
Hard to Kill
Every Exoskeleton enters with 9 stacks, and the stack count is a hard ceiling on any single instance of damage or HP loss it suffers. A 30-damage hit becomes 9; a 5-damage hit stays 5. Each hit is capped on its own, so many small hits get through where one big one does not: three hits remove up to 27, one giant swing removes 9.
BuffWhere it comes from
Enemies that apply Hard to Kill
Notes
Multi-hit Attacks, Shivs and per-trigger effects such as Juggernaut or Hailstorm are worth far more here than a single loaded strike. The Hive Exoskeleton fights field several at once, 24 to 28 HP each (25 to 29 on Ascension 8+), so budget at least 3 capped hits per bug. Poison still ticks under the cap as long as each tick is 9 or less.
Changes by version
- Exoskeleton's Hard to Kill power now calculates the correct damage preview on attacks when the Exoskeleton also has Vulnerable
- Hard to Kill power's wording has been updated to be more consistent with Intangible power
- Buffed Exoskeletons: Hard to Kill power's HP loss per-turn cap decreased from 15 to 9Bug fixInternal playtestNew version of Hard to Kill power no longer scales with player count
All 6 patch notes3 older
- Reworked Exoskeletons' Hard To Kill power
- Fixed an issue where Gremlin Horn and Hungering Belly relics wouldn't trigger when a creature's death was prevented by an effect like Hard to Kill power
- Exoskeleton power has been renamed to Hard to Kill
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.


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Exoskeleton
