Template:KW: Difference between revisions

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  | Cold = {{tt|{{tt|cold damage|{{KW/Chill}}|text-color=#69b2f2}}|{{KW/Cold Damage}} }}<includeonly>[[Category:Cold Damage]][[Category:Chill]]</includeonly>
  | Cold = {{tt|{{tt|cold damage|{{KW/Chill}}|text-color=#69b2f2}}|{{KW/Cold Damage}} }}<includeonly>[[Category:Cold Damage]][[Category:Chill]]</includeonly>
  | Chill = {{tt|Chill|{{KW/Chill}}|text-color=#1d5692}}<includeonly>[[Category:Chill]]</includeonly>
  | Chill = {{tt|Chill|{{KW/Chill}}|text-color=#1d5692}}<includeonly>[[Category:Chill]]</includeonly>
  | Crit = {{tt|critical hit❗|{{KW/Critical Hit}}|text-color=#fb0034}}<includeonly>[[Category:Critical Hit]]</includeonly>
  | Crit = {{#if: {{{2|}}} | {{col|G|+{{{2|}}}%}} critical hit❗ | {{KW/Critical Hit}}}}|text-color=#fb0034}}<includeonly>[[Category:Critical Hit]]</includeonly>
  | Crits = {{tt|critical hits❗|{{KW/Critical Hit}}|text-color=#fb0034}}<includeonly>[[Category:Critical Hit]]</includeonly>
  | Crits = {{#if: {{{2|}}} | {{col|G|+{{{2|}}}%}} critical hits❗ | {{KW/Critical Hit}}}}|text-color=#fb0034}}<includeonly>[[Category:Critical Hit]]</includeonly>
  | Crossbow = {{tt|Crossbow|{{KW/Crossbow}}}}<includeonly>[[Category:Crossbow]]</includeonly>
  | Crossbow = {{tt|Crossbow|{{KW/Crossbow}}}}<includeonly>[[Category:Crossbow]]</includeonly>
  | Crush = {{tt|{{KW/Crushing Hit/fix}}|{{KW/Crushing Hit}}}}<includeonly>[[Category:Crushing Hit]]</includeonly>
  | Crush = {{tt|{{KW/Crushing Hit/fix}}|{{KW/Crushing Hit}}}}<includeonly>[[Category:Crushing Hit]]</includeonly>

Revision as of 05:07, 24 December 2023

| Crits = The damage from critical hits  is multiplied with your critical hit  multiplier.|text-color=#fb0034}}
| Crossbow = CrossbowCrossbows disable any non-quiver offhand.
| Crush = crushing hit Crushing Hits   are guaranteed to roll top end damage.
| DemonRage = Demon RageDemon Rage is a buff that grants 100% increased attack speed with the Demon Blade and lasts 4 seconds.
| Doom = DoomDoom is a stackable status effect that consumes all stacks to deal 100% of accumulated infliction damage as wound damage upon reaching 2 stacks. A stack lasts 4 seconds.
| Judgement = JudgementJudgement is a stackable radiant ailment that consumes all stacks to deal 100% of accumulated radiant infliction damage as radiant damage upon reaching 3 stacks. A stack lasts 4 seconds.
| Lightning = lightning damageShock is a stackable lightning ailment that makes the target take 4% more damage from hits. Stacks last 4 seconds decaying at the same time. Up to 5 stacks. All lightning damage is elemental damage and inflicts Shock. 
| Shock = ShockShock is a stackable lightning ailment that makes the target take 4% more damage from hits. Stacks last 4 seconds decaying at the same time. Up to 5 stacks. 
| LH = lucky hit🍀Luck  increases lucky hit  chance. Lucky hits  roll damage 1 additional time, taking the higher roll and define a chance to trigger certain effects on hit.
| LHs = lucky hits🍀Luck  increases lucky hit  chance. Lucky hits  roll damage 1 additional time, taking the higher roll and define a chance to trigger certain effects on hit.
| Mana = Mana ✯Mana  grants stats to your mana-draining weapons. By default each point of mana✯ grants 10% more damage.
| Nature = nature damage
| PoisonDMG = poison damagePoison is a stackable poison damage over time ailment that deals 10% of poison infliction damage as poison damage 2 times per second. Stacks last 8 seconds decaying at the same time. Stacks up to 10 times.All poison damage is elemental damage and inflicts Poison. 
| Poison = PoisonPoison is a stackable poison damage over time ailment that deals 10% of poison infliction damage as poison damage 2 times per second. Stacks last 8 seconds decaying at the same time. Stacks up to 10 times.
| Rupture = RuptureRupture is a stackable physical ailment that increases physical damage taken from hits by 10% per stack. Stacks last 4 seconds decaying at the same time. Up to 10 stacks.
| SilverBolt = Silver BoltSilver Bolt is a stackable status effect that consumes all stacks to deal 100% of accumulated infliction damage as wound damage upon reaching 3 stacks. A stack lasts 4 seconds.
| Slash = slashing damageAll slashing damage is physical damage.
| Sound = sound damage
| Strike = striking damageAll striking damage is physical damage.
| Tailwind = TailwindTailwind is a stackable buff that grants 5% increased attack-, movement- and orbital speed per stack. Stacks last 8 seconds decaying at the same time. Up to 4 stacks.
| 2H = Two-Handed2-handed weapons disable your offhand. 
| Vul = VulnerabilityVulnerability is a debuff that makes the target take 20% more damage and lasts 4 seconds.
| #default = N/A

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