Blobs are non-anchored areas that can evolve (move and/or spread) under certain conditions, and that have specific effects on characters and/or items present in that area.
- Confusion Gas
- Paralytic Gas
- Sacrificial Fire
- Toxic Gas
- Water of Awareness
- Water of Health
- Water of Transmutation
- Well Water
Fire, Gas, & Regrowth propagates/spreads cardinally (plus-shaped pattern, not diagonally). Be mindful of which direction you decide to retreat to, in order to avoid their debuffs and to use the space of the room more effectively.
A property unique to gasses is that they fade away slower based on how many tiles are around it (expect toxic gas in a 3x3 room to fade away slower than a 30x30 room). This makes them way more effective on small rooms than large ones.
Frost, on the other hand, covers its area of effect uniformly in all directions. The distance it covers depends on the source – potions of frost freeze a 5x5 area, while icecap plants only a 3x3 area. Frost blobs do not persist and will vanish 1 turn after they appeared.
Webs generated by cave spinners while fleeing will root the Hero for
7 turns when stepped into, and will disappear on their own in
Sacrificial fire and the water of awareness/health/transmutation are all permanent blobs that only disappear if you interact with them, by either stepping on them, throwing an item or killing mobs affected by sacrificial fire.
Foliage blob present in Garden rooms grants the shadowmelded buff and makes the grass regrow, even if it was turned to embers with fire.
Alchemy and well water blobs are purely decorative, and they do not alter the properties of a tile.
|0.5.1||Changed: Frost extinguishes fire|
|0.5.3||Fixed: Bug with Blobs (i.e. fire, gases, et c.)|
|0.5.4|| Added: New visual effects for gases, fire, et c.
Changed: Toxic Gas displaces Paralytic Gas
|1.7.2||Changed: Toxic gas (slightly)|
|1.9.0||Added: Sacrificial Fire|