What does the Cauldron do & how to use it – Hades 2

The hub world in **Hades 2** offers a variety of activities, and one of the features that will catch your eye early on is the **Cauldron**. This large black pot is situated in front of Hecate, and Melinoe can interact with it to access a range of upgrades and purchases. The Cauldron includes Incantations and other items to buy—but what exactly does it all mean? Here’s what you need to know about the Cauldron.

### What is the Cauldron for?

The Cauldron serves as a central upgrade station for the hub world, allowing Melinoe to unlock new weapons, tools, and other useful items. When you interact with the Cauldron, you’ll be presented with a list of **Incantations**, which represent the various upgrades available.

Each Incantation requires a specific amount of resources to unlock, with some needing rare, late-game materials. As you progress through the game, more Incantations become available, expanding the variety of upgrades you can obtain.

### How to Use the Cauldron

To use the Cauldron, approach it and select **Interact**. From there, highlight any Incantation to view the resources needed to unlock it. If you have the required materials, you can choose to unlock the upgrade and immediately benefit from its effects.

The Incantations offer a variety of boosts, including unlocking new vendors, improving the inventory of existing NPCs, or granting access to new Aspects that enhance your weapons.

### Gathering Resources and Making Choices

As you play and fight through the game, you’ll gather materials that can be used at the Cauldron and other locations. After completing a run, return to the Cauldron to check if you have enough resources to purchase any new upgrades.

When you first start, it’s a good idea to unlock whatever upgrades the game recommends. However, as you continue to progress, you’ll want to consider your playstyle and strategy more carefully. While you’ll eventually unlock all Incantations, the order in which you choose to do so can greatly influence your experience.

The Cauldron is a key part of enhancing your journey through Hades 2, providing valuable upgrades and new options to customize your gameplay. Keep an eye on your materials and plan your purchases wisely!
https://www.shacknews.com/article/146097/what-does-the-cauldron-do-hades-2

What does the Cauldron do & how to use it – Hades 2

The hub world in *Hades 2* offers plenty to explore, and one feature that grabs your attention early on is the Cauldron. This large black pot sits prominently in front of Hecate, and Melinoe can interact with it. The Cauldron contains Incantations and other items available for purchase—but what exactly do they all mean? Here’s what you need to know about the Cauldron.

### What is the Cauldron for?

The Cauldron is used to upgrade the hub world and unlock new weapons, tools, and other items for Melinoe to purchase. When you interact with the Cauldron, you’ll see a list of different Incantations. These Incantations act as upgrades, each costing varying amounts of resources. Some upgrades require rare or late-game materials.

As you progress through *Hades 2*, more Incantations will become available in the Cauldron, expanding your options and enhancing your gameplay experience.

### How to Use the Cauldron

To use the Cauldron, simply approach it and select **Interact**. Highlight an Incantation to view the resources needed to unlock it. If you have the required materials, you can purchase the upgrade and immediately benefit from its effects.

Incantations offer a variety of benefits. Some will unlock new vendors, while others improve what NPCs sell. Additionally, there are upgrades that grant Aspects, which let you enhance your weapons.

### Tips for Using the Cauldron

As you fight through the game, you’ll collect materials that can be used at the Cauldron and for other purposes. After each run, be sure to return to the Cauldron and check if you can afford new upgrades.

When you’re just starting out, it’s safe to unlock whatever the game recommends. However, as you progress, consider your playstyle carefully before purchasing upgrades. While you’ll eventually unlock all Incantations, the order in which you do so can significantly impact your journey.

In summary, the Cauldron is a crucial feature in *Hades 2* for improving your character’s abilities and expanding what’s available in the hub world. Use it wisely to tailor your experience and strengthen Melinoe as you delve deeper into the game.
https://www.shacknews.com/article/146097/what-does-the-cauldron-do-hades-2

How to get Cinder – Hades 2

In **Hades 2**, there are numerous upgrade materials to collect, and one of the first essential resources you’ll need is **Cinder**. This valuable material is used early on to purchase a few weapons and, later in the game, to acquire powerful Arcana Cards. However, farming Cinder can be challenging, especially when you’re just starting out.

### How to Get Cinder

Cinder is earned by defeating **Hecate**, the boss at the end of the Erebus section of a run. Each time you clear this boss, you receive one piece of Cinder. This means you can farm a steady supply by repeatedly replaying the first section of Hades 2.

You’ll need several dozen pieces of Cinder to unlock all of the **Nocturnal Arms** from the Silver Pool and to upgrade them fully. Besides weapon upgrades, Cinder is also necessary for Meditating to acquire new cards and for using the Cauldron.

### Tips for Farming Cinder

The biggest hurdle in collecting Cinder is defeating Hecate consistently. To improve your chances:

– **Unlock and upgrade Keepsakes**: Certain Keepsakes can provide significant buffs or advantages during the boss fight.
– **Focus on your build**: Tailor your weapon upgrades and Arcana cards to counter Hecate’s attack patterns.

Taking the time to prepare properly will make farming Cinder much more manageable and help you progress faster in Hades 2.
https://www.shacknews.com/article/146104/farm-cinder-hades-2

Atelier Resleriana: The Red Alchemist & the White Guardian review: Course correction

Atelier, Gust’s long-running item synthesis RPG series, reached new heights with the debut of *Atelier Ryza: Ever Darkness & the Secret Hideout* in 2019. Gust used that momentum to sincerely attempt to reinvent what Atelier is in both systems and scale, leading to the massive and successful *Atelier Yumia: The Alchemist of Memories & the Envisioned Land*.

At the same time, the series couldn’t escape a certain albatross hovering above Japanese RPGs. We saw *Atelier Resleriana: Forgotten Alchemy & the Liberator of Polar Night* hit mobile and PC as a free-to-play game featuring a gacha system. The history here is as important as it is fun to recount — *Polar Night* hardly made it a year in the global market before being shut down.

The years 2024 and 2025 have been brutal for mobile spin-offs of RPG giants, with even Square Enix shutting down games left and right, some of which had been around for five or more years. In this harsh landscape, Atelier really had no chance.

Gust seems to have responded to this situation with today’s review subject: *Atelier Resleriana: The Red Alchemist & the White Guardian*.

### Part Two: Atelier Boogaloo

Set in the same world as *Polar Night*, this game is a more traditional Atelier adventure. It features turn-based combat, characters who join the journey as part of the story, and — notably — no online restrictions or currency-adjacent gameplay limitations.

While it’s impossible to know if this was intended as a mobile game or some kind of expansion to *Polar Night*, it feels more like a course correction or pivot than an entirely new entity. Unfortunately, it’s held back by systems that feel like a mobile game being fed into a proverbial wood chipper.

You can choose between two playable characters: Rias, a scrappy girl who sifts through ruins searching for treasure (while avoiding her overprotective sister who works for the local government body), and Slade, a more serious young man who inherits a mysterious relic and an empty book linked to lost civilizations.

The two meet early on, and their goals quickly intertwine, especially as Rias discovers she can utilize the lost art of alchemy. These characters have a lot of personality and chemistry, which initially makes the game seem promising.

Rias is a particularly fun twist on the typical Atelier protagonist, beginning her story by running away from a giant, rolling “Puni” (think of it as a slime from *Dragon Quest*, but obnoxiously cuter) in a ruin — a goofy homage to *Indiana Jones*. Slade, playing the straight man to Rias’s antics, balances the duo well.

I was genuinely having a good time watching these characters bounce off each other, but soon the game’s shortcomings became apparent. It caught me off guard with how sloppy it feels overall.

### Slapdash Adventure

After the rising quality of the *Secret* series and the go-for-broke energy of *Yumia*, *Resleriana 2* (for lack of a better shorthand) feels slapped together in almost every way. From its low-budget aesthetic to grind-heavy, menu-laden systems that scream mobile game design, it’s hard to ignore the stark difference.

Gameplay involves running a shop staffed by identical, color-swapped fairies, alongside simple dungeons that require little thought to clear. There’s an endless supply of these fairies to throw money at and recruit for your store.

Everything you need is accessed through a small, localized hub. The story is told at a snail’s pace with shallow bonding scenes peppered throughout. Alchemy feels constrained and de-streamlined compared to other recent Atelier games, seemingly designed to encourage grinding and resource management rather than creative experimentation.

During Ryza’s rise and Atelier’s growth arc, Gust released other titles too. These included a surprise sequel to an earlier Atelier game (*Sophie 2*) and a sequel to Koei Tecmo’s *Fairy Tail* adaptation. While I had some issues with the latter (*Sophie 2* remains superior), both projects retained the oomph, polish, and strong identity characteristic of Gust’s bigger releases.

So this doesn’t feel like some reined-in spin-off, or at least it’s not explainable as such. Instead, it feels like a massive step backward — one that would be extremely confusing if not for what you find when you plug *Atelier Resleriana* into a search engine.

### Combat That Shines

One bright spot in *Resleriana 2* is its combat. The game returns to a traditional turn-based system from the more active combat styles of recent Atelier titles but adds some engaging twists.

Combat emphasizes teamwork with follow-up attacks and features a replenishing Ability Point system. This means fights are more about maintaining flow rather than worrying about dwindling resources. Battles move at a fast pace and reward paying attention to turn order and enemy weaknesses.

It’s also a relief to command characters as a party after several years of real-time systems focusing on individual control. This refreshing combat design helps salvage some enjoyment from an otherwise underwhelming package.

### Looks Like a Duck, Quacks Like a Duck… But Not a Duck?

Even though this game has its merits — after all, it’s still an Atelier game with the core loop that makes the series fun — *The Red Alchemist & the White Guardian* is almost immediately compromised narratively by its ties to the previous *Polar Night* game.

Not only do characters from previous Atelier titles appear as dimension-traveling Wanderers (a clear tell of mobile game design influence; sorry, *Octopath Traveler* fans, but it’s true), characters from the first *Resleriana* and allusions to its story are presented as a big deal.

Unless you played that prior game before its shutdown in March 2025, it’s impossible to understand that context without consulting YouTube or other external sources. That’s a major problem.

### Final Thoughts

I’ve come to really appreciate the Atelier series over the years, despite initially avoiding it (time limits stress me out, to be honest). I’ve imported physical trilogy cartridges for the Nintendo Switch and even pre-ordered the special edition of *Ryza 2* back when I had the means.

I share this to emphasize how much of a step backward this installation feels in the series’ evolutionary trajectory.

*Atelier Resleriana: The Red Alchemist & the White Guardian* looks and feels cheap (I hate to go there, but it’s unavoidable). It’s full of what feels like kitbashed, clumsily molded structural systems shoehorned into a single-player game that suffers deeply from its connection to a failed gacha title.

It bums me out to say it, but that’s the vibe.

### Availability

*Atelier Resleriana: The Red Alchemist & the White Guardian* is available on September 26, 2025, for PlayStation 5, Nintendo Switch, and PC. A PS5 review code was provided by the publisher for this review.
https://www.shacknews.com/article/146079/atelier-resleriana-red-alchemist-white-guardian-review-score

Atelier Resleriana: The Red Alchemist & the White Guardian review: Course correction

Atelier, Gust’s long-running item synthesis RPG series, reached new heights with the debut of *Atelier Ryza: Ever Darkness & the Secret Hideout* in 2019. Gust used that momentum to sincerely attempt to reinvent what Atelier is in terms of systems and scale, leading to the massive and successful *Atelier Yumia: The Alchemist of Memories & the Envisioned Land*.

At the same time, the series couldn’t escape a certain albatross hovering above Japanese RPGs. We saw *Atelier Resleriana: Forgotten Alchemy & the Liberator of Polar Night* hit mobile and PC as a free-to-play game with a gacha system. The history here is as important as it is fun to write out all the titles! That’s because *Polar Night* hardly made it a year in the global market before being shut down.

The years 2024 and 2025 have been brutal for mobile spin-offs of RPG giants, with even Square Enix shutting down games left and right—some of which had been around for five or more years. Atelier really had no chance. Gust seems to have responded to the matter with today’s review subject, *Atelier Resleriana: The Red Alchemist & the White Guardian*.

### Part Two: Atelier Boogaloo

Set in the same world as *Polar Night*, this game is a normal Atelier adventure, with turn-based combat, characters that join the journey as part of the story, and no online restrictions or currency-adjacent gameplay limitations. While it’s impossible to know if this was supposed to be a mobile game or some kind of expansion to *Polar Night*, it feels more like a course correction or pivot than an entirely new entity—and is held back by systems that feel like a mobile game being fed into a proverbial wood chipper.

*The Red Alchemist & the White Guardian* lets you choose between two characters: Rias, a scrappy girl who sifts through ruins in search of treasure (while avoiding her overprotective sister who works for the local government body); and Slade, a guy whose father passed down a mysterious relic and empty book that also seem to be connected to things lost civilizations have left behind.

The two meet, and their goals immediately intertwine, especially as Rias discovers she can utilize the lost art of alchemy. These characters have a lot of personality and chemistry, making this game seem like an early win.

Rias is an especially fun twist on the typical Atelier protagonist, starting her story running away from a giant, rolling Puni (think a slime from *Dragon Quest* but obnoxiously cuter) in a ruin in a goofy homage to *Indiana Jones*. Slade is more serious, playing the straight-man role well against Rias’s antics. I was having a good time just seeing these characters bounce off each other—but soon the game itself stepped in the way, catching me off guard with how, well, sloppy it feels.

### Slapdash Adventure

After the rising quality of the *Secret* series and the go-for-broke energy of *Yumia*, *Resleriana 2* (I guess we can call it that?) feels slapped together in almost every way—from its low-budget look to its grind- and menu-heavy systems that are impossible not to associate with mobile game design.

Systems involve running a shop with identical, color-swapped fairies as staff, and a series of simple dungeons you don’t have to think much to get through (and find an endless array of said fairies to throw money at and recruit for your store). Everything you need to access is localized to a small hub, the story is told at a very slow pace, and it’s seasoned with shallow bonding relationship scenes with the characters you meet.

Alchemy feels held back and de-streamlined compared to other recent games in favor of encouraging grinding and resource management.

During Ryza’s rise and Atelier’s growth arc, Gust released other games. We saw a surprise sequel to an earlier Atelier game (*Sophie 2*) and a sequel to Koei Tecmo’s *Fairy Tail* adaptation. While I had my issues with the latter (*Sophie 2* rules), both of these titles still had the oomph, fidelity, and strong sense of identity as Gust’s bigger titles.

So this doesn’t feel like a sort of reined-in spin-off, or at least explainable as such. It’s like a massive step backwards—one that would be extremely confusing if not for what you get when you plug *Atelier Resleriana* into a search engine.

### Combat: A Bright Spot

One aspect in which *Resleriana 2* does shine is combat. It’s a move back to traditional turn-based from the more active systems in recent games, but the twists it brings to the table are fun to engage with.

It has a big emphasis on characters working together with follow-up attacks, alongside a replenishing Ability Point system that means fights are more about maintaining a flow than worrying about dwindling resources. It moves at a fast pace and rewards paying attention to turn order and enemy weaknesses.

It’s also nice to be able to command characters as a party after several years of real-time systems focusing on individual control.

### Looks Like a Duck, Quacks Like a Duck… Not a Duck?

Even if this game has its own merits, which it does—it’s still an Atelier game with the same core loop that makes these games fun—it is almost immediately compromised narratively as well by its connections to the previous game.

Not only do characters from previous Ateliers show up as dimension-traveling Wanderers (a clear tell of mobage adjacency; sorry Octopath 0 fans, but it’s true), characters from the first *Resleriana* and allusions to its story appear and are presented as a big deal.

Unless you played that game before March 2025, it’s impossible to get that context without consulting YouTube or something. That’s a big problem, if you ask me!

### Final Thoughts

I’ve come to really dig Atelier over the years after kind of avoiding them for a long time (time limits stress me out, I’ll be honest), so much so that I imported the physical trilogy carts for Nintendo Switch and even pre-ordered the special edition for *Ryza 2* back when I had the means to do so.

I say that to emphasize the weight of my words when I state how much of a step backwards on the series’ evolutionary trajectory this experience feels like.

*Atelier Resleriana: The Red Alchemist & the White Guardian* looks and feels cheap (I hate to go there, but it’s unavoidable) to play, and is full of what feel like kitbashed structural systems clumsily molded into a single-player game that suffers from its connection to a failed gacha joint.

It bums me out to say it, but that’s the vibe.

### Availability

*Atelier Resleriana: The Red Alchemist & the White Guardian* is available on September 26, 2025, for PlayStation 5, Nintendo Switch, and PC.

A PS5 code was provided by the publisher for this review.
https://www.shacknews.com/article/146079/atelier-resleriana-red-alchemist-white-guardian-review-score

Atelier Resleriana: The Red Alchemist & the White Guardian review: Course correction

Atelier, Gust’s long-running item synthesis RPG series, reached new heights with the debut of *Atelier Ryza: Ever Darkness & the Secret Hideout* in 2019. Gust used that momentum to sincerely attempt to reinvent what Atelier is in terms of systems and scale, leading to the massive and successful *Atelier Yumia: The Alchemist of Memories & the Envisioned Land*.

At the same time, the series couldn’t escape a certain albatross hovering above Japanese RPGs. We saw *Atelier Resleriana: Forgotten Alchemy & the Liberator of Polar Night* hit mobile and PC as a free-to-play game with a gacha system. The history here is as important as it is fun to write out all the titles! That’s because *Polar Night* hardly made it a year in the global market before being shut down.

The years 2024 and 2025 have been brutal for mobile spin-offs of RPG giants, with even Square Enix shutting down games left and right—some of which had been around for five or more years. Atelier really had no chance. Gust seems to have responded to the matter with today’s review subject, *Atelier Resleriana: The Red Alchemist & the White Guardian*.

### Part Two: Atelier Boogaloo

Set in the same world as *Polar Night*, this game is a normal Atelier adventure, featuring turn-based combat, characters who join the journey as part of the story, and no online restrictions or currency-adjacent gameplay limitations.

While it’s impossible to know if this was supposed to be a mobile game or some kind of expansion to *Polar Night*, it feels more like a course correction or a pivot than an entirely new entity—and is held back by systems that feel like a mobile game being fed into a proverbial wood chipper.

The *Red Alchemist & the White Guardian* lets you choose between two characters:

– **Rias**, a scrappy girl who sifts through ruins in search of treasure (all while avoiding her overprotective sister, who works for the local government body), and
– **Slade**, a guy whose father passed down a mysterious relic and an empty book that also seem connected to things lost civilizations have left behind.

The two meet, and their goals immediately intertwine—especially as Rias discovers she can utilize the lost art of alchemy. These characters have a lot of personality and chemistry that make this game feel like an early win.

Rias is an especially fun twist on the typical Atelier protagonist, starting her story running away from a giant, rolling Puni (think a slime from *Dragon Quest* but obnoxiously cuter) in a ruin—a goofy homage to Indiana Jones. Slade is more serious, playing the straight-man role well against Rias’s antics. I was having a good time just seeing these characters bounce off each other, but soon the game itself stepped in the way, catching me off guard with how, well, sloppy it feels.

### Slapdash Adventure

After the rising quality of the Secret series and the go-for-broke energy of *Yumia*, *Resleriana 2* (I guess we can call it that?) feels slapped together in almost every way—from its low-budget look to its grind and menu-heavy systems that are impossible not to associate with mobile game design.

Systems involve running a shop with identical, color-swapped fairies as staff, and a series of simple dungeons you don’t have to think much to get through (and find an endless array of said fairies to throw money at and recruit for your store). Everything you need to access is localized to a small hub, the story is told at a very slow pace, and is seasoned with shallow bonding relationship scenes with the characters you meet. Alchemy feels held back and de-streamlined compared to other recent games, seemingly in favor of encouraging grinding and resource management.

During *Ryza*’s rise and Atelier’s growth arc, Gust released other games. We saw a surprise sequel to an earlier Atelier game (*Sophie 2*) and a sequel to Koei Tecmo’s *Fairy Tail* adaptation. While I had my issues with the latter (*Sophie 2* rules), both of these titles still had the oomph, fidelity, and strong sense of identity as Gust’s bigger titles.

So this doesn’t feel like a sort of reined-in spin-off, or at least explainable as such. It’s like a massive step backwards—one that would be extremely confusing if not for what you get when you plug *Atelier Resleriana* into a search engine.

### Combat: A Bright Spot

One aspect in which *Resleriana 2* does shine is combat. It’s a move back to traditional turn-based battle from the more active systems in recent games, but the twists it brings to the table are fun to engage with.

The game places a big emphasis on characters working together with follow-up attacks, alongside a replenishing Ability Point system that means fights are more about maintaining a flow than worrying about dwindling resources. Combat moves at a fast pace and rewards paying attention to turn order and enemy weaknesses. It’s nice to command characters as a party after several years of real-time systems focusing on individual control.

### Looks Like a Duck, Quacks Like a Duck. Not a Duck?

Even if this game has its own merits—which it does (to be clear, it’s still an Atelier game with the same core loop that makes these games fun)—it’s almost immediately compromised narratively by its connections to the previous game.

Not only do characters from previous Ateliers show up as dimension-traveling Wanderers (a clear tell of mobage adjacency; sorry, *Octopath Traveler* fans, but it’s true), characters from the first *Resleriana* and allusions to its story also make appearances and are presented as a big deal.

Unless you played that game before March 2025, it’s impossible to get that context without consulting YouTube or other external sources. That’s a big problem, if you ask me!

### Final Thoughts

I’ve come to really dig Atelier over the years after kind of avoiding them for a long time (time limits stress me out, I’ll be honest), so much so that I’ve imported the physical trilogy carts for Nintendo Switch and even pre-ordered the special edition for *Ryza 2* back when I had the means to do so. I say that to emphasize the weight of my words when I state how much of a step backwards on the series’ evolutionary trajectory this experience feels like.

*Atelier Resleriana: The Red Alchemist & the White Guardian* looks and feels cheap (I hate to go there, but it’s unavoidable) to play, and is full of what feel like kitbashed structural systems clumsily molded into a single-player game that suffers from its connection to a failed gacha joint. It bums me out to say it, but that’s the vibe.

### Release Information

*Atelier Resleriana: The Red Alchemist & the White Guardian* is available on September 26, 2025, for PlayStation 5, Nintendo Switch, and PC. A PS5 code was provided by the publisher for this review.
https://www.shacknews.com/article/146079/atelier-resleriana-red-alchemist-white-guardian-review-score

What do you use Eridium for in Borderlands 4?

How to Use Eridium in Borderlands 4

The mystical ore called Eridium is central to the lore of the Borderlands series and has always played an essential role in its endgame. This remains true in Borderlands 4, where Eridium is used for several valuable endgame progression and farming purposes.

Eridium has three main uses in the endgame of Borderlands 4, and you’ll need to be judicious about how you use it, as they can get exceedingly expensive:

  • Respec your Specializations. Cost: 5,000 Eridium per instance.
  • Activate the weekly Moxxi’s Big Encore machine. Cost: 100 Eridium per instance.
  • Use the Firmware Transfer machine. Cost: Variable.

Spend Eridium to Respec Specializations

Specializations are unlocked in the endgame, providing permanent upgrades to your characters that can scale infinitely. Since 5,000 Eridium is a substantial amount, it’s important to be intentional about where you spend your Specialization points.

One or two points may not offer a massive upgrade immediately, but they accumulate over time. Keep in mind that Specializations are build-agnostic and might not work well with every setup. If you decide to completely respec your character into a new build, you might end up spending that 5,000 Eridium — or risk losing a significant chunk of DPS.

Spend Eridium to Use Moxxi’s Big Encore Machines

Moxxi’s Big Encore machines are an exciting endgame feature that rotates weekly. They allow you to fight a select boss out in the world again with, according to Gearbox, “an even more rewarding loot pool.”

For example, if you want to fight The Bod, you’ll need to wait for Axemaul to be the featured Big Encore boss, and so on. Don’t underestimate the 100 Eridium cost per instance either. Even with increased drop chances, RNG can be cruel—you could easily spend 10,000 Eridium and not get the item you want.

Spend Eridium on Firmware Transfers

The Firmware Transfer machine is the third major way you’ll spend Eridium. While not as frequent as the other two uses, it can still consume a significant amount of resources. Costs vary depending on the type of gear to which you’re transferring firmware.

If you use this machine regularly, it can quickly deplete your Eridium reserves.

How to Get More Eridium in Borderlands 4

Most missions in the game award at least some Eridium, and killing Vile enemies and world bosses also provides a modest amount. However, the most effective way to obtain Eridium is by completing Vile Bounties.

You unlock access to Vile Bounties once you activate Ultimate Vault Hunter Mode. These are higher-difficulty Vile enemies found and killed in the overworld. Each kill grants a modest but significant amount of Eridium instantly, usually several hundred when leveling, with increasing rewards as you progress deeper into the endgame.

You can also farm Eridium somewhat efficiently by completing weekly Wildcard missions, provided you can finish them quickly. While these won’t give you as much Eridium per hour as Vile Bounties or base patrols, they still add up.

It’s likely that an activity with a better Eridium farm will be introduced within the first few DLC cycles. This will be necessary, as Borderlands DLCs historically add increasingly powerful Legendaries as the game’s life cycle progresses.

https://www.shacknews.com/article/146107/what-do-you-use-eridium-for-in-borderlands-4

Exit mobile version