A Combat Modifier is an effect active in all fights inside a Divine Dimension (Enurado, Srambad, Xelorium and Ecaflipus), affecting both PvM and PvP. The modifier is specific to each dimension and changes every time its highest level boss monster is defeated (e.g. the modifier of Enurado changes when a team defeats King Nidas). Dimensions cycle through these modifiers in a fixed order, i.e. they are not random.
Ten different modifiers can appear in a dimension, five of them are general and can appear in any dimension, and five are specific to Enurado, Srambad, Xelorium or Ecaflipus.
Enemies have 50% more HP. Allies deal 25% more damage every turn starting from turn 2 (so on turn 3 they'll deal 50% more damage, on turn 4 they'll deal 75% more damage etc.) The damage bonus resets every 5 turns.
When an enemy dies it deals fire damage to other enemies in a 2 cell AoE around it, equal to 20% of its max HP (reduced by the target's resistance). It does not damage characters.
When an enemy dies it deals fire damage to other enemies in a 2 cell AoE around it, equal to 20% of its max HP (reduced by the target's resistance). It does not damage characters.
Each ally places a trap at their feet at the beginning of their turn. If an enemy activates this trap, it deals damage equal to 10% of their life (in a random element, reduced by resistance). Allies do not take damage.
6
Invigorating Pushes
Any
When an enemy receives pushback damage, they heal allies around them (once a turn).
Enemies have 50% more HP. Allies deal 25% more damage every turn starting from turn 2 (so on turn 3 they'll deal 50% more damage, on turn 4 they'll deal 75% more damage etc.) The damage bonus resets every 5 turns.
Enemies have 50% more HP. Allies deal 25% more damage every turn starting from turn 2 (so on turn 3 they'll deal 50% more damage, on turn 4 they'll deal 75% more damage etc.) The damage bonus resets every 5 turns.
When an enemy dies it deals fire damage to other enemies in a 2 cell AoE around it, equal to 20% of its max HP (reduced by the target's resistance). It does not damage characters.
Enemies have 50% more HP. Allies deal 25% more damage every turn starting from turn 2 (so on turn 3 they'll deal 50% more damage, on turn 4 they'll deal 75% more damage etc.) The damage bonus resets every 5 turns.
Each time an ally starts their turn, bonus cells are placed 4 cells away in line with that ally. If they move onto one of these cells, they gain 2 AP for the current turn (not stackable).
Each time an enemy starts their turn, there's a 10% chance that the enemy becomes a priority target. When a priority target is hit for the first time during that turn, their attacker gains 2 AP for 2 turns (not stackable).
When an enemy dies it deals fire damage to other enemies in a 2 cell AoE around it, equal to 20% of its max HP (reduced by the target's resistance). It does not damage characters.