Template:KW
From Tiny Rogues Wiki
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🍀Luckincreases 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. | 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. | 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. | CursedHits = cursed hits💀 | Curse = Curse💀 | 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💰 | 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. | OnCombat = on 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. | #default =
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