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- MONSTER HUNT CONTRACTS — MODIFIERS AND SPECIAL ABILITIES
- V3.5.5 | 48 static modifiers | 37 ability IDs
- READING THE VALUES
- HP: Maximum creature vitality or essence. Healing amounts are fractions of maximum HP.
- Power: Percentage adjustment to attack and spell power; not a promise of the same percentage change to final damage.
- Armour: Percentage change to the creature’s existing armour value.
- pp: Percentage points of resistance. +8 pp nominally moves 20% resistance to 28%, subject to the resistance safeguards below.
- Threshold: A trigger condition, not a random activation chance.
- Positive and negative properties belong to the same modifier and apply together. An ability is available only to its supported creatures and legal contract combinations.
- STATIC MODIFIERS
- Hulking
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “It survived wound after wound; its blows struck a little harder.”
- Spectral: “Its form endured wound after wound; its blows struck a little harder.”
- Construct: “It stood through blow after blow; its blows struck a little harder.”
- Exact properties:
- HP +25%; Power +5%.
- Savage
- Reported Signs:
- Flesh-and-blood, Spectral, Construct, Woodland / bark, Archespore: “Its blows struck with savage force.”
- Exact properties:
- Power +18%.
- Glass-fanged
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “It was exceptionally frail once wounded; its blows struck with devastating force.”
- Spectral: “Its form was exceptionally frail; its blows struck with devastating force.”
- Construct: “Its body was exceptionally brittle; its blows struck with devastating force.”
- Exact properties:
- HP −20%; Power +25%.
- Tenacious
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Even a long assault barely felled it; its blows struck with little force.”
- Spectral: “Even a long assault barely dispersed it; its blows struck with little force.”
- Construct: “Even a long battering barely felled it; its blows struck with little force.”
- Exact properties:
- HP +30%; Power −10%.
- Thick-skinned
- Reported Signs:
- Flesh-and-blood, Spectral, Construct, Woodland / bark, Archespore: “Even heavy blade cuts met strong resistance.”
- Exact properties:
- Physical resistance +8 pp.
- Carapaced
- Reported Signs:
- Flesh-and-blood: “Heavy blades struggled with its thick outer plates.”
- Exact properties:
- Armour +20%.
- Emberproof
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Flames did far less harm than expected.”
- Exact properties:
- Fire resistance +20 pp.
- Venomproof
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Even strong poisons did little harm.”
- Exact properties:
- Poison resistance +25 pp.
- Clotting
- Reported Signs:
- Flesh-and-blood: “Even deep cuts lost little blood.”
- Woodland / bark, Archespore: “Even deep cuts lost little sap.”
- Exact properties:
- Bleeding resistance +25 pp.
- Ancient
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “It survived wound after wound; its blows struck with unusual force.”
- Spectral: “Its form endured wound after wound; its blows struck with unusual force.”
- Construct: “It stood through blow after blow; its blows struck with unusual force.”
- Exact properties:
- HP +25%; Power +8%.
- Scarred Carapace
- Reported Signs:
- Flesh-and-blood: “Once wounded, it weakened quickly; heavy blades struggled with its thick outer plates.”
- Exact properties:
- HP −15%; Armour +20%.
- Cinder-hardened
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Once wounded, it soon weakened; flames struggled to harm it.”
- Exact properties:
- HP −10%; Fire resistance +15 pp.
- Iron-sinewed
- Reported Signs:
- Flesh-and-blood, Spectral, Construct, Woodland / bark, Archespore: “Its blows struck with little force; blades struggled to cut through it.”
- Exact properties:
- Power −10%; Physical resistance +6 pp.
- Blood-starved
- Reported Signs:
- Flesh-and-blood: “Once wounded, it weakened quickly; its blows struck with crushing force; its cuts bled less freely.”
- Woodland / bark, Archespore: “Once wounded, it weakened quickly; its blows struck with crushing force; its wounds lost little sap.”
- Exact properties:
- HP −15%; Power +15%; Bleeding resistance +15 pp.
- Tinder-hide
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “It survived a long, punishing assault; flames harmed it with unusual ease.”
- Exact properties:
- HP +20%; Fire resistance −15 pp.
- Split-hide
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Its blows struck with great force; blades cut through it with unusual ease.”
- Exact properties:
- Power +12%; Physical resistance −6 pp.
- Thin-blooded
- Reported Signs:
- Flesh-and-blood: “Its blows struck with great force; its wounds bled profusely.”
- Woodland / bark, Archespore: “Its blows struck with great force; its wounds leaked sap profusely.”
- Exact properties:
- Power +12%; Bleeding resistance −20 pp.
- Venom-sensitive
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “It survived a long, punishing assault; poison harmed it with unusual ease.”
- Exact properties:
- HP +20%; Poison resistance −20 pp.
- Weathered Hide
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Blades struggled to cut through it; flames harmed it with unusual ease.”
- Exact properties:
- Physical resistance +6 pp; Fire resistance −15 pp.
- Fevered
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Its blows struck with crushing force; poison harmed it more readily.”
- Exact properties:
- Power +15%; Poison resistance −15 pp.
- Blood-rich
- Reported Signs:
- Flesh-and-blood: “It kept fighting through repeated wounds; its wounds bled profusely.”
- Woodland / bark, Archespore: “It kept fighting through repeated wounds; its wounds leaked sap profusely.”
- Exact properties:
- HP +15%; Bleeding resistance −20 pp.
- Ash-veined
- Reported Signs:
- Flesh-and-blood: “Flames struggled to harm it; its cuts bled freely.”
- Woodland / bark, Archespore: “Flames struggled to harm it; sap flowed freely from its cuts.”
- Exact properties:
- Fire resistance +15 pp; Bleeding resistance −15 pp.
- Venom-fed
- Reported Signs:
- Flesh-and-blood: “Poison struggled to harm it; its cuts bled freely.”
- Woodland / bark: “Poison struggled to harm it; sap flowed freely from its cuts.”
- Exact properties:
- Poison resistance +20 pp; Bleeding resistance −15 pp.
- Stone-skinned
- Reported Signs:
- Flesh-and-blood: “Blades scraped against its hard outer plates; flames harmed it more readily.”
- Exact properties:
- Armour +15%; Fire resistance −10 pp.
- Ironbound
- Reported Signs:
- Flesh-and-blood: “Its blows struck with little force; heavy blades struggled with its thick outer plates.”
- Exact properties:
- Power −10%; Armour +20%.
- Cold-blooded
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Its blows struck with unusual force; flames harmed it with unusual ease.”
- Exact properties:
- Power +8%; Fire resistance −15 pp.
- Restless
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Once wounded, it soon weakened; its blows struck with marked force.”
- Spectral: “Once wounded, its form soon dispersed; its blows struck with marked force.”
- Construct: “Once cracked, it soon collapsed; its blows struck with marked force.”
- Exact properties:
- HP −10%; Power +10%.
- Hardy
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “It kept fighting through repeated wounds.”
- Spectral: “Its form held through repeated strikes.”
- Construct: “It endured repeated heavy blows.”
- Exact properties:
- HP +15%.
- Half-healed
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Once wounded, it weakened quickly.”
- Spectral: “Its torn form unravelled quickly.”
- Construct: “Its cracked body broke quickly.”
- Exact properties:
- HP −15%; Unmarked contracts only.
- Scab-armoured
- Reported Signs:
- Flesh-and-blood: “Blades scraped against its hard outer plates; its cuts bled freely.”
- Exact properties:
- Armour +15%; Bleeding resistance −15 pp.
- Toxic-blooded
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Its blows struck with unusual force; poison did a little less harm.”
- Exact properties:
- Power +8%; Poison resistance +15 pp.
- Thick-blooded
- Reported Signs:
- Flesh-and-blood: “It endured a few extra wounds; its cuts bled less freely.”
- Woodland / bark, Archespore: “It endured a few extra wounds; its wounds lost little sap.”
- Exact properties:
- HP +10%; Bleeding resistance +15 pp.
- Smouldering
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Its blows struck with little force; flames did far less harm than expected.”
- Exact properties:
- Power −10%; Fire resistance +20 pp.
- Leathery
- Reported Signs:
- Flesh-and-blood: “Blades struggled to cut through it; its cuts bled freely.”
- Woodland / bark, Archespore: “Blades struggled to cut through it; sap flowed freely from its cuts.”
- Exact properties:
- Physical resistance +6 pp; Bleeding resistance −15 pp.
- Iron-gutted
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “It endured a few extra wounds; poison did a little less harm.”
- Exact properties:
- HP +10%; Poison resistance +15 pp.
- Frenzied
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Its blows struck with tremendous force; blades cut through it with unusual ease.”
- Exact properties:
- Power +20%; Physical resistance −6 pp.
- Dense Form
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “It endured a few extra wounds; its blows struck a little less hard; it slightly dulled the bite of blades.”
- Spectral: “Its form endured a few extra strikes; its blows struck a little less hard; it slightly dulled the bite of blades.”
- Construct: “It withstood a few extra blows; its blows struck a little less hard; it slightly dulled the bite of blades.”
- Exact properties:
- HP +10%; Power −5%; Physical resistance +2 pp.
- Lean Killer
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Once wounded, it weakened quickly; its blows struck with unusual force; blades cut less deeply than expected.”
- Spectral: “Its torn form unravelled quickly; its blows struck with unusual force; blades cut less deeply than expected.”
- Construct: “Its cracked body broke quickly; its blows struck with unusual force; blades cut less deeply than expected.”
- Exact properties:
- HP −15%; Power +8%; Physical resistance +3 pp.
- Ember Veil
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Blades found gaps and cut more deeply; flames struggled to harm it.”
- Exact properties:
- Physical resistance −3 pp; Fire resistance +15 pp.
- Sootbound
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Flames struggled to harm it; poison harmed it more readily.”
- Exact properties:
- Fire resistance +15 pp; Poison resistance −15 pp.
- Sealed Wounds
- Reported Signs:
- Flesh-and-blood: “Flames harmed it more readily; its cuts bled less freely.”
- Woodland / bark, Archespore: “Flames harmed it more readily; its wounds lost little sap.”
- Exact properties:
- Fire resistance −10 pp; Bleeding resistance +15 pp.
- Caustic Constitution
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Flames harmed it more readily; poison did a little less harm.”
- Exact properties:
- Fire resistance −10 pp; Poison resistance +15 pp.
- Exposed Seams
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “It endured a few extra wounds; its blows struck a little harder; blades found gaps and cut more deeply.”
- Exact properties:
- HP +10%; Power +5%; Physical resistance −3 pp.
- Unstable Form
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “Once wounded, it soon weakened; its blows struck with unusual force; flames did a little less harm.”
- Exact properties:
- HP −10%; Power +8%; Fire resistance +10 pp.
- FIRE & ADAPTATION - ADDITIONAL MODIFIERS
- 85. Sodden Hide
- Reported Signs: "Flames hissed on its soaked hide and would not take hold; blades cut its sodden flesh easily."
- Exact properties: Burning ward +30 pp; physical resistance -3 pp.
- Available to suitable wet-bodied creatures: drowners, drowned dead, water hags,
- foglets, arachnomorphs, sirens and kikimore workers/warriors, subject to profile rules.
- 86. Tinder-Dry
- Description: Better protection against blades, but more readily set alight.
- Exact properties: Burning ward -25 pp; physical resistance +4 pp.
- Species filter: werewolves, ulfhedinn, fiends, chorts, griffins, archgriffins,
- cockatrices, harpies, ekhidnae, sirens, fleders and garkains; legal combinations only.
- 87. Fire-Scarred
- Description: Old burns resist fresh flames, but the creature has less health.
- Exact properties: Burning ward +20 pp; fire resistance +10 pp; HP -10%.
- Eligible flesh-and-blood bodies that support fire-resistance modifiers.
- 88. Green Sap
- Description: Damp plant tissue resists ignition but strikes with less force.
- Exact properties: Burning ward +25 pp; Power -5%.
- Species filter: leshens, ancient leshens, spriggans and archespores.
- SPECIAL ABILITIES
- A qualifying outgoing melee hit must cause actual HP loss. Dodged, parried, damage-over-time, or fully absorbed attacks do not qualify for these melee-triggered bonuses. Wound thresholds use the creature’s maximum HP. Healing reserves and finite attempts belong to the accepted encounter and are not renewed by retreat or authorised body replacement.
- Mending Flesh
- Reported Signs:
- Flesh-and-blood: “In a lull, its wounds began to close. Fresh wounds stopped the mending, and it could only heal so much.”
- Spectral: “In a lull, its torn form drew together. Fresh strikes stopped that recovery, and it could only reform so much.”
- Construct: “Cracks closed during a lull. Fresh blows stopped the repair, and it could only mend so much.”
- Woodland / bark: “Splintered bark mended during a lull. Fresh wounds stopped it, and it could only mend so much.”
- Archespore: “Its torn stalk mended during a lull. Fresh wounds stopped it, and it could only mend so much.”
- Mechanics and limits:
- First 1% recovery pulse after 4 quiet seconds plus a full 2-second interval; subsequent pulses every 2 seconds. New injury resets recovery. Total 8%.
- Death Throes
- Reported Signs:
- Flesh-and-blood, Spectral, Construct, Woodland / bark, Archespore: “Near death it struck harder for a short time, then weakened. It could rally only once.”
- Mechanics and limits:
- At 30% health: +12% power for 6 seconds, then -6% for 5 seconds; once per contract.
- Fractured Shell
- Reported Signs:
- All eligible creatures: “Its shell resisted blades. Breaking the shell left it easier to cut for the rest of the fight.”
- Mechanics and limits:
- Physical resistance +6 pp initially. At 60% HP or below, permanently changes to −6 pp. Healing does not rebuild the shell.
- Blood-Drinker
- Reported Signs:
- Flesh-and-blood: “Wounding a foe mended a few of its own wounds. It needed time between feedings and could only heal so much.”
- Mechanics and limits:
- A resolved damaging melee hit permits 1% healing; 8-second cooldown; 6% total. Native leech is not an alternate admission.
- Venomous Wounds
- Reported Signs:
- All eligible creatures: “A wound from it carried a brief sickness. It needed time before it could poison again.”
- Mechanics and limits:
- A qualifying damaging melee hit can apply poison for 3 seconds. Raw poison damage is budgeted to at most 25% of that hit’s actual HP damage; this is not 25% of Geralt’s maximum HP. Cooldown: 12 seconds. Does not stack with or refresh existing poison. Native resistance and immunity still apply.
- Overexertion
- Reported Signs:
- Flesh-and-blood, Spectral, Construct, Woodland / bark, Archespore: “It gathered itself, struck fiercely, then weakened. That rhythm repeated during the fight.”
- Mechanics and limits:
- 3-second combat preparation; +10% power for 6 seconds, then -6% for 4 seconds; repeats.
- Patient Stalker
- Reported Signs:
- Flesh-and-blood: “Left unhurt, it prepared one heavy blow. Fresh wounds or keeping clear spoiled that opening.”
- Mechanics and limits:
- 5 combat seconds without incoming injury or a connected outgoing hit arm +8% for one qualifying hit / 4-second expiry. Injury/use/expiry lead to 4 seconds at -6%.
- Fading Wrath
- Reported Signs:
- Flesh-and-blood, Woodland / bark, Archespore: “As it took more wounds, its strikes lost force. Mending its wounds did not restore that strength.”
- Spectral: “As its form was torn apart, its blows lost force. Mending its form did not restore that strength.”
- Construct: “As cracks spread through it, its blows lost force. Repairs did not restore that strength.”
- Mechanics and limits:
- Starts at +8% power; irreversibly falls to +3% at 70% health, then -6% at 35%. Healing cannot restore earlier stages.
- Pain-Roused
- Reported Signs:
- Flesh-and-blood, Spectral, Construct, Woodland / bark, Archespore: “A deep wound provoked brief fury, followed by weak blows. It needed time before another such fit.”
- Mechanics and limits:
- An observed resolved health loss of at least 1.5% triggers +12% power for 4 seconds, then -6% for 4; 16-second cooldown from trigger. A periodic health sample can also detect otherwise unreported loss.
- Hardening Hide
- Reported Signs:
- Flesh-and-blood: “Repeated wounds briefly hardened its hide against blades. A lull let that extra protection fade.”
- Spectral: “Fresh strikes briefly made its form harder to cut. A lull let that resistance fade.”
- Construct: “Repeated blows briefly hardened its shell against blades. A lull let that extra protection fade.”
- Woodland / bark: “Repeated wounds briefly hardened its bark against blades. A lull let that extra protection fade.”
- Archespore: “Repeated wounds briefly hardened its stalk against blades. A lull let that extra protection fade.”
- Mechanics and limits:
- An observed/resolved wound >=0.75% maximum health adds one +2-point physical guard step, up to two (+4). Incoming-step cooldown 0.35s; after 2.5s without another qualifying wound, or leaving combat, the steps clear.
- Second Wind
- Reported Signs:
- Flesh-and-blood: “When badly hurt, it mended briefly. A fresh wound cut that rally short, and it never returned.”
- Spectral: “When badly torn, its form briefly drew together. A fresh strike stopped that rally, and it never returned.”
- Construct: “When badly cracked, it briefly repaired itself. A fresh blow stopped that rally, and it never returned.”
- Woodland / bark: “When badly splintered, its bark briefly mended. A fresh wound stopped that rally, and it never returned.”
- Archespore: “When badly torn, its stalk briefly mended. A fresh wound stopped that rally, and it never returned.”
- Mechanics and limits:
- First crossing 45% health starts one 4-second rally: at most 1% per half-second pulse, 6% total. Any later resolved injury or leaving combat ends it permanently. Native pulse sampling does not infer damage from raw attack declarations.
- Relentless
- Reported Signs:
- Flesh-and-blood: “Each landed blow fed its fury. Denying it another hit soon broke the rush.”
- Mechanics and limits:
- Each qualifying damaging melee hit adds +3% power, maximum +9%. Four seconds without another connected hit or leaving combat reset the streak.
- Wearying Blows
- Reported Signs:
- Flesh-and-blood: “Landed blows could leave a foe winded. Such blows were well spaced, and it could only sap so much strength.”
- Mechanics and limits:
- A qualifying damaging melee hit may remove the smallest of 6% native maximum stamina, 10% current stamina, the amount above a 20%-of-maximum floor, and the remaining normalized encounter allowance. Ten-second cooldown, five attempts, 30% encounter allowance. No regeneration delay is added.
- Last Stand
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “Near death it briefly resisted blades, then became easier to cut. That final brace happened only once.”
- Mechanics and limits:
- First observed health <=25% triggers +4 physical points for 5s, then -3 for 6s, then the reserve is permanently spent for that contract. Healing/rebinding cannot rearm it.
- Opening Fury
- Reported Signs:
- Flesh-and-blood, Spectral, Construct, Woodland / bark, Archespore: “Its first rush carried fierce blows, then weaker ones. That opening fury never returned.”
- Mechanics and limits:
- First active combat starts +10% power for 5 seconds, then -6% for 5 seconds. The spent phase survives retreat, reload and authorized actor replacement.
- Counterstroke
- Reported Signs:
- Flesh-and-blood: “A solid wound readied one fierce reply. Dodging that reply spoiled it and left its attacks weak for a time.”
- Mechanics and limits:
- Observed health loss of at least 1% arms +10% power for one qualifying melee hit / 4-second expiry; then 4 seconds at -6%. Cooldown 12 seconds from arming.
- Bracing
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “It briefly resisted blades, then became easier to cut. This guarding rhythm repeated through the fight.”
- Mechanics and limits:
- 3 active combat seconds prepare +4 physical points for 3s, then -3 for 4s. Repeats. Leaving combat during the brace begins recovery rather than banking protection.
- Overreach
- Reported Signs:
- Flesh-and-blood: “It readied a heavy blow, then struck weakly and became easier to cut. Keeping clear exposed it too.”
- Mechanics and limits:
- 4 active combat seconds and an available 12s cooldown arm +12% power for one qualifying connected melee HP-loss hit, or a 4s expiry. Use, expiry or retreat leads to 4s at -6% power and -4 physical points. Cooldown begins on arming.
- Harrying Strikes
- Reported Signs:
- Flesh-and-blood: “A landed blow briefly hardened its guard, then left it easier to cut. It could muster only a few such rushes.”
- Mechanics and limits:
- A qualifying damaging melee hit grants +3 pp Physical resistance for 2 seconds, then −2 pp for 3 seconds. Cooldown: 9 seconds. Lifetime limit: 5 attempts.
- Feral Frenzy
- Reported Signs:
- Flesh-and-blood: “When badly hurt, landed blows fed its fury. Denying it a follow-up broke the rush; its strength was limited.”
- Mechanics and limits:
- While at 60% HP or below, qualifying damaging melee hits build +5%, then +10% Power. Trigger cooldown: 1 second. Lifetime limit: 6 opportunities, including hits maintaining maximum momentum. Three seconds without a follow-up, or retreat, clears momentum.
- Reactive Guard
- Reported Signs:
- Flesh-and-blood: “A solid wound briefly hardened its guard, then left it easier to cut. The guard needed time to return.”
- Woodland / bark: “A solid wound briefly hardened its bark, then left it easier to cut. The guard needed time to return.”
- Mechanics and limits:
- An observed/resolved wound >=1% maximum health triggers +3 physical points for 2s, then -2 for 3s. Cooldown 10s from trigger. Retreat ends the guard and starts recovery. Mist Form is a spectral wording alias, not invisibility or untargetability.
- Moulting Carapace
- Reported Signs:
- Flesh-and-blood: “Breaking its shell exposed it. It could regain a weaker guard once; deep wounds stripped that guard for good.”
- Mechanics and limits:
- Physical resistance +4 pp initially. At 72% HP or below: −3 pp for 4 seconds, then weaker regrowth at +2 pp. At 35% HP or below: −4 pp for 5 seconds, then neutral. Large wounds can skip regrowth. Healing does not reverse the injury stages.
- Fracturing Core
- Reported Signs:
- Construct: “Its shell resisted early blows. As it cracked, that guard weakened and its strikes grew fiercer for good.”
- Mechanics and limits:
- Initially +4 pp Physical resistance and −4% Power. At 65% HP or below: +2 pp and +2% Power. At 30% HP or below: 0 pp and +8% Power. Healing cannot reverse the stages. Current offered combinations contain one or two abilities, not a three-ability Core loadout.
- Crimson Frenzy
- Reported Signs:
- Flesh-and-blood: “Drawing blood mended a few wounds and brought brief fury, then weak blows. It could feed this way only a few times.”
- Mechanics and limits:
- A qualifying damaging melee hit permits up to 1% maximum-HP healing and +8% Power for 4 seconds, followed by −5% Power for 4 seconds. Cooldown: 12 seconds. Lifetime limits: 4 attempts and 4% total healing. Native background healing is not a feeding trigger.
- Beast Within
- Reported Signs:
- Flesh-and-blood: “When badly hurt, it mended once, then flew into brief fury and weakened. A fresh wound cut the mending short.”
- Mechanics and limits:
- First reaching 40% HP or below starts up to 3 seconds of recovery. Each attempted pulse heals at most 1% maximum HP, at least 0.5 seconds apart, with a 4% total cap. Then +10% Power for 4 seconds, followed by −6% for 5 seconds. Fresh injury or retreat ends recovery early. Once per contract.
- Unnerving Strike
- Reported Signs:
- Flesh-and-blood: “After gathering itself, a blow could sap a foe's battle fury. Keeping clear spoiled the chance; it could not do this often.”
- Mechanics and limits:
- Four active combat seconds prepare a four-second opportunity. The first qualifying damaging melee hit during it may remove the smallest of 5% native maximum focus/adrenaline, 10% current focus, the amount above a 20% maximum floor, and the remaining encounter allowance. Four attempts, 20% encounter allowance; 14-second cooldown starts on arming. Use, expiry or retreat releases the opportunity. Shared next-hit ownership applies.
- Rising Pressure
- Reported Signs:
- Flesh-and-blood, Spectral, Construct, Woodland / bark, Archespore: “Its blows grew fiercer as the fight dragged on. Fresh wounds checked that growing strength.”
- Mechanics and limits:
- Every 3 active combat seconds adds +3% power, capped +9%. A resolved health loss of at least 1% removes one step and resets the build timer. Leaving combat clears buildup.
- Shifting Guard
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “It alternated between guarded, weaker blows and harder blows that left it easier to cut.”
- Mechanics and limits:
- After first combat engagement, alternates every 4s: +3 physical points / -4% power, then -3 physical points / +8% power. The rhythm continues through ordinary retreat and persists through save/rebind; effects themselves require active combat.
- Breakable Resolve
- Reported Signs:
- Flesh-and-blood, Woodland / bark: “It began well guarded. Steady blows broke that guard, leaving a brief opening before it fought normally.”
- Mechanics and limits:
- Starts combat with +4 physical points. Three meaningful wounds >=0.5% maximum health, spaced by at least 0.35s, break it; at most 8 accumulated active combat seconds also force the break. It then gives -4 physical points for 6s before becoming permanently spent. Partial hit count and active time cannot be reset by retreat/reload.
- Conserved Vitality
- Reported Signs:
- Flesh-and-blood: “It recovered a little when badly hurt, and once more near death. Each rally could happen only once.”
- Spectral: “Its torn form drew together a little when badly hurt, and once more near death. Each rally happened only once.”
- Construct: “It repaired a little when badly cracked, and once more near collapse. Each repair happened only once.”
- Woodland / bark: “Its bark mended a little when badly damaged, and once more near death. Each rally happened only once.”
- Archespore: “Its torn stalk mended a little when badly hurt, and once more near death. Each rally happened only once.”
- Mechanics and limits:
- At 65% health unlock a 3% allowance; at 30% unlock the second 3% allowance. Small 1% / half-second combat pulses share a saved 6% lifetime budget. Crossing both at once unlocks the same combined 6%, never more.
- Felling Instinct
- Reported Signs:
- Flesh-and-blood: “It readied one fierce blow against a badly wounded foe. Keeping clear or recovering health spoiled the chance.”
- Mechanics and limits:
- At player health <=25%, arm one +8% qualifying melee opportunity for up to 3 seconds. Cooldown 18 seconds; player recovery to >=40% is required before another arming. Recovery also clears an unspent window. No execute or added fixed-health damage.
- FIRE & ADAPTATION - ADDITIONAL ABILITIES
- 70. Shifting Hide / Shifting Bark
- Reported Signs: Its hide or bark shifts between protection from blades and
- protection from fire, leaving an opening against the other.
- Mechanics: Alternates every 12 active combat seconds.
- Guarded: physical resistance +6 pp; fire resistance -10 pp; burning ward -15 pp.
- Smouldering: physical resistance -6 pp; fire resistance +15 pp; burning ward +25 pp.
- Only species supporting both relevant resistance channels and legal profiles.
- 71. Adaptive Hide / Answering Bark
- Reported Signs: Repeated blade blows toughen its hide; repeated signs, bombs
- or bolts instead provoke resistance to fire.
- Mechanics: Three qualifying melee hits within 6 seconds grant physical
- resistance +6 pp for 6 seconds. Two qualifying sign, bomb or bolt hits within
- 6 seconds instead grant fire resistance +15 pp and burning ward +30 pp for
- 6 seconds. Either response is followed by a 6-second lockout.
- Damage over time and unclassified hits do not build the response.
- 93. Ember Brand
- Reported Signs: "Its blows left searing brands: anyone it struck caught fire for a moment. It needed time before its touch burned again."
- Mechanics: A qualifying landed melee hit attempts 2 seconds of burning on
- Geralt. 12-second cooldown when attempted. Does not stack with or refresh an
- existing burn; native effect resistance and handling still apply.
- Fire elementals only.
- 94. Smothering Instinct
- Reported Signs: "Set alight, it soon snuffed out the flames. It could not do so again straight away."
- Mechanics: Roughly 1.5 seconds of sampled sustained-burning preparation,
- then an extinguish request. 14-second ability cooldown. The general burning
- controller also applies its ignition lockout. Sampling can delay the response.
- Eligible grounded flesh-and-blood bodies; excluded from flying species.
- 95. Ash-Scarred / Charred Bark
- Reported Signs: Each burning makes the next fire take less hold; time away
- from combat allows that protection to fade.
- Mechanics: Each new burning episode during combat adds +20 pp burning ward,
- to +60 pp. Resets after 30 seconds outside combat.
- Eligible flesh-and-blood and woodland bodies, subject to defence restrictions.
- 96. Embered Wrath / Kindled Sap
- Reported Signs: When its flames die, it briefly lashes out with fresh fury.
- Mechanics: Burning ending during combat grants Power +10% for 6 seconds.
- 15-second cooldown from triggering. Eligible flesh-and-blood and woodland bodies.
- GENERAL FIRE BALANCE
- Automatic Standard balance is active. There is NO fire setting in the mod menu.
- This concerns bound MHC contract creatures, not every ordinary world enemy.
- Standard tier burning-ward additions:
- Unmarked: +15 pp | Dangerous: +25 pp | Legendary: +35 pp.
- These are resistance additions, not guaranteed percentage reductions in the
- final chance to ignite. Natural fire weakness halves the general ward;
- armour/physical-defended profiles halve it again. Profile fire resistance
- also influences the ward. Species immunity is retained.
- Fire resistance reduces fire damage. Burning ward concerns catching fire.
- The general layer leaves direct fire-hit damage unchanged. Individual fire
- resistance modifiers still affect damage normally. Percentage-health burning
- is adjusted for MHC health modifiers; the native flat component is unchanged.
- Moving 20-second burning-window targets:
- Unmarked: 7 seconds | Dangerous: 6 seconds | Legendary: 5 seconds.
- Reaching the budget requests extinguishing and a minimum 6-second ignition
- lockout. Reopening also requires sufficient recovered burning budget.
- These are controller targets: native extinguishing tails and sampled updates
- can exceed them, so they are not guaranteed frame-perfect limits.
- Trait burning wards combine with the general ward and temporary ability wards.
- General ward is clamped to 0..60 pp; static combined ward to -25..60 pp;
- live combined ward to -25..85 pp. Temporary ignition lockouts are separate.
- A negative trait ward does not necessarily make the final combined ward negative.
- Ordinary wards do not grant permanent immunity. Profile filters restrict
- stacked defences and preserve suitable weaknesses. Not every creature can
- receive every modifier/ability, and eligibility does not guarantee a posting.
- Titles in this guide identify mechanics. In-game Reported Signs use lore-friendly
- wording without developer title prefixes; wording can differ by creature body.
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