Traits
Resistances
 Magic resist
 Magic resist
All attacks of magical nature (this also includes  APHEELSIK) toward the target are reduced by the stated amount (rounded down).
 APHEELSIK) toward the target are reduced by the stated amount (rounded down).
Non-damaging spells ( IMAWAL,
 IMAWAL, WEYTWUT,
 WEYTWUT, WONAFYT) have a percentage chance to fail equal to the target's magic resistance.
 WONAFYT) have a percentage chance to fail equal to the target's magic resistance.  PISORF will always work unless they have 100% magic resistance.
 PISORF will always work unless they have 100% magic resistance.
 Physical resist
 Physical resist
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).
Player Buffs
 Alchemist's Pact
 Alchemist's Pact
-4  and +3 XP per health/mana potion
 and +3 XP per health/mana potion
 Blood Curse
 Blood Curse
Level number increased by 1.
 Burning Strike
 Burning Strike
Attacks add one level of  Burning to the target. Does 1 magical damage per stack.
 Burning to the target. Does 1 magical damage per stack.
 Chaos Form
 Chaos Form
Accepted Avatar of Jehora Jeheyu.
 Consecrated Strike
 Consecrated Strike
Temporary Magic Attack.
 Corrosive (player)
 Corrosive (player)
Corrosive Attack (target permanently takes extra damage.
 Crushing Blow
 Crushing Blow
The next strike sets the enemies hp to 75%. Gained by drinking  Can of Whupaz.
 Can of Whupaz.
 Curse Immune
 Curse Immune
Immune to curses.
 Damage Reduction
 Damage Reduction
Incoming damage is reduced by the  Damage Reduction amount.
 Damage Reduction amount.
 Death Gaze Immune
 Death Gaze Immune
Death Gazes have no effect.
 Death Protection
 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
 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.
 Experience Boost
 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.
 No Experience enemy, granting 0 bonus XP.  Any bonus experience earned from killing higher-level monsters is also multiplied.
 First strike
 First strike
First strike changes the usual strike order: If your next attack will kill an higher level opponent, First strike will allow to you to kill him without letting him damaging you.
This only works for the final blow, and if the opponents doesn't have  First strike as well.
 First strike as well.
 Heavy Fireball
 Heavy Fireball
Fireballs do +4 damage per level and apply immediately the maximum of  Burning stacks.
Monsters retaliate with 50% attack when damaged with fireballs.
 Burning stacks.
Monsters retaliate with 50% attack when damaged with fireballs.
 Humility
 Humility
Level lowered by one.
 Indulgence
 Indulgence
 Knockback
 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
Knockback damages are indulged after normal damages : if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.
 Learning
 Learning
Grants 1 extra XP upon killing an enemy, doesn't work on  No Experience enemies, not to be confused with
 No Experience enemies, not to be confused with  Experience Boost. Can be stacked.
 Experience Boost. Can be stacked.
 Lekon Devout
 Lekon Devout
 Life steal
 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.
The health is recovered directly after your hit, this means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.
 Magical Attack (Player)
 Magical Attack (Player)
Deals magic damage.
 Mana Burn Immune
 Mana Burn Immune
Immune to mana burn.
 Might
 Might
Temporarily boosts your next physical attack by 30% and reduces  Physical resist and
 Physical resist and  Magic resist of the enemy by 3%.
 Magic resist of the enemy by 3%. 
 Mystic Balance
 Mystic Balance
Averages glyph costs towards 5.
 Petition
 Petition
No random punishments.
 Pierce Physical
 Pierce Physical
Regular attack pierces 35% physical resistance.
 Poison Immune
 Poison Immune
Immune to poison.
 Poisonous
 Poisonous
Applies the  Poisoned debuff on the target.
 Poisoned debuff on the target.
 Prestige
 Prestige
The number level ups after level 10.
 Reflexes
 Reflexes
Guaranteed retaliation against next monster strike.
 Refreshment
 Refreshment
Restore mana on glyph convert (Mystera: 50%, other god: 25%)
 Sanguine
 Sanguine
Can drink a blood pool to heal a percentage of your max health equal to the percentage of Sanguine.
 Schadenfreude
 Schadenfreude
The next enemy attack will regenerate mana equal to its damage.
 Scholar's Pact
 Scholar's Pact
-10  , overheal and
, overheal and  Might per levelup
 Might per levelup
 Spirit Pact
 Spirit Pact
-5  and +15 Conversion Points per item converted
 and +15 Conversion Points per item converted
 Spirit Strength
 Spirit Strength
Adds base damage until next attack.
 Stone form
 Stone form
Adds  Might, whenever a wall is destroyed.
 Might, whenever a wall is destroyed.
 Stone skin
 Stone skin
Temporary  Physical resist. Grants 20%
 Physical resist. Grants 20%  Physical resist per charge. Removed when taking damage from a monster (including Magical attacks).
 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.
 Stone skin still abides by maximum resistance, so you cannot raise physical resistance above the maximum.
 Warrior's Pact
 Warrior's Pact
Player Debuffs
 Consensus
 Consensus
 Corrosion
 Corrosion
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.
 Cursed
 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),
 The Earthmother's Greenblood (1 stack),  Glowing Guardian's Enlightenment (all stacks)
 Glowing Guardian's Enlightenment (all stacks)
Removal:  Burn Salve (all stacks),
 Burn Salve (all stacks),  Glowing Guardian's Cleansing (1 stack),
 Glowing Guardian's Cleansing (1 stack),  Jehora Jeheyu's Chaos Avatar (all stacks)
 Jehora Jeheyu's Chaos Avatar (all stacks)
 Exhausted
 Exhausted
Mana won't regenerate until full health is restored.
 Mana Burned
 Mana Burned
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
 Mana Potion or  Burn Salve,
 Burn Salve,  Glowing Guardian's Cleansing, or equipping the
 Glowing Guardian's Cleansing, or equipping the  Soul Orb.
 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.
 BLUDTUPOWA glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.
 Poisoned
 Poisoned
The poisoned target (monster/player) does not regenerate HP from player exploration.
Removal: Leveling up, drinking a  Health Potion or
 Health Potion or  Fortitude Tonic,
 Fortitude Tonic,  Glowing Guardian's Cleansing, casting
 Glowing Guardian's Cleansing, casting  HALPMEH, or equipping the
 HALPMEH, or equipping the  Viper Ward.
 Viper Ward.
Poison on monsters expires after the specified amount of tiles have been revealed.
 Slow Strike
 Slow Strike
Will strike last in a combat round. For more details see Strike Order.
 Weakened
 Weakened
Your base damage is reduced by an amount equal to the number of stacks of Weakened.
Removal:  Fortitude Tonic (all stacks),
 Fortitude Tonic (all stacks),  Glowing Guardian's Cleansing (1 stack),
 Glowing Guardian's Cleansing (1 stack),  Jehora Jeheyu's Chaos Avatar (all stacks)
 Jehora Jeheyu's Chaos Avatar (all stacks)
Applicable Monster Debuffs
 Burning
 Burning
One stack of Burning is applied to a monster when the attack source has the  Burning trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.
 Burning trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning 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 Burning 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 Burning stacks on it, then the new stacks are applied.
Maximum charges of Burning 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
 Slowed
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in strike order.
Being Slowed also disables the following monster traits:  Blinks,
 Blinks,  Cowardly,
 Cowardly,  First strike,
 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
 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
 BURNDAYRAZ or  PISORF).
 PISORF).
 Wicked Sick
 Wicked Sick
The monster got leveled up by playing the guitar.
 Zotted
 Zotted
The monster has its max hp halved by using the Orb of Zot.
Monster traits
 Berserks
 Berserks
When monster's health is below the Berserk %, its attacks deal 50% more damage.
 Blinks
 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
 Bloodless
This monster does not leave behind a blood pool after being slain, and does not allow life steal.
 Retaliate: Fireball
 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.
 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
 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
 Curse Bearer
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.
 Corrosive
 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
 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
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
 Fast regen
The monster regenerates health twice as fast.  Poisoned is depleted twice as quickly.
 Poisoned is depleted twice as quickly.
 Knockback
 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
 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
 Magical attack
The attacks of the monster are considered Magical in nature, instead of Physical.
 Mana Burn
 Mana Burn
The monster's attack applies the  Mana Burned debuff.
 Mana Burned debuff.
 No Experience
 No Experience
Killing the monster yields No Experience.
 Poisonous
 Poisonous
The monster's attack applies the  Poisoned debuff.
 Poisoned debuff.
 Revives
 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.
 No Experience.
 Spawns
 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
 No Experience
 Spawn Plants
 Spawn Plants
When attacked and not killed, the monster spawns the specified amount of plants.
 Undead
 Undead
Undead monsters are immune to  Poisonous attacks and untargetable by
 Poisonous attacks and untargetable by  APHEELSIK, and are susceptible to some Undead-specific effects.
 APHEELSIK, and are susceptible to some Undead-specific effects.
 Weakening blow
 Weakening blow
The monster's attack applies a stack of  Weakened.
 Weakened.
 Magic Immune
 Magic Immune
The monster is immune to magic.
 Physical Immune
 Physical Immune
The monster is immune to physical damage.
 
  
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