Cinder

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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

Double-Edged Sword


Bosses have 25% less health and armor in the first phase but 25% more health and armor in the second phase.


Inferior Arms


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

Occult Grounds


Floors contain up to 3 times more packs of enchanted enemies.

Warming Up


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.

Cascading Pain


Curse is 50% more likely to take effect.
(Doesn't affect cursed hit chance.)


Ill-Equipped


Start with -2 inventory slots.

Remote Guardians


Bosses are initially accompanied by 2 soul-automatons.
Automatons start to self-repair 2.5 seconds after not taking damage.

Unjust Incentive


Some doors require sacrificing 1 heart to open them.


Archnemesis


Bosses, Mimics and Baslisks are enchanted.

Calamitous Visions


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

Defensive Measures


Enchanted enemies have a 30% chance to be enchanted with an additional defensive modifier.


Ebb and Flow


Floor 1 has 3 fewer rooms.
Floor 2 has 2 fewer rooms.
Floor 3 has 1 fewer room.
Floor 8 has 1 more room.
Floor 9 has 2 more rooms.
Floor 10 has 3 more rooms.

Centurion Hunter


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

Conquerors Will


Bosses subdue you and your companions for 8 seconds when the fight starts and upon transitioning into phase 2.
While subdued you deal 50% less damage.

Pestilence


Rooms have a rising chance to contain an infested enemy.

Twice Enchanted


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

Removed/Changed Cinders

Changes

Human Limits


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

Marked For Death


Doubles the 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.

Doomed to Fail


Your first set of trait choices will be veiled, only showing the colors.


Pestilence


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

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.