Traits

Traits are special modifiers given to enemies to make each enemy unique. Each enemy encountered can have anywhere from 0 to 2 traits, and enemies having multiple traits gets more likely as the player progresses in their run. Traits are also not exclusively harmful; there are traits that help the player in different ways.

### A

Aggressive - The enemy's "chanceToPlayRisky" (chance of hitting while their Attack Gauge is at 9+, or 7+ with the Spineless or Cowardly trait) is set to 50%. This means the enemy now has a 50/50 chance of hitting when they'd normally stand.

### B

Bully - The card Insult is added to the enemy's deck.

### C

Cowardly - The enemy's "wimpy" value (the minimum Attack Gauge value needed for the enemy to stand) is set to 7. As a result, the enemy will now stand at a 7 and above.

### D

Deadeye - The card Target is added to the enemy's deck.

Disarmer - The card Disarm is added to the enemy's deck.

Dodger - The card Reckless Dodge is added to the enemy's deck.

Dying - The status effect "Dying" is applied to the enemy (the enemy takes 3 damage every turn).

### E

EMPTY - Similar to None, but probably used in the tutorial to ensure the enemy doesn't have any traits.

Elite - The enemy's level (see footnote at bottom of page) is added to by 2. The enemy's base XP drop is multiplied by 2.

Enchanter - The card Enchantment of Two Scales is added to the enemy's deck.

Encouraging - The status effect "Encouraging" is applied to the enemy (the opponent to the enemy- the player- gains 5 EP every turn).

Energised [sic] - Starts the battle with Max EP.

Expert - The non-consumable modifiers of +1, +1, +2, and +3 are added to the enemy's deck.

### F

Filthy - The status effect "Filthy" is applied to the enemy (10% chance to inflict opponent with Infection every strike).

Fluxer - The non-consumable modifiers of 1-3, 1-2, and 1/10 are added to the enemy's deck.

### G

Grenadier - Two random consumable grenades are added to the enemy's deck. There is an equal chance between the three options of Unstable Grenade, Stun Grenade, and Fire Bomb being picked for each random grenade.

### H

Hard - The enemy's armor is increased by 4.

Healthy - The enemy's health is increased by half of the enemy's health, rounded to the nearest integer.

### N

None - Unfilled trait slot. Similar to EMPTY, but probably only applies for one trait slot (needs confirmation).

### P

Poisonous - The status effect "Poisonous" is applied to the enemy (10% chance to inflict opponent with Poison every strike).

Puglist - The cards Kick and Sucker Punch are added to the enemy's deck.

### R

Regenerating - The status effect "Regenerating" is applied to the enemy (the enemy regains 2 HP every turn).

Rich - Basically, you get more money for defeating the enemy. Technically, Rich adds 1 to the bonus multiplier of Guildins you get after defeating the enemy. The exact equation for the multiplier of guildins is (1 + completedMainDungeons + bonusMoneyMultiplier).

### S

Scholar - One random consumable scroll is added to the enemy deck. This scroll is guaranteed to drop. The scroll is randomly chosen, with each type having an equal chance. The possible scrolls are Scroll of Doom, Scroll of Flame, Scroll of Frost, Scroll of Light, Scroll of Thorns, or Scroll of Thunder.

Spineless - Similar to Cowardly, sets the "wimpy" value to 7, meaning the enemy will stand on anything that is a 7 or above. However, Spineless also lowers the Attack Gauge max of the enemy from 12 to 10. The enemy will Overcharge on 11 or 12, and cannot get Critical Wins (except through certain cards).

Stalwart - The card Relentless Offensive is added to the enemy deck.

### T

Thief - The card Pickpocket is added to the enemy deck.

Traditionalist - The cards Fair Finish and No More Tricks are added to the enemy deck.

### W

Warrior - The cards War Cry and Battle Cry are added to the enemy deck.

Weak - The enemy's max health is divided by 2. Interestingly enough, but probably never seen, the max health of the enemy cannot be less than 6 after getting divided by 2. If it is, it will be set to 6.

Wizard - Two random spell cards are added to the enemy deck. The spell is randomly chosen, with each spell having an equal chance. The possible spells are Incendiary, Burning Touch, Entangling Touch, Freeze, and Slow.

Footnote - About Enemy Leveling. Each level increases the enemy's Melee Damage, Ranged Damage, Magic Damage, Max Health, Max EP, Luck, and Armor by certain amounts depending on the enemy and what the new level is.