Special Rooms

From Ember Knights Wiki
Jump to navigation Jump to search

Arlan's Shop

Area #1 Arlan's Shop

Arlan's Shop is the primary way to obtain Skills and Relics outside of their typical Selectors. The shops are very similar to Arlan's Ember Shop in The Nexus, but uses the Coins rather then the Ember currency to afford Relics and Skills.

The largest difference between the two shops is rerolling. While Arlan's Ember Shop will always cost 50 Ember to reroll, Arlan's Coin shops being at 25 Coins to reroll, and doubles in cost with every subsequent reroll, to a maximum of 300 gold per reroll. The other major difference between the Ember Shop and Coin Shops is that rerolling in the Ember Shop is entirely random, while rerolling in Coin Shops preserves the 'type' of item offered while randomizing what the specific item is. For example, Relics are always rerolled into other Relics, Skills into other Skills, Food into other Food and Stat Gems into other Stat Gems.

There is also a sign in every shop, made out of either wood or steel. When broken, this sign will provide 5-10 Coins. Arlan does become angry when it is broken, but this is purely aesthetic and does not affect gameplay or stop Arlan from appearing later in the run. The sign regenerates in every shop and is there to allow players to purchase items they were barely short from buying.

??? Shop

The ??? Shop or the Offering Pit is a Room where you give the green slime pit up to 4 Relics or Skills in exchange for a new set of Relics and Skills of the same rarity.

Mimic King Room

Mimic King Room

The Mimic King room is a brief minigame where the goal is to find the chest with loot after a very fast-paced reshuffle, finding the correct chest will often reward you with lots of assorted goodies, including Relic/Skill/Stat Selectors, Food and Stat Gems. Selecting any other chest will create a Mimic enemy that must be defeated before you can continue. It is also used to unlock Secret #12.

Healing Room

Healing Room

The Healing Room allows you to heal up to a certain value depending on the area and number of players. All downed knights will also be revived. The healing is provided as a pool, and Knights can take health as they need it. Time does not pass in the healing room, and it is often filled with items that contain bonus gold.

Marked rooms

Marked rooms are rooms sealed with markings on them, having to do a puzzle involving skills to open them. Each world has an unique room with a unique color to be unlocked.

Normal Worlds

Description of each action needed to open secret marked rooms.
Place Skill Relic Room Action Reference
Scoggfirth Blast Bomb NA Room with waterfall in the middle Cast Blast Bomb at the waterfall
World1Waterfall.png
Steadfast Citadel Ember Fire Red Dwarf Room with a frozen waterfall on the left Cast a fire spell at the door
Frozen waterfall at the second world
World 2 secret room
Wightsbury Warrior Wisps (Optional) Any Wisp-Generating Relic Room with a wisp gravestone present Carry a wisp to the wisp gravestone, activating it
World 3 secret room
World 3 secret room. The left torch is activated
Anville Judgment (Optional) NA Room with two tesla coils, one to the left and another to the right Cast lightning on both tesla coils (Judgment makes it easier)

DLC Worlds

Description of each action needed to open DLC rooms. Correct name of DLC worlds is needed.
Place Skill Room Action
World 1 Hydra Long room with rocks with snakes carved in them Use hydra on the biggest rock on the right
World 2 Stormpike Square room with floating section. Big door with chains. Floor has a faded bullseye Throw stormpike into the middle of the faded bullseye
World 3 Geo Upper left you'll see an ember tree with cracked ground and crystals poking out Cast Geo at the door
World 4 Ronin Reflex Door blocked by lasers. A scanner looks for the player and shoots when the player stands too close Parry the door projectile