Game Mechanics: Difference between revisions

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|[[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: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.
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|[[File:HUDStamina.gif|50px]] || Your current stamina. Allows you to dash forward and avoid any attacks from enemies. It regenerates as you fight and can be reused often. Certain items allow extra invulnerability time after dashing.
|[[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.
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|[[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: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.
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{{Status Effects}}


==Weapon Elements==
==Weapon Elements==

Revision as of 22:28, 24 April 2023

Information: This page is currently a stub, missing a bunch of information or outdated since a game update.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

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 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.
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.
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.
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 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.
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.
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 current coins collected. These can be used in shops and the arcade.
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, entrances with thorns (Cinder modifier) 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 used for metagame progression and are saved upon death or completion of a run. They can be used to buy new classes, gifts and blessings. Some Events or equipment require sacrificing Souls for rewards. Sometimes there might be a shop that requires Souls rather than coins.

Weapon Elements

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.

Attunement


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).

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).

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