For our second monthly update we wanted to add the missing rarity of item and spells, uniques!
We wanted a varied first batch of unique item and spells, so we added 35 uniques that to show multiple type of effects for the new rarity.
Unique Rarity

We want a clear sense of power progression between rarities, but we also want each game piece to have the possibility of being "best in slot" in a given run. The influence system (from the previous monthly update) helps with this, but we also want to leverage uniques in a similar way.
The new uniques are the highest rarity, some provide a lot of power by themselves, while others need you to build around them or be more tactical to shine. In general, we want uniques to provide a twist on how fundamental things in the game work, so that new ways of playing or using previous things can emerge.
Here's a unique combo where an item and a spell provide their own "teleport" effects that you can combine in clever ways:

There is also some "uber" unique items and spells that should feel very powerful, but you shouldn't expect to see them every run. take care when you're rolling your rewards!

A lot of these effects overlap with our intentions for the meta-progression system, so it's important to get an early feel about accessibility and power from testers. Consider leaving us your feedback on our Discord.
