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Conditional: 20% hp drain/floor - this hp drain can't kill you (it does make you susceptible to being killed by other stuff). No move disables only manual/auto movement, not skill based movement - if you have skills that do that (including tamer's orders, base pet movement is disabled) or very strong range enchants, it can be almost free. HP drain/s can kill you, but if you have enough HP and heal powerup, it can be free mod points. Full enemy casts can be harmless without hp drain/floor (setup dependent, always bad in kor hall - bosses get instant cast too). Base 1 DC is fine if you have high DC multiplier or powerup rank. Removed equipment effect bonus is great with low equipment effect (it requires reaching M380).
Dangerous stuff: exploding monsters hit you with their normal attack on death, it's unavoidable and impossible to survive with "reasonable" setups. Combining both HP drains is deadly - 1 drains large amounts, the other kills you with the little left. Disabling all skills/powerups (nothing to attack with or no powerups to buy). Removing Upgrade 1 tab damage or reducing powerup effect (losing too much stats for the benefits). Disabling powerup permanent effects (lowers cast speed from skill levels and max dodge, hard for mod pushes even when it is positive mod gain).
The "normal" combinations are just using everything that doesn't really hurt you. Both dodge drains, HP/floor drain with regen on equipment OR HP/s drain and/or full casts, swap atk/def, 1/2 powerups/floor left and removal of all unused skill slots is the normal "easy" loadout. Mod pushing loadouts can use some brutal combinations and be rng heavy.
Additional levels are always good when clearable - they multiply mod point gain.