Cinder

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Revision as of 14:06, 5 April 2023 by Rezyn (talk | contribs)

List of Cinders

Changes

Human Limits


Effects that work once per room will only work once per floor.
Affects: Evasion, Block, Defy Death, Auto Repair


Inferior Arms


Your starting weapon has a negative enchantment.
Weapons are more likely to spawn with a negative enchantment.

Marked For Death


Doubles the health Heart damage taken in the 2nd phase of any boss fight.

Occult Grounds


Floors contain up to 5 times more packs of enchanted enemies.

Cascading Pain


Adds an additional combat encounter to each floor. Rooms will apply a curse to you.


Encumbered


-2 inventory slots

Remote Guardians


Bosses are initially accompanied by 2 soul-automatons.
Automaton reinforcements are called in 2nd phase.

Unjust Incentive


Some doors appear spiked, inflicting 1/2 Heart damage to you when you go through them.


Archnemesis


Bosses, Mimics and Baslisks are enchanted.

Calamitous Visions


Adds additional oppressive enemy enchantments into the pool of enemy enchantments.

Doomed to Fail


Your first set of trait choices will be negative modifiers which can't be removed or exchanged.


Pestilence


Poison lasts an additional room.
Poison also slows your movement speed by 10%.
Poison also reduces your stamina recovery speed by 20%.

Centurion Hunter


A soul automaton X variation will sometimes invade a combat encounter and attack you.

Conquerors Will


Bosses intimidate you for 10 seconds when the fight starts and upon transitioning into phase 2.
You deal 50% less damage while intimidated.

On Death's Door


You start with 1/2 Heart
You start without any class inherent Soul Heart
Your Armor starts not repaired.
Your health flasks start empty.

Twice Enchanted


Enchanted enemy packs are enchanted with an additional modifier.

History

[0.1.9c]:

  • Nothing that's known