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From Tiny Rogues Wiki
Revision as of 12:22, 1 January 2024 by Nuhauskis (talk | contribs) (→‎Keywords: Added cold, fire, lightning, & poison elementalist KWs)

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 
O = f83c00 e.g. fire 
Y = E1CD4D e.g. lightning, EXP
Y2 = e4bf08 e.g. tipsiness
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
G3 = 65d75d e.g. lighter green for evasion
Set = 00af00 e.g. item Sets
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
Uncommon = 63ceee e.g uncommon rarity items
Rare = e2c96b e.g rare rarity items
Epic = b300fd e.g epic rarity items
Legendary = f65100 e.g legendary rarity items

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|Adrenaline}} = AdrenalineAdrenaline is a buff that grants 100% increased damage and lasts 1 room.

{{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|Arrogance}} = ArroganceArrogance is a emotion buff that grants 100% increased damage with non-crits and lasts 8 seconds.

{{KW|BattleRush}} = Battle RushBattle Rush is a stackable buff that grants 3% increased damage and movement speed per stack. Stacks last 1 second decaying one after another, up to 10 stacks.

{{KW|Berserk}} = BerserkBerserk is a emotion buff that grants 20% more attack- and movement speed and lasts 8 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|Block}} = block Block prevents one hit of damage taken.
Refreshes each floor.

{{KW|Body}} = body damageBody damage refers to explicitly stated body damage triggers and your punch attack while unarmed.

{{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|Bounty}} = G

{{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|CharmB}} = CharmB

{{KW|CheapShot} = Cheap ShotCheap Shot is a buff that 100% increased trigger damage and lasts 4 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|ColdElementalist}} = coldFire, Cold, Lightning, Poison, and Nature damage are considered elemental damage.Cold Elementalist is a buff that grants 100% increased cold damage and lasts 4 seconds.

{{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|CursedHit}} = cursed hit 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|DefyDeath}} = defy death Defy Death allows you to take an additional hit of damage before death. Refreshes each floor.

{{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|Elemental}} = elementalFire, Cold, Lightning, Poison, and Nature damage are considered elemental damage.

{{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|FireElementalist}} = fireFire, Cold, Lightning, Poison, and Nature damage are considered elemental damage.Fire Elementalist is a buff that grants 100% increased fire damage and lasts 4 seconds.

{{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|Flask}} = -flaskFlasks take 2 seconds to drink and recover 1 heart .
To use a flask hold V.

{{KW|FocusedMight}} = FocusedMight

{{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|Harmony}} = HarmonyHarmony is a buff that grants 40% more attack speed.

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

{{KW|Heart}} = heart

{{KW|Soul_Heart}} = Soul Heart

{{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|LightningElementalist}} = lightningFire, Cold, Lightning, Poison, and Nature damage are considered elemental damage.Lightning Elementalist is a buff that grants 100% increased lightning damage and lasts 4 seconds.

{{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|ManaBurnout}} = Mana BurnoutWhen you drain mana below 0, you enter mana burnout. You can still attack during mana burnout but if you want to continue to drain mana in order to trigger mana-draining effects such as creating mana stars you have to stop attacking until mana burnout is over.

{{KW|ManaStar}} = mana starMana Flux is a mana star buff that grants 25% more attack speed and 25% mana drain refund and lasts 4 seconds.Mana Stars are pickups that are spawned after draining a total of 5 points of mana . Picking up a mana star grants Mana Flux. It also immediately stops mana burnout.

{{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|PoisonElementalist}} = poisonFire, Cold, Lightning, Poison, and Nature damage are considered elemental damage.Poison Elementalist is a buff that grants 100% increased poison damage and lasts 4 seconds.

{{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|Rage}} = rageRage is a stackable emotion buff that grants 4% increased attack speed per stack. Stacks last 4 seconds decaying at the same time. Up to 10 stacks.

{{KW|RaisedMorale}} = RaisedMorale

{{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|Soul}} = Soul

{{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|SoundMelee}} = SoundMelee

{{KW|SoundMelee2}} = SoundMelee2

{{KW|SoundRanged}} = SoundRanged

{{KW|SoundRanged2}} = SoundRanged2

{{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|StrikeRanged}} = StrikeRanged

{{KW|StrikeRanged2}} = StrikeRanged2

{{KW|StrikeMelee}} = StrikeMelee

{{KW|StrikeMelee2}} = StrikeMelee2

{{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|TriggerMania}} = Trigger ManiaTrigger Mania is an emotion buff that grants 1% increased attack speed. Stacks last 1 second decaying one after another. Up to 10 stacks.

{{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.

{{KW|Good}} = good

{{KW|Evil}} = evil

{{KW|SlashN}} = slashingAll slashing damage is physical damage.

{{KW|ThrustN}} = thrustingAll thrusting damage is physical damage.

{{KW|StrikeN}} = strikingAll striking damage is physical damage.

{{KW|MeleeN}} = melee

{{KW|RangedN}} = ranged

{{KW|MagicN}} = magic

{{KW|MagicalN}} = magical

{{KW|LightningN}} = lightningShock 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|ColdN}} = coldChill is a cold ailment that reduces movement speed by 25% and lasts 8 seconds. All cold damage is elemental damage and inflicts Chill.

{{KW|FireN}} = fireBurn 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|RadiantN}} = radiantGlitter 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|DarkN}} = darkGloom is a stackable dark ailment that increases damage taken from cursed hits by 25% per stack. Stacks last 8 seconds decaying at the same time. Up to 10 stacks. All dark damage inflicts Gloom.

{{KW|Evade}} = evade Evade prevents one hit of damage taken. Refreshes after completing 5 combat encounters without taking damage or evading.