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Blue Dusk Meadow
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Okay, some basic thoughts:
Potent Residue - We’ve know for a while that being able to mutate and customize our denizens, especially monsters, is something we’ll be able to do eventually. This seems like either a first step to that, or a way to get a weaker version of that ability before we ‘should’ be able to. Effectively we’d be doubling down on the ‘encourage growth’ part of Fecund. We also have Doyle, who makes the mass production of potions easier. Finally, this might be the best option for strengthening Worst Slime, if Merud’s golem suit fails.
Curio Bud - This option reminds me a little of the ‘Chaos’ dungeon option, actually: good for generating lots of cool shinies, but not so good for letting us use all of them in a cohesive manner. It doesn’t matter how many magic items we have, we still only have so many people who can actually use them. (Also, we’ve made all of one magic item so far, so it may not come into play that often.)
Green Thumb - The biggest benefit this has, protecting golems on missions away from the dungeon, is gated behind future upgrades. It would help us grow more crops and probably faster, but I’m not super sure if that’s really something we need? It’s not like we’re risking starving to death or anything.
Verdant Heart - Like Potent Residue, this feels like an early way of accessing an ability we’ve been told we’ll develop later: in this case, the ability to manipulate the earth pulse to spawn different types of monsters. It’d give us more diversity in terms of rank and file monsters, and we already have access to several types of magical plant (assuming fungus counts) not to mention however many species of regular plants can be harvested from the forest nearby. Adventurers WILL take advantage if we plant bomb seedlings in the heart chamber, though.
Spell Sprout - Very similar to Curio Bud, this makes interesting shiny stuff at random that we may or may not be able to use. Unless we want to start exploring far-tainted plants from Reisarf’s magic, I don’t think it’s worth it. Also, the Thaumatorium isn’t just a big empty room like the heart chamber is, it may be difficult to find places to plant stuff without getting in the way of fights or other use.
Ornamentalist - The benefits are tempting, but we JUST gave up a significant chunk of our new gold in order to empower Chakarchelou, having to do that for everyone in our dungeon sounds crippling. We would need a lot more gold to make this viable, I think.
Overall, Potent Residue and Verdant Heart seem like the best options. They’re both powerful, reliable abilities that will likely grow into more later as we reach the thresholds we need to get the proper more powerful versions. I’d be happy with either one, but I guess I’ll throw my vote behind Verdant Heart for now.
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