The Devils were forced to abandon Riis along with a number of other Houses, and for centuries they travelled the vast expanse of space in pursuit of the Traveler. Eramis, the Shipstealer, a member of the House of Devils, was among the Eliksni that watched helplessly as the Great Machine abandoned them in their time of need. ![]() In the wake of this catastrophy, the Traveler fled their homeworld of Riis. However, peace ended once again with the arrival of the Darkness in their system, which destroyed their society in a cataclysmic event known as the Whirlwind. The Devils were among those involved in a period of rising tensions and infighting between the Houses, which culminated in a conflict known as the Edge Wars, eventually ended by the House of Kings and House of Judgement to usher in a new age of prosperity for the Eliksni. While their counterparts the House of Wolves were once known as Gentle Weavers, the House of Devils were once known as the "House of Dancers", and were renowned for their skill with machines and their generosity to those in need. The various noble Fallen Houses controlled multiple star systems and coordinated themselves into societal roles such as builders, caretakers, physicians, negotiators, weavers and warriors. It really does change the game from involving creative problem solving to tracking a myriad of variables in 3space while following a very rigid, time constrained pattern.The House of Devils is a noble House of Eliksni who originated from their homeworld of Riis, who were then known as the "House of Dancers." They were once a peaceful House that experienced a time of prosperity when Eliksni society was graced by the Traveler, who they worshipped as the "Great Machine". It just becomes rather pointless unless you know by rote the exact most optimal way to play the game, which tbh isn't very fun if that's not your natural playing style. ![]() If you're like me and you're pretty much running around blasting the ♥♥♥♥ out of things and then you kind of double back afterward to scoop things up, you will be blowing away large amounts of very necessary gems that you might not be able to get. The alternate fire becomes something you only use in very specific circumstances, it loses a lot of utility later on unless you're following a tight pattern of play where you know precisely where you can get away with using it. It pretty much forces you to follow a very tight pattern of play without deviation or you're pretty much ♥♥♥♥♥♥, once you get to the point where you have to mentally manage quite a few streams of data: The most profoundly annoying aspect of the game is not that however, but the fact that the alternate fire blows them away. So you want to have a mastery of the run up to that point. but, if you're going for the final upgrade, the catch is, the moment you get the final upgrade it resets your homing daggers to 0. You can do a massive burst to clear an arena almost instantly, for example. The more homing daggers you collect, the more powerful you become. Then you wean yourself off them as you get a better handle of the patterns and increase your run time. They help you in desperate situations where you're overwhelmed. What I recommend for beginners is, don't bother trying to get the final upgrade, just master the homing daggers. So you can use homing daggers at any time you wish, once you have the ability, but it will make it take longer to get the final upgrade, if you're trying to get it that is (not really necessary for any run less than 500). Like xvlv said, every homing dagger is made from collecting a gem. ![]() ![]() The second upgrade gives you homing daggers (either right-click for burst, or hold righ-button for stream). Basically, the first and second upgrades are the easiest to get.
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