Enemies drop multiple exploding bombs on death. Bombs bounce twice and detonate on the third bounce - 150% damage, 7m radius, 0.75 proc coefficient. The bomb count scales with enemy physical size: common enemies drop a handful, Imp Overlords drop up to 30. Only Monster Team enemies produce bombs. The code is uniquely hidden in the settings menu rather than on a stage tablet.
The pattern appears on screen during the animation when opening the options menu. Set LOD Bias to Off in graphics settings to see it clearly at any time - no in-game exploration required.
| Enemy | Approx Bombs | Notes |
|---|---|---|
| Imp Overlord | 30 (max cap) | Only enemy to hit the hard cap |
| Grovetender | 29 | Largest wisp-family boss, very close to cap |
| Stone Golem / bosses | High (~10-20) | Large hitbox = many bombs |
| Common enemies (Lemurian, Beetle etc.) | Low (~2-5) | Small hitbox = few bombs |
| Jellyfish | Low but dense | Small bombs stack visually - can appear like more than they are |
| Void enemies (Void Reaver etc.) | Normal | ARE Monster Team - do drop bombs |
| Void Seed enemies | 0 | NOT Monster Team - no bombs |
Bombs spawn at the enemy's death location and immediately start bouncing. Melee survivors that kill at close range are often inside the first bounce radius when bombs detonate. Positioning kills are key - attack from the side and move away immediately on the killing blow.
Kill enemies, bombs spawn, you also get item drops. The hazard is real but so is the reward. Keep moving to dodge bombs and collect drops safely.
Monsters kill each other with bombs, and their bomb deaths trigger more bombs. Chain reaction explosions clear rooms solo. You're also in the crossfire - high risk, chaotic fun.
Double enemies means double bomb spam on every kill. Stages become thick with bouncing explosives. AoE and mobility essential. Extremely chaotic.
One monster type flooding the stage. If Kin picks Imp Overlords or Grovetenders, each kill drops up to 30 bombs. Most dangerous Spite combo possible.
Manageable solo modifier. Mobility items trivialize most bomb clusters. The real danger is melee survivors killing at close range and getting caught in the immediate explosion.
10% health means any bomb cluster is lethal. Bombs have 0.75 proc coefficient - even one hit at 150% base damage can kill a Glass player on harder difficulties.
The Artifact of Spite makes enemies drop multiple exploding bombs on death. Bombs bounce twice then detonate on the third bounce, dealing 150% base damage in a 7m radius with a 0.75 proc coefficient. The number of bombs scales with enemy physical size - Imp Overlords drop up to 30, common enemies drop 2-5. Only Monster Team enemies drop bombs.
The Artifact of Spite code is ▲●▲ ●●● ▲●▲ - an outer ring of Triangles with an inner ring of Circles. The code is found in the game's settings/options screen, visible during the animation when opening it. Set LOD Bias to "Off" to see it clearly at any time.
The Artifact of Spite code is in the game's options/settings menu - it appears on screen during the opening animation. It is one of the more unusual code locations since it requires no in-game exploration. Set the LOD Bias graphics setting to Off for a clear view at any time.
Bomb count scales with enemy physical size (the height of their kinematic hitbox). Common enemies like Lemurians drop around 2-5 bombs. Large bosses like Stone Golems and Elder Lemurians drop significantly more. The Grovetender drops 29 and the Imp Overlord hits the hard cap of 30. At very high bomb counts, density limits prevent all bombs from spawning.
No - only Monster Team members drop bombs. Enemies spawned inside Void Seeds, enemies in Void Locus, and Squid Polyp turrets (which are minions, not Monster Team) do not drop bombs. Void Reavers, Void Barnacles, and Void Jailers are Monster Team and do drop bombs.
Spite is a neutral-to-positive modifier for mobile survivors. The bombs are dangerous at close range and in dense areas, but mobility items (Hopoo Feather, Hardlight Afterburner, Paul's Goat Hoof) trivialize most bomb clusters. Melee survivors that kill at close range are most at risk. Pairing with Chaos turns bombs into a room-clearing mechanic as monsters kill each other.