Crown of Protection
Area: Loop Vaults
Pro: Weapons Contain HP
Con: Weapons Do Not Contain Ammo



Tech



Strategy Guide


Crown of Protection is a bit deceptive with how it presents itself as ammo gained from weapons is often overlooked. Weapon drops give ammo equal to two ammo drops of their weapon type. Losing the extra ammo is not worth the trade-off of a bit of extra health generally, landing Protection on the weaker end of loop crowns.

The crown's healing still only applies when weapons are walked over for the first time. This means that if the player is at high HP they can avoid walking over the weapon, running back to it at any point if damage is taken. Weapon chests can be treated as mini healing stations too, being opened when needed. If running suitable weapons, weapon chests can even be skipped over to spawn a big chest in a later level, as up to 3 HP could come in clutch.

In preloop such as for weeklies, the ammo deficit will be the most obvious as ammo levels start at 0 besides for starter weapon - meaning in the early areas that different weapon types can't immediately be used. Melee may have to be leaned into for these areas for especially poor rng, for example if present chests keep being rolled on generation.

In loop play, Protection's benefit levels off a bit better due to much more frequent weapon drops for constant healing, and many more ammo drops to negate the downside. This downside will still be more noticable for any weapons that use higher ammo consumption, but remains as a more passive issue rather than ever as a direct threat. Gameplay is fairly standard otherwise.

For meta play (Loop 3+), Protection is a much better trade-off with the constant influx of ammo. Weapon drops will constantly keep the player near full HP which can act as a bootleg healing mutation. Energy weapon drops are actually a huge help for SPC so gameplay will be much slower than with other crowns, but isn't a huge cause for concern.

Character/Mutation Notes: