After you gain access to a chalice, start one up, do an area in the main game, return to the chalices and pick up another, do another area in the main game, and so on.
I think /bbg/ has chalice dungeon speed run images and maps. To help you get the loot, and warp out of them clean and quick.
>Reminder that you only need to do the main chalices. >Root chalices only provide you with higher tier items and gems, as well as enemies and blood echoes, but are unnecessary. >Root chalices are the only completely "randomly generated" chalice dungeons. >Every non-root chalice is actually the same for every player all over the world. >Selecting the "Shared Chalice" option when creating a chalice dungeon will allow you to see player ghosts and messages, and allow for summoning and invasions.
At first you may take an hour or more to finish one chalice dungeon, but as you become more used to it you can cut it down to 15 to 20 minutes. Where you spend just 5 minutes per area, and the average chalice dungeon has 3 areas.
>>323282912 No. But Chalice Dungeons have like 5 tiers.
Based on my experience... Tier 1 = Enemies are like level 10, 15-30 when cursed/rotted offering is added Tier 2 = Level 25, level 50-75 when cursed/rotted Tier 3 = Level 50, level 60-70 when cursed/rotted Tier 4 = Level 75, level 80-100 when cursed/rotted Tier 5 = Level 100+, level 125-150 when cursed/rotted
So when you reach level 200 for example, even the highest tier chalice dungeons will be a cake walk if you master your foes and use your gun to effect.
*Cursed and rotted are offerings that you can add to chalices to make them more difficult. Some mainline chalices have them by default >Cursed = HP bar cut in half permanently inside that chalice dungeons, but loot is one tier above the ordinary chalice dungeon >Rotted = Enemy HPx2, but loot is one tier above the ordinary They stack.
So the only thing you might see is enemies attacking you and they end up doing little to no damage when they attack you if you start doing the chalices late game.
Fetid Offering Requires Sage's Wrist or Sage's Hair. Boost enemy stats, increases blood echoes, and increases number of items dropped by enemies.
Rotted Offering Requires Inflicted Organ or Yellow Backbone. triggers one of, or a combination of the following effects: the eye collector appears and summons mad ones, tomb prospector hunters appear, the labyrinth ritekeeper appears, and increases the chance of getting powerful blood gems.
Cursed Offering Requires Bastard of Loran. The player suffers by only having one half of their normal health. All enemies will drop cursed Blood Gems. Blood Echoes rewards increased by 20%. Increased drop rate for rare items.
>>323285615 Boring, sometimes stupidly frustrating, and all but a few of the bosses are interesting. Sometimes the bosses are just regular enemies with larger health pools. Also they're pretty much mandatory if you want to excel at PvP because enemies in the main game don't drop very good bloodgems.
The hidden bosses in the deeper ones are cool, especially since there's a 'storyline' set of them that takes you through a specific progression to the super secret hyper-optional boss, but getting to that requires a fuckton of grinding.
Plus, the best gems- items you can socket onto weapons to give them special boosts- require insane amounts of farming the same dungeons over and over again. The procedural generation for the best farming spots are nice, but after running through it a dozen fucking times in hopes that has the effect you want on it is enough to drive even the most hardcore korean bonkers
Yeah, but I thought they were ancient humans, like atlantis-types. If they're mortal then they've probably got some sort of cities or settlements down there, but if they're undead or immortals or whatever then they wouldn't.
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