Revenge enemies
The Revenge system can turn an unresolved enemy into a named recurring threat. The record stores the base enemy, generated name and title, level, encounters, escapes, player retreats, active/defeated state, and assigned traits.
Creation and return
- A player retreat has a 20% base chance to create a Revenge enemy.
- An enemy escape has a 20% base chance to create one.
- A qualifying world-event path has a 15% base creation chance.
- An active Revenge enemy has a 10% base return chance in a valid encounter.
The system can assign up to three weighted traits from the Revenge modifier list. Trait effects include defenses, damage, speed, regeneration, evasion, health, and bonus gold.
Persistence and consequences
Revenge records are stored with the run's persistent EOR statistics. Escapes and retreats can strengthen the ongoing history; defeating the enemy marks the record resolved and awards its configured bonuses. The normal player configuration exposes only debug logging for this system; the production behavior is enabled by the overhaul itself.
Note
Exact appearance still requires a valid encounter context. A stored Revenge enemy is not guaranteed to replace the next battle.