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From Tiny Rogues Wiki
Revision as of 05:40, 31 December 2023 by NDSi (talk | contribs) (added hearts as a keyword for regeneration traits/items)

Colour Code

Example: {{Col|Br|Mushroom}} = Mushroom
For adding new colors edit the source code here: https://roguepedia.net/w/Template:Col

R = fb0034 e.g. crits 
Y = E1CD4D e.g. lightning, EXP
P = ae00fa e.g. weapon, primary attack, secondary attack, trigger, buff
P2 = 722a9f e.g. toxic
P3 = 924ee0 e.g. elemental
G = 64ce03 e.g. numbers, percent
G2 = 26ff66 e.g. dexterity, ranged, mark
B = 1dc1ee e.g. Mana stuff
B2 = 69b2f2 e.g. cold
B3 = 20c5f1 e.g. intelligence
Gr = 82838e e.g. cooldowns
Br = 513d38 e.g brown like thrusting damage
Be = d5caad e.g beige like holy and bone-y
Pi = c201ca e.g pink like emotion
Pi3 = a5016f e.g dark pink like Drain
Pi4 = a8034e e.g slightly dark pink like bleed but not bleeding
Esp = d77bba e.g a bright pink for Esper traits specifically
Le = 0342d8 e.g Dark blue like Lethal hit and curse
Ta = ef8414 e.g Orange like taunt
H = cc423c e.g Red like the heart/span>
Po = 048c04 e.g Dark green like poison damage
En = 8ce3d5 e.g Light blue like energy damage
Lb = 8ce3d5 e.g Light blue like Tailwind, Supersonic
Melee = fc68b4 e.g Pink like melee
Armor = 0f748c e.g Blue like Armor
Ph = 6c4434 e.g Brown like physical
Gold = edcf4e e.g Gold like gold
Soul = 76d1e3 e.g Turquoise blue like Soul

Keywords

For adding new keywords edit the source code here: https://roguepedia.net/w/Template:KW

{{KW|2H}} = Two-Handed2-handed weapons disable your offhand.

{{KW|Armor}} = armor

{{KW|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.

{{KW|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.

{{KW|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.

{{KW|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.

{{KW|BoneSplinter}} = Bone SplinterBone Splinter is a stackable status effect that consumes one stack on primary attack to launch a bone spear projectile.

{{KW|Bow}} = BowBows disable any non-quiver offhand.

{{KW|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.

{{KW|Charm}} = CharmCharm is a emotion debuff that makes the target take 25% more damage at far range and lasts 8 seconds.

{{KW|Chill}} = chillChill is a cold ailment that reduces movement speed by 25% and lasts 8 seconds.

{{KW|CloseRange}} = close rangeClose Range is indicated by a little red ruler next to damage numbers.

{{KW|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.

{{KW|Companion}} = companion

{{KW|Companions}} = companions

{{KW|CompanionSign}} = Companion SignCompanion Sign is a debuff that makes the target take 50% increased damage from companions and lasts 4 seconds.

{{KW|Confuse}} = confuseConfusion is a status effect that doubles the effect of debuffs on the target and lasts 8 seconds.

{{KW|Confusion}} = ConfusionConfusion is a status effect that doubles the effect of debuffs on the target and lasts 8 seconds.

{{KW|Crit}} = critical hit The damage from critical hits is multiplied with your critical hit multiplier.

{{KW|Crits}} = critical hits The damage from critical hits is multiplied with your critical hit multiplier.

{{KW|Crossbow}} = CrossbowCrossbows disable any non-quiver offhand.

{{KW|Crush}} = crushing hit Crushing Hits are guaranteed to roll top end damage.

{{KW|Crushs}} = crushing hits Crushing Hits are guaranteed to roll top end damage.

{{KW|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.

{{KW|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.

{{KW|DemonRage}} = Demon RageDemon Rage is a buff that grants 100% increased attack speed with the Demon Blade and lasts 4 seconds.

{{KW|Dex}} = dexterityDexterity increases damage dealt by weapons that scale off dexterity. Additionally dexterity grants attack speed, movement speed and potentially other stats.

{{KW|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.

{{KW|DNA}} = DNA

{{KW|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.

{{KW|Drain}} = DrainDrain is a debuff that reduces movement speed by up to 25% and lasts 4 seconds.

{{KW|Energy}} = energy damage

{{KW|EnemyArmor}} = ArmorHealth is the red part of enemy health bars and armor is the blue-grey part of enemy health bars.

{{KW|Explosion}} = explosion damageExplosion damage persists through the armor threshold.

{{KW|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.

{{KW|Fear}} = fearFear is a emotion debuff that adds +100% to minimum damage taken roll and lasts 8 seconds.

{{KW|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.

{{KW|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.

{{KW|Fragility}} = FragilityFragility is a debuff that makes the target take 50% more damage over time and lasts 4 seconds.

{{KW|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.

{{KW|Gold}} = gold

{{KW|Health}} = HealthHealth is the red part of enemy health bars and armor is the blue-grey part of enemy health bars.

{{KW|Hearts}} = hearts

{{KW|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.

{{KW|Instability}} = InstabilityInstability is a debuff that makes the target take 30% more top end damage and lasts 4 seconds.

{{KW|Int}} = intelligenceIntelligence increases damage dealt by weapons that scale off intelligence. Additionally intelligence grants critical hit❗ chance, mana ✯ regeneration and potentially other stats.

{{KW|Intimidate}} = intimidateIntimidate is a emotion debuff that makes non-bosses take 30% more damage and bosses take 15% more damage and lasts 8 seconds.

{{KW|Invigorate}} = InvigorateInvigorate is a buff that grants 25% increased movement speed and lasts 25% seconds.

{{KW|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.

{{KW|LeH}} = lethal hit Lethal Hits deal double damage.

{{KW|LeHs}} = lethal hits Lethal Hits deal double damage.

{{KW|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.

{{KW|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.

{{KW|LH|20}} = +20% 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.

{{KW|LHs|20}} = +20% 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.

{{KW|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.

{{KW|Locust}} = LocustLocustis a status effect that spawns up to 3 beetle when the affected target dies. Each stack lasts 4 seconds.

{{KW|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.

{{KW|Luck|1}} = +1 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.

{{KW|Magical}} = magical damage

{{KW|Mana}} = Mana Mana grants stats to your mana-draining weapons. By default each point of mana✯ grants 10% more damage.

{{KW|Nature}} = nature damageNettles is a nature ailment that increases the effect of debuffs on the target by 50% and lasts 8 seconds. All nature damage is considered elemental damage and inflicts Nettles.

{{KW|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.

{{KW|PA}} = Primary attack

{{KW|PAs}} = Primary attacks

{{KW|Periodically}} = Periodically

{{KW|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.

{{KW|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.

{{KW|Power}} = powerPower increases damage and area radius. The value of each point of power slowly decreases as power gets higher.

{{KW|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.

{{KW|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.

{{KW|Repeat}} = Repeat

{{KW|RepeatedAttacks}} = Repeated attacksRepeated attacks deal 25% less damage.

{{KW|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.

{{KW|Ruthless}} = ruthless hit Ruthless Hits have 100% more top end damage.

{{KW|Ruthlesss}} = ruthless hits file=Ruthless Hits have 100% more top end damage.

{{KW|SA}} = Secondary attack

{{KW|SAs}} = Secondary attacks

{{KW|Scepter}} = ScepterThis weapon is considered a channeling weapon.

{{KW|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.

{{KW|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.

{{KW|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.

{{KW|Slash}} = slashing damageAll slashing damage is physical damage.

{{KW|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.

{{KW|Sound}} = sound damageEcho is a stackable sound ailment that consumes all stacks to deal 75% of accumulated sound damage as sound damage upon reaching 2 stacks. A stack lasts 4 seconds. This damage counts as repeat damage.All sound damage inflicts Echo.

{{KW|Stamina}} = stamina Stamina takes 3 seconds to start recovery (stamina recovery speed) and 0.5 seconds to regenerate per point (stamina regeneration speed).

{{KW|Str}} = strengthStrength increases damage dealt by weapons that scale off strength. Additionally strength grants more damage dealt, equip load capacity and potentially other stats.

{{KW|Strike}} = striking damageAll striking damage is physical damage.

{{KW|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.

{{KW|SuperEffective}} = super effective Most enemies have a damage type weakness. Super Effective hits deal 25% more damage.

{{KW|Supersonic}} = SupersonicSupersonic is a status effect that doubles the attack speed of this weapon and lasts 4 seconds.

{{KW|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.

{{KW|Taunt}} = tauntTaunt is a emotion debuff that makes target take 35% more damage at close range and lasts 8 seconds.

{{KW|Thrust}} = thrusting damageAll thrusting damage is physical damage.

{{KW|ThrustMelee}} = ThrustMelee

{{KW|ThrustRanged}} = ThrustRanged

{{KW|ThrustRanged2}} = ThrustRanged2

{{KW|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.

{{KW|Trigger}} = Trigger

{{KW|Triggers}} = TriggersTrigger damage is all damage that comes from effects that explicitly use the trigger keyword.
E.g.: On lucky hit, trigger...
Trigger damage scales with each point of EXP, up to 7x damage at level 6.

{{KW|Vul}} = VulnerabilityVulnerability is a debuff that makes the target take 20% more damage and lasts 4 seconds.

{{KW|Wound}} = wound damageAll wound damage is physical damage.