All attacks of magical nature (this also includes APHEELSIK) toward the target are reduced by the stated amount (rounded down).
- Non-damaging spells ( 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.
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).
-4 and +3 XP per health/mana potion. Gained by worshiping The Pactmaker.
Level number increased by 1. Gained by worshiping Dracul.
-4 and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping The Pactmaker.
Accepted Avatar of Jehora Jeheyu.
Temporary Magic Attack. Gained from taking .
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking Can of Whupaz.
Immune to curses. The Crusader has this trait.
Death Gaze Immune
Next time you would die, you will instead survive with 1 HP 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.
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 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 opponent doesn't have First strike as well. The Rogue starts with this trait.
Level lowered by one. Gained from worshiping the Glowing Guardian.
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 it is dealt Knockback% of your base damage as typeless damage.
- A monster: both entities are dealt 80% of Knockback% of your base damage as typeless damage.
- Empty: the target is moved to the empty tile
- Indestructible tile or map edge: no effect
- Knockback damage is applied after normal damage: 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.
- Also, note that the knockback damage is applied after the cowardly effect. Thus when fighting a monster with this trait:
- if you throw it into a wall, it will take knockback damage
- if you throw it into a monster, it will escape before taking knockback damage
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. The Fighter starts with this trait. This can also be gained via or a Subdungeon.
Killing goats grants 2 . Gained in a Subdungeon.
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)
Deals magic damage. The Half-Dragon starts with this trait.
Mana Burn Immune
Averages glyph costs towards 5. Gained by worshiping Mystera Annur.
No random punishments. Gained by worshiping Jehora Jeheyu.
Regular attack pierces 35% physical resistance. Gained from the Really Big Sword.
The number level ups after level 10.
Guaranteed retaliation against next monster strike. Gained from drinking a Reflex Potion.
Restore mana on glyph convert (Mystera: 50%, other god: 25%). Gained by worshiping Mystera Annur.
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine.
- If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.
The next enemy attack will regenerate mana equal to its damage. Gained by drinking a Schadenfreude Potion.
-5 and +15 Conversion Points per item converted. Gained by worshiping The Pactmaker.
Adds base damage until next attack. Gained by reaching the conversion threshold with the Transmuter
- Physical resist from Stone skin still abides by maximum resistance, so you cannot raise physical resistance above the maximum.
-3 and +1 max health per kill. Gained by worshiping The Pactmaker.
Lose 50 max . Gained by worshiping The Pactmaker.
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.
While cursed, all sources of damage reduction and resistances you have are nullified.
- Removal: Killing a non- Curse Bearer monster (1 stack), using IMAWAL on a XP-valuable monster (can also be a cursed one) (1 stack), (1 stack), (all stacks)
Mana won't regenerate until full health is restored. The Vampire gains this trait when below 100% health.
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.
The poisoned target (monster/player) does not regenerate HP from player exploration.
- Removal: Leveling up, drinking a Health Potion or Fortitude Tonic, , casting HALPMEH, or equipping the Viper Ward.
- Poison on monsters expires after the specified amount of tiles have been revealed.
Your base damage is reduced by an amount equal to the number of stacks of Weakened.
Applicable Monster Debuffs
- 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.
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, 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).
The monster got leveled up by playing the Wicked Guitar.
The monster has its max hp halved by using the Orb of Zot.
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. It won't take knockback damages.
- Pisorfing a blinking monster into a wall or empty air, will NOT make it blink.
- Pisorfing a regular monster into a blinking monster will NOT make it blink.
To determine whether a monster will flee or not, it will use the same rule as blinking.
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed. Monsters with multiple stacks of Death Protection will deal reduced damage as Death Protections are removed. Druid has one stack of death protection, and Animated Armour, Doom Armour, and Dancing Blade have one stack per level.
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 Gorgon and the Succubus have 50% Death-gaze. The Heretic has 100% Death-gaze.
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. Minotaur, Rock Troll, and Goblin Miner have 50% knockback.
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. Vampire and Shade have 40% Life steal.
The attacks of the monster are considered Magical in nature, instead of Physical. Magical enemies include Dragon Spawn, Warlock, Wraith, Acid Blob, Animated Armour, Djinn, Druid, Frozen Troll, Slime Blob, Heretic, and Mystery Meat.
Killing the monster yields no experience.
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.
- Note that monsters with a trait that is applied on hit (like Poisonous or Weakening Blow) will also be applied when retaliating.
Upon death the monster is replaced with a fully healthy monster. The nature of the revival varies. It is usually of a different type and is 1 level lower than the original or the second monster has No Experience. Some bosses also have this trait.
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. Blood Snake and Cave Snake have this trait.
When attacked and not killed, the monster spawns the specified amount of plants.
Undead monsters are immune to Poisonous attacks and untargetable by APHEELSIK, and are susceptible to some Undead-specific effects like the Priest's damage bonus and the Glowing Guardian's piety bonus. Wraith, Zombie, Muck Walker, Shade, Vampire, Thrall, and Frigid Corpse have this trait.
The monster is immune to magic.
The monster is immune to physical damage.