Cinder
General
There are currently 16 cinder modifiers in the game. Cinders are intended to increase the games difficulty at a pace the player is comfortable with. The game is roughly planned to be played at around Cinder 12 difficulty-wise.
In addition to their respective modifiers, each Cinder will also add +0.5% health and armor per floor to all enemies, including Bosses. This does not apply to Automatons and Reapers.
Cinders also grant a Mastery/Paragon EXP multiplier, cinders 0-4 granting +30%, cinders 5-8 granting 20%, cinders 9-12 granting 10% and cinders 13-16 granting 5%.
List of Cinders
Changes | |
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Bosses have x0.75 Health |
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Your starting weapon has a negative enchantment. |
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Floors contain up to x3.00 times more packs of Enchanted Enemies. |
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Stamina Recovery Speed |
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Reapers can now spawn regardless of how Cursed |
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You sometimes encounter a Rooms filled to the brink with Enemies. |
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Bosses are initially accompanied by 2 random Guardian Automatons. |
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Some doors require sacrificing 1 Heart |
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Bosses, Mimics and Baslisks are Enchanted. Bosses don't receive any Health |
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New oppressive Enemy Enchantments can appear. |
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Enchanted Enemies have a 20% chance to gain an additional Defensive Modifier. |
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Floor 1 has 3 fewer rooms. |
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A Centurion Hunter Automaton will sometimes invade combat encounters and attack you. |
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You and your Companions |
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Rooms have a chance to contain an Infested Enemy. |
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Enchanted Enemies have a 50% chance to gain an additional Secondary Modifier. |
History
[0.2.8]:
- Centurion Hunters
- Now spawn every 8 to 20 rooms, previously every 6 to 14 rooms. The final sound and screen-shake before the robot spawns are now played at the start of the room it will appear.
- Reaper
- Spawn chance and spawn rate has been slightly lowered, both for the base-line Cinder value and for the natural value from Curse.
- Defensive Measures
- Now a 20% chance to add a defensive enchantment, down from 25%.
- Twice Enchanted
- Now a 50% chance to add an additional enchantment, down from 75%.
[0.2.6]:
- Every active Cinder modifier now also adds +0.5% health and armor per floor to normal enemies, not just bosses.
- This does not apply to Automatons and Reapers.
[0.2.5]:
- Centurion Hunters
- Health and armor values and scaling of these values into later floors has increased. The rooms before the Hunter invades will now rumble to announce their upcoming appearance.
- Double-Edged Sword
- Now only applies a negative enchantment modifier to your starting weapon. Does not increase frequency of negative modifiers anymore.
- Pestilence
- Has been completely reworked. Goodbye maggots! Infested enemies explode on death, emitting a nova of poisonous projectiles after a short delay. If an enemy touches one of these projectiles, they will become Infested too. This is a modifier favoring single target and precise damage as it can get very out of hand when you accidentally infest the entire room.
- Conqueror's Will
- Instead of applying a x0.50 damage reduction for 8 seconds, it now applies a x0.50 damage reduction for 20 seconds but the damage reduction decays over those 20 seconds.
- Defensive Measures
- Now a 25% chance to add a defensive enchantment, down from 30%. Resistance Enchantments now grant a 30% damage reduction, previously 50%.
- Cascading Pain
- Has been removed and replaced with: Afterlife Express
- Afterlife Express: Reapers can now spawn regardless of how Cursed you are. Reapers gain Armor and an additional attack.
- Ill Equipped
- Has been removed and replaced with: Monster Jam
- Monster Jam: You sometimes encounter Rooms filled to the brink with Enemies.
- Automaton Guardians
- Less health and armor in the early game. They also don't repair themselves anymore.
[0.2.4]:
- Changed Cascading Pain to "Curse is 50% more likely to take effect." from "Increased chance for cursed rewards to appear."
[0.2.2 v2]:
- Most Cinders have been reworked or replaced.
[0.1.9c]:
- Nothing that's known