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Modifiers
Monster Modifiers are the primary source of combat variety and danger in Idleology. Almost every fight features one or more modifiers that alter monster stats, behavior, or apply special effects on hit, miss, or over time.
Use /mod_details monster in Discord for the complete, up-to-date reference with exact scaling values. This page is a player-friendly overview sourced from the live combat systems.
Modifiers are grouped by how they spawn and how powerful they are:
- Common (I–V): Most frequent. Higher tiers (stronger values) appear at higher monster levels. Most have 5 tiers with level gates (e.g. Tier 5 requires monster level ~100+).
- Rare (Tiered or Flat): Less common, often more punishing or unique mechanics. Some are single-tier "flat" effects.
- Boss Modifiers: Reserved for bosses, Ascent pinnacle fights, and certain special encounters. Usually very strong.
- Uber Modifiers: Hardcoded powerful effects on Uber bosses (Evelynn fights etc.).
- Ascended: Special scaling modifier that appears on high-level monsters. Grows stronger with monster level.
Modifiers become more frequent and dangerous the deeper you go in the Ascent (normal modifiers every ~20 floors, boss modifiers every ~50 floors).
These are the bread-and-butter threats. Effects are combat-start or on-hit / during-combat.
Examples (values scale with tier; see /mod_details monster for precise numbers):
| Modifier | Primary Effect | Notes / Danger Level |
|---|---|---|
| Empowered | +ATK at combat start | Common damage spike |
| Fortified | +DEF at combat start | Tankier enemies |
| Titanic | +Max HP (large %) | Much longer fights |
| Savage | +Damage % | Straightforward threat |
| Lethal | +Crit Chance | More crits from monster |
| Devastating | Higher crit multiplier | Devastating crits |
| Keen | +Hit chance (flat bonus) | Harder to dodge |
| Blinding | − to your hit rolls | You miss more |
| Jinxed | % chance your hit roll is disadvantaged | Unlucky streaks |
| Crushing | Ignores % of your PDR | Pierces defense |
| Searing | Ignores % of your FDR | Pierces flat DR |
| Stalwart | % chance to nullify all your damage that turn | Very annoying |
| Ironclad | Takes less damage overall | — |
| Vampiric | Heals % of its Max HP on hit | Sustain threat |
| Mending | Heals % Max HP every other turn | — |
| Thorned | You take % of your Max HP as damage on hit (bypasses Ward) | High risk for glass cannons |
| Venomous | On miss: true damage % of your Max HP | Punishes missing heavily |
| Enraged | +DMG per 25% HP it has lost (stacks up to 3) | Gets stronger as it dies |
| Parching | Your potions heal for less % | Potion hate |
| Veiled | Starts with % Max HP as Ward | Extra effective HP |
| Flashfire | Builds charges; at 8 detonates for true % Max HP damage | Watch the counter |
| Hemorrhage | On hit: chance to apply Bleed (true DoT per stack) | Stacking true damage |
| Volatile Spikes | On hit: chance to stack spikes (+monster crit, reset on evade/block) | — |
| Onslaught | +ATK per consecutive hit (resets on evade/block) | Punishes safe play |
| Pressure Surge | Builds on non-crits; at 10 stacks true damage burst | Rewards consistent crits |
| Soul Siphon | Every 2 turns: drains your Ward, heals itself | Ward shred |
| Frenzied Hunger | On potion use: +ATK (stacking) | Discourages potion spam |
Ascended (special): Appears on higher-level monsters and scales with their level. Check /mod_details monster for current scaling.
- Commanding / Minion Army (boss version): On hit, minions deal % of damage as true damage (bypasses everything).
- Dampening: Flat reduction to your Crit Chance.
- Nullifying: Greatly reduces your crit damage multiplier.
- Unblockable / Unavoidable: Severely reduces the effectiveness of your Block or Evasion.
- Dispelling: Starts the fight with your Ward heavily reduced (−80%).
- Multistrike: 50% chance on hit to strike twice (second hit at 50% damage).
- Spectral: 20% chance on hit to deal 100% increased damage.
- Executioner: 1% chance on connected hit to deal 90% of your current HP as true damage.
- Time Lord: On what would be a lethal hit, 80% chance to survive at 1 HP.
- Corrosion: Every 3 turns gains a stack that reduces your PDR (−3 or more per stack).
- Death Rattle: Below 25% HP starts a 5-turn countdown; if it survives, fully heals to 25% HP.
These are significantly stronger:
- Overwhelming: +100% damage, but −25 hit chance.
- Inevitable: Always hits; deals 50% less damage (still dangerous).
- Sundering: 25% of its damage bypasses your Ward directly to HP (Uber-relevant too).
- Unerring: Hit rolls always take the higher of two dice.
- Impending Doom: Each hit builds Doom stacks; 44 stacks = instant kill.
- Wrathful Retaliation: On your crit, it gains stacking +DMG.
- Colossus Protocol: Below 50% HP gains major ATK and damage reduction.
- Temporal Collapse: Every 6 turns returns accumulated damage you dealt as true damage (capped).
- Undying Resolve: First death → revives with high HP, temporary immunity, and massive damage buff.
- Minion Army (boss): Stronger Commanding effect.
Uber fights have dedicated powerful modifiers:
- Radiant / Infernal / Balanced / Void Protection: 60% damage reduction at start.
- Hell's Fury: Deals 200% increased damage (3×).
These are why Uber bosses feel like massive power checks.
In the Codex, every chapter applies a persistent Signature Modifier to the entire run (see Codex page for the full list). These are often stronger or more restrictive versions (e.g. −30% ATK, Ward disabled, −40% Max HP, etc.). Boons and certain corrupted essences (Aphrodite) can help nullify or mitigate them.
-
/mod_details monsteris your best friend — it shows exact current values and how they scale. - Ward + Max HP (from Consume/Hematurgy) is your primary defense against many true-damage or bypass effects (Thorned, Venomous, Flashfire, Hemorrhage, Executioner, etc.).
- PDR/FDR still matter enormously, but Crushing/Searing/Corrosion specifically target them.
- Evade and Block are powerful against many on-hit effects — but some modifiers (Unavoidable, Unblockable, Volatile Spikes resets) punish over-reliance.
- Certain passives shine here: Ghosted (ward on dodge), Thorns (reflect on block), Soulreap (full heal per floor/wave), Tenacity tome, various alchemy and partner effects.
- In the Dojo (
/dojo) you can safely test how specific modifiers interact with your current build. - High-level Ascent and Uber content will frequently stack multiple dangerous modifiers — preparation (gear, companions, jewels, tomes) is mandatory.
- Combat System — How modifiers fit into the full turn pipeline
- Codex — Signature modifiers per chapter
- Ascent — Increasing modifier frequency on floors
- Equipment & Upgrades — Passives that counter or ignore specific threats
- Use
/mod_detailsfor every category (weapon, armor, hematurgy, etc.) to understand your counters.
Modifiers are what make every combat feel different and force you to adapt your gear and strategy over time.
Master the threats. Survive the modifiers.
Last updated: May 2026 (sourced from core/combat/mobgen/modifier_data.py and docs/combat_mechanics.md)