Template:KW
Two-Handed2-handed weapons disable your offhand.
Armor
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.
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.
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.
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.
Bone SplinterBone Splinter is a stackable status effect that consumes one stack on primary attack to launch a bone spear projectile.
BowBows disable any non-quiver offhand.
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.
CharmsCharm is a emotion debuff that makes the target take 25% more damage at far range and lasts 8 seconds.
ChillChill is a cold ailment that reduces movement speed by 25% and lasts 8 seconds.
close rangeClose Range is indicated by a little red ruler next to damage numbers.
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.
companion🐕
Companion SignCompanion Sign is a debuff that makes the target take 50% increased damage from companions and lasts 4 seconds.
critical hit❗The damage from critical hits is multiplied with your critical hit
multiplier.
Critical hits❗The damage from critical hits is multiplied with your critical hit
multiplier.
CrossbowCrossbows disable any non-quiver offhand.
crushing hit Crushing Hits
are guaranteed to roll top end damage.
Curse💀
cursed hits💀
Demon RageDemon Rage is a buff that grants 100% increased attack speed with the Demon Blade and lasts 4 seconds.
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.
DNA
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.
DrainDrain is a debuff that reduces movement speed by up to 25% and lasts 4 seconds.
energy damage
explosion damage
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.
FearsFear is a emotion debuff that adds +100% to minimum damage taken roll and lasts 8 seconds.
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.
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.
FragilityFragility is a debuff that makes the target take 50% more damage over time and lasts 4 seconds.
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.
Gold💰
HealthHealth is the red part of enemy health bars and armor is the blue-grey part of enemy health bars.
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.
InstabilityInstability is a debuff that makes the target take 30% more top end damage and lasts 4 seconds.
IntimidateIntimidate is a emotion debuff that makes non-bosses take 30% more damage and bosses take 15% more damage and lasts 8 seconds.
InvigorateInvigorate is a buff that grants 25% increased movement speed and lasts 25% seconds.
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.
Lethal Hits deal double damage.
Lethal Hits deal double damage.
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 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.
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.
LocustLocustis a status effect that spawns up to 3 beetle when the affected target dies. Each stack lasts 4 seconds.
magical damage
Mana ✯Mana grants stats to your mana-draining weapons. By default each point of mana✯ grants 10% more damage.
nature damage
Primary attack
Primary attacks
periodically
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.
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.
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.
repeatRepeated attacks deal 25% less damage.
Repeated attacksRepeated attacks deal 25% less damage.
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.
ruthless hit Ruthless Hits
have 100% more top end damage.
Secondary attack
Secondary attacks
ScepterThis weapon is considered a channeling weapon.
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.
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.
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.
slashing damageAll slashing damage is physical damage.
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.
sound damage
striking damageAll striking damage is physical damage.
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.
Super Effective hitMost enemies have a damage type weakness. Super Effective hits deal 25% more damage.
SupersonicSupersonic is a status effect that doubles the attack speed of this weapon and lasts 4 seconds.
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.
TauntTaunt is a emotion debuff that makes target take 35% more damage at close range and lasts 8 seconds.
thrusting damageAll thrusting damage is physical damage.
thrusting meleeAll thrusting damage is physical damage.
thrusting ranged damageAll thrusting damage is physical damage.
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.
triggerTrigger damage scales with each point of EXP, up to 7x damage at level 6.
VulnerabilityVulnerability is a debuff that makes the target take 20% more damage and lasts 4 seconds.
wound damageAll wound damage is physical damage.