Cinder: Difference between revisions
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==General== | ==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. <br><br>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%. | 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.<br><br>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== | ==List of Cinders== | ||
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|- | |- | ||
|<br><center>'''Double-Edged Sword'''</center>[[File:CinderDoubleEdged.png|100px]]<br><br>|| | |<br><center>'''Double-Edged Sword'''</center>[[File:CinderDoubleEdged.png|100px]]<br><br>|| | ||
Bosses have {{col|G| | [[Bosses]] have {{col|G|x0.75}} {{KW|Health}} and {{KW|EnemyArmor}} in the first phase but {{col|R|x1.25}} in the second phase. | ||
|- | |- | ||
|<br><center>'''Inferior Arms'''</center>[[File:2cinder.png|100px]]<br><br>|| | |<br><center>'''Inferior Arms'''</center>[[File:2cinder.png|100px]]<br><br>|| | ||
Your starting weapon has a negative enchantment.<br> | Your starting weapon has a negative [[Weapon_Enchantments|enchantment]].<br> | ||
|- | |- | ||
|<center>'''Occult Grounds'''</center>[[File:C4.png|100px]]<br><br>|| | |<center>'''Occult Grounds'''</center>[[File:C4.png|100px]]<br><br>|| | ||
Floors contain up to | Floors contain up to {{col|R|x3.00}} times more packs of [[Enchantments|Enchanted Enemies]]. | ||
|- | |- | ||
|<center>'''Warming Up'''</center>[[File:CinderWarming.png|100px]]<br><br>|| | |<center>'''Warming Up'''</center>[[File:CinderWarming.png|100px]]<br><br>|| | ||
{{KW|StaminaRS}} is delayed by {{col|R|+3}} seconds on Floor 1, {{col|R|+2}} seconds on Floor 2 and {{col|R|+1}} second on Floor 3. | |||
|- | |- | ||
|<center>''' | |<center>'''Afterlife Express'''</center>[[File:CinderAfterlife.png|100px]]<br><br>|| | ||
{{col|P2|Reapers}} can now spawn regardless of how {{KW|Cursed}} you are.<br> {{col|P2|Reapers}} gain {{KW|EnemyArmor}} and an additional attack. | |||
|- | |- | ||
|<br><center>''' | |<br><center>'''Monster Jam'''</center>[[File:CinderMonsterJam.png|100px]]<br><br>|| | ||
You sometimes encounter a Rooms filled to the brink with Enemies. | |||
|- | |- | ||
|<center>'''Remote Guardians'''</center>[[File:C7.png|100px]]<br><br>|| | |<center>'''Remote Guardians'''</center>[[File:C7.png|100px]]<br><br>|| | ||
Bosses are initially accompanied by {{col|R|2}} | Bosses are initially accompanied by {{col|R|2}} random Guardian {{col|P2|Automatons}}. | ||
|- | |- | ||
|<center>'''Unjust Incentive'''</center>[[File:CinderUnjust.png|100px]]<br><br>|| | |<center>'''Unjust Incentive'''</center>[[File:CinderUnjust.png|100px]]<br><br>|| | ||
Some doors require sacrificing 1 | Some doors require sacrificing 1 {{KW|Heart}} to open them. | ||
|- | |- | ||
|<br><center>'''Archnemesis'''</center>[[File:C9.png|100px]]<br><br>|| | |<br><center>'''Archnemesis'''</center>[[File:C9.png|100px]]<br><br>|| | ||
Bosses, Mimics and Baslisks are enchanted. | [[Bosses]], Mimics and Baslisks are {{col|Pi6|Enchanted}}. {{col|Gr|Bosses don't receive any {{KW|Health}} or {{KW|EnemyArmor}} bonus from being enchanted.)}} | ||
|- | |- | ||
|<center>'''Calamitous Visions'''</center>[[File:C10.png|100px]]<br><br>|| | |<center>'''Calamitous Visions'''</center>[[File:C10.png|100px]]<br><br>|| | ||
New oppressive [[Enchantments|Enemy Enchantments]] can appear. | |||
|- | |- | ||
|<center>'''Defensive Measures'''</center>[[File:CinderDefensive.png|100px]]<br><br>|| | |<center>'''Defensive Measures'''</center>[[File:CinderDefensive.png|100px]]<br><br>|| | ||
Enchanted | [[Enchantments|Enchanted Enemies]] have a {{col|R|20%}} chance to gain an additional Defensive Modifier. | ||
|- | |- | ||
|<br><center>'''Ebb and Flow'''</center>[[File:CinderEbb.png|100px]]<br><br>|| | |<br><center>'''Ebb and Flow'''</center>[[File:CinderEbb.png|100px]]<br><br>|| | ||
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|- | |- | ||
|<center>'''Centurion Hunter'''</center>[[File:C13.png|100px]]<br><br>|| | |<center>'''Centurion Hunter'''</center>[[File:C13.png|100px]]<br><br>|| | ||
A | A Centurion Hunter {{col|P2|Automaton}} will sometimes invade combat encounters and attack you. | ||
|- | |- | ||
|<center>'''Conquerors Will'''</center>[[File:C14.png|100px]]<br><br>|| | |<center>'''Conquerors Will'''</center>[[File:C14.png|100px]]<br><br>|| | ||
You and your {{KW|Companions}} deal {{col|R|x0.50}} Damage when entering Phase 1 and Phase 2 of Boss Encounters. This penalty decays over 20 seconds, in steps of {{col|R|x0.05}}. | |||
|- | |- | ||
|<center>'''Pestilence'''</center>[[File:CinderPestilence.png|100px]]<br><br>|| | |<center>'''Pestilence'''</center>[[File:CinderPestilence.png|100px]]<br><br>|| | ||
Rooms have a | Rooms have a chance to contain an {{col|G4|Infested}} Enemy. <br> {{col|G4|Infested}} Enemies explode on Death, spreading this {{col|G4|Infestation}} to other Enemies. | ||
|- | |- | ||
|<center>'''Twice Enchanted'''</center>[[File:C16.png|100px]]<br><br>|| | |<center>'''Twice Enchanted'''</center>[[File:C16.png|100px]]<br><br>|| | ||
Enchanted | [[Enchantments|Enchanted Enemies]] have a {{col|R|50%}} chance to gain an additional Secondary Modifier. | ||
|} | |} | ||
==History== | ==History== | ||
==={{0.2.2 v2}}=== | |||
=== [[https://steamdb.info/patchnotes/16649764/ 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%. | |||
=== [[https://steamcommunity.com/games/2088570/announcements/detail/4594321978673510671 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 {{col|R|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. | * Most Cinders have been reworked or replaced. | ||
==={{0.1.9c}}=== | === {{0.1.9c}} === | ||
*Nothing that's known | *Nothing that's known | ||
==Removed/Changed Cinders== | ==Removed/Changed Cinders== | ||
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|<center>'''Occult Grounds'''</center>[[File:C4.png|100px]]<br><br>|| | |<center>'''Occult Grounds'''</center>[[File:C4.png|100px]]<br><br>|| | ||
Floors contain up to 5 times more packs of enchanted enemies. | Floors contain up to 5 times more packs of enchanted enemies. | ||
|- | |- | ||
|<br><center>'''Encumbered'''</center>[[File:C6.png|100px]]<br><br>|| | |<br><center>'''Encumbered'''</center>[[File:C6.png|100px]]<br><br>|| | ||
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|<center>'''Twice Enchanted'''</center>[[File:C16.png|100px]]<br><br>|| | |<center>'''Twice Enchanted'''</center>[[File:C16.png|100px]]<br><br>|| | ||
Enchanted enemy packs are enchanted with an additional modifier. | Enchanted enemy packs are enchanted with an additional modifier. | ||
|- | |||
|<center>'''Cascading Pain'''</center>[[File:C5.png|100px]]<br><br>|| | |||
Curse is {{col|R|50%}} more likely to take effect.<br>{{col|Gr|(Doesn't affect cursed hit [[File:IconCurse.png|17px|link=]] chance.)}} | |||
Pre 0.2.4 | |||
Adds an additional combat encounter to each floor. Rooms will apply a curse to you. | |||
|- | |||
|<br><center>'''Ill-Equipped'''</center>[[File:CinderIllEquipped.png|100px]]<br><br>|| | |||
Start with -2 inventory slots. (Could be repaired at a special tavern npc) | |||
|- | |||
|} | |} |
Latest revision as of 11:10, 18 February 2025
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 | |
---|---|
![]() |
Bosses have x0.75 Health |
![]() |
Your starting weapon has a negative enchantment. |
![]() |
Floors contain up to x3.00 times more packs of Enchanted Enemies. |
![]() |
Stamina Recovery Speed |
![]() |
Reapers can now spawn regardless of how Cursed |
![]() |
You sometimes encounter a Rooms filled to the brink with Enemies. |
![]() |
Bosses are initially accompanied by 2 random Guardian Automatons. |
![]() |
Some doors require sacrificing 1 Heart |
![]() |
Bosses, Mimics and Baslisks are Enchanted. Bosses don't receive any Health |
![]() |
New oppressive Enemy Enchantments can appear. |
![]() |
Enchanted Enemies have a 20% chance to gain an additional Defensive Modifier. |
![]() |
Floor 1 has 3 fewer rooms. |
![]() |
A Centurion Hunter Automaton will sometimes invade combat encounters and attack you. |
![]() |
You and your Companions |
![]() |
Rooms have a chance to contain an Infested Enemy. |
![]() |
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