Template:KW: Difference between revisions

From Tiny Rogues Wiki
(added flask KW)
(Added tooltip to Flask keyword)
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  | Int = {{tt|{{col|B|intelligence}}|{{KW/Intelligence}}}}<includeonly>[[Category:Intelligence]][[Category:Stats]]</includeonly>
  | Int = {{tt|{{col|B|intelligence}}|{{KW/Intelligence}}}}<includeonly>[[Category:Intelligence]][[Category:Stats]]</includeonly>
  | Dex = {{tt|{{col|G2|dexterity}}|{{KW/Dexterity}}}}<includeonly>[[Category:Dexterity]][[Category:Stats]]</includeonly>
  | Dex = {{tt|{{col|G2|dexterity}}|{{KW/Dexterity}}}}<includeonly>[[Category:Dexterity]][[Category:Stats]]</includeonly>
  | Flask = [[File:Heart.png]]-flask<includeonly>[[Category:Heart]]</includeonly>
  | Flask = {{tt|[[File:Heart.png]]-flask|{{KW/Flask}}<includeonly>[[Category:Heart]]</includeonly>
  | Heart = {{col|R|heart [[File:Heart.png]]}}<includeonly>[[Category:Heart]]</includeonly>
  | Heart = {{col|R|heart [[File:Heart.png]]}}<includeonly>[[Category:Heart]]</includeonly>
  | Hearts = {{col|R|hearts [[File:Heart.png]]}}<includeonly>[[Category:Heart]]</includeonly>
  | Hearts = {{col|R|hearts [[File:Heart.png]]}}<includeonly>[[Category:Heart]]</includeonly>

Revision as of 12:48, 31 December 2023

{{#switch:

| PA = Primary attack
| PAs = Primary attacks
| SA = Secondary attack
| SAs = Secondary attacks
| Thrust = thrusting damageAll thrusting damage is physical damage.
| ThrustMelee =  thrusting meleeAll thrusting damage is physical damage.
| ThrustRanged =  thrusting ranged damageAll thrusting damage is physical damage.
| ThrustRanged2 =  thrusting rangedAll thrusting damage is physical damage.
| ArmorBreak = Armor BreakOn reaching 5 stacks of Armor Break on a normal enemy or 10 stacks on a boss enemy, fully break the target's armor . Lasts 4 seconds.
| Armor= Armor 
| Bible = BibleThis weapon is considered a channeling weapon. Bibles are considered orbitals but % modifiers to orbital speed only apply at 25% their value to attack speed.  
| Body = body damageBody damage refers to explicitly stated body damage triggers and your punch attack while unarmed.
| Bow = BowBows disable any non-quiver offhand.
| Scepter = ScepterThis weapon is considered a channeling weapon. 
| CloseRange = close rangeClose Range is indicated by a little red ruler next to damage numbers. 
| Cold = cold damageChill is a cold ailment that reduces movement speed by 25% and lasts 8 seconds. All cold damage is elemental damage and inflicts Chill.  
| Chill = ChillChill is a cold ailment that reduces movement speed by 25% and lasts 8 seconds. 
| Crossbow = CrossbowCrossbows disable any non-quiver offhand.
| Crush = crushing hit Crushing Hits   are guaranteed to roll top end damage.
| Crushs = crushing hits Crushing Hits   are guaranteed to roll top end damage.
| Elemental = elementalFire, Cold, Lightning, Poison, and Nature damage are considered elemental damage.
| Ruthless = ruthless hit Ruthless Hits  have 100% more top end damage.
| Ruthlesss = ruthless hits file=Ruthless Hits  have 100% more 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.
| Luck = luck 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.
| LeH = lethal hit🗡️Lethal Hits  deal double damage.  
| LeHs = lethal hits🗡️Lethal Hits  deal double damage.  
| Mana = Mana ✯Mana  grants stats to your mana-draining weapons. By default each point of mana✯ grants 10% more damage.
| ManaBurnout = Mana BurnoutWhen you drain mana  below 0, you enter mana burnout. You can still attack during mana burnout but if you want to continue to drain mana in order to trigger mana-draining effects such as creating mana stars you have to stop attacking until mana burnout is over.
| ManaStar = mana starMana Stars are pickups that are spawned after draining a total of 5 points of mana . Picking up a mana star grants Mana Flux. It also immediately stops mana burnout.
| Magical = magical 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. 
| Charm = CharmsCharm is a emotion debuff that makes the target take 25% more  damage at far range and lasts 8 seconds. 
| CharmB = CharmCharm is a emotion debuff that makes the target take 25% more  damage at far range and lasts 8 seconds. 
| Vul = VulnerabilityVulnerability is a debuff that makes the target take 20% more damage and lasts 4 seconds.
| Crit = critical hit❗The damage from critical hits  is multiplied with your critical hit  multiplier.
| Crits = Critical hits❗The damage from critical hits  is multiplied with your critical hit  multiplier.
| Intimidate = IntimidateIntimidate is a emotion debuff that makes non-bosses take 30% more damage and bosses take 15% more damage and lasts 8 seconds.
| Bleed = BleedBleed is a physical damage over time ailment that deals 50% of physical infliction damage as wound damage 2 times per second. Lasts 8 seconds.
| SuperEffective= Super Effective hitMost enemies have a damage type weakness. Super Effective hits deal 25% more damage.
| Explosion = explosion damage
| BoneSplinter = Bone SplinterBone Splinter is a stackable status effect that consumes one stack on primary attack to launch a bone spear projectile. 
| Trigger = triggerTrigger damage scales with each point of EXP, up to 7x damage at level 6. 
| Triggers = triggersTrigger damage scales with each point of EXP, up to 7x damage at level 6. 
| CursedHit = cursed hit Curse  increases cursed hit  chance. Cursed hits  roll damage 1 additional time, taking the lower roll and define a chance to trigger certain effects on hit.
| CursedHits = cursed hits Curse  increases cursed hit  chance. Cursed hits  roll damage 1 additional time, taking the lower roll and define a chance to trigger certain effects on hit.
| Curse = Curse Curse  increases cursed hit  chance. Cursed hits  roll damage 1 additional time, taking the lower roll and define a chance to trigger certain effects on hit.
| Companion = companion🐕
| Companions = companions🐕
| Supersonic = SupersonicSupersonic is a status effect that doubles the attack speed of this weapon and lasts 4 seconds.
| Flail = FlailThis weapon is considered a channeling weapon. Flails are considered orbitals but % modifiers to orbital speed only apply at 25% their value to attack speed. 
| Repeat = repeatRepeated attacks deal 25% less damage. 
| RepeatedAttacks = Repeated attacksRepeated attacks deal 25% less damage. 
| Energy = energy damage
| Disintegration = DisintegrationDisintegration is a stackable energy damage over time ailment that deals 25% of energy infliction damage as energy damage 2 times per second. Stacks last 4 seconds decaying at the same time. Stacks up to 5 times. 
| Hunger = HungerHunger is a buff that grants +300% critical hit❗ multiplier with The Hungry Blade and lasts 4 seconds.The damage from critical hits  is multiplied with your critical hit  multiplier. 
| Health = HealthHealth is the red part of enemy health bars and armor is the blue-grey part of enemy health bars.
| EnemyArmor = ArmorHealth is the red part of enemy health bars and armor is the blue-grey part of enemy health bars.
| Fragility = FragilityFragility is a debuff that makes the target take 50% more damage over time and lasts 4 seconds. 
| Instability = InstabilityInstability is a debuff that makes the target take 30% more top end damage and lasts 4 seconds.
| Fatigue = FatigueFatigue is a debuff that reduces movement speed by up to 25% and increases damage taken from critical hits❗ by 50% and lasts 4 seconds.
| Fire = fire damageBurn is a fire damage over time ailment that deals 50% of fire infliction damage as fire damage 2 times per second. Lasts 8 seconds.All fire damage is elemental damage and inflicts Burn.  
| Burn= BurnBurn is a fire damage over time ailment that deals 50% of fire infliction damage as fire damage 2 times per second. Lasts 8 seconds.
| Drain= DrainDrain is a debuff that reduces movement speed by up to 25% and lasts 4 seconds. 
| Invigorate= InvigorateInvigorate is a buff that grants 25% increased movement speed and lasts 25% seconds. 
| Wound = wound damageAll wound damage is physical damage. 
| DNA Alteration = DNA AlterationDNA Alteration 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 0.5 seconds.
| Gold = Gold💰
| Soul = Soul🌀
| Shriek = ShriekShriek is a physical damage over time status effect that deals 100% of physical infliction damage as wound damage 2 times per second for 8 seconds. 
| SugarRush = Sugar RushSugar Rush is a stackable buff that grants 10% increased attack and movement speed per stack. Stacks last 1 second decaying one after another. Up to 5 stacks. 
| Fear = FearsFear is a emotion debuff that adds +100% to minimum damage taken roll and lasts 8 seconds.
| CompanionSign = Companion SignCompanion Sign is a debuff that makes the target take 50% increased damage from companions  and lasts 4 seconds. 
| Radiant = radiant damageGlitter is a stackable radiant ailment that adds 2.5% chance to be lucky hit per stack. Stacks last 8 seconds decaying at the same time. Up to 10 stacks. All radiant damage inflicts Glitter.  
| Glitter = GlitterGlitter is a stackable radiant ailment that adds 2.5% chance to be lucky hit per stack. Stacks last 8 seconds decaying at the same time. Up to 10 stacks. 
| Locust = LocustLocustis a status effect that spawns up to 3 beetle when the affected target dies. Each stack lasts 4 seconds. 
| SnowBrand = Snow BrandSnow Brand is a cold damage over time status effect that deals 100% of cold  infliction damage as fire damage 2 times per second. Lasts 4 seconds. 
| Bola = BolaBola is a stackable status effect that after not refreshing it for 1 seconds, consumes all stacks to deal 100% of accumulated infliction damage as explosion damage. Up to 5 stacks.
| Toxic = ToxicToxic is a stackable poison damage over time ailment that deals 10% of poison infliction damage as poison damage 2 times per second. Stacks last 4 seconds decaying at the same time. Stacks up to 20 times. 
| Periodically = periodically
| Taunt = TauntTaunt is a emotion debuff that makes target take 35% more damage at close range and lasts 8 seconds. 
| Confuse = confuseConfusion is a status effect that doubles the effect of debuffs on the target and lasts 8 seconds.
| Confusion = ConfusionConfusion is a status effect that doubles the effect of debuffs on the target and lasts 8 seconds.
| CombatStart =  combat startOn combat start triggers also trigger when bosses enter phase 2.
| Puncture = PuncturePuncture is a stackable debuff that adds physical and nature damage taken per stack. Stacks last 4 seconds decaying at the same time. Up to 5 stacks.
| Necrotic = NecroticNecrosis is a necrotic damage over time ailment that deals 50% of necrotic infliction damage as necrotic damage 2 per second for 8 seconds.All necrotic damage inflicts Necrosis. 
| NecroticDMG = necrotic damageNecrosis is a necrotic damage over time ailment that deals 50% of necrotic infliction damage as necrotic damage 2 per second for 8 seconds.All necrotic damage inflicts Necrosis. 
| Necrosis = NecrosisNecrosis is a necrotic damage over time ailment that deals 50% of necrotic infliction damage as necrotic damage 2 per second for 8 seconds.All necrotic damage inflicts Necrosis. 
| Hex = HexHex is a status effect that doubles the effect of debuffs and lasts 4 seconds.
| Power = powerPower increases damage and area radius. The value of each point of power slowly decreases as power gets higher.
| Stamina = stamina 
| Str = strengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats.
| Int = intelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats.
| Dex = dexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats.
| Flask = -flaskFlasks take 2 seconds to drink and recover 1 heart .
To use a flask hold V.