Difference between revisions of "Magikrab's Gauntlet"

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==Overview==
 
==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.
+
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. It is divided into trains that consist of 50 carriages each. The last carriage of each train contains a boss fight.
  
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.
+
Throughout the Gauntlet, items are limited in use, though the player can encounter café carriages where they can heal, access the tape storage, claim rewards, or buy items. The deeper the run, the further cafés are spaced apart, and the more expensive the items get. These café carriages also serve as checkpoints that the player can resume from in the future if they lose in battle, or choose to leave the Gauntlet.
  
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.
+
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 {{Item|Fused Material}}&nbsp;[[Fused Material]] and {{Item|Metal}}&nbsp;[[Metal]] which the player can claim at a café. Upon winning a battle, you increase the potential reward by a number that depends on the current streak, the carriage number, and the Gauntlet's difficulty. Losing in battle, exiting the Gauntlet, or quitting the game, however, removes all unclaimed rewards<ref name="gauntlet-forgivable-end">There are exceptions. For example, when dropping out of a multiplayer session due to network issues, or if the host closes the connection, the current streak and unclaimed rewards will be preserved.</ref>.
 +
 
 +
If the speedrun timer is enabled, the player can input a seed, which affects the carriages as well as the encounters in the Gauntlet.
  
 
====Streaks====
 
====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.
+
Streaks keep track of the number of battles the player has won since entering the Gauntlet. Streaks end from claiming rewards, losing a battle, or exiting the Gauntlet. 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<ref name="gauntlet-forgivable-end" />. 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.
 
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==
 
==Difficulties==
The Gauntlet offers seven difficulty levels, which affect the starting difficulty of the run:
+
The Gauntlet offers seven difficulty levels:
  
 
*Normal
 
*Normal
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*Impossible
 
*Impossible
  
This difficulty affects the number of status effect modifiers, tape count, overspill, rest carriage frequency, and boss frequency.
+
The selected difficulty only sets the ''starting'' difficulty of the Gauntlet, however. As you clear trains, the total difficulty increases. This makes several things, such as the number of status effect modifiers, enemy tape count, overspill, or café carriage interval, more disadvantageous for the player. The enemy AI and levels are not affected by this.
 +
 
 +
The total difficulty level for any carriage can be calculated using the formula below. It starts at the selected difficulty (Normal = 0; Impossible = 6), and increases by 1 for every cleared train, i.e. for every 50 carriages. Boss carriages and, starting at Hard difficulty or carriage #51 on Normal, miniboss carriages have their difficulty level increased by 1. This increase only applies to that carriage.
 +
 
 +
:<math>\text{Difficulty}_\text{total} = \begin{cases}
 +
\left \lfloor \frac{\text{Carriage Number} - 1}{50} \right \rfloor + \text{Difficulty}_\text{selected} + 1 & \text{if boss or applicable miniboss} \\
 +
\left \lfloor \frac{\text{Carriage Number} - 1}{50} \right \rfloor + \text{Difficulty}_\text{selected} & \text{otherwise}
 +
\end{cases}</math>
  
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]].
+
For example, carriage #148 on BRUTAL difficulty (level 4) has a total difficulty level of 6:
  
The difficulty does not affect the enemy levels or their AI smartness.
+
:<math>\left \lfloor \frac{148 - 1}{50} \right \rfloor + 4 = \left \lfloor 2.94 \right \rfloor + 4 = 2 + 4 = 6</math>
  
 
{{IncompleteSection}}
 
{{IncompleteSection}}
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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]].
 
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.
+
The following lists all possible infinite status effects that can occur in a carriage. The number of statuses is equal to the total difficulty of a carriage.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! colspan="2" |Player Debuffs
 
! colspan="2" |Player Debuffs
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|
 
|
 
|}
 
|}
 +
 +
=== Rewards ===
 +
For each battle carriage you clear, you obtain potential rewards as described by the below formula.
 +
 +
:<math>\text{Rewards} = \left ( \text{Streak} + \left \lfloor \frac{\text{Carriage Number} - 1}{10} \right \rfloor \right ) * \left ( \text{Difficulty}_\text{selected} + 1 \right )</math>
 +
 +
For example, winning a fight in carriage #148 on difficulty BRUTAL with a previous streak of 40 yields 275 potential rewards.
 +
 +
:<math>\left ( 41 + \left \lfloor \frac{148 - 1}{10} \right \rfloor \right ) * \left ( 4 + 1 \right ) = \left ( 41 + \left \lfloor 14.7 \right \rfloor \right ) * 5 = \left ( 41 + 14 \right ) * 5 = 275</math>
 +
 +
=== Café Carriages ===
 +
{| id="item-base-prices" class="wikitable sortable mw-collapsible" style="float: right; margin-top: 1em; margin-bottom: 1em; margin-left: 1.5em;"
 +
|+ style="white-space: nowrap;" | Item base prices
 +
|-
 +
! colspan="2" | Item
 +
! {{Item|Fused Material}}
 +
|-
 +
| style="width: min-content; border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Rewind}} || [[Rewind]]
 +
| style="text-align: center;" | 2
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Respool}} || [[Respool]]
 +
| style="text-align: center;" | 2
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Pear Fusilli}} || [[Pear Fusilli]]
 +
| style="text-align: center;" | 4
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Berserk Cure}} || [[Berserk Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Burn Cure}} || [[Burn Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Coating Cure}} || [[Coating Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Conductive Cure}} || [[Conductive Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="width: min-content; border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Confusion Cure}} || [[Confusion Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Leech Cure}} || [[Leech Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Petrification Cure}} || [[Petrification Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Poison Cure}} || [[Poison Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Resonance Cure}} || [[Resonance Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Sleep Cure}} || [[Sleep Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Stat Cure}} || [[Stat Cure]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="width: min-content; border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Cure-All}} || [[Cure-All]]
 +
| style="text-align: center;" | 2
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Canned Ice Latte}} || [[Canned Ice Latte]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Americano-To-Go}} || [[Americano-To-Go]]
 +
| style="text-align: center;" | 2
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Espresso Express}} || [[Espresso Express]]
 +
| style="text-align: center;" | 3
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Double Espresso}} || [[Double Espresso]]
 +
| style="text-align: center;" | 4
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Basic Tape}} || [[Basic Tape]]
 +
| style="text-align: center;" | 1
 +
|-
 +
| style="border-right-color: transparent; padding: 0 0 0 0.5em !important;" | {{Item|Chrome Tape}} || [[Chrome Tape]]
 +
| style="text-align: center;" | 2
 +
|}
 +
 +
The interval between café carriages is dependent on the difficulty of the first carriage of the current train, and calculated using the below formula. The maximum interval is 25 carriages, leading to a café carriage in carriages #1 and #26 of the train. Carriage #49 of each train is always a café carriage.
 +
 +
:<math>\text{Interval} = \operatorname{min} \left ( 5 + 2 * \left ( \text{Train Number} + \text{Difficulty}_\text{selected} - 1 \right ) , 25 \right )</math>
 +
 +
For example, in train #3 on difficulty BRUTAL, the interval of café carriages is 17 carriages (#1, #18, #35).
 +
 +
:<math>\operatorname{min} \left ( 5 + 2 * \left ( 3 + 4 - 1 \right ) , 25 \right ) = \operatorname{min} \left ( 17 , 25 \right ) = 17</math>
 +
 +
In addition to the interval, café carriages also change item prices based on the carriage number and selected difficulty, which is determined by the below formula. See [[#item-base-prices|the "Item base prices" table on the side]] for the base price referred to in the formula.
 +
 +
:<math>\begin{alignat}{1} \text{Value} = & \lfloor \text{Base Price} \\ \ & + a * \left ( \text{Carriage Number} - 1 \right ) + b * \text{Difficulty}_\text{selected} \\ \ & + c * \left ( \text{Carriage Number} - 1 \right ) * \text{Difficulty}_\text{selected} \rfloor \end{alignat}</math>
 +
 +
The values <math>a</math>, <math>b</math>, and <math>c</math> stand for the price increase per carriage, the price increase per difficulty level, and the price increase per carriage and difficulty level. In general, <math>a = \frac{\text{Base Price}}{10}</math>, <math>b = 1.0</math>, and <math>c = 0.1</math><ref>These values can differ, especially for items added by mods, but as of version 1.7, all Vanilla items available in the ''Café Magicrabe'' use the aforementioned values.</ref>.
 +
 +
For example, in carriage #148 on difficulty BRUTAL, a {{Item|Rewind}} [[Rewind]] costs {{Item|Fused Material}}&times;94.
 +
 +
:<math>\left \lfloor 2 + \frac{2}{10} * \left ( 148 - 1 \right ) + 1 * 4 + 0.1 * \left ( 148 - 1 \right ) * 4 \right \rfloor = \left \lfloor 2 + 29.4 + 4 + 58.8 \right \rfloor = \left \lfloor 94.2 \right \rfloor = 94</math>
 +
 +
=== Other ===
 +
* Starting with total difficulty 1, overspill is disabled, i.e. NPC characters do not take health damage.
 +
* Starting with total difficulty 1, all enemy tapes receive the [[Machine Curse]] sticker.
 +
* Starting with total difficulty 2, all NPC enemies can fuse.
  
 
=== Summary ===
 
=== Summary ===
  
{{WorkInProgress}}
+
'''Note:''' This summary only applies to the first 50 carriages in the respective difficulties.
  
 
{| class="wikitable" style="vertical-align: top;"
 
{| class="wikitable" style="vertical-align: top;"
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|| '''Per combat carriage:'''
 
|| '''Per combat carriage:'''
 
* {{Item|Fused Material}}×Streak<br>
 
* {{Item|Fused Material}}×Streak<br>
* {{Item|Fused Material}}×Number of defeated bosses<ref name="reward-bosses">The number of defeated bosses does not include the ones defeated in the current carriage. Minibosses count as 1.</ref>
+
* {{Item|Fused Material}}×Carriage number, divided by 10, rounded down
 
||
 
||
 
* Overspill '''enabled'''
 
* Overspill '''enabled'''
 +
* '''No''' modifiers
 +
* '''+1''' modifier against bosses (not minibosses)
 
|- style="vertical-align: top;"
 
|- style="vertical-align: top;"
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Hard
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Hard
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* Overspill '''disabled'''
 
* Overspill '''disabled'''
 
* All tapes have '''[[Machine Curse]]'''
 
* All tapes have '''[[Machine Curse]]'''
* '''1''' infinite debuff
+
* '''1''' modifier
* '''+1''' infinite debuff against minibosses
+
* '''+1''' modifier against minibosses and bosses
 
|- style="vertical-align: top;"
 
|- style="vertical-align: top;"
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Harder
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Harder
| style="white-space: nowrap;" |
+
| style="white-space: nowrap;" | Every 9th carriage<br>(starting with #1)
||
+
|| '''Per combat carriage:'''
 +
* Same as '''Normal''', but times '''3'''
 
||
 
||
 +
* Overspill '''disabled'''
 +
* All tapes have '''[[Machine Curse]]'''
 +
* NPC enemies can '''fuse'''
 +
* '''2''' modifiers
 +
* '''+1''' modifier against minibosses and bosses
 
|- style="vertical-align: top;"
 
|- style="vertical-align: top;"
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Even Harder
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Even Harder
| style="white-space: nowrap;" |
+
| style="white-space: nowrap;" | Every 11th carriage<br>(starting with #1)
||
+
|| '''Per combat carriage:'''
 +
* Same as '''Normal''', but times '''4'''
 
||
 
||
 +
* Overspill '''disabled'''
 +
* NPC enemies can '''fuse'''
 +
* All tapes have '''[[Machine Curse]]'''
 +
* '''3''' modifiers
 +
* '''+1''' modifier against minibosses and bosses
 
|- style="vertical-align: top;"
 
|- style="vertical-align: top;"
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | BRUTAL
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | BRUTAL
| style="white-space: nowrap;" |
+
| style="white-space: nowrap;" | Every 13th carriage<br>(starting with #1)
||
+
|| '''Per combat carriage:'''
 +
* Same as '''Normal''', but times '''5'''
 
||
 
||
 +
* Overspill '''disabled'''
 +
* All tapes have '''[[Machine Curse]]'''
 +
* NPC enemies can '''fuse'''
 +
* '''4''' modifiers
 +
* '''+1''' modifier against minibosses and bosses
 
|- style="vertical-align: top;"
 
|- style="vertical-align: top;"
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Hardest
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Hardest
| style="white-space: nowrap;" |
+
| style="white-space: nowrap;" | Every 15th carriage<br>(starting with #1)
||
+
|| '''Per combat carriage:'''
 +
* Same as '''Normal''', but times '''6'''
 
||
 
||
 +
* Overspill '''disabled'''
 +
* All tapes have '''[[Machine Curse]]'''
 +
* NPC enemies can '''fuse'''
 +
* '''5''' modifiers
 +
* '''+1''' modifier against minibosses and bosses
 
|- style="vertical-align: top;"
 
|- style="vertical-align: top;"
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Impossible
 
! scope="row" style="font-size: 1em; white-space: nowrap; vertical-align: middle;" | Impossible
| style="white-space: nowrap;" |
+
| style="white-space: nowrap;" | Every 17th carriage<br>(starting with #1)
||
+
|| '''Per combat carriage:'''
 +
* Same as '''Normal''', but times '''7'''
 
||
 
||
 +
* Overspill '''disabled'''
 +
* All tapes have '''[[Machine Curse]]'''
 +
* NPC enemies can '''fuse'''
 +
* '''6''' modifiers
 +
* '''+1''' modifier against minibosses and bosses
 
|}
 
|}
  

Latest revision as of 22:10, 14 December 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.

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. It is divided into trains that consist of 50 carriages each. The last carriage of each train contains a boss fight.

Throughout the Gauntlet, items are limited in use, though the player can encounter café carriages where they can heal, access the tape storage, claim rewards, or buy items. The deeper the run, the further cafés are spaced apart, and the more expensive the items get. These café carriages also serve as checkpoints that the player can resume from in the future if they lose in battle, or choose to leave the Gauntlet.

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 Item Fused Material.png Fused Material and Item Metal.png Metal which the player can claim at a café. Upon winning a battle, you increase the potential reward by a number that depends on the current streak, the carriage number, and the Gauntlet's difficulty. Losing in battle, exiting the Gauntlet, or quitting the game, however, removes all unclaimed rewards[1].

If the speedrun timer is enabled, the player can input a seed, which affects the carriages as well as the encounters in the Gauntlet.

Streaks

Streaks keep track of the number of battles the player has won since entering the Gauntlet. Streaks end from claiming rewards, losing a battle, or exiting the Gauntlet. 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[1]. 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:

  • Normal
  • Hard
  • Harder
  • Even Harder
  • BRUTAL
  • Hardest
  • Impossible

The selected difficulty only sets the starting difficulty of the Gauntlet, however. As you clear trains, the total difficulty increases. This makes several things, such as the number of status effect modifiers, enemy tape count, overspill, or café carriage interval, more disadvantageous for the player. The enemy AI and levels are not affected by this.

The total difficulty level for any carriage can be calculated using the formula below. It starts at the selected difficulty (Normal = 0; Impossible = 6), and increases by 1 for every cleared train, i.e. for every 50 carriages. Boss carriages and, starting at Hard difficulty or carriage #51 on Normal, miniboss carriages have their difficulty level increased by 1. This increase only applies to that carriage.

For example, carriage #148 on BRUTAL difficulty (level 4) has a total difficulty level of 6:

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 is equal to the total difficulty of a carriage.

Player Debuffs Enemy Buffs
Status Accuracy Down.png Accuracy Down Status Accuracy Up.png Accuracy Up
Status AP Drain.png AP Drain Status AP Boost.png AP Boost
Status Burned.png Burned Status Contact Dmg Beast.png Contact Dmg Beast
Status Conductive.png Conductive Status Contact Dmg Glitter.png Contact Dmg Glitter
Status Confused.png Confused Status Deflated.png Deflated
Status Evasion Down.png Evasion Down Status Double Speed.png Double Speed
Status Evasion Nullified.png Evasion Nullified Status Evasion Up.png Evasion Up
Status Flammable.png Flammable Status Gambit.png Gambit
Status Fog.png Fog Status Ghostly.png Ghostly
Status Glass Bonds.png Glass Bonds Status Healing Leaf.png Healing Leaf
Status Leeched.png Leeched Status Healing Steam.png Healing Steam
Status Melee Attack Down.png Melee Attack Down Status Inflated.png Inflated
Status Melee Defence Down.png Melee Defence Down Status Locked On.png Locked On
Status Poisoned.png Poisoned Status Melee Attack Up.png Melee Attack Up
Status Ranged Attack Down.png Ranged Attack Down Status Melee Defence Up.png Melee Defence Up
Status Ranged Defence Down.png Ranged Defence Down Status Mind-Meld.png Mind-Meld
Status Shrapnel.png Shrapnel Status Multistrike.png Multistrike
Status Snowed In.png Snowed In Status Multitarget.png Multitarget
Status Speed Down.png Speed Down Status Ranged Attack Up.png Ranged Attack Up
Status Tape Jam.png Tape Jam Status Ranged Defence Up.png Ranged Defence Up
Status Unitarget.png Unitarget Status Speed Up.png Speed Up
Status Window.png Window

Rewards

For each battle carriage you clear, you obtain potential rewards as described by the below formula.

For example, winning a fight in carriage #148 on difficulty BRUTAL with a previous streak of 40 yields 275 potential rewards.

Café Carriages

Item base prices
Item Item Fused Material.png
Item Rewind.png Rewind 2
Item Respool.png Respool 2
Item Pear Fusilli.png Pear Fusilli 4
Item Berserk Cure.png Berserk Cure 1
Item Burn Cure.png Burn Cure 1
Item Coating Cure.png Coating Cure 1
Item Conductive Cure.png Conductive Cure 1
Item Confusion Cure.png Confusion Cure 1
Item Leech Cure.png Leech Cure 1
Item Petrification Cure.png Petrification Cure 1
Item Poison Cure.png Poison Cure 1
Item Resonance Cure.png Resonance Cure 1
Item Sleep Cure.png Sleep Cure 1
Item Stat Cure.png Stat Cure 1
Item Cure-All.png Cure-All 2
Item Canned Ice Latte.png Canned Ice Latte 1
Item Americano-To-Go.png Americano-To-Go 2
Item Espresso Express.png Espresso Express 3
Item Double Espresso.png Double Espresso 4
Item Basic Tape.png Basic Tape 1
Item Chrome Tape.png Chrome Tape 2

The interval between café carriages is dependent on the difficulty of the first carriage of the current train, and calculated using the below formula. The maximum interval is 25 carriages, leading to a café carriage in carriages #1 and #26 of the train. Carriage #49 of each train is always a café carriage.

For example, in train #3 on difficulty BRUTAL, the interval of café carriages is 17 carriages (#1, #18, #35).

In addition to the interval, café carriages also change item prices based on the carriage number and selected difficulty, which is determined by the below formula. See the "Item base prices" table on the side for the base price referred to in the formula.

The values , , and stand for the price increase per carriage, the price increase per difficulty level, and the price increase per carriage and difficulty level. In general, , , and [2].

For example, in carriage #148 on difficulty BRUTAL, a Item Rewind.png Rewind costs Item Fused Material.png×94.

Other

  • Starting with total difficulty 1, overspill is disabled, i.e. NPC characters do not take health damage.
  • Starting with total difficulty 1, all enemy tapes receive the Machine Curse sticker.
  • Starting with total difficulty 2, all NPC enemies can fuse.

Summary

Note: This summary only applies to the first 50 carriages in the respective difficulties.

Difficulty Café Rewards Other effects
Normal Every 5th carriage
(starting with #1)
Per combat carriage:
  • Item Fused Material.png×Streak
  • Item Fused Material.png×Carriage number, divided by 10, rounded down
  • Overspill enabled
  • No modifiers
  • +1 modifier against bosses (not minibosses)
Hard Every 7th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 2
  • Overspill disabled
  • All tapes have Machine Curse
  • 1 modifier
  • +1 modifier against minibosses and bosses
Harder Every 9th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 3
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 2 modifiers
  • +1 modifier against minibosses and bosses
Even Harder Every 11th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 4
  • Overspill disabled
  • NPC enemies can fuse
  • All tapes have Machine Curse
  • 3 modifiers
  • +1 modifier against minibosses and bosses
BRUTAL Every 13th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 5
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 4 modifiers
  • +1 modifier against minibosses and bosses
Hardest Every 15th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 6
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 5 modifiers
  • +1 modifier against minibosses and bosses
Impossible Every 17th carriage
(starting with #1)
Per combat carriage:
  • Same as Normal, but times 7
  • Overspill disabled
  • All tapes have Machine Curse
  • NPC enemies can fuse
  • 6 modifiers
  • +1 modifier against minibosses and bosses

Encounters

This section is incomplete. Feel free to add the missing information by editing it.

References

  1. 1.0 1.1 There are exceptions. For example, when dropping out of a multiplayer session due to network issues, or if the host closes the connection, the current streak and unclaimed rewards will be preserved.
  2. These values can differ, especially for items added by mods, but as of version 1.7, all Vanilla items available in the Café Magicrabe use the aforementioned values.
Locations
New Wirral HarbourtownHarbourtown BeachHarbourtown OutskirtsUpper PathNew Wirral Park
The DeadlandsNew LondonDino QuarrySouthern IslesAutumn HillMourningtown
Eastham WoodsMire SeaLakesideHamThirstaton LakeCherry MeadowThe MarshesMarshland Caves
Piper FarmLost Hearts GraveyardCast Iron ShoreThe Titania ShipwreckMt. WirralBrokenhead
Harbourtown Gramophone CaféTown HallHarbourtown HospitalSticker MerchantsChemists' Store
Heritage Centre
Mer-Line Stations Harbourtown StationGlowcester Road StationMournington Crescent StationFalldown Mall
Waterloop StationCherry Cross StationLandkeeper HQAldgrave Tomb Station
Bard Street StationIcelington StationNight's Bridge StationPower Station
Others Dead WorldMagikrab's Gauntlet
Pier of the Unknown Brightside PierThe Witch HouseCosmic ZoneFunworld