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.
List of Cinders
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Changes
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Human Limits
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Effects that work once per room will only work once per floor.
Affects: Evasion, Block, Defy Death, Auto Repair
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Inferior Arms
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Your starting weapon has a negative enchantment.
Weapons are more likely to spawn with a negative enchantment.
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Marked For Death
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Doubles the Heart damage taken in the 2nd phase of any boss fight.
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Occult Grounds
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Floors contain up to 5 times more packs of enchanted enemies.
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Cascading Pain
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Adds an additional combat encounter to each floor. Rooms will apply a curse to you.
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Encumbered
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-2 inventory slots
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Remote Guardians
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Bosses are initially accompanied by 2 soul-automatons.
Automaton reinforcements are called in 2nd phase.
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Unjust Incentive
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Some doors appear spiked, inflicting 1/2 Heart damage to you when you go through them.
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Archnemesis
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Bosses, Mimics and Baslisks are enchanted.
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Calamitous Visions
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Adds additional oppressive enemy enchantments into the pool of enemy enchantments.
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Doomed to Fail
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Your first set of trait choices will be veiled, only showing the colors.
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Pestilence
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Poison lasts an additional room.
Poison also slows your movement speed by 10%.
Poison also reduces your stamina recovery speed by 20%.
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Centurion Hunter
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A soul automaton X variation will sometimes invade a combat encounter and attack you.
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Conquerors Will
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Bosses intimidate you for 10 seconds when the fight starts and upon transitioning into phase 2.
You deal 50% less damage while intimidated.
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On Death's Door
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You start with 1/2 Heart
You start without any class inherent Soul Heart
Your Armor starts not repaired.
Your health flasks start empty.
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Twice Enchanted
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Enchanted enemy packs are enchanted with an additional modifier.
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History