiting a run. This means that getting a high streak requires going through the game in one sitting, as leaving the gauntlet by any means will reset the streak back to zero. The game keeps track of the longest streak for a given difficulty. | ||
+ | |||
+ | It is unrelated to the farthest carriage reached by the player, and it is not necessary to begin at at the first carriage to start a streak. | ||
+ | |||
+ | ==Difficulties== | ||
+ | The Gauntlet offers seven difficulty levels, which affect the starting difficulty of the run: | ||
+ | |||
+ | *Normal | ||
+ | *Hard | ||
+ | *Harder | ||
+ | *Even Harder | ||
+ | *BRUTAL | ||
+ | *Hardest | ||
+ | *Impossible | ||
+ | |||
+ | This difficulty affects the number of status effect modifiers, tape count, overspill, and rest carriage frequency. | ||
+ | |||
+ | As the player progresses through the gauntlet, the difficulty increases. This affects overspill being disabled, the number of tapes the enemies use, the enemy's ability to fuse, and the status effects present in battle. Higher difficulties also reward more [[Fused Material]]. | ||
+ | |||
+ | The difficulty does not affect the enemy levels or their AI smartness. | ||
+ | |||
+ | {{IncompleteSection}} | ||
+ | |||
+ | ===Status Effect Modifiers=== | ||
+ | Battles can have status effects be inflicted at the start of battle, and have an infinite duration. These status effects are displayed just before entering the next carriage. Any displayed debuff is applied to the player team, while any displayed buff is applied to the enemy team. | ||
+ | |||
+ | Applying an opposing buff gets rid of the infinite debuff counterpart, and applying an opposing debuff gets rid of the infinite buff. For instance, acquiring [[Multitarget]] via [[Echolocation]] can get rid of the user's infinite [[Unitarget]] and replaces it with a finite amount of [[Multitarget]]. These infinite statuses can also be removed by using [[New Leaf]] or using a [[Cure-All]]. | ||
+ | |||
+ | The following lists all possible infinite status effects that can occur in a carriage. The number of statuses applied scales with the difficulty of the run. | ||
+ | {| class="wikitable" | ||
+ | ! colspan="2" |Player Debuffs | ||
+ | ! colspan="2" |Enemy Buffs | ||
+ | |- | ||
+ | |[[File:Status Accuracy Down.png|42x42px]] | ||
+ | |[[Accuracy Down]] | ||
+ | |[[File:Status Accuracy Up.png|42x42px]] | ||
+ | |[[Accuracy Up]] | ||
+ | |- | ||
+ | |[[File:Status AP Drain.png|42x42px]] | ||
+ | |[[AP Drain (status effect)|AP Drain]] | ||
+ | |[[File:Status AP Boost.png|42x42px]] | ||
+ | |[[AP Boost (status effect)|AP Boost]] | ||
+ | |- | ||
+ | |[[File:Status Burned.png|42x42px]] | ||
+ | |[[Burned]] | ||
+ | |[[File:Status Contact Dmg Beast.png|42x42px]] | ||
+ | |[[Contact Dmg Beast]] | ||
+ | |- | ||
+ | |[[File:Status Conductive.png|42x42px]] | ||
+ | |[[Conductive]] | ||
+ | |[[File:Status Contact Dmg Glitter.png|42x42px]] | ||
+ | |[[Contact Dmg Glitter]] | ||
+ | |- | ||
+ | |[[File:Status Confused.png|42x42px]] | ||
+ | |[[Confused]] | ||
+ | |[[File:Status Deflated.png|42x42px]] | ||
+ | |[[Deflated]] | ||
+ | |- | ||
+ | |[[File:Status Evasion Down.png|42x42px]] | ||
+ | |[[Evasion Down]] | ||
+ | |[[File:Status Double Speed.png|42x42px]] | ||
+ | |[[Double Speed]] | ||
+ | |- | ||
+ | |[[File:Status Evasion Nullified.png|42x42px]] | ||
+ | |[[Evasion Nullified]] | ||
+ | |[[File:Status Evasion Up.png|42x42px]] | ||
+ | |[[Evasion Up]] | ||
+ | |- | ||
+ | |[[File:Status Flammable.png|42x42px]] | ||
+ | |[[Flammable]] | ||
+ | |[[File:Status Gambit.png|42x42px]] | ||
+ | |[[Gambit (status effect)|Gambit]] | ||
+ | |- | ||
+ | |[[File:Status Fog.png|42x42px]] | ||
+ | |[[Fog (status effect)|Fog]] | ||
+ | |[[File:Status Ghostly.png|42x42px]] | ||
+ | |[[Ghostly]] | ||
+ | |- | ||
+ | |[[File:Status Glass Bonds.png|42x42px]] | ||
+ | |[[Glass Bonds (status effect)|Glass Bonds]] | ||
+ | |[[File:Status Healing Leaf.png|42x42px]] | ||
+ | |[[Healing Leaf]] | ||
+ | |- | ||
+ | |[[File:Status Leeched.png|42x42px]] | ||
+ | |[[Leeched]] | ||
+ | |[[File:Status Healing Steam.png|42x42px]] | ||
+ | |[[Healing Steam]] | ||
+ | |- | ||
+ | |[[File:Status Melee Attack Up.png|42x42px]] | ||
+ | |[[Melee Attack Down]] | ||
+ | |[[File:Status Inflated.png|42x42px]] | ||
+ | |[[Inflated]] | ||
+ | |- | ||
+ | |[[File:Status Melee Defence Down.png|42x42px]] | ||
+ | |[[Melee Defence Down]] | ||
+ | |[[File:Status Locked On.png|42x42px]] | ||
+ | |[[Locked On]] | ||
+ | |- | ||
+ | |[[File:Status Poisoned.png|42x42px]] | ||
+ | |[[Poisoned]] | ||
+ | |[[File:Status Melee Attack Up.png|42x42px]] | ||
+ | |[[Melee Attack Up]] | ||
+ | |- | ||
+ | |[[File:Status Melee Attack Down.png|42x42px]] | ||
+ | |[[Ranged Attack Down]] | ||
+ | |[[File:Status Melee Defence Up.png|42x42px]] | ||
+ | |[[Melee Defence Up]] | ||
+ | |- | ||
+ | |[[File:Status Ranged Defence Down.png|42x42px]] | ||
+ | |[[Ranged Defence Down]] | ||
+ | |[[File:Status Mind-Meld.png|42x42px]] | ||
+ | |[[Mind-Meld (status effect)|Mind-Meld]] | ||
+ | |- | ||
+ | |[[File:Status Shrapnel.png|42x42px]] | ||
+ | |[[Shrapnel (status effect)|Shrapnel]] | ||
+ | |[[File:Status Multistrike.png|42x42px]] | ||
+ | |[[Multistrike]] | ||
+ | |- | ||
+ | |[[File:Status Snowed In.png|42x42px]] | ||
+ | |[[Snowed In]] | ||
+ | |[[File:Status Multitarget.png|42x42px]] | ||
+ | |[[Multitarget]] | ||
+ | |- | ||
+ | |[[File:Status Tape Jam.png|42x42px]] | ||
+ | |[[Tape Jam]] | ||
+ | |[[File:Status Ranged Attack Up.png|42x42px]] | ||
+ | |[[Ranged Attack Up]] | ||
+ | |- | ||
+ | |[[File:Status Unitarget.png|42x42px]] | ||
+ | |[[Unitarget]] | ||
+ | |[[File:Status Ranged Defence Up.png|42x42px]] | ||
+ | |[[Ranged Defence Up]] | ||
+ | |- | ||
+ | |[[File:Status Window.png|42x42px]] | ||
+ | |[[Window (status effect)|Window]] | ||
+ | |[[File:Status Speed Up.png|42x42px]] | ||
+ | |[[Speed Up]] | ||
+ | |} | ||
+ | |||
+ | ==Encounters== | ||
+ | {{IncompleteSection}} | ||
[[Category:Locations]] | [[Category:Locations]] | ||
{{Locations}} | {{Locations}} |
Latest revision as of 11:52, 23 November 2024
Magikrab's Gauntlet is a series of randomised combat encounters aboard one of the Mer-line's interdimensional trains. It was added to the game on 20 November 2024 as part of Version 1.7.
The Gauntlet is unlocked after the player has defeated Aleph Null and completed Part 4 of Take Me On. To enter the Gauntlet, speak to Magikrab in Platform B of Night's Bridge Station. The side quest The Midnight Train starts after Magikrab introduces the Gauntlet to the player.
This section is incomplete. Feel free to add the missing information by editing it.
Overview
Magikrab's Gauntlet is an infinite battle mode where the aim is to go through as many carriages, or rooms, as possible, facing a series of battles that get progressively harder. Throughout the gauntlet, items are limited in use, though the player can encounter Cafe rest carriages where they can heal, switch tapes, or restock items. These rest carriages serve as checkpoints so that the player can resume from there in the future if they choose to leave the gauntlet to claim any unclaimed rewards or if they lose in battle, but the deeper the run, the more expensive the items get from Cafes.
In the gauntlet, battles will feature modifiers in the form of infinite-duration status effects that are present throughout a given battle. The upcoming enemy's level, type (regular encounter, miniboss, or boss), and modifiers are shown to the player.
Taking part in the gauntlet rewards a substantial amount of Fused Material which the player can claim at a Cafe, but quitting the game or losing in battle removes all earned Fused Material. The amount obtained depends on both the current run's streak, the carriage number, and the gauntlet's difficulty.
Streaks
Streaks keep track of the number of battles the player has won so far, and excludes Cafe carriages or carriages containing only ranger caches. Streaks end from losing or from exiting a run. This means that getting a high streak requires going through the game in one sitting, as leaving the gauntlet by any means will reset the streak back to zero. The game keeps track of the longest streak for a given difficulty.
It is unrelated to the farthest carriage reached by the player, and it is not necessary to begin at at the first carriage to start a streak.
Difficulties
The Gauntlet offers seven difficulty levels, which affect the starting difficulty of the run:
- Normal
- Hard
- Harder
- Even Harder
- BRUTAL
- Hardest
- Impossible
This difficulty affects the number of status effect modifiers, tape count, overspill, and rest carriage frequency.
As the player progresses through the gauntlet, the difficulty increases. This affects overspill being disabled, the number of tapes the enemies use, the enemy's ability to fuse, and the status effects present in battle. Higher difficulties also reward more Fused Material.
The difficulty does not affect the enemy levels or their AI smartness.
This section is incomplete. Feel free to add the missing information by editing it.
Status Effect Modifiers
Battles can have status effects be inflicted at the start of battle, and have an infinite duration. These status effects are displayed just before entering the next carriage. Any displayed debuff is applied to the player team, while any displayed buff is applied to the enemy team.
Applying an opposing buff gets rid of the infinite debuff counterpart, and applying an opposing debuff gets rid of the infinite buff. For instance, acquiring Multitarget via Echolocation can get rid of the user's infinite Unitarget and replaces it with a finite amount of Multitarget. These infinite statuses can also be removed by using New Leaf or using a Cure-All.
The following lists all possible infinite status effects that can occur in a carriage. The number of statuses applied scales with the difficulty of the run.
Encounters
This section is incomplete. Feel free to add the missing information by editing it.