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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Double-Edged Sword
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Bosses have 25% less health and armor in the first phase but 25% more health and armor in the second phase.
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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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Occult Grounds
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Floors contain up to 3 times more packs of enchanted enemies.
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Warming Up
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Stamina regeneration is delayed by +3 seconds on floor 1, +2 seconds on floor 2 and +1 second on floor 3.
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Cascading Pain
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Increased chance for cursed rewards to appear.
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Ill-Equipped
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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.
Automatons start to self-repair 2.5 seconds after not taking damage.
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Unjust Incentive
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Some doors require sacrificing 1 heart to open 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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Defensive Measures
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Enchanted enemies have a 30% chance to be enchanted with an additional defensive modifier.
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Ebb and Flow
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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.
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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 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.
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Pestilence
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Rooms have a rising chance to contain an infested enemy.
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Twice Enchanted
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Enchanted enemies have a 75% chance to be enchanted with an additional secondary modifier.
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Removed/Changed Cinders
History