Traits
Resistances
Magic resist
All attacks of magical nature toward the target are reduced by the stated amount (rounded down).
Non-damaging spells ( APHEELSIK,
IMAWAL,
WEYTWUT,
WONAFYT) have a percentage chance to fail equal to the target's magic resistance.
PISORF will always work unless they have 100% magic resistance.
Physical resist
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).
Buffs
Death Protection
Next time you would die, you will instead survive with 1hp left, the next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"
Dodge
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.
All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.
Burning Strike
Attacks add one level of Burned to the target.
Experience Boost
Your next monster kill will grant 50% more XP, rounded down. This is consumed even by killing a No Experience enemy, granting 0 bonus XP. Any bonus experience earned from killing higher-level monsters is also multiplied.
First strike
Unless the opponents has First strike as well, the usual rules for strike order are ignored, and the entity who has First strike hits first.
Knockback
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:
- A wall: the wall is destroyed, the target takes its place, and its dealt Knockback% of your base damage as physical damage.
- A monster: both entities are dealt Knockback% of your base damage as physical damage.
- Empty: the target is moved to the empty tile
- Indestructible tile or map edge: no effect
Learning
Grants 1 extra XP upon killing an enemy, doesn't work on No Experience enemies, not to be confused with
Experience Boost. Can be stacked.
Life steal
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.
Might
Temporarily boosts your next physical attack by 30% and reduces Physical resist and
Magic resist of the enemy by 3%.
Poisonous
Applies the Poisoned debuff on the target.
Sanguine
Can drink a blood pool to heal a percentage of your max health equal to the percentage of Sanguine.
Stone skin
Temporary Physical resist. Grants 20%
Physical resist per charge. Removed when taking damage from a monster (including Magical attacks).
Physical resist from Stone skin still abides by maximum resistance, so you cannot raise physical resistance above the maximum.
Debuffs
Poisoned
The poisoned target (monster/player) does not regenerate HP from player exploration.
Removal: Leveling up, drinking a Health Potion or
Fortitude Tonic,
Glowing Guardian's Cleansing, casting
HALPMEH, or equipping the
Viper Ward.
Poison on monsters expires after the specified amount of tiles have been revealed.
Mana Burn
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.
Removal: Leveling up, drinking a Mana Potion or
Burn Salve,
Glowing Guardian's Cleansing, or equipping the
Soul Orb.
Note: some effects, such as the BLUDTUPOWA glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.
Cursed
While cursed, all sources of damage reduction and resistances you have are nullified.
Removal: Killing a non-Cursed monster (1 stack), The Earthmother's Greenblood (1 stack),
Glowing Guardian's Enlightenment (all stacks)
Corrosion
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.
Removal: Burn Salve (all stacks),
Glowing Guardian's Cleansing (1 stack),
Jehora Jeheyu's Chaos Avatar (all stacks)
Weakened
Your base damage is reduced by an amount equal to the number of stacks of Weakened.
Removal: Fortitude Tonic (all stacks),
Glowing Guardian's Cleansing (1 stack),
Jehora Jeheyu's Chaos Avatar (all stacks)
Burned
One stack of Burned is applied to a monster when the attack source has the Burning trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burned at any given time.
Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burned stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burned stacks on it, then the new stacks are applied.
Maximum charges of Burned equal x2 of your current level.
When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.
Slowed
The target has a slow attack speed, meaning that it will usually attack last in combat. Being Slowed also disables the following monster traits: Blinks,
Cowardly,
First strike,
Retaliate: Fireball. Killing a Slowed monster grants a bonus of 1 XP. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from
BURNDAYRAZ or
PISORF).
Monster traits
Berserks
When monster's health is below the Berserk %, its attacks deal 50% more damage.
Blinks
When attacked, the monster will teleport to a random location on the map.
More precisely : if a blinking enemy is next to the player when a round of damage is finished being taken, it'll blink. Also, note that a slowed monster will not blink.
For example :
- Hitting or casting a fire ball to a blinking monster will make it blink.
- Hitting or casting a fire ball to a SLOWED blinking monster will NOT make it blink.
- Pisorfing a blinking monster into another monster will make it blink.
- Pisorfing a blinking monster into a wall or empty air, will NOT make it blink.
- Pisorfing a monster into a blinking monster will NOT make it blink.
Bloodless
This monster does not leave behind a blood pool after being slain, and does not allow life steal.
Retaliate: Fireball
When this monster is attacked with a BURNDAYRAZ he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.
Cowardly
When attacked, the monster will flee the opposite direction of you if possible.
To determine whether a monster will flee or not, it will use the same rule as blinking.
Curse Bearer
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.
Corrosive
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.
Death Protection
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.
Death-gaze
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.
Fast regen
The monster regenerates health twice as fast. Poisoned is depleted twice as quickly.
Knockback
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.
Life steal
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.
Magical attack
The attacks of the monster are considered Magical in nature, instead of Physical.
Mana Burn
The monster's attack applies Mana Burn.
No Experience
Killing the monster yields No Experience.
Poisoned
The monster's attack applies Poison.
Revives
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has No Experience.
Spawns
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants No Experience
Undead
Undead monsters are immune to Poisonous attacks and untargetable by
APHEELSIK, and are susceptible to some Undead-specific effects.
Weakening blow
The monster's attack applies a stack of Weakening.