Game Modes
Brutal World, Asura Hell, and Divine Artifice are world flags owned by this mod. Difficulty does not read Calamity’s Death Mode or Revengeance. Whether a flag is on is stored on the world by this mod.
Divine Artifice is a content toggle. It does not change enemy strength. Brutal World and Asura change enemy strength, and they unlock the brutal boss remakes, brutal relics, and the Wheel of Passing.
How to turn them on
Section titled “How to turn them on”When you create a world. The difficulty row has six slots: Journey, Classic, Expert, Master, Brutal World, Asura Hell. The last two generate the world on a Master floor and set the matching flags when generation finishes. Picking Asura Hell also turns Brutal World on. Divine Artifice is not on this row.
After you load in. Open the inventory. Mode tabs sit on the right edge. Brutal World and Divine Artifice can be clicked at any time. The Asura tab only slides out after Brutal World is on. Click a tab to awaken or seal it. Hover to read that mode’s description.
When you cannot change them. If a boss is alive, the tabs lock: A boss still lives. The pact cannot be altered now. Wait until the fight ends.
Dependence. Asura needs Brutal World first. Sealing Brutal World also seals Asura. Divine Artifice is independent of both.
Death’s End. In a For the Worthy world (Zenith counts), turning Asura on shows the name and text as Death’s End. There is no separate switch and no extra saved flag.
Old worlds. Worlds from before these flags load with all three off. They do not turn into Brutal World on their own.
The world list recolors difficulty text from the Brutal World or Asura mark saved on that world. Use the same mod version on every machine.
Brutal World
Section titled “Brutal World”All enemies gain 50% more life and damage. Remade bosses are first raised to a Master floor, then take that same multiplier. Lesser enemies move faster and resist knockback more. Bosses and remade types do not take the speed or frenzy extras.
Vanilla bosses use this mod’s remakes. See Brutal Boss Remakes. Beating the matching boss drops a brutal relic. Some biomes add extra fog. That is not a new map.
Asura Hell
Section titled “Asura Hell”Life and damage rise to 100%. Lesser enemies also move faster and resist knockback more than they do in Brutal World alone. Bosses and remade types do not take that speed extra, but they still adapt.
While Asura is on, beating the matching vanilla boss writes a blessing into this world. See the Wheel of Passing.
Adaptation stacks
Section titled “Adaptation stacks”Hostile enemies stack adaptation against the same attack used over and over. The same attack means a direct swing from the same weapon, or the same kind of projectile. Switching weapons, or firing a different projectile, starts a separate count. A sword’s swing and the beam it fires are counted apart. Different weapons that fire the same projectile share one count.
The first hit of an attack has no stacks yet. Stacks are added after that hit lands. Normal Asura Hell adds 1 stack per hit, up to 11. Each stack reduces that attack’s damage by 8%, capped at 88%. Further hits of the same attack only refresh the fade timer. The reduction never reaches 100%.
After about 1 second without another hit of that attack, stacks begin to fade, about one stack every 0.3 seconds. The old attack fades on that clock while the new one starts at zero.
In multiplayer, each player faces the foe’s adaptation to their own attacks. Friendly NPCs do not adapt.
Melee reduction and close-range bonus
Section titled “Melee reduction and close-range bonus”Direct melee swings and point-blank blade hits only take 40% of the adaptation reduction above. True melee damage from the Calamity Mod counts as the blade. Melee projectiles such as sword beams take 70%. Ranged, magic, and summon projectiles take the full reduction.
At full stacks, a hit that takes the full reduction deals 12% of its usual damage. A blade hit is reduced by about 35%. A melee projectile is reduced by about 62%.
Melee hits also gain bonus damage from range. Distance is measured from the player to the nearest point on that enemy. It uses how close you are to the enemy, not where the projectile lands. Within about 7.5 tiles the bonus is 35%. Farther away, the extra damage is lower. At about 25 tiles and beyond there is no bonus. Only melee damage receives this bonus.
Pain floor
Section titled “Pain floor”The life the enemy actually lost on your most recent hit on a hostile target becomes a floor on later hits you take from enemies or their projectiles. Extra damage past an empty health bar, instant-kill hits, and hits on training dummies or Calamity’s Super Dummy do not count. Each such hit replaces the floor with that number. It is the last hit, not the highest hit of the fight. If one attack lands several hits, the last of those hits replaces the floor. Minion hits replace it the same way.
If that last hit dealt 1 damage or less, the floor does not apply. Hits on friendly NPCs do not set it. Player-versus-player damage does not use this floor. Lava, fall damage, and other hits with no enemy source do not use it either.
The number holds for about 3 seconds, then falls to zero over about 12 seconds. Hitting an enemy again restarts that timer. Entering a world, respawning, or turning Asura off starts from zero. It is not written to the save.
Golem grabs, Moon Lord pins, and the Onikiri tutorial still cap a hit so you keep 1 life. Those caps still apply while Asura is on.
Death’s End
Section titled “Death’s End”Asura Hell in a For the Worthy world. In-game: every terror doubles again, foes adapt twice as fast, and your pain is repaid twofold. Life and damage are 3× versus no mode.
Each hit adds 2 adaptation stacks instead of 1. Fade still begins after about 1 second without another hit of that attack, about one stack every 0.3 seconds. The pain floor is twice the most recent hit. If that last hit dealt 1 damage or less, the floor still does not apply.
Divine Artifice
Section titled “Divine Artifice”Vanilla weapons gain new attacks. Completed vanilla armor sets gain an extra endowment line. Enemy strength is untouched. How to open it and how families are grouped: Divine Artifice.
Boundaries
Section titled “Boundaries”While Calamity’s Boss Rush is running, this mod’s tier life-and-damage boost does not stack on top. Boss remakes and brutal-relic drops look only at this mod’s Brutal World flag. Adaptation and the pain floor look only at the Asura flag. Boss Rush does not turn remakes or relic drops on by itself, and it does not turn on adaptation or the pain floor either. If Asura was already on when Boss Rush starts, adaptation and the pain floor still follow Asura Hell or Death’s End.
Tier life-and-damage is bound when the enemy spawns. Adaptation and the pain floor apply as soon as Asura is on, and stop as soon as it is sealed.
Unopened subworlds are not Brutal World content.