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. | 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%. | ||
==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|25%}} less health and armor in the first phase but {{col|R|25%}} more health and armor in the second phase. | [[Bosses]] have {{col|G|25%}} less health and armor in the first phase but {{col|R|25%}} more health and armor 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 enchantment.<br> | Your starting weapon has a negative [[Weapon_Enchantments|enchantment]].<br> | ||
Weapons are more likely to spawn with a negative enchantment. | [[Weapons]] are more likely to spawn with a negative [[Weapon_Enchantments|enchantment]]. | ||
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|<center>'''Occult Grounds'''</center>[[File:C4.png|100px]]<br><br>|| | |<center>'''Occult Grounds'''</center>[[File:C4.png|100px]]<br><br>|| | ||
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|<center>'''Warming Up'''</center>[[File:CinderWarming.png|100px]]<br><br>|| | |<center>'''Warming Up'''</center>[[File:CinderWarming.png|100px]]<br><br>|| | ||
<span style = "text-transform:capitalize">{{KW|Stamina}}</span> regeneration is delayed by +3 seconds on floor 1, +2 seconds on floor 2 and +1 second on floor 3. | |||
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|<center>'''Cascading Pain'''</center>[[File:C5.png|100px]]<br><br>|| | |<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.)}} | |||
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|<br><center>'''Ill-Equipped'''</center>[[File:CinderIllEquipped.png|100px]]<br><br>|| | |<br><center>'''Ill-Equipped'''</center>[[File:CinderIllEquipped.png|100px]]<br><br>|| | ||
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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 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>|| | ||
Adds additional oppressive enemy enchantments into the pool of enemy enchantments. | Adds additional oppressive enemy [[Enchantments|enchantments]] into the pool of enemy [[Enchantments|enchantments]]. | ||
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|<center>'''Defensive Measures'''</center>[[File:CinderDefensive.png|100px]]<br><br>|| | |<center>'''Defensive Measures'''</center>[[File:CinderDefensive.png|100px]]<br><br>|| | ||
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|<center>'''Conquerors Will'''</center>[[File:C14.png|100px]]<br><br>|| | |<center>'''Conquerors Will'''</center>[[File:C14.png|100px]]<br><br>|| | ||
Bosses {{col|R|subdue}} you and your companions for 8 seconds when the fight starts and upon transitioning into phase 2.<br> | [[Bosses]] {{col|R|subdue}} you and your companions for 8 seconds when the fight starts and upon transitioning into phase 2.<br> | ||
While {{col|R|subdued}} you {{col|R|deal 50% less damage}}. | While {{col|R|subdued}} you {{col|R|deal 50% less damage}}. | ||
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Enchanted enemies have a {{col|R|75%}} chance to be enchanted with an additional secondary modifier. | Enchanted enemies have a {{col|R|75%}} chance to be enchanted with an additional secondary modifier. | ||
|} | |} | ||
==History== | |||
==={{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. | |||
==={{0.1.9c}}=== | |||
*Nothing that's known | |||
==Removed/Changed Cinders== | ==Removed/Changed Cinders== | ||
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Enchanted enemy packs are enchanted with an additional modifier. | Enchanted enemy packs are enchanted with an additional modifier. | ||
|} | |} | ||
Latest revision as of 05:41, 7 April 2024
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.
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 25% less health and armor in the first phase but 25% more health and armor in the second phase. | |
Your starting weapon has a negative enchantment. | |
Floors contain up to 3 times more packs of enchanted enemies. | |
Stamina Stamina takes 3 seconds to start recovery (stamina recovery speed) and 0.5 seconds to regenerate per point (stamina regeneration speed). regeneration is delayed by +3 seconds on floor 1, +2 seconds on floor 2 and +1 second on floor 3. | |
Curse is 50% more likely to take effect. | |
Start with -2 inventory slots. | |
Bosses are initially accompanied by 2 soul-automatons. | |
Some doors require sacrificing 1 heart to open them. | |
Bosses, Mimics and Baslisks are enchanted. | |
Adds additional oppressive enemy enchantments into the pool of enemy enchantments. | |
Enchanted enemies have a 30% chance to be enchanted with an additional defensive modifier. | |
Floor 1 has 3 fewer rooms. | |
A soul automaton X variation will sometimes invade a combat encounter and attack you. | |
Bosses subdue you and your companions for 8 seconds when the fight starts and upon transitioning into phase 2. | |
Rooms have a rising chance to contain an infested enemy. | |
Enchanted enemies have a 75% chance to be enchanted with an additional secondary modifier. |
History
[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