Difference between revisions of "Mutators"

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(Added (hopefully) all mutators. Icons needed)
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| Power Block || Example || All enemies are immune to damage from Abilities, but take increased weapon damage || Floor 3
 
| Power Block || Example || All enemies are immune to damage from Abilities, but take increased weapon damage || Floor 3
 
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| Example || Example || Example || Example
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| Unstoppable || Example || Enemies are immune to slow effects || Floor 3
 
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| Example || Example || Example || Example
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| Abominable || Example || Enemies inflict slow with their attacks || Floor 3
 
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| Example || Example || Example || Example
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| Soft Spot || Example || Enemies have increased resistance, but take extra weakpoint damage || Floor 3
 
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| Example || Example || Example || Example
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| Armored || Example || Enemies take reduced Physical damage, and increased Magical damage || Floor 3
 
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| Example || Example || Example || Example
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| Lethargic || Example || Enemies start stronger, but get weaker the longer they live. || Floor 9
 
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| Example || Example || Example || Example
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| Brittle || Example || Enemies start with higher health, but receive a damage resistance debuff everytime they are hit with hero abilities || Floor 9
 
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| Example || Example || Example || Example
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| Wall Leech || Example || Enemies heal when damaging towers || Floor 10
 
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| Example || Example || Example || Example
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| Maximum Effort || Example || Enemies have more health, but get weaker with each unique source of damage that hits them || Floor 10
 
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| Example || Example || Example || Example
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| Phased || Example || Enemies move slower, but they can phase through blockades || Floor 10
 
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| Example || Example || Example || Example
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| Proximity || Example || The closer a source of damage is to an enemy the more damage it deals || Floor 10
 
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| Example || Example || Example || Example
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| Long Shot || Example || The farther a source of damage is to an enemy the more damage it deals || Floor 10
 
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| Example || Example || Example || Example
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| Enraged || Example || Enemies start weaker, but get stronger the longer they live || Floor 10
 
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| Example || Example || Example || Example
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| Controlled Burn || Example || Enemies can only be damaged while drenched, oiled, frozen, poisoned, chilled or stunned || Floor 20
 
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| Example || Example || Example || Example
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| Detonator || Example || Enemies explode when killed || Floor 20
 
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| Example || Example || Example || Example
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| Bullet Sponge || Example || Enemies have a small anti projectile shield || Floor 20
 
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| Example || Example || Example || Example
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| Pain Aura || Example || Enemies deal damage around them || Floor 20
 
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| Example || Example || Example || Example
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| Spellbreaker || Example || Enemies take reduced Magical damage, and increased Physical damage || Floor 20
 +
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 +
| Cursi-Kaze || Example || When Kobolds die, they will leave an area that debuff towers and defenses || Floor 13
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 +
| Vampiric || Example || Enemies heal when dealing damage || Floor 20
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| Toxi-kaze || Example || When Kobolds die, they will leave an area that deals damage to players inside || Floor 6
 
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|}

Revision as of 23:46, 12 December 2018

Name Icon Description First Floor Found on
Headstrong Example Enemies cannot be stunned. Floor 3
Pile it on Example Enemies take increased damage per condition they are under Floor 3
Power Block Example All enemies are immune to damage from Abilities, but take increased weapon damage Floor 3
Unstoppable Example Enemies are immune to slow effects Floor 3
Abominable Example Enemies inflict slow with their attacks Floor 3
Soft Spot Example Enemies have increased resistance, but take extra weakpoint damage Floor 3
Armored Example Enemies take reduced Physical damage, and increased Magical damage Floor 3
Lethargic Example Enemies start stronger, but get weaker the longer they live. Floor 9
Brittle Example Enemies start with higher health, but receive a damage resistance debuff everytime they are hit with hero abilities Floor 9
Wall Leech Example Enemies heal when damaging towers Floor 10
Maximum Effort Example Enemies have more health, but get weaker with each unique source of damage that hits them Floor 10
Phased Example Enemies move slower, but they can phase through blockades Floor 10
Proximity Example The closer a source of damage is to an enemy the more damage it deals Floor 10
Long Shot Example The farther a source of damage is to an enemy the more damage it deals Floor 10
Enraged Example Enemies start weaker, but get stronger the longer they live Floor 10
Controlled Burn Example Enemies can only be damaged while drenched, oiled, frozen, poisoned, chilled or stunned Floor 20
Detonator Example Enemies explode when killed Floor 20
Bullet Sponge Example Enemies have a small anti projectile shield Floor 20
Pain Aura Example Enemies deal damage around them Floor 20
Spellbreaker Example Enemies take reduced Magical damage, and increased Physical damage Floor 20
Cursi-Kaze Example When Kobolds die, they will leave an area that debuff towers and defenses Floor 13
Vampiric Example Enemies heal when dealing damage Floor 20
Toxi-kaze Example When Kobolds die, they will leave an area that deals damage to players inside Floor 6