I like it cuz its a room you don’t have to waste a torch on to move past
Can someone help me with which knight (symbol) rooms that may potentially give any of the Underspire troops? And potentially any of the new rooms may give it too?
@Eika : I suspect the new rooms have their own independent drop tables. I haven’t found any Sentinels this week, and I’d be very skeptical of any claims that those Sentinels can be found in the new rooms without some evidence to that effect.
If I had to guess, they’re still only available from the old Sentinel battle rooms. The patch notes suggest that the rarity of those haven’t changed; I’ll try and unpack the huge amount of data I’ve compiled after I finish playing Underspire tomorrow and see what my opinion of that claim is.
….
Also, as an update to my previous post? I found my Cursed Mine today. It was tucked back in the 2nd area; since I killed Rubirath and Diamantina pretty early this gaming session, I’m using torches to explore those sections of the Underspire I didn’t have to 100% finish to progress earlier.
I also found my first teleporter room, although it bounced me to a dead end that I had already visited.
Thanks for your input. All of the differently colors of the knight/sentinel icons battle rooms may drop these rare cards? Looks like a knight helmet and a sword or something on the cards, I think it is 3 or 4 differently colors or rarity of them. I am colorblind so two of them look very similar.
@Jeto - please thank the team for the super fun changes to Underspire. I really, really enjoyed playing it this week. And so far, lots of trinkets and other stuff I don’t need, and no book, so I’m not talking about rewards. I find the unpredictability makes playing so much more interesting. Kudos on a job well done!
Once again we go with unnecessary and totally junk visual changes and placement move-arounds that nobody asked for…what is issue with this p0ke-tik-tok-social-cesspool generation? Adding zoom functionality to Underspire would’ve been welcome, but - hey, that’s actually useful, we can’t do that! Let’s continue with imitating work!
As for the new rooms - they could be considered something mildly interesting.
Teleport and map revealer - completely pointless for middle-aged old grumpy person who does Underspire systematically, but might be fun for somebody who likes chaos. They don’t use torches, so whatever. No relevant impact.
Trinket rooms - their value is 1 torch. Trinkets themselves are totally worthless.
Powder room - okay; a small amount of free torches or even very lucky lantern is fine if you just happen to stumble upon then on your way.
Cursed mine - 1 torch mainly; runes themselves - ever decreasing limited value, but good for beginners.
Traps and treasures? Playingwise - whatever, who cares. For advanced account it doesn’t matter; lowly accounts wouldn’t get to the level where it might matter anyway.
Rewardwise? Well, for Trap rooms writs are the only thing that matter, everything else is either completely useless (looking at you, ingots! You hold no value even for beginners.) or of marginal value for some accounts. Treasure rooms - worthless trinkets, worthless runics, worthless arcanes, worthless celestials (unless you’re casual beginner), okayish gem keys, okayish shiny dust, okayish jewel shards, okayish dragonite, okayish imperial deed…random book that’s good to have but will be something you see once in a blue moon.
Yes, I am aware that some people were extremely lucky and got some and are now flag-waving left right and center about how well worth the invested time and resources it all is, but I see just that - them being extremely lucky and carelessly generalizing their extreme luck across the entire playerbase. I suspect the experience will be similar to obtaining Sentinels (well, as a fun sidenote - my casual account that does only free torches owns the same number of unique sentinel troops as my main account with 1262 sentinel rooms opened (11 sentinel pulls in total)); I will keep an eye on my numbers simply because I can afford the cost without giving it much thought and see how it pans out.
I think might be underselling the benefits.. the teleporter provides significant benefits who want to lantern a boss in a later area without having to spend gems, or just not have to clear every single area in a normal run.
This first week, it dumped me in Area 5, so I could have easily cleared the last boss by Day 2 and saved a lot of gems/torches.
The revealer can also reveal good information, like placements of some dead end sentinels or even just the merchant. The merchant is a great one to ignore. It can lead to saving a lot of torches going after dead ends that never had anything.
Once all the newness wears off, most people won’t care about triggering out of the way trap rooms so at some point full clearing the Underspire is a bit pointless. Both of these features can lead to a lot of gems saved.
I’m also loving the new underspire. Thanks so much devs for making my favourite daily mode even better!!
I believe so, yes. At least based on the data compiled by this community. It’s not a wonderful chance, but even the “Common” rarity Sentinel battles are capable of providing a Sentinel drop from its’ chest.
There are actually six “rarities” of Sentinel battles and chests, much like how there are six “base rarities” for ordinary troops.
Oh thanks for the info. I struggle so with the colors of them.
It all depends, I guess. For example
if one doesn’t care about silver orbs from area 4 then, yes, one could save some gems on torches, otherwise - this doesn’t really help.
Of course, it might do what mine did and send from area 2 to area 3…not really helpful, either.
Similarly, for revealer - it might show something useful. However, some nagging feeling deep inside me nudges me to think that odds of revealing nothing of significant value are higher than the opposite. We’ll just have to wait and see how it pans out in the longer run.
This is just one person’s experience from one week, i.e., what happened to me.
My “revealer” was in Area 2. It showed me an block of rooms surrounding the gate between Area 3 and Area 4. (I used the color of the gate to figure out which one it had to be.) Which doesn’t seem like much, but….
…. my “revealer” was at a fork on the main path. Both rooms immediately after the “revealer” were of an identical level. Normally in that situation I look at where the “blank space” is and try to figure out which one is more likely to have the gate to the next area. This time, I used the data from the “revealer”, to figure out which way I was likely to have to go to remain on the main path. Without having to play guessing games with the “blank space”.
It probably won’t be so helpful most of the time. This time, it worked out pretty nicely.
The only time the “Oracle” room would be useful is if it revealed a boss or merchant room. Then, you could save about 5 torches, but like @Dust_Angel already mentioned…those odds are probably going to be astronomically low.![]()
I found my oracle room in my 2nd zone and it revealed a spot in my 4th and 5th zone (which actually helped a lot when I reached that area - EDIT: just to add, it revealed a sentinel room at the end of a long path and a boss room, plus one blank space, so I was able to use that to pick paths to avoid in one zone and a path to take in another, saving 15 torches, possibly), and my teleporter room in my 3rd zone, which led to my 4th zone, but I chose not to explore that and only found out where it was after reaching that area.
Powder room gave me 2 torches and I think I hit a cursed mine room, but I don’t remember.
Trap rooms got pretty tricky in the later zones, and were plentiful enough to both give some nice rewards and let me learn all the trap troops before I encountered them later and had to plan against them.
Overall, I still feel like this was a good addition. I do wish we could see what rooms were where, after we fight them. We can tell where boss rooms were, and oracle/teleport rooms stay in place, but any of the others vanishes and so it’s hard to keep track of how many you might have encountered. But other than that, well done, devs.
The only problem with the teleporter, and the reason I ignored it when I found it, is that you have no way of knowing where it dumps you out. If it put you out at the end of a long hallway and needed 20 torches to get back to the path, you’d just waste a load of torches, and probably give up before hitting the path. At best, it can spit you out within a few torches of something useful, but it’s a big gamble.
- If you check the enemy level on your next fight, you’ll have a general sense of what area you were dropped in.
- If you were dropped at the end of a dead end, that still would have been the equivelent of a random dead-end sentinel back to the main path.
- You were going to explore that main path anyways at some point (if pushing that far into the dungeon) and a non-0 chance you would have gone down that same path way searching for the boss if the area is still blind.
Uncollected rewards from Sentinel chests are sent to your mailbox after the weekly reset. However, uncollected rewards from treasure room chests are lost.
It wasn’t me who encountered this, but my guildmates. Should they submit a support request? Or will rewards be sent to everyone automatically?
You can teleport back, so there is no real downside.
Using only the free torches last week, i made it into the 3rd area, but never found the dragon fight. I found the cursed mine room in the 3rd area, but never found the powder room.
Guess I’ll start sinking gems into this until I find 5 of each to pop the 2 achievements then go back to just using the free torches.
Last week I bought torches every day to find out where they might lead me!
