Difficulty
Generated from the game's own tables on every build (consol_headless --difficulty: difficulty_for(), ramp(), the shrines' and challenges' rifts), so it can't drift from the code. The candles lit at home set it.
| candle | new at this candle | monsters | boss health | speed | attacks sooner | hit costs +1/2 heart | loot elite | extra elites | mega elites | resist favourites | shrine rifts elemental | challenge rifts | boss toughness | keeper specials |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | plain ghosts, slimes and snails, the Slime King and the Riftweaver as the only bosses, the Slime King in the four elements' shapes only, and 1-2 rifts in a challenge | 100% | 100% | 100% | 0% | 0% | - | 0 | 0% | 0% | 0% | 1-2 | 100% | 2 / 3 / 4 |
| 2 | bats, mushrooms and big ghosts, the Lost Folk's camps and rescues, the Lamplight Isle, the Cloud Isles, and 3-5 rifts in a challenge | 106% | 109% | 102% | 2% | 3% | - | 0 | 0% | 0% | 0% | 3-5 | 103% | 2 / 3 / 4 |
| 3 | the newer monsters (ember puffs, wisps, mimics, the Deep's pufferfish and anglerfish, graveyards' skeletons), the regions' newer bosses, the Slime King in every shape, the tide run, clouds over the other islands, and the odd islands | 113% | 118% | 104% | 4% | 6% | - | 0 | 0% | 0% | 0% | 3-5 | 105% | 2 / 3 / 4 |
| 4 | monsters that shoot from afar (ghosts wail, golems lob, snails spit), and an elite on each screen that drops a chest | 120% | 128% | 105% | 7% | 9% | yes | 0 | 0% | 0% | 0% | 3-5 | 108% | 2 / 3 / 4 |
| 5 | night, fog and storms now and then, 4-7 rifts in a challenge, and a keeper's special more | 127% | 139% | 107% | 9% | 12% | yes | 0 | 0% | 0% | 0% | 4-7 | 111% | 3 / 4 / 5 |
| 6 | monsters that shrug spells off (the regions' own ice and flame ones, golems, rifts' monsters of their element, the Slime King's splits), and a few of a shrine's rifts let out monsters of their element | 135% | 150% | 109% | 11% | 15% | yes | 0 | 0% | 0% | 15% | 4-7 | 114% | 3 / 4 / 5 |
| 7 | nothing new | 143% | 163% | 111% | 13% | 18% | yes | 0 | 0% | 0% | 20% | 4-7 | 117% | 3 / 4 / 5 |
| 8 | mega elites now and then, and 7-10 rifts in a challenge | 152% | 177% | 113% | 15% | 21% | yes | 0 | 5% | 0% | 25% | 7-10 | 120% | 3 / 4 / 5 |
| 9 | a keeper's special more | 162% | 192% | 115% | 17% | 24% | yes | 0 | 10% | 0% | 30% | 7-10 | 124% | 4 / 5 / 6 |
| 10 | more elites, monsters that shrug off your two favourite spells, and 8-11 rifts in a challenge | 172% | 208% | 117% | 18% | 27% | yes | 1 | 15% | 6% | 35% | 8-11 | 127% | 4 / 5 / 6 |
| 11 | 9-12 rifts in a challenge | 182% | 226% | 120% | 20% | 30% | yes | 1 | 20% | 12% | 35% | 9-12 | 131% | 4 / 5 / 6 |
| 12 | a keeper's special more | 194% | 245% | 122% | 22% | 33% | yes | 1 | 25% | 18% | 35% | 9-12 | 134% | 5 / 6 / 7 |
Monsters and boss health are % of the usual. Challenge rifts: how many a relit shrine's ambush or a survival island tears open. Boss toughness: % on top of their health (a hit does 100/this of its damage). Keeper specials: how many a rift trial's keeper rolls at the first / harder / hardest difficulty (each at a health or after so many attacks, so some may never come). A candle can be lit up to one past the most a voyage has been won under.
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