Difference between revisions of "Magikrab's Gauntlet"
Mezzodrinker (talk | contribs) (→Summary: Update table with information from User:Mezzodrinker/Magikrab's Gauntlet) |
Mezzodrinker (talk | contribs) (→Overview: Re-phrase to clarify workings of café carriages; Correct information about café carriages (rewards are not automatically claimed upon leaving the Gauntlet)) |
||
Line 4: | Line 4: | ||
==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, | + | 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, access the tape storage, claim rewards, or buy items. The deeper the run, the more expensive the items get from Cafes. These rest 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. | 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. |
Revision as of 13:12, 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. Throughout the gauntlet, items are limited in use, though the player can encounter Cafe rest carriages where they can heal, access the tape storage, claim rewards, or buy items. The deeper the run, the more expensive the items get from Cafes. These rest 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 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.
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 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, rest carriage frequency, and boss 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.
Summary
This section is a work in progress. It should be improved in the near future, but you are still free to edit it.
Difficulty | Café | Boss | Rewards | Other effects |
---|---|---|---|---|
Normal | Every 5th carriage (starting with #1) |
Every 10th carriage (starting with #10) |
Per combat carriage:
|
|
Hard | Every 7th carriage (starting with #1) |
Every 10th carriage (starting with #10) |
Per combat carriage:
|
|
Harder | Every 9th carriage (starting with #1) |
Every 9th carriage (starting with #9) |
Per combat carriage:
|
|
Even Harder | Every 11th carriage (starting with #1) |
Every 9th carriage (starting with #9) |
Per combat carriage:
|
|
BRUTAL | Every 13th carriage[2] (starting with #1) |
Every 8th carriage[2] (starting with #8) |
Per combat carriage:
|
|
Hardest | Every 15th carriage[2] (starting with #1) |
Every 8th carriage[2] (starting with #8) |
Per combat carriage:
|
|
Impossible | Every 17th carriage[2] (starting with #1) |
Every 7th carriage[2] (starting with #7) |
Per combat carriage:
|
|
Encounters
This section is incomplete. Feel free to add the missing information by editing it.
References
- ↑ The number of defeated bosses does not include the ones defeated in the current carriage, but it does include all defeated bosses in carriages before the current one (including ones defeated in a previous run). Minibosses count as 1.
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 This information is conjecture and has not been verified yet.