Cinder: Difference between revisions
(Added line under General about health and armor increase for each Cinder active. Modified Centurion Hunters Cinder to include their invasion frequency. Added 0.2.8 Cinder changes to the history.) |
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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. | ||
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|<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 [[Weapon_Enchantments|enchantment]].<br> | Your starting weapon has a negative [[Weapon_Enchantments|enchantment]].<br> | ||
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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 | Floors contain up to {{col|R|x3.00}} times more packs of [[Enchantments|Enchanted Enemies]]. | ||
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|<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. | |||
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|<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. | |||
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|<br><center>''' | |<br><center>'''Monster Jam'''</center>[[File:CinderMonsterJam.png|100px]]<br><br>|| | ||
You sometimes encounter a Rooms filled to the brink with Enemies. | |||
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|<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}}. | ||
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|<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. | ||
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|<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.)}} | ||
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|<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. | |||
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|<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. | ||
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|<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. | ||
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|<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}}. | |||
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|<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. | ||
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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 | [[Enchantments|Enchanted Enemies]] have a {{col|R|50%}} chance to gain an additional Secondary Modifier. | ||
|} | |} | ||
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* Every active Cinder modifier now also adds +0.5% health and armor per floor to normal enemies, not just bosses. | * 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. | ** 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}} === | === {{0.2.4}} === | ||
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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. | ||
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|<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 | |
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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