Cinder: Difference between revisions
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(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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==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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|<center>'''Defensive Measures'''</center>[[File:CinderDefensive.png|100px]]<br><br>|| | |<center>'''Defensive Measures'''</center>[[File:CinderDefensive.png|100px]]<br><br>|| | ||
Enchanted enemies have a {{col|R| | Enchanted enemies have a {{col|R|20%}} chance to be enchanted with 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 soul automaton X variation will | A soul automaton X variation will invade a combat encounter every 8 to 20 rooms 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>|| | ||
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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 enemies have a {{col|R| | Enchanted enemies have a {{col|R|50%}} chance to be enchanted with an additional secondary modifier. | ||
|} | |} | ||
==History== | ==History== | ||
==={{0.2.4}}=== | |||
=== [[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. | |||
=== {{0.2.4}} === | |||
* Changed Cascading Pain to "Curse is {{col|R|50%}} more likely to take effect." from "Increased chance for cursed rewards to appear." | * 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}}=== | |||
=== {{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 | ||
Latest revision as of 14:06, 6 December 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.
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 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 20% chance to be enchanted with an additional defensive modifier. | |
Floor 1 has 3 fewer rooms. | |
A soul automaton X variation will invade a combat encounter every 8 to 20 rooms 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 50% chance to be enchanted with 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.
[0.2.4]:
- 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