>Consolidate - Upgrades the chosen ingredient and downgrades all other held ingredients
Held on the shelf or in the bag? Kinda important distinction
Also^2: uncovering the merchant late in the game is basically pointless since he only gets new items every 2-3 tiles uncovered and at this point you're just juggling half the map trying to stay on top of four towns and hoping that you finally find the goblin every time you get enough money to uncover another tile
Did several short runs just to test and I think there's something wrong with "Energy Surge"
Consistently doesn't get affected by it's own "Fast" trait or slot upgrades and/or boosts - only gives 1 Energy
But but does get affected by "Chain" upgrade - gives 2 Energy
edit2: after putting "Free" upgrade on "Energy Surge" it doesn't give any energy at all, so I'm beginning to think that it calculates based on it's own energy cost
edit: "Riposte"s description confused me for a good long while, thought that I would gain armor immidiately on gaining counter stacks, not that "Riposte" itself will get stronger
Overall - pretty good update, no hard feelings about no more healing - stacking armor was way funnier anyway
New Power Boost is amazing and very conductive to be enchanted with Growth
Honestly didn't understand why Vampiric Armor wasn't working until I checked Vampiric Strike's description in the shop
Lightning Armor feels kinda weird? Maybe need a note that it doubles the *remaining*energy. Well, I just abused it for that 30 armor it gives instead
Anyway I'm not sure if it's a bug or the feature of the current balance system, but it's very easy to ran away with it (that's Act 2 boss in two turns):



Couple bugs with trinkets:
I'm assuming it doesn't add lifesteal anymore??
Also, Shrines don't seem to check new trinkets properly (I already have blue clower...)

Wait, they are different clovers???
Well then I have one of them, but still weird that it offers it again, or the previous one offering the knife i already had
Ok, I am going to say that it is weird that in *Second chapter Spirit drains when no action is being performed (basically asking the player to always be ready to press Pause to actually think about what to do next) and especially so while doing stuff that states that it will consume Spirit
(+1 DS for 5 Spirit sound great until you realise that it really is 5+14 Spirit even with all Ooze time upgrades...)
Also a bug - "Carapace dagger" gets damage bonus from "Rupture" but not "Dagger Master" for some reason (and is slower than "Magic Dagger" even after being described as 'unnervingly light')
Great update, being able to use the whole board does make it easier to not rely on dagger meta and cycle same hand more tactically
...especially when relying on shieldbash meta (beginning of act 5)

So, am I dumb or is there still no "matching keycards" and the only way to get robotic/vantawhite stuff off is the clawmachine?
I am functionally softlocked out of potion system because of robomask that clawmachine at home doesn't take off because apparently vanta belt or robotorso are more important (and don't even get me started on terrible luck finding claws in the dungeon)
"Minimalist" achievement either checks only for "less than 3 items" or counts bought potions as items
Didn't work with Destrucion Mage on Easy, while bying only health and bonus spell potions
But did work with Orb Mage on easy after bying only 1 item and 1 potion
Edit: most likely the second one since, I just got "Duplicates" after bying 5th bonus spell potion