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
|
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