Yes, I had the 8 scrolls from the first two Scriptoriums.
Josh
Recent community posts
Having played enough games to get 202 trophies at this point, I think the strongest build is a combination of “triggers continuously” items that produces Rush or Slow, together with the sword that applies Poison and charges on Rush/Slow. That has the net effect of stunlocking the opponent and poisoning them.
It’s essentially invulnerable except for an opponent that also has infinite-stunlock items. Against such an opponent, the winner will be determined by some combination of the king hurrying the battle up, who has the most max health, and who got a few lucky shots out before the mutual stunlock.
Feature request: just as scrolls and similar affect items in storage, I think “when you visit a specific location” items should work from storage.
Rationale: you can always swap the item into your inventory before visiting the location, so the only effect of not having them work from storage is creating busywork swapping them in and out.
Most fun item I’ve had so far: a “does something when an opponent uses an item” item, enchanted with Bleed.

Related bug: it seems like there’s a rate limit on how fast that can activate. It seems to me that, given that you intentionally want to allow for broken combos, if you and your opponent both have an “use when opponent uses an item” item, then as soon as an item activates, that should activate continuously until one or the other player is dead.
Has anyone figured out yet what is up with the ectoskull? I’ve been trying to figure out if it retains damage from run to run, or something like that, but I haven’t figured out what’s up with it yet. (Is the expectation that there’s some kind of absurd loop that might happen where someone could actually beat it in three turns?)
The soldier, as an enemy, seems really broken. There’s a difference between “this is hard” and “this is completely impossible for many people’s decks if not specifically planned ahead for from the beginning”. The amount of damage essentially requires that you have multiple high-damage cards per turn, which means if you have only 1-2 high-damage cards, you are completely dead the moment the soldier shows up.
Lost of fun, but it seems like the game is essentially all about the tricks. Hitting 100 heat is only a 40% penalty, which is nothing compared to what you get if you nail a single number.
Also, it looks like the amount to buy a soul caps out at some round power of 10 which is much less than the amount of chips you can get, which means at some point you can just buy hundreds of souls.












