Traits

From Tiny Rogues Wiki
Revision as of 16:18, 18 January 2023 by Ken (talk | contribs)

Traits

Name Description Requirement Type
Adrenaline Deal 40% more damage in rooms you have taken damage. ??? Strength
Barbarism 25% more damage while not having Armor Must have zero

current Armor .

Strength
Beef +1 to strength proficiency.
Proficiency improves damage scaling of weapons. Damage scales +1% per point per letter, starting at E.
??? Strength
Berserk When you defy death, gain 50% more attack speed and 50% more damage dealt for the rest of the room. Must have at least

one death defy.

Strength
Block While wearing a shield, block the first damaging hit you take in every room. ??? Strength
Bloodthirsty 25% more damage against bleeding enemies. ??? Strength
Blunt Trauma Flails and Maces inflict Bleed.

Bleed deals 60% of infliction damage per second for four seconds.

??? Strength
Boozer Stacks of "Tipsiness" are permanent.

Tipsiness grants +10% damage per stack, with a maximum of one stack per red heart container. Stacks are not lost if maximum health is subsequently reduced.

??? Strength
Brawler 15% more damage per enemy in the room (up to 45%). ??? Strength
Close Combat 30% more damage to enemies at close (55 units) range. ??? Strength
Goat Force Triples Horn Helmet damage and gives you +0.5s invincibility after dash. Must possess the

Horn Helmet.

Strength
No Pain No Gain Defy death +3 times per room. You can't and don't have armor. ??? Strength
Rage Gain Rage on hit, 4% increased attack speed per stack of rage. (Maximum of 10 stacks; +40% APS total.) ??? Strength
Relentless 10% more damage per missing Heart . ??? Strength
Resolute Technique 40% more damage but your critical hit chance is 0%. ??? Strength
Ruthless Every 3rd primary attack deals double damage. ??? Strength
Savage Wounds 50% more Bleed damage. Must have a weapon that inflicts Bleed equipped. Strength
Shield Bash While wearing a shield every 3rd melee attack performs an additional shield bash attack. ??? Strength
Vitality +2 Hearts
Recover 1 Heart on room completion if you have taken damage in that room.
??? Strength
Rampage Gain 5% increased damage when you complete a room. Resets each floor. ??? Strength/Dexterity
Acrobatics Evade the first damaging hit you take in every room. ??? Dexterity
Agility 10% increased movement speed.
Modifiers to movement speed also apply to attack speed.
??? Dexterity
Alacrity 30% increased attack speed. ??? Dexterity
Ballistics 20% chance to trigger a refire with ranged attacks. ??? Dexterity
Cull The Mark Enemies take 10% more damage per status effect on them. ??? Dexterity
Dynamo 25% increased attack speed if you have reloaded recently. 25% increased reload speed if you haven't reloaded recently. (Recently = 4 seconds.) ??? Dexterity
Focus Infusion effects are permanent. ??? Dexterity
Give And Take Gain 6% increased damage per current stamina point. Gain 6% increased attack speed per missing stamina point. ??? Dexterity
Grenadier On ranged attack, throw a grenade that explodes into multiple projectiles on impact. Has reload time of 2.235s ??? Dexterity
Intuition +1 to dexterity proficiency.
Proficiency improves damage scaling of weapons. Damage scales +1% per point per letter, starting at E.
??? Dexterity
Lethality +150% critical hit multiplier. ??? Dexterity
Momentum Gain Momentum on dash, 15% increased damage dealt per stack of Momentum. (Maximum of 3 stacks.) ??? Dexterity
Opportunistic When you dash, gain 100% chance to trigger a refire for 0.5 seconds. (4s cooldown.) ??? Dexterity
Precision +20% critical hit chance. ??? Dexterity
Quick Load 10% increased attack speed. Total modifier to attack speed affects reload speed. ??? Dexterity
Quickstep Grants 20% increased attack and movement speed for 4 seconds on dash. ??? Dexterity
Relentless Assault Recover 1 Stamina on hit. (1 second cooldown.) ??? Dexterity
Sharpshooter 25% more damage to enemies at far (80 units) range. ??? Dexterity
Swagger Every 5th primary attack will be a guaranteed critical hit. ??? Dexterity
Tacticool Reload Reload your weapon instantaneously on dash. ??? Dexterity
Transcendence Gain +20 base damage per infused damage type from status effects on you. ??? Dexterity
Versatility +2 Stamina ??? Dexterity
Spellblade Swords, Daggers, Sickles and Scythes gain increased attack speed from mana. ??? Dexterity/Intelligence
Amplify 30% increased area of effect radius, 30% increased area damage. ??? Intelligence
Annihilation 25% more damage with hits that inflict a status effect. ??? Intelligence
Arcane Potency 15% more damage dealt per Soul Heart (up to 75%). Your maximum Health is 0. ??? Intelligence
Colossal Might 50% more damage but 25% less attack speed. ??? Intelligence
Decay Gain 10% increased DoT damage per second spent in the room (up to 200%). ??? Intelligence
Discharge Stops mana degeneration. When you attack at full mana, discharge all mana to deal massive area damage. ??? Intelligence
Dreamer 75% increased damage bonus from mana. ??? Intelligence
Glass Cannon 30% more damage. +1/2 Heart damage taken. ??? Intelligence
Keen Mind +1 to intelligence proficiency
Proficiency improves damage scaling of weapons. Damage scales +1% per point per letter, starting at E.
??? Intelligence
Mageblood Potion effects are permanent. ??? Intelligence
Mending Repairs all Armor when you defeat a boss. +1 to inherent Armor . ??? Intelligence
Quick Cast Gain 40% increased attack speed when you pick up a mana star. Attack speed bonus decays over 4 seconds. ??? Intelligence
Resoursefulness While in combat, drop one Mana Star per current Stamina on dash. ??? Intelligence
Single Out 25% more damage while fighting exactly 1 enemy. ??? Intelligence
Soul Thief Gain a Soul Heart when you defeat a boss. ??? Intelligence
Static Blows 25% chance to trigger a lightning strike on hit (0.25s cooldown). ??? Intelligence
War Caster +10% magic damage per maximum armor, to a cap of +30%. ??? Intelligence
Wisdom +3 Template:Mana ??? Intelligence
Power Of Nature Weapons that inherently deal elemental damage now profit from mana bonus. ??? Intelligence/Strength

Negative Traits

Name Description
Glass +1 Heart damage taken while at full health.
False Dilemma You will only get 2 traits offered in future trait selections.
Inflation Deal 0.15% less damage per gold you have. (Up to 15%.)
Jinxed When you take damage, get jinxed for the rest of the room. Suffer a -1 luck penalty while jinxed.
Lightning Conduit While in combat you are struck by lightning every 12 seconds.
Nitwit -1 to all proficiencies.

Damage scales +1% per point per letter, starting at E.

Paradox 1% less attack speed and reload speed per status effect on you. (Maximum of -20%.)
Short Sighted You deal 50% less damage at far range.
Slippery Slope Any time you take damage you lose a bomb, a key or some gold.
Sloth 25% longer stamina recovery and regeneration time.
Sunk-cost Fallacy The damage of your current weapon is reduced by 0.1% on kill. (Maximum of -15%.)
Survivor Bias When you successfully dodge, you are slowed by 15% for 4 seconds.

Removed Traits

Name Reason
Piercing Shots
Constitution Merged with Vitality

History

[0.1.9c]:

  • ▼ Colossal Might: Now slows attack speed by 25%, previously by 30%.
  • Constitution: Has been removed.
  • ▲ Vitality: Now also grants the health recovery effect previously applied by Constitution.
  • ▲ Give And Take: Now grants 6% increased damage per current stamina point and 6% increased attacks peed per missing stamina point. Previously 5% each.
  • Changes to flaws applied by Cinder modifier:
    • Jinxed: Now applies -1 Luck for rest of room upon taking damage, previously just always -1 Luck.
    • Survivor Bias: Reduced duration of movement speed slow to 4 seconds, previously 8. Reduced movement speed reduction to -15%, previously -20%.
    • Glass: Now makes you take +1 heart of damage while at full health. Previously +1/2 heart always.
    • Inflation: Reduced maximum damage reduction per gold from -20% at 80 gold to -15% at 100 gold.
    • Lightning Conduit:
      • Now strikes you every 12 seconds.
      • Reduced radius of lightning strike.
    • Short Sighted: Now you deal 50% less damage at far range, previously no damage dealt at far range.
    • Slippery Slope: If you lose gold upon taking damage, you now lose only 5 gold not 5-7 gold.
    • Sloth: Now applies 25% longer stamina recovery and regeneration time, previously 50% longer.
    • Sunk-cost Fallacy: Now reduces damage of weapon by up to 15%, previously up to 20%.