All attacks of magical nature toward the target are reduced by the stated amount (rounded down).
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).
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"
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.
Attacks add one level of Burned to the target.
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.
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.
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
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.
Applies the Poisoned debuff on the target.
Can drink a blood pool to heal a percentage of your max health equal to the percentage of Sanguine.
Physical resist from Stone skin still abides by maximum resistance, so you cannot raise physical resistance above the maximum.
The poisoned target (monster/player) does not regenerate HP from player exploration.
Poison on monsters expires after the specified amount of tiles have been revealed.
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.
Note: some effects, such as the BLUDTUPOWA glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.
While cursed, all sources of damage reduction and resistances you have are nullified.
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.
Your base damage is reduced by an amount equal to the number of stacks of Weakened.
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.
Maximum charges of Burned equal x2 of your current level.
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).
When monster's health is below the Berserk %, its attacks deal 50% more damage.
When attacked, the monster will teleport to a random location on the map.
This monster does not leave behind a blood pool after being slain, and does not allow life steal.
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.
When attacked, the monster will flee the opposite direction of you if possible.
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.
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.
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 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.
The monster regenerates health twice as fast. If Poisoned it regenerates the normal one per level.
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.
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.
The attacks of the monster are considered Magical in nature, instead of Physical.
The monster's attack applies Mana Burn.
Killing the monster yields No Experience.
The monster's attack applies Poison.
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.
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
The monster's attack applies a stack of Weakening.