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Game Mechanics: Difference between revisions

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==HUD Icons==
==HUD Icons==
{| class="wikitable"
{| class="wikitable"
|+ HUD Icons
|-
|-
! Icon !! Description
! Icon !! Description
|-
|-
|[[File:HUDHeart.gif|50px]] || Your main health bar. Taking damage will reduce your health but it can be restored with potions, events and other methods.
|[[File:HUDHeart.gif|50px]] || Your main health bar. Taking damage will reduce your health, but it can be restored with potions, events, and other methods.
|-
|-
|[[File:HUDSoul.gif|50px]]|| Your souls hearts. Taking damage will remove a soul heart and it cannot be healed except by obtaining more. Soul hearts have priority over your main health.
|[[File:HUDSoul.gif|50px]] || Your soul hearts. Taking damage will remove a soul heart, and it cannot be healed except by obtaining more. Soul hearts have priority over your main health.
|-
|-
|[[File:HUDShield.gif|50px]] || Your shield points. Taking any kind of damage (Sometimes enemies can hit for more than a heart) will always reduce your Shield by one point. Shield points have priority over soul hearts and your main health. Shields can be restored by blacksmiths, items and equipment effects.
|[[File:HUDShield.gif|50px]] || Your shield points. Taking any kind of damage (sometimes enemies can hit for more than a heart) will always reduce your Shield by one point. Shield points have priority over soul hearts and your main health. Shields can be restored by blacksmiths, items, and equipment effects.
|-
|-
|[[File:HUDSkull.png|50px]] || The skull is a health indicator to show if you're close to dying on a run and it starts blinking when you are one hit away from death. This takes into consideration revives and defying death.
|[[File:Block.gif|37px|center]] || Your block indicator. Certain traits or equipment will grant you the ability to block one attack. It is shown as depleted upon blocking and refreshes after each floor. Block has priority over armor, soul hearts and normal hearts.
|-
|-
|[[File:HUDRevive.gif|50px]] || Your resurrection indicator. Certain traits or equipment will allow you to revive with some hearts upon death. When a revive is used the indicator is shown as depleted and cannot be reused again except with certain items.
|[[File:HUDDodge.gif|50px]]|| Your evade indicator. Certain traits or equipment will grant you the ability to avoid one attack. It is shown as depleted upon evading and can be replenished every 5 combat rooms. Evade has priority over block, armor, soul hearts and main health.
|-
|-
|[[File:HUDDodge.gif|50px]] || Your dodge indicator. Certain traits or equipment will grant you the ability to avoid one attack. It is shown as depleted upon dodging and can be replenished by going to the next room usually (Per floor with a particular [[Cinder]] modifier.
|[[File:Suppression.gif|45px|center]] || Your suppression hearts. Adds additional hearts that are only appear on your health bar during boss fights. Suppression hearts have priority over everything else.  
|-
|-
|[[File:HUDStamina.gif|50px]] || Your current stamina. Allows you to dash forward and iframe through attacks from enemies. This means there is a short period of time you are invulnerable to any attack while you dash (there are buffs that can increase this duration). It regenerates as you fight and can be reused often.
|[[File:HUDMana.gif|50px]] || Your mana. Mana is the resource used by [[Skills]]. Each Skill has a unique Mana '''Cost''' and Mana '''Recovery Rate''' . Certain [[Traits]] and equipment may scale off Mana as well.
|-
|-
|[[File:HUDFlask.gif|50px]] || Your remaining health flasks. Each one can be used anywhere however it has a stationary cast time so you need to find the best time to use it (it can be cancelled mid cast to avoid an attack). Flasks can be refilled throughout your run, such as from certain dungeon rooms.
|[[File:HUDStamina.gif|50px]] || Your current stamina. Allows you to dash forward and iframe through attacks from enemies. This means that there is a short period of time you are invulnerable to any attack while you dash (there are buffs and equipment that can increase this duration). It regenerates as you fight and can be reused often.
|-
|[[File:HUDFlask.gif|40px|center]] || Your remaining health flasks. Each one can be used anywhere; however, it has a stationary cast time, so you need to find the best time to use it (it can be cancelled mid-cast to avoid an attack). Flasks can be refilled throughout your run, such as from certain dungeon rooms.
|-
|[[File:HUDRevive.gif|50px]] || Your resurrection indicator. Certain traits or equipment will allow you to revive with some hearts upon death. When a revive is used, the indicator is shown as depleted and cannot be reused again except with certain items.
|-
|-
|[[File:HUDCoin.png|50px]] || Your current coins collected. These can be used in shops and the [[Rooms|arcade]].
|[[File:HUDCoin.png|50px]] || Your current coins collected. These can be used in shops and the [[Rooms|arcade]].
|-
|-
|[[File:HUDBomb.png|50px]] || Your current bombs collected. Bombs deal a fixed damage and has a large radius. They can be used to blow up entrances to [[Secret Rooms]], blocked doors, shrines, arcade machines (not broken), entrances with thorns ([[Cinder]] modifier) or kill enemies. '''Bombs do NOT hurt you!'''
|[[File:HUDBomb.png|50px]] || Your current bombs collected. Bombs deal damage and have a large radius. They can be used to blow up entrances to [[Secret Rooms]] or blocked doors, you can blow up shrines, arcade machines (before they break) or kill enemies. '''Bombs do NOT hurt you!'''
|-
|-
|[[File:HUDKey.png|50px]] || Your current keys collected. Keys are used to open entrances that are blocked off with a locked door. They can also be used to open locked chests and hatches to [[Secret Rooms]].
|[[File:HUDKey.png|50px]] || Your current keys collected. Keys are used to open entrances that are blocked off with a locked door. They can also be used to open locked chests and hatches to [[Secret Rooms]].
|-
|-
|[[File:HUDSoul.png|50px]] || Your current Souls collected. Souls are a secondary in-run currency, they can be spent at bonfires to refill health or gain extra base stats. Some [[Events]] or class passives require sacrificing/saving Souls for rewards/increased damage. Sometimes there might be a shop that requires Souls rather than coins, this includes the current alignment shops (Law, Evil, Good).
|[[File:HUDSoul.png|50px]] || Your current Souls collected. Souls are a secondary in-run currency; they can be spent at bonfires to refill health or gain extra base stats. Some [[Events]] or class passives require sacrificing/saving Souls for rewards/increased damage. Sometimes there might be a shop that requires Souls rather than coins; this includes the current alignment shops (Law, Evil, Good).
|-
|}
 
==Alignment==
Alignment is a stat that determines your end path, costs of items from vendors in the tavern, and bonuses from equipment such as [[Emblem of Bahamut]]. It is divided into four categories, {{KW|Evil}}, {{KW|Good}}, {{KW|Lawful}} and {{KW|Chaos}}. Some [[Classes|classes]] start with {{KW|Evil}} or {{KW|Good}} alignment.<br><br>
 
Shops for each alignment (excluding Chaotic) are unlocked as you progress in [[World Tier]]. Defeating the Gate Guardian of each path (Shadow Planes, Burning Hells, High Heavens) will unlock their respective alignment shops that can appear after a boss battle. These shops are the primary ways of obtaining alignment to pass the worthiness check at the Gates.<br><br>
 
* The mastery perk [[Mastery Perks#ThroneQuest|Throne Quest]] reduces alignment requirements for Floor 12 Gates by 1.
* Having the opposite alignment when buying from {{col|Y|Tavern}} NPCs can {{col|R|increase}} the price of what they're selling. For example, "Gun Dealer NPC ({{col|G|15}}/30/{{col|R|45}})" means that at the correct alignment with the character, the price will be {{col|G|15}} gold, whilst at the opposite alignment, it will be {{col|R|45}} gold.
* Current alignment can be seen in the character stats under the general tab.
===Morality===
{{col|G|Positive}} values indicate an increase in {{KW|Good}} whilst {{col|R|negative}} values indicate an increase in {{KW|Evil}}.
 
{|
| width="50%" valign="top" |
{|class="wikitable sortable" style="width:95%;"
!class=unsortable style="width:40%;"|Interaction!!class=unsortable style="width:10%;"|Alignment Gained
|-
|+Sources
|-
| Buying from {{KW|Evil}} shops || -1
|-
| Buying [[Illegal Gun Parts]] from Gun Dealer NPC in {{col|Y|Tavern}} || -1 (once per run)
|-
| Buying or Selling items in the [[Black Market]] || -1 (once per run)
|-
| Accepting the [[Captured Goat Devil]]'s deal || -1 (once per run)
|-
| Opening up one of the [[Evil Urns]] || -1 (once per run)
|-
| Wearing [[Devil Horns]] || -1 (while equipped)
|-
| Buying from {{KW|Good}} shops || +1
|-
| Buying [[Green Blossom]] from the Dryad NPC in {{col|Y|Tavern}} || +1 (once per run)
|-
| Buying [[Purging Stone]] from the Cleric NPC in {{col|Y|Tavern}}  || +1 (once per run)
|-
| Kissing the [[Frog Princess]] || +1 (once per run)
|-
| Wearing [[Angelic Hood]] || +1 (while equipped)
|}
| width="50%" valign="top" |
 
{|class="wikitable sortable" style="width:95%;"
!class=unsortable style="width:40%;"|Interaction!!class=unsortable style="width:10%;"|Alignment Required
|-
|+Usage
|-
| Worthiness for the gate in the {{col|R|Burning Hells}} || Pure Evil (-4/-3*)
|-
| Cheaper [[Illegal Gun Parts]] from Gun Dealer NPC in {{col|Y|Tavern}} (15/30/45) || Leaning Evil (-2)
|-
|-
| Cheaper [[Mead]] from Barbarian NPC in {{col|Y|Tavern}} (5/10/20) || Leaning Evil (-2)
|-
| Activating effects of [[Amon's Grasp]] and [[Archdevil Armor]] || Evil (-3)
|-
| Increasing effects of [[Devil Charm]], [[Devil Boots]], [[Devil Cloak]], [[Emblem of Tiamat]], [[Dark Wizard Staff]], [[Imp Dagger]] || Evil Alignment (Effect Scaling)
|-
| Worthiness for the gate in the {{col|G|High Heavens}} || Pure Good (+4/+3*)
|-
| Cheaper [[Green Blossom]] from the Dryad NPC in {{col|Y|Tavern}} (5/10/20)|| Leaning Good (+2)
|-
| Cheaper [[Purging Stone]] from the Cleric NPC in {{col|Y|Tavern}} (5/10/20) || Leaning Good (+2)
|-
| Cheaper [[Fairy Tale Branch]] from the Princess NPC in {{col|Y|Tavern}} (30/45/60) || Leaning Good (+2)
|-
| Cheaper [[Repair Powder]] from the Dwarf NPC in {{col|Y|Tavern}} (5/10/15) || Leaning Good (+2)
|-
| Activating effects of [[Eden's Touch]] and [[Archangel Armor]] || Good (+3)
|-
| Increasing effects of [[Angel Charm]], [[Angel Boots]], [[Emblem of Bahamut]]|| Good Alignment (Effect Scaling)
|-
|}
|}
|}


==Weapon Elements==
===Integrity===
Weapons that have a certain element can cause status effects by crits. There are some weapons that can inflict those without requiring crits. For example, [[Firebomb Codex]] can inflict Burn with every attack because of its written Effect while [[Firestorm Scroll]] only has Fire element and requires crits to inflict burns.
{{col|G|Positive}} values indicate an increase in {{col|Lb|Lawful}} whilst {{col|R|negative}} values indicate an increase in {{col|Le|Chaotic}}.<br><br> {{col|R|Note: Chaotic alignment currently is being worked on and will have more uses in the next major update.}}
 
{|
| width="50%" valign="top" |
{|class="wikitable sortable" style="width:95%;"
!class=unsortable style="width:40%;"|Interaction!!class=unsortable style="width:10%;"|Alignment Gained
|-
|+Sources
|-
| Buying from {{col|Lb|Lawful}} shops || +1
|-
| Buying Dice from Farmer NPC in {{col|Y|Tavern}} || +1
|-
| Buying [[Storm In A Bottle]] from Wizard NPC in {{col|Y|Tavern}} || -1
|-
| Taking the [[Abyssal Charm]] in the [[Abyssal Charm Event|event]] || -1
|-
|}
| width="50%" valign="top" |
 
{|class="wikitable sortable"  style="width:95%;"
!class=unsortable style="width:40%;"|Interaction!!class=unsortable style="width:10%;"|Alignment Required
|-
|+Usage
|-
| Worthiness for the gate in the {{col|Lb|Shadow Planes}} || Pure Lawful (+4/+3*)
|-
| Increased effect of [[Order Charm]] || Lawful Alignment (Effect Scaling)
|-
| Increased effect of [[Chaos Charm]] (Currently Unobtainable)|| Chaotic Alignment (Effect Scaling)
|}
 
|}
 
==Loot Modifiers==
There are three stats that can influence the loot you receive from various sources: {{KW|Luck}}, {{KW|MagicFind}} and {{KW|TFind}}<br>{{KW|Luck}} additionally adds {{Col|G|+5%}} {{KW|LHc}} per {{KW|Luck}} you have.
 
=='''Bomb Loot'''==
Some room rewards, such as chests, shrines and arcades can be bombed to offer an alternate loot pool. This is useful when you cannot open a chest due to lacking keys, or preferring the alternate loot to the regular one. Note that Giant Treasure Chests have the same bomb loot as the normal chests. Health Fountains also do not give anything on being bombed. Cursed Shrines cannot be destroyed by being bombed. Arcades do not give any bomb loot if they have been played till they are broken.<br><br>This loot can be {{col|G|doubled}} via the mastery perk [[Mastery Perks#SmashAndGrab|Smash and Grab]].
{|class="wikitable sortable" style="width:30%;"
!class=unsortable style="width:10%;"|Object!!class=unsortable style="width:20%;"|Loot
|-
|Chest||
* 4-5 {{KW|Gold}}
* 1 {{KW|Key}}
* 1 {{KW|Soul_Heart}}
|-
|Blood Chest|| 1 {{KW|Flask}} Charge
|-
|Blood Altar|| 1 {{KW|Flask}} Charge
|-
|Shrine|| 1 [[Power Shard]]
|-
|Arcade|| Assortment of Dice
|}


== Weapon Scaling ==
== Weapon Scaling ==
[[File:Weapon Scaling screenshot.png|thumb]]
https://i.imgur.com/qD3Q2HS.png


[[File:024weaponscaling.png|400px]]


==Attunement==
==Attunement==
[[File:AttunementExample.png]]<br>
[[File:AttunementExample.png]]<br>
Some equipments are required to be "attuned" in order for its effects to work. This is a mechanic to prevent too much equipment micromanagement during fights (such as swapping between 2 body armors during a fight).  
Some equipment need to be "attuned" in order for their effects to work. This is a mechanic to prevent too much equipment micromanagement during fights (such as swapping between 2 body armors during a fight). <br><br>
 
To attune an equipment, you must equip it and complete combat rooms. Each room increases your equipped item's attunement by 1. Equipments can have an attunement value of 1 (1 room) to 3 (3 rooms) and will reset if you enter a new room with it unequipped (i.e in your inventory).<br><br>
To attune an equipment you must equip it and complete dungeon rooms. Each room increases your equipped item's attunement by 1. Equipments can have an attunement value of 1 (1 room) to 3 (3 rooms) and will reset if you enter a new room with it unequipped (i.e in your inventory).
Two ways of instantly attuning your equipment are: using the [[Attunement Blessing]] received from a shrine, or attuning at a campfire before an endgame boss.


==Equipment Rarity==
==Equipment Rarity==
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| {{LegendaryCol}}  
| {{LegendaryCol}}  
|-
|-
| {{SetCol}}
|}
|}
==Food==
Picking up food grants {{col|G|+1}} EXP as well as a bonus to one of your stats. Normal food items can be found throughout the dungeon as room rewards, in [[shops]] and as rewards from certain gear. They give a bonus to one or more of your three main stats: {{KW|Str}}, {{KW|Dex}} and {{KW|Int}}.
{|class="wikitable sortable" style="width:100%; text-align:center"
!colspan ="4"|Stats Gained
|-
|[[File:Beef Icon.png|45px|link=]] {{col|Melee|Beef}} {{Col|G|+1}} {{KW|Str}}|| [[File:Sausage.png|45px|link=]] {{col|Melee|Sausage}} {{Col|G|+2}} {{KW|Str}}, {{Col|G|-1}} {{KW|Int}} || [[File:Burger.png|45px|link=]] {{col|Melee|Burger}} {{Col|G|+1}} {{KW|Str}}, {{Col|G|+1}} {{KW|Dex}} || [[File:Meat Shank.png|45px|link=]] {{col|Melee|Meat Shank}} {{Col|G|+3}} {{KW|Str}}
|-
|[[File:Pear Icon.png|45px|link=]] {{col|G2|Pear}} {{Col|G|+1}} {{KW|Dex}}|| [[File:Salad.png|45px|link=]] {{col|G2|Salad}}{{Col|G|+2}} {{KW|Dex}}, {{Col|G|-1}} {{KW|Str}} || [[File:Cake Icon.png|45px|link=]] {{col|G2|Cake}} {{Col|G|+1}} {{KW|Dex}}, {{Col|G|+1}} {{KW|Int}} || [[File:Broccoli.png|45px|link=]] {{col|G2|Broccoli}} {{Col|G|+3}} {{KW|Dex}}
|-
|[[File:Candy.png|45px|link=]] {{col|B3|Candy}} {{Col|G|+1}} {{KW|Int}}|| [[File:Chocolate.png|45px|link=]] {{col|B3|Chocolate}} {{Col|G|+2}} {{KW|Int}}, {{Col|G|-1}} {{KW|Dex}}  || [[File:Fish N Chips.png|45px|link=]] {{col|B3|Fish N Chips}}{{Col|G|+1}} {{KW|Int}}, {{Col|G|+1}} {{KW|Str}} || [[File:Lollipop.png|45px|link=]] {{col|B3|Lollipop}} {{Col|G|+3}} {{KW|Int}}
|}
==Golden Food==
Golden food are a special type of food: most of them can only appear as room rewards on floors 11/12. Each golden food gives a unique stat bonus and {{Col|G|+1}} EXP. Ambrosia is the only golden food currently that can also appear as rewards from Blood Altars and in [[Secret Rooms]] in addition to appearing on floors 11/12.
{|class="wikitable" style="width:45%;"
!Food!!Effect
|-
| [[File:Golden Steak.png|50px|link=]] {{col|Gold|Golden Steak}}|| <b>{{Col|G|10%}} increased damage with non crits</b>
|-
| [[File:Golden Candy.png|50px|link=]] {{col|Gold|Golden Candy}}|| <b>{{Col|G|+2.5%}} {{KW|Crit}} chance</b>
|-
| [[File:Golden Pear.png|50px|link=]] {{col|Gold|Golden Pear}}|| <b>{{Col|G|+2.5%}} increased attack speed</b>
|-
| [[File:Golden Meat Shank.png|50px|link=]] {{col|Gold|Golden Meat Shank}}|| <b>{{Col|G|+15}} equip load capacity</b>
|-
| [[File:Golden Broccoli.png|50px|link=]] {{col|Gold|Golden Broccoli}}|| <b>{{Col|G|+15%}} {{KW|Crit}} multiplier</b>
|-
| [[File:Golden Lollipop.png|50px|link=]] {{col|Gold|Golden Lollipop}}|| <b>{{Col|G|+2.5%}} {{col|B|mana drain}} refund</b>
|-
| [[File:Ambrosia.png|50px|link=]] {{col|Gold|Ambrosia}}|| <b>{{Col|G|+1}} to highest attribute</b>
|-
| [[File:Golden Croissant.png|50px|link=]] {{col|Gold|Golden Croissant}}|| <b>{{Col|G|+10%}} increased {{KW|Companion}} damage</b>
|-
| [[File:Golden Cherries.png|50px|link=]] {{col|Gold|Golden Cherries}}|| <b>{{Col|G|+10%}} increased {{KW|trigger}} damage</b>
|-
| [[File:Golden Clover.png|50px|link=]] {{col|Gold|Golden Clover}}|| <b>{{Col|G|+2.5%}} {{KW|LH}} chance</b>
|-
|}
==Tipsiness[[File:SE Tipsiness.png|50px|link=]]==
Displays the amount of {{Col|P|booze buffs}} you can have active at once, with the default {{Col|G|maximum}} being {{Col|G|3}} stacks. You gain {{Col|G|1}} {{Col|Gold|Tipsiness}} stack for each [[Items#Booze|Booze]] item you drink, with stacks lasting {{Col|G|10}} rooms.
When a stack expires, the oldest {{Col|P|booze buff}} is removed. If you go over your {{Col|G|maximum}} {{Col|Gold|Tipsiness}}, the oldest {{Col|P|booze buff}} is removed and replaced with the new {{Col|P|booze buff}}.  {{Col|G|Max}} {{Col|Gold|Tipsiness}} stacks can be increased by {{Col|G|1}} for each <br>[[File:Cheese.png|30px|link=[[Cheese]]]][[Cheese]] you consume. Having the [[File:Boozer.png|30px|link=[[Traits#Strength Traits]]]][[Traits#Strength Traits|Boozer]] trait makes stacks permanent.

Latest revision as of 00:15, 8 September 2024

Information: This page is currently a stub, missing a bunch of information or outdated since a game update. Please bear with us while we fill these in!

HUD Icons

Icon Description
Your main health bar. Taking damage will reduce your health, but it can be restored with potions, events, and other methods.
Your soul hearts. Taking damage will remove a soul heart, and it cannot be healed except by obtaining more. Soul hearts have priority over your main health.
Your shield points. Taking any kind of damage (sometimes enemies can hit for more than a heart) will always reduce your Shield by one point. Shield points have priority over soul hearts and your main health. Shields can be restored by blacksmiths, items, and equipment effects.
Your block indicator. Certain traits or equipment will grant you the ability to block one attack. It is shown as depleted upon blocking and refreshes after each floor. Block has priority over armor, soul hearts and normal hearts.
Your evade indicator. Certain traits or equipment will grant you the ability to avoid one attack. It is shown as depleted upon evading and can be replenished every 5 combat rooms. Evade has priority over block, armor, soul hearts and main health.
Your suppression hearts. Adds additional hearts that are only appear on your health bar during boss fights. Suppression hearts have priority over everything else.
Your mana. Mana is the resource used by Skills. Each Skill has a unique Mana Cost and Mana Recovery Rate . Certain Traits and equipment may scale off Mana as well.
Your current stamina. Allows you to dash forward and iframe through attacks from enemies. This means that there is a short period of time you are invulnerable to any attack while you dash (there are buffs and equipment that can increase this duration). It regenerates as you fight and can be reused often.
Your remaining health flasks. Each one can be used anywhere; however, it has a stationary cast time, so you need to find the best time to use it (it can be cancelled mid-cast to avoid an attack). Flasks can be refilled throughout your run, such as from certain dungeon rooms.
Your resurrection indicator. Certain traits or equipment will allow you to revive with some hearts upon death. When a revive is used, the indicator is shown as depleted and cannot be reused again except with certain items.
Your current coins collected. These can be used in shops and the arcade.
Your current bombs collected. Bombs deal damage and have a large radius. They can be used to blow up entrances to Secret Rooms or blocked doors, you can blow up shrines, arcade machines (before they break) or kill enemies. Bombs do NOT hurt you!
Your current keys collected. Keys are used to open entrances that are blocked off with a locked door. They can also be used to open locked chests and hatches to Secret Rooms.
Your current Souls collected. Souls are a secondary in-run currency; they can be spent at bonfires to refill health or gain extra base stats. Some Events or class passives require sacrificing/saving Souls for rewards/increased damage. Sometimes there might be a shop that requires Souls rather than coins; this includes the current alignment shops (Law, Evil, Good).

Alignment

Alignment is a stat that determines your end path, costs of items from vendors in the tavern, and bonuses from equipment such as Emblem of Bahamut. It is divided into four categories, Evil , Good, Lawful and Chaotic . Some classes start with Evil or Good alignment.

Shops for each alignment (excluding Chaotic) are unlocked as you progress in World Tier. Defeating the Gate Guardian of each path (Shadow Planes, Burning Hells, High Heavens) will unlock their respective alignment shops that can appear after a boss battle. These shops are the primary ways of obtaining alignment to pass the worthiness check at the Gates.

  • The mastery perk Throne Quest reduces alignment requirements for Floor 12 Gates by 1.
  • Having the opposite alignment when buying from Tavern NPCs can increase the price of what they're selling. For example, "Gun Dealer NPC (15/30/45)" means that at the correct alignment with the character, the price will be 15 gold, whilst at the opposite alignment, it will be 45 gold.
  • Current alignment can be seen in the character stats under the general tab.

Morality

Positive values indicate an increase in Good whilst negative values indicate an increase in Evil .

Interaction Alignment Gained
Sources
Buying from Evil shops -1
Buying Illegal Gun Parts from Gun Dealer NPC in Tavern -1 (once per run)
Buying or Selling items in the Black Market -1 (once per run)
Accepting the Captured Goat Devil's deal -1 (once per run)
Opening up one of the Evil Urns -1 (once per run)
Wearing Devil Horns -1 (while equipped)
Buying from Good shops +1
Buying Green Blossom from the Dryad NPC in Tavern +1 (once per run)
Buying Purging Stone from the Cleric NPC in Tavern +1 (once per run)
Kissing the Frog Princess +1 (once per run)
Wearing Angelic Hood +1 (while equipped)
Interaction Alignment Required
Usage
Worthiness for the gate in the Burning Hells Pure Evil (-4/-3*)
Cheaper Illegal Gun Parts from Gun Dealer NPC in Tavern (15/30/45) Leaning Evil (-2)
Cheaper Mead from Barbarian NPC in Tavern (5/10/20) Leaning Evil (-2)
Activating effects of Amon's Grasp and Archdevil Armor Evil (-3)
Increasing effects of Devil Charm, Devil Boots, Devil Cloak, Emblem of Tiamat, Dark Wizard Staff, Imp Dagger Evil Alignment (Effect Scaling)
Worthiness for the gate in the High Heavens Pure Good (+4/+3*)
Cheaper Green Blossom from the Dryad NPC in Tavern (5/10/20) Leaning Good (+2)
Cheaper Purging Stone from the Cleric NPC in Tavern (5/10/20) Leaning Good (+2)
Cheaper Fairy Tale Branch from the Princess NPC in Tavern (30/45/60) Leaning Good (+2)
Cheaper Repair Powder from the Dwarf NPC in Tavern (5/10/15) Leaning Good (+2)
Activating effects of Eden's Touch and Archangel Armor Good (+3)
Increasing effects of Angel Charm, Angel Boots, Emblem of Bahamut Good Alignment (Effect Scaling)

Integrity

Positive values indicate an increase in Lawful whilst negative values indicate an increase in Chaotic.

Note: Chaotic alignment currently is being worked on and will have more uses in the next major update.

Interaction Alignment Gained
Sources
Buying from Lawful shops +1
Buying Dice from Farmer NPC in Tavern +1
Buying Storm In A Bottle from Wizard NPC in Tavern -1
Taking the Abyssal Charm in the event -1
Interaction Alignment Required
Usage
Worthiness for the gate in the Shadow Planes Pure Lawful (+4/+3*)
Increased effect of Order Charm Lawful Alignment (Effect Scaling)
Increased effect of Chaos Charm (Currently Unobtainable) Chaotic Alignment (Effect Scaling)

Loot Modifiers

There are three stats that can influence the loot you receive from various sources: Luck Lucky Hits have x2.00 chance for Hit Effects to happen. Luck
Chance For:
↳Upgrading Room Reward
↳Win in Arcade
↳Extra Trait offered
↳Roll lowest price in Shop
Grants Lucky Hit Chance.
, Magic Find Magic Find
Chance For:
↳ Upgrading Item Rarity
↳ Completing Sets
Weapons to be Pre-Enchanted
Makes you find more Rare, Epic and Legendary items.
and Treasure Find Treasure Find
Chance For:
↳ +1 Boss Reward
↳ +1 Item in Chests
↳ Maximum Reward Amount

Luck Lucky Hits have x2.00 chance for Hit Effects to happen. Luck
Chance For:
↳Upgrading Room Reward
↳Win in Arcade
↳Extra Trait offered
↳Roll lowest price in Shop
Grants Lucky Hit Chance.
additionally adds +5% Lucky Hit Chance Lucky Hits have x2.00 chance for Hit Effects to happen. per Luck Lucky Hits have x2.00 chance for Hit Effects to happen. Luck
Chance For:
↳Upgrading Room Reward
↳Win in Arcade
↳Extra Trait offered
↳Roll lowest price in Shop
Grants Lucky Hit Chance.
you have.

Bomb Loot

Some room rewards, such as chests, shrines and arcades can be bombed to offer an alternate loot pool. This is useful when you cannot open a chest due to lacking keys, or preferring the alternate loot to the regular one. Note that Giant Treasure Chests have the same bomb loot as the normal chests. Health Fountains also do not give anything on being bombed. Cursed Shrines cannot be destroyed by being bombed. Arcades do not give any bomb loot if they have been played till they are broken.

This loot can be doubled via the mastery perk Smash and Grab.

Object Loot
Chest
  • 4-5 Gold
  • 1 Key
  • 1 Soul Heart
Blood Chest 1 -flaskFlasks take 2 seconds to drink and recover 1 heart .
To use a flask hold V.
Charge
Blood Altar 1 -flaskFlasks take 2 seconds to drink and recover 1 heart .
To use a flask hold V.
Charge
Shrine 1 Power Shard
Arcade Assortment of Dice

Weapon Scaling

Attunement


Some equipment need to be "attuned" in order for their effects to work. This is a mechanic to prevent too much equipment micromanagement during fights (such as swapping between 2 body armors during a fight).

To attune an equipment, you must equip it and complete combat rooms. Each room increases your equipped item's attunement by 1. Equipments can have an attunement value of 1 (1 room) to 3 (3 rooms) and will reset if you enter a new room with it unequipped (i.e in your inventory).

Two ways of instantly attuning your equipment are: using the Attunement Blessing received from a shrine, or attuning at a campfire before an endgame boss.

Equipment Rarity

Equipments have their own rarity, beginning with Common up to Legendary. Typically the higher the rarity, the more powerful the item is.

Rarity

Common

Uncommon

Rare

Epic

Legendary

Set

Food

Picking up food grants +1 EXP as well as a bonus to one of your stats. Normal food items can be found throughout the dungeon as room rewards, in shops and as rewards from certain gear. They give a bonus to one or more of your three main stats: StrengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats., DexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats. and IntelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats..

Stats Gained
Beef +1 StrengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats. Sausage +2 StrengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats., -1 IntelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats. Burger +1 StrengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats., +1 DexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats. Meat Shank +3 StrengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats.
Pear +1 DexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats. Salad+2 DexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats., -1 StrengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats. Cake +1 DexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats., +1 IntelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats. Broccoli +3 DexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats.
Candy +1 IntelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats. Chocolate +2 IntelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats., -1 DexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats. Fish N Chips+1 IntelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats., +1 StrengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats. Lollipop +3 IntelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats.

Golden Food

Golden food are a special type of food: most of them can only appear as room rewards on floors 11/12. Each golden food gives a unique stat bonus and +1 EXP. Ambrosia is the only golden food currently that can also appear as rewards from Blood Altars and in Secret Rooms in addition to appearing on floors 11/12.

Food Effect
Golden Steak 10% increased damage with non crits
Golden Candy +2.5% Critical Hit The damage from critical hits is multiplied with your critical hit multiplier. chance
Golden Pear +2.5% increased attack speed
Golden Meat Shank +15 equip load capacity
Golden Broccoli +15% Critical Hit The damage from critical hits is multiplied with your critical hit multiplier. multiplier
Golden Lollipop +2.5% mana drain refund
Ambrosia +1 to highest attribute
Golden Croissant +10% increased Companion damage
Golden Cherries +10% increased triggerTrigger damage is all damage that comes from effects that explicitly use the trigger keyword.
E.g.: On lucky hit, trigger...
Trigger damage scales with each point of EXP, up to 7x damage at level 6.
damage
Golden Clover +2.5% Lucky Hit Lucky Hits have x2.00 chance for Hit Effects to happen. chance

Tipsiness

Displays the amount of booze buffs you can have active at once, with the default maximum being 3 stacks. You gain 1 Tipsiness stack for each Booze item you drink, with stacks lasting 10 rooms. When a stack expires, the oldest booze buff is removed. If you go over your maximum Tipsiness, the oldest booze buff is removed and replaced with the new booze buff. Max Tipsiness stacks can be increased by 1 for each
Cheese you consume. Having the Boozer trait makes stacks permanent.