Cinder: Difference between revisions
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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>'''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. | ||
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Revision as of 11:01, 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.
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 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 50% 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