<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://darkanddarker.wiki.spellsandguns.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hiimray</id>
	<title>Dark and Darker Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://darkanddarker.wiki.spellsandguns.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hiimray"/>
	<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/Special:Contributions/Hiimray"/>
	<updated>2026-05-20T06:44:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Template:Infobox&amp;diff=63061</id>
		<title>Template:Infobox</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Template:Infobox&amp;diff=63061"/>
		<updated>2025-04-01T18:11:09Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Changed image from Iconbox template to link to the image file&amp;#039;s page for better swapability/full-res accessibility (this is overridden by the link parameter if it&amp;#039;s passed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{#if:{{{nomargin|}}}||margin-left:10px;}}background-color:rgb(var(--background-color),0.3); max-width:470px; {{#ifeq:{{{nofloat|}}}|1||float:right;}}&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;width: 280px;padding:20px; box-shadow: inset 0px 0px 20px 5px rgb(0 0 0 / 0.5);display:flex; flex-direction:column; align-items:center;background-color:rgb(var(--rarity-{{{rarity|}}}),0.05);border:2px solid rgb(var(--rarity-{{{rarity|1}}}),0.5);&amp;quot;class=&amp;quot;itemboxheader&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;bold&amp;quot; style=&amp;quot;margin-top:0px!important;font-size:22px&amp;quot;&amp;gt;&lt;br /&gt;
			{{#switch:1&lt;br /&gt;
				|{{#ifeq:{{{link|}}}|nolink|1}}=&lt;br /&gt;
					{{{name}}}&lt;br /&gt;
				|{{#if:{{{link|}}}|1}}=&lt;br /&gt;
					[[{{{link}}}|&amp;lt;span class=&amp;quot;colorrarity{{{rarity}}}&amp;quot;&amp;gt;{{{name}}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
				|#default=&lt;br /&gt;
					[[{{{name}}}|&amp;lt;span class=&amp;quot;colorrarity{{{rarity}}}&amp;quot;&amp;gt;{{{name}}}&amp;lt;/span&amp;gt;]]}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;width: 280px; border:2px solid rgb(70,70,70,0.5); padding:20px;&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;div style=&amp;quot;display:flex; flex-direction:column; align-items:center;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{Iconbox|{{{name}}}|image={{{image|{{{name}}}}}}.png|caption=no|link={{{link|File:{{{image|{{{name}}}}}}.png}}}|size={{{size|100x200px}}}}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{#if:{{{stats|}}}{{{enchantments|}}}{{{special|}}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;|&amp;lt;div class=&amp;quot;line&amp;quot; style=&amp;quot;background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!-- Line --&amp;gt;&lt;br /&gt;
				&amp;lt;div style=&amp;quot;display:flex; flex-direction:column; align-items:center; text-align:center&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;{{#arraydefine:stats|{{{stats|}}}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;{{#loop:i|0|{{#arraysize:stats}}&amp;lt;!--&lt;br /&gt;
						--&amp;gt;|&amp;lt;nowiki/&amp;gt;{{#vardefine:stat|{{#arrayindex:stats|{{#var:i}} }} }}&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;{{#ifeq:{{ #var:i }}|0||margin-top:10px;}}display:flex;width:100%;flex-direction:row; justify-content:space-between;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div style=&amp;quot;padding:0px 5px;&amp;quot; class=&amp;quot;bold&amp;quot;&amp;gt;-&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div&amp;gt;{{ #var:stat }}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div style=&amp;quot;padding:0px 5px;&amp;quot; class=&amp;quot;bold&amp;quot;&amp;gt;-&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;{{#if:{{{enchantments|}}}&amp;lt;!--&lt;br /&gt;
						--&amp;gt;|&amp;lt;div style=&amp;quot;margin-top:10px; display:flex; width:100%;flex-direction:row; justify-content:space-between;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div style=&amp;quot;padding:0px 5px;&amp;quot; class=&amp;quot;bold colorrarity4&amp;quot;&amp;gt;-&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div class=&amp;quot;colorrarity4&amp;quot;&amp;gt;Up to {{{enchantments}}} extra enchantments&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div style=&amp;quot;padding:0px 5px;&amp;quot; class=&amp;quot;bold colorrarity4&amp;quot;&amp;gt;-&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;{{#if:{{{special|}}}&amp;lt;!--&lt;br /&gt;
						--&amp;gt;|&amp;lt;div style=&amp;quot;margin-top:10px; display:flex; width:100%; flex-direction:row; justify-content:space-between;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div style=&amp;quot;padding:0px 5px; color:rgb(211,178,125);&amp;quot; class=&amp;quot;bold&amp;quot;&amp;gt;-&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(211,178,125);&amp;quot;&amp;gt;{{{special}}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
							--&amp;gt;&amp;lt;div style=&amp;quot;padding:0px 5px; color:rgb(211,178,125);&amp;quot; class=&amp;quot;bold&amp;quot;&amp;gt;-&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{#if:{{{effect|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div class=&amp;quot;line&amp;quot; style=&amp;quot;background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
				--&amp;gt;&amp;lt;div style=&amp;quot;display:flex; flex-direction:column; align-items:center; font-size:18px; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
					{{{effect}}}&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{#if:{{{compact_effect|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div class=&amp;quot;line&amp;quot; style=&amp;quot;background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
				--&amp;gt;&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
					{{{compact_effect}}}&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{#if:{{{classes|}}}{{{type|}}}{{{armortype|}}}{{{weapontype|}}}{{{utilitytype|}}}{{{slottype|}}}{{{handtype|}}}{{{actiontime|}}}{{{interactiontime|}}}{{{attackspeed|}}}{{{reloadspeed|}}}{{{quiversize|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div class=&amp;quot;line&amp;quot; style=&amp;quot;background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{classes|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;margin-bottom:5px; display:flex; flex-direction:column; align-items: center;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(70,70,70)&amp;quot;&amp;gt;Required Class: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{classes}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{type|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;margin-bottom:5px; display:flex; flex-direction:column; align-items: center;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(70,70,70)&amp;quot;&amp;gt;Type:&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{type|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{armortype|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Armor Type: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{armortype|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{weapontype|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Weapon Type: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{weapontype|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{utilitytype|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Utility Type: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{utilitytype}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{slottype|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Slot Type: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{slottype}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{handtype|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Hand Type: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{handtype}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{actiontime|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Action Time: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{actiontime}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{interactiontime|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Interaction Time: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{interactiontime}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{attackspeed|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Attack Speed: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{attackspeed}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{reloadspeed|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Reload Speed: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{reloadspeed}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#if:{{{quiversize|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Quiver Size: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{quiversize}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}} }}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{#if:{{{combo|}}}{{{combodamage|}}}{{{impactzones|}}}{{{hitbox|}}}{{{projectilespeed|}}}{{{pierce|}}}{{{actionmovementspeed|}}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;|&amp;lt;div class=&amp;quot;line&amp;quot; style=&amp;quot;background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{combo|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Combo: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{combo}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{combodamage|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Combo Damage: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{combodamage}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{impactzones|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Impact Zones: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{impactzones}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{hitbox|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Hitbox: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{hitbox}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{projectilespeed|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Projectile Speed: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{projectilespeed}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{pierce|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Pierce: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{pierce}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{actionmovementspeed|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;margin-bottom:5px; display:flex; flex-direction:column; text-align:center;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(70,70,70)&amp;quot;&amp;gt;Action Move Speed&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{actionmovementspeed}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}} }}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{#if:{{{duration|}}}{{{openduration|}}}{{{picklockduration|}}}{{{miningduration|}}}{{{harvestingduration|}}}{{{lootduration|}}}{{{activateduration|}}}&amp;lt;!--&lt;br /&gt;
					--&amp;gt;{{{interactioncount|}}}{{{race|}}}{{{location|}}}{{{invslots|}}}{{{stacksize|}}}{{{sellprice|}}}{{{gearscore|}}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;|&amp;lt;div class=&amp;quot;line&amp;quot; style=&amp;quot;background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{duration|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Duration: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{duration}}} s&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{openduration|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Opening: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{openduration}}} s&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{picklockduration|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Picking Lock: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{picklockduration}}} s&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{miningduration|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Mining: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{miningduration}}} s&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{harvestingduration|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Harvesting: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{harvestingduration}}} s&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{lootduration|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Looting: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{lootduration}}} s&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{activateduration|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Activating: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{activateduration}}} s&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{interactioncount|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Interaction Count: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{interactioncount}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{race|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Race: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{race}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{location|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Location: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{location}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{invslots|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; margin-top:10px; flex-direction:column; align-items:center; text-align:center; margin-bottom:15px&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;{{{invslots}}}&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{stacksize|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Stack Size: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{stacksize}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{gearscore|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Gear Score: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{gearscore}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{sellprice|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Sell Price: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{sellprice}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}} }}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{#if:{{{experience|}}}{{{xp|}}}{{{monsterkill|}}}{{{subbosskill|}}}{{{bosskill|}}}{{{highendpropinteraction|}}}{{{propinteraction|}}}{{{itemachieve|}}}{{{treasure|}}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;|&amp;lt;div class=&amp;quot;line&amp;quot; style=&amp;quot;background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{propinteraction|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;text-align:center; color:rgb(70,70,70); font-size:18px&amp;quot;&amp;gt;&#039;&#039;&#039;Adventure Points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
				--&amp;gt;&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Props Interaction: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{propinteraction|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{highendpropinteraction|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;text-align:center; color:rgb(70,70,70); font-size:18px&amp;quot;&amp;gt;&#039;&#039;&#039;Adventure Points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
				--&amp;gt;&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;High-End Props Interaction: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{highendpropinteraction|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{monsterkill|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Monster Kill: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{monsterkill|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{subbosskill|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Subboss Kill: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{subbosskill|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{bosskill|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Boss Kill: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{bosskill|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{itemachieve|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Item Achieve: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{itemachieve|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{treasure|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; color:rgb(70,70,70)&amp;quot;&amp;gt;Treasure: &amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{treasure|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{#if:{{{experience|}}}{{{xp|}}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;|&amp;lt;div style=&amp;quot;text-align:center; color:rgb(70,70,70); font-size:18px; margin-top:10px&amp;quot;&amp;gt;&#039;&#039;&#039;Experience Points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
				--&amp;gt;&amp;lt;div style=&amp;quot;display:flex; flex-direction:row; justify-content:center; white-space:pre-wrap;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(160,160,140)&amp;quot;&amp;gt;{{{experience|}}}{{{xp|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}} }}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{#if:{{{description|}}}&amp;lt;!--&lt;br /&gt;
			--&amp;gt;|&amp;lt;div class=&amp;quot;line&amp;quot; style=&amp;quot;background-image:linear-gradient(to right,rgb(10,10,10),rgb(100,100,100),rgb(10,10,10))&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;&amp;lt;div style=&amp;quot;color:rgb(115,83,67);display:flex; flex-direction:column; align-items:center; text-align:center;&amp;quot;&amp;gt;{{{description}}}&amp;lt;/div&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Creates an infobox for a weapon.&lt;br /&gt;
== Example ==&lt;br /&gt;
These examples use dummy data, the displayed info is not reflective of the current game state.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Code&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Preview&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;padding: 20px 30px;&amp;quot;&amp;gt;&lt;br /&gt;
			An example with all options&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Infobox&lt;br /&gt;
	|name		=Arming Sword&lt;br /&gt;
	|image		=Arming Sword 7&lt;br /&gt;
	|link		=Falchion&lt;br /&gt;
	|rarity		=7&lt;br /&gt;
	|stats		=Weapon Damage 2,Move Speed -20,Agility 1,Knowledge 4,Will 2&lt;br /&gt;
	|special	=Smites enemies for 40 extra damage&lt;br /&gt;
	|effect		=Heal 15 HP over 20 seconds&lt;br /&gt;
	|classes	=[[Fighter]]&lt;br /&gt;
	|slottype	=Primary Weapon&lt;br /&gt;
	|handtype	=One-Handed&lt;br /&gt;
	|weapontype	=[[Sword]]&lt;br /&gt;
	|utilitytype	=Throw&lt;br /&gt;
	|actiontime	=1 second&lt;br /&gt;
	|attackspeed	=0.6s/0.56s/0.75s&lt;br /&gt;
	|reloadspeed	=3.67 seconds&lt;br /&gt;
	|quiversize	=7 arrows&lt;br /&gt;
	|stacksize	=3&lt;br /&gt;
	|invslots	=[[File:2x3InvSlot.jpg]]&lt;br /&gt;
	|combo		=Slash/Slash/Pierce&lt;br /&gt;
	|combodamage	=100%/100%/150%&lt;br /&gt;
	|impactzones	=100%/90%/70%&lt;br /&gt;
	|hitbox		=70.5 x 17.2&lt;br /&gt;
	|actionmovementspeed=Attack -25% &amp;lt;br&amp;gt; Blockreaction: -3% &amp;lt;br&amp;gt; Riposte: -30% &amp;lt;br&amp;gt; Riposteattack: -30%&lt;br /&gt;
	|duration=5&lt;br /&gt;
	|openduration=3&lt;br /&gt;
	|picklockduration=3&lt;br /&gt;
	|interactioncount=2~4&lt;br /&gt;
	|propinteraction=5&lt;br /&gt;
	|highendpropinteraction=15&lt;br /&gt;
	|monsterkill=1&lt;br /&gt;
	|subbosskill=2&lt;br /&gt;
	|bosskill=3&lt;br /&gt;
	|itemachieve=4&lt;br /&gt;
	|treasure=5&lt;br /&gt;
	|description	=Made from attenuated wood overlaid with leather, &lt;br /&gt;
			 providing moredefenses and stability against brunt attacks.&lt;br /&gt;
	|nofloat	=used for in text infobox&lt;br /&gt;
	|nomargin	=used for tabs&lt;br /&gt;
	|size	=50x50px}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
			This usage is not recommended, just here as an example&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;td style=&amp;quot;padding: 20px 50px;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{Infobox&lt;br /&gt;
				|name	=Arming Sword&lt;br /&gt;
				|image	=Arming Sword 7&lt;br /&gt;
				|link=Falchion&lt;br /&gt;
				|rarity	=7&lt;br /&gt;
				|stats	=Weapon Damage 2,Move Speed -20,Agility 1,Knowledge 4,Will 2&lt;br /&gt;
				|special	=Smites enemies for 40 extra damage&lt;br /&gt;
				|effect	=Heal 15 HP over 20 seconds&lt;br /&gt;
				|classes	=[[Fighter]]&lt;br /&gt;
				|slottype	=Primary Weapon&lt;br /&gt;
				|handtype	=One-Handed&lt;br /&gt;
				|weapontype	=[[Sword]]&lt;br /&gt;
				|utilitytype	=Throw&lt;br /&gt;
				|actiontime	=1 second&lt;br /&gt;
				|attackspeed	=0.6s/0.56s/0.75s&lt;br /&gt;
				|reloadspeed	=3.67 seconds&lt;br /&gt;
				|quiversize	=7 arrows&lt;br /&gt;
				|stacksize	=3&lt;br /&gt;
				|invslots	=[[File:2x3InvSlot.jpg]]&lt;br /&gt;
				|combo	=Slash/Slash/Pierce&lt;br /&gt;
				|combodamage	=100%/100%/150%&lt;br /&gt;
				|impactzones	=100%/90%/70%&lt;br /&gt;
				|hitbox	=70.5 x 17.2&lt;br /&gt;
				|actionmovementspeed=Attack -25% &amp;lt;br&amp;gt; Blockreaction: -3% &amp;lt;br&amp;gt; Riposte: -30% &amp;lt;br&amp;gt; Riposteattack: -30%&lt;br /&gt;
				|duration=5&lt;br /&gt;
				|openduration=3&lt;br /&gt;
				|picklockduration=3&lt;br /&gt;
				|interactioncount=2~4&lt;br /&gt;
				|propinteraction=5&lt;br /&gt;
				|highendpropinteraction=15&lt;br /&gt;
				|monsterkill=1&lt;br /&gt;
				|subbosskill=2&lt;br /&gt;
				|bosskill=3&lt;br /&gt;
				|itemachieve=4&lt;br /&gt;
				|treasure=5&lt;br /&gt;
				|description	=Made from attenuated wood overlaid with leather, providing more defenses and stability against brunt attacks.&lt;br /&gt;
				|nofloat	=used for in text infobox&lt;br /&gt;
				|nomargin	=used for tabs&lt;br /&gt;
				|size	=50x50px&lt;br /&gt;
				|xp	=50}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;padding: 20px 30px;&amp;quot;&amp;gt;&lt;br /&gt;
			An example with all options except the link option. Clicking the image should link to the image file&#039;s page.&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Infobox&lt;br /&gt;
	|name		=Arming Sword&lt;br /&gt;
	|image		=Arming Sword 7&lt;br /&gt;
	|rarity		=7&lt;br /&gt;
	|stats		=Weapon Damage 2,Move Speed -20,Agility 1,Knowledge 4,Will 2&lt;br /&gt;
	|special	=Smites enemies for 40 extra damage&lt;br /&gt;
	|effect		=Heal 15 HP over 20 seconds&lt;br /&gt;
	|classes	=[[Fighter]]&lt;br /&gt;
	|slottype	=Primary Weapon&lt;br /&gt;
	|handtype	=One-Handed&lt;br /&gt;
	|weapontype	=[[Sword]]&lt;br /&gt;
	|utilitytype	=Throw&lt;br /&gt;
	|actiontime	=1 second&lt;br /&gt;
	|attackspeed	=0.6s/0.56s/0.75s&lt;br /&gt;
	|reloadspeed	=3.67 seconds&lt;br /&gt;
	|quiversize	=7 arrows&lt;br /&gt;
	|stacksize	=3&lt;br /&gt;
	|invslots	=[[File:2x3InvSlot.jpg]]&lt;br /&gt;
	|combo		=Slash/Slash/Pierce&lt;br /&gt;
	|combodamage	=100%/100%/150%&lt;br /&gt;
	|impactzones	=100%/90%/70%&lt;br /&gt;
	|hitbox		=70.5 x 17.2&lt;br /&gt;
	|actionmovementspeed=Attack -25% &amp;lt;br&amp;gt; Blockreaction: -3% &amp;lt;br&amp;gt; Riposte: -30% &amp;lt;br&amp;gt; Riposteattack: -30%&lt;br /&gt;
	|duration=5&lt;br /&gt;
	|openduration=3&lt;br /&gt;
	|picklockduration=3&lt;br /&gt;
	|interactioncount=2~4&lt;br /&gt;
	|propinteraction=5&lt;br /&gt;
	|highendpropinteraction=15&lt;br /&gt;
	|monsterkill=1&lt;br /&gt;
	|subbosskill=2&lt;br /&gt;
	|bosskill=3&lt;br /&gt;
	|itemachieve=4&lt;br /&gt;
	|treasure=5&lt;br /&gt;
	|description	=Made from attenuated wood overlaid with leather, &lt;br /&gt;
			 providing moredefenses and stability against brunt attacks.&lt;br /&gt;
	|nofloat	=used for in text infobox&lt;br /&gt;
	|nomargin	=used for tabs&lt;br /&gt;
	|size	=50x50px}}&amp;lt;/pre&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;td style=&amp;quot;padding: 20px 50px;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;{{Infobox&lt;br /&gt;
				|name	=Arming Sword&lt;br /&gt;
				|image	=Arming Sword 7&lt;br /&gt;
				|rarity	=7&lt;br /&gt;
				|stats	=Weapon Damage 2,Move Speed -20,Agility 1,Knowledge 4,Will 2&lt;br /&gt;
				|special	=Smites enemies for 40 extra damage&lt;br /&gt;
				|effect	=Heal 15 HP over 20 seconds&lt;br /&gt;
				|classes	=[[Fighter]]&lt;br /&gt;
				|slottype	=Primary Weapon&lt;br /&gt;
				|handtype	=One-Handed&lt;br /&gt;
				|weapontype	=[[Sword]]&lt;br /&gt;
				|utilitytype	=Throw&lt;br /&gt;
				|actiontime	=1 second&lt;br /&gt;
				|attackspeed	=0.6s/0.56s/0.75s&lt;br /&gt;
				|reloadspeed	=3.67 seconds&lt;br /&gt;
				|quiversize	=7 arrows&lt;br /&gt;
				|stacksize	=3&lt;br /&gt;
				|invslots	=[[File:2x3InvSlot.jpg]]&lt;br /&gt;
				|combo	=Slash/Slash/Pierce&lt;br /&gt;
				|combodamage	=100%/100%/150%&lt;br /&gt;
				|impactzones	=100%/90%/70%&lt;br /&gt;
				|hitbox	=70.5 x 17.2&lt;br /&gt;
				|actionmovementspeed=Attack -25% &amp;lt;br&amp;gt; Blockreaction: -3% &amp;lt;br&amp;gt; Riposte: -30% &amp;lt;br&amp;gt; Riposteattack: -30%&lt;br /&gt;
				|duration=5&lt;br /&gt;
				|openduration=3&lt;br /&gt;
				|picklockduration=3&lt;br /&gt;
				|interactioncount=2~4&lt;br /&gt;
				|propinteraction=5&lt;br /&gt;
				|highendpropinteraction=15&lt;br /&gt;
				|monsterkill=1&lt;br /&gt;
				|subbosskill=2&lt;br /&gt;
				|bosskill=3&lt;br /&gt;
				|itemachieve=4&lt;br /&gt;
				|treasure=5&lt;br /&gt;
				|description	=Made from attenuated wood overlaid with leather, providing more defenses and stability against brunt attacks.&lt;br /&gt;
				|nofloat	=used for in text infobox&lt;br /&gt;
				|nomargin	=used for tabs&lt;br /&gt;
				|size	=50x50px&lt;br /&gt;
				|xp	=50}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Template:GenerateHitbox&amp;diff=63060</id>
		<title>Template:GenerateHitbox</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Template:GenerateHitbox&amp;diff=63060"/>
		<updated>2025-04-01T16:58:25Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Changed hitbox impact zone image to link to the image file&amp;#039;s description page for better swapability/full-res accessibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#if:{{Weapon Data|{{{1|{{PAGENAME}}}}}|hitbox|height}}&amp;lt;!--&lt;br /&gt;
	--&amp;gt;|&amp;lt;h2&amp;gt;Hitbox&amp;lt;/h2&amp;gt;&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
	--&amp;gt;Height: {{Weapon Data|{{{1|{{PAGENAME}}}}}|hitbox|height}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
	--&amp;gt;Width: {{Weapon Data|{{{1|{{PAGENAME}}}}}|hitbox|width}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
	--&amp;gt;Depth: {{Weapon Data|{{{1|{{PAGENAME}}}}}|hitbox|depth}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:  {{Weapon Data|{{{1|{{PAGENAME}}}}}|abilities|primary|attack 1|ImpactZones}}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;{{Weapon Data|{{{1|{{PAGENAME}}}}}|abilities|primary|global|ImpactZones}}&amp;lt;!--&lt;br /&gt;
	--&amp;gt;|{{#arraydefine:impactzones|{{Weapon Data|{{{1|{{PAGENAME}}}}}|abilities|Primary|Global|impactzones}}{{Weapon Data|{{{1|{{PAGENAME}}}}}|abilities|Primary|Attack 1|impactzones}} }}&amp;lt;!--&lt;br /&gt;
	--&amp;gt;{{#if:{{Weapon Data|{{{1|{{PAGENAME}}}}}|types|Crossbow}}{{Weapon Data|{{{1|{{PAGENAME}}}}}|types|Bow}}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;||&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Weapon&#039;s hitbox doesn&#039;t necessarily determine a weapon&#039;s reach due to different attack animations. Thus, shorter weapons can have better reach than longer weapons.&amp;lt;!--&lt;br /&gt;
		--&amp;gt;&amp;lt;br&amp;gt;[[Impact Zones]] of [[{{{1|{{PAGENAME}}}}}]]:&amp;lt;!--&lt;br /&gt;
		--&amp;gt;&amp;lt;div style=&amp;quot;display:flex; align-items:center;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;&amp;lt;div&amp;gt;[[File:{{{1|{{PAGENAME}}}}} Hitbox.png|x300px]]&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
			--&amp;gt;&amp;lt;div&amp;gt;&amp;lt;!--&lt;br /&gt;
				--&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
					--&amp;gt;Green Zone deals {{#arrayindex:impactzones|0}} damage&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#ifexpr:{{#arraysize:impactzones}} &amp;gt; 1&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
						--&amp;gt;Orange Zone deals {{#arrayindex:impactzones|1}} damage&amp;lt;/span&amp;gt;}}&amp;lt;!--&lt;br /&gt;
				--&amp;gt;{{#ifexpr:{{#arraysize:impactzones}} &amp;gt; 2&amp;lt;!--&lt;br /&gt;
					--&amp;gt;|&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Red Zone deals {{#arrayindex:impactzones|2}} damage&amp;lt;/span&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
                    --&amp;gt;&amp;lt;p&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: The impact zone&#039;s locations are an approximation. The real hitboxes may be slightly larger, closer together, and/or follow the weapon&#039;s shape more closely. Image is not able to be updated automatically. If it is outdated, please report it to the [https://discord.gg/KbsxgACkFS Wiki Discord].&amp;lt;/p&amp;gt;}}&amp;lt;!--&lt;br /&gt;
	--&amp;gt;{{#if:{{Weapon Data|{{{1|{{PAGENAME}}}}}|abilities|primary|attack 1|impactpower}}{{Weapon Data|{{{1|{{PAGENAME}}}}}|abilities|primary|global|impactpower}}&amp;lt;!--&lt;br /&gt;
		--&amp;gt;|&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
		--&amp;gt;&#039;&#039;&#039;Impact Power&#039;&#039;&#039; of {{{1|{{PAGENAME}}}}}: {{Weapon Data|{{{1|{{PAGENAME}}}}}|abilities|primary|attack 1|impactpower}}{{Weapon Data|{{{1|{{PAGENAME}}}}}|abilities|primary|global|impactpower}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
		--&amp;gt;Impact power helps with breaking crates, barricades or any other breakables in game. Higher the power faster something breaks. Impact power also affects shield blocking. If attacking weapon&#039;s impact power is higher than shield&#039;s impact power, shield holder staggers, and vice versa. Impact zone scaling affects impact power. }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Code&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Preview&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;padding: 20px 30px;&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;pre&amp;gt;{{GenerateHitbox|Rapier}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
		&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td style=&amp;quot;padding: 20px 30px;&amp;quot;&amp;gt;&lt;br /&gt;
			{{GenerateHitbox|Rapier}}&lt;br /&gt;
		&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Rapier_Hitbox.png&amp;diff=63059</id>
		<title>File:Rapier Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Rapier_Hitbox.png&amp;diff=63059"/>
		<updated>2025-04-01T15:37:33Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Hiimray uploaded a new version of File:Rapier Hitbox.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Spellbook_Hitbox.png&amp;diff=59798</id>
		<title>File:Spellbook Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Spellbook_Hitbox.png&amp;diff=59798"/>
		<updated>2025-02-02T12:11:59Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Bronze_Ornate_Chest&amp;diff=59785</id>
		<title>Bronze Ornate Chest</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Bronze_Ornate_Chest&amp;diff=59785"/>
		<updated>2025-01-30T00:28:41Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Fixed broken redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bronze Ornate Chest-Global]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Dummy&amp;diff=58149</id>
		<title>Dummy</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Dummy&amp;diff=58149"/>
		<updated>2025-01-15T17:13:45Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Redirect page because I keep forgetting where the Dummy stats are&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Enemies#Dummy]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Movement&amp;diff=56590</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Movement&amp;diff=56590"/>
		<updated>2025-01-06T14:50:05Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: /* Movement Abilities */ Weird interaction between mid-air crouching and class-specific movement abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateStatus|Movement}}&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
Movement speed is the speed at which a player, [[Monster]], or Summon moves through the [[dungeon]]s.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
The main way to influence your character&#039;s movement speed is through a [[stat]] called &amp;quot;Move Speed&amp;quot;. The greater your Move Speed, the greater your maximum running speed.&lt;br /&gt;
&lt;br /&gt;
Move Speed is measured in both a rating as well as a percent.&lt;br /&gt;
3 points of Move Speed rating is equivalent to 1% Move Speed, which means 300 Move Speed = 100% Move Speed.&lt;br /&gt;
Thus, you can convert between the two forms using the following formulae:&lt;br /&gt;
&lt;br /&gt;
 Move Speed = % * 3&lt;br /&gt;
 % = Move Speed / 3&lt;br /&gt;
&lt;br /&gt;
This conversion is important because certain effects are stated in terms of Move Speed rating while others are stated in % Move Speed.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise, effects that mention % Move Speed or % Move Speed Bonus are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; multiplying your Move Speed rating by that % plus 1.&lt;br /&gt;
Rather, they are adding to (or subtracting from) your % Move Speed obtained by converting your Move Speed rating as explained above.&lt;br /&gt;
&lt;br /&gt;
Changes in % Move Speed will carry over to your Move Speed rating and vice versa so that they are never out-of-sync, and the conversion formulae above always hold true. Because of this equivalence, it is not incorrect to consider anything that applies to Move Speed as applying to % Move Speed instead or vice versa, provided that the appropriate conversions are performed.&lt;br /&gt;
&lt;br /&gt;
In the Details screen, both Move Speed and % Move Speed are displayed in the Move Speed line in this form:&lt;br /&gt;
 Move Speed (% Move Speed)&lt;br /&gt;
&lt;br /&gt;
Like most other [[stats]], Move Speed can be fractional - even if the Stats screen displays a rounded value - and the fraction portion still contributes to your actual Move Speed.&lt;br /&gt;
The displayed % Move Speed value will usually be more accurate than the Move Speed value, but ultimately both may be slightly inaccurate due to rounding.&lt;br /&gt;
&lt;br /&gt;
All classes technically have a base Move Speed of 300 (100%), but classes also have varying base [[Stats#Agility|Agility]] stats, which will affect each class&#039;s Move Speed with no gear, perks, or other [[#modifiers|modifiers]]. This modified base Move Speed may be referred to as a class&#039;s base Move Speed instead of the aforementioned 300 Move Speed.&lt;br /&gt;
&lt;br /&gt;
An important distinction to keep in mind when reading this page is that between a character&#039;s movement speed and a character&#039;s Move Speed.&lt;br /&gt;
While these can and are used interchangeably in certain contexts, more precisely, Move Speed is a character stat which reflects the amount of influence you &amp;lt;i&amp;gt;could&amp;lt;/i&amp;gt; exert over your character&#039;s momentum using the movement keys, and it is visible in the Details screen. On the other hand, movement speed is a property representing the speed at which your character &amp;lt;i&amp;gt;is&amp;lt;/i&amp;gt; moving at a given point in time, and it is &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; visible in the Details screen. Consider these situations:&lt;br /&gt;
*If you are standing still, you could have 30 Move Speed or 300 Move Speed, but in both cases you would have 0 movement speed.&lt;br /&gt;
*[[#Backstep|Ranger&#039;s Backstep]] moves your character a fixed distance over a fixed period of time. This gives your character a consistent, fairly high movement speed which likewise does not change whether you have low or high Move Speed.&lt;br /&gt;
&lt;br /&gt;
=Modifiers=&lt;br /&gt;
There are a number of ways Move Speed may be modified.&lt;br /&gt;
&lt;br /&gt;
All modifiers are additive aside from [[#Action Movement Penalty|AMP]]&#039;s.&lt;br /&gt;
&lt;br /&gt;
The additive modifiers are applied first, and the AMP multipliers are applied after.&lt;br /&gt;
&lt;br /&gt;
Move Speed is hardcapped to 330 (110%). This cap is applied after additive modifiers and AMP&#039;s, so manual calculations may need to use Move Speed values greater than 330.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Gear modifies your character&#039;s [[stats]]. Some of these modifications affect your Move Speed.&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
Agility is the attribute that affects Move Speed. See [[Stats#Move_Speed]] for more details including how to convert Agility to Move Speed.&lt;br /&gt;
&lt;br /&gt;
===Gear Move Speed===&lt;br /&gt;
Most pieces of gear have a &amp;quot;Move Speed&amp;quot; value as a primary stat. This value is added to your Move Speed rating.&lt;br /&gt;
&lt;br /&gt;
Note that this value is usually negative, meaning your Move Speed will actually decrease instead of increase.&lt;br /&gt;
&lt;br /&gt;
Currently only [[Foot|boots]] have a positive gear Move Speed.&lt;br /&gt;
&lt;br /&gt;
Gear with no gear Move Speed (effectively 0 gear Move Speed) include [[Torch]]es, [[Lantern]]s, [[Accessories]], [[Back]]s, most [[Hands]], the [[Shadow Mask]], and the [[Golden Scarf]].&lt;br /&gt;
&lt;br /&gt;
===Additional Move Speed===&lt;br /&gt;
Functions the same as gear Move Speed, but is only available as a gear [[Enchantments|enchantment]].&lt;br /&gt;
&lt;br /&gt;
Only found on [[Foot|boots]].&lt;br /&gt;
&lt;br /&gt;
===Move Speed Bonus===&lt;br /&gt;
Functions the same as gear Move Speed except it is a percent which is added to your % Move Speed (remember this also modifies your Move Speed rating).&lt;br /&gt;
&lt;br /&gt;
Only found as an [[Enchantments|enchantment]] on [[Foot|boots]], but can also be found as a primary stat on certain pieces of [[Crafting|craftable gear]] - both boots and non-boots.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
Some perks can affect your Move Speed by modifying your Agility, or by directly modifying your Move Speed or % Move Speed.&lt;br /&gt;
&lt;br /&gt;
These effects can have unlimited duration or be applied as a temporary buff/debuff.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]&#039;s Swift perk deserves special mention for its unique effect of reducing negative gear Move Speed by a percentage - the positive gear Move Speed from boots is unaffected.&lt;br /&gt;
&lt;br /&gt;
Other examples include:&lt;br /&gt;
&lt;br /&gt;
*[[Fighter]]&#039;s Counterattack perk temporarily granting {{Ability_Data|CounterAttack|MoveSpeedBonus}} upon successfully blocking&lt;br /&gt;
*[[Rogue]]&#039;s Double Jump perk applying a passive penalty of {{Ability_Data|DoubleJump|MoveSpeedAdd}}&lt;br /&gt;
&lt;br /&gt;
==Buffs==&lt;br /&gt;
Some [[buffs]] can affect your Move Speed. These buffs might come from perks, skills, [[spells]], [[Bard|songs]], or [[Druid|shapeshifts]].&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
*[[Rogue]]&#039;s Jokester perk granting {{Ability_Data|Jokester|AllAttributes}} including Agility, effectively granting the Rogue passive Move Speed&lt;br /&gt;
*[[Barbarian]]&#039;s Rage skill temporarily granting {{Ability_Data|Rage|MoveSpeedBonus}}&lt;br /&gt;
*[[Wizard]]&#039;s Haste Spell temporarily granting {{Ability_Data|Haste|MoveSpeedBonus}}&lt;br /&gt;
*[[Bard]]&#039;s Accelerando Song temporarily granting up to {{Ability_Data|Accelerando|GrantedMaximuMStacks}} stacks of {{Ability_Data|Accelerando|MoveSpeedAdd}} &lt;br /&gt;
*[[Druid]]&#039;s Bear Shapeshift granting {{Ability_Data|Bear|ShapeShiftMoveSpeedBonus}} for as long as the Druid remains in Bear form&lt;br /&gt;
&lt;br /&gt;
==Debuffs==&lt;br /&gt;
Some [[debuffs]] can affect your Move Speed. These debuffs might come from perks, skills, [[spells]], [[Bard|songs]], [[#Weapon Hit Slow|weapon hit slow]], or [[Monster]]s.&lt;br /&gt;
&lt;br /&gt;
===Weapon Hit Slow===&lt;br /&gt;
Being hit by a player&#039;s weapon applies a hit slow. This takes the form of a [[Debuffs#Item|debuff]], with the duration and severity of the slow varying based on the weapon as well as which part of the weapon&#039;s combo you are hit with.&lt;br /&gt;
&lt;br /&gt;
See [[Weapons]] for individual data.&lt;br /&gt;
&lt;br /&gt;
==Action Movement Penalty==&lt;br /&gt;
Certain actions apply an Action Movement Penalty as a multiplier to your Move Speed. These apply after all other additive effects (such as gear Move Speed, passives, and debuffs) have been applied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot;&lt;br /&gt;
|+ Action Movement Penalties&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Multiplier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Walking || .4 || This penalty applies while holding the Walk key.&lt;br /&gt;
|-&lt;br /&gt;
| Crouching || .65 || This penalty applies while holding the Crouch key.&lt;br /&gt;
|-&lt;br /&gt;
| Moving Backwards || .6 || This penalty applies as long as your horizontal momentum points at an angle within a certain cone behind you - even if you aren&#039;t holding the Move Backward key.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Consequently, while moving in one direction such as during a running jump or when using [[Ranger#Skills-0|Ranger&#039;s Backstep skill]], you can apply/remove this penalty by spinning the camera around horizontally. At certain camera angles, you can have backwards momentum while &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; suffering this penalty, though you would also necessarily need to have significant sideways momentum. {{NeedsTesting|What are the cone&#039;s dimensions? Are they static or variable? How do Shapeshifts/Blood Pact affect the cone?}}&lt;br /&gt;
|-&lt;br /&gt;
| Landing || .65 || If you are airborne for at least 0.4s, you will suffer this penalty for 0.1s upon landing.&lt;br /&gt;
|-&lt;br /&gt;
| Equipping items || .65 || This penalty is applied while the item equip progress bar fills. Only [[Armors]] and ranged weapons including [[Utility]] items except for [[Torch]]es have an equip time.&lt;br /&gt;
|-&lt;br /&gt;
| Sticky tar || .35 || This penalty is applied while standing in a sticky tar area. Does not apply while airborne.&lt;br /&gt;
|-&lt;br /&gt;
| Casting/Channeling || .65 || This penalty is applied during every stage of casting or channeling a [[Spell]] - cast bar, standby after cast bar fills, cast animation, channel bar, recovery animation).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The [[Magic Staff]] and [[Ceremonial Staff]] are currently bugged and instead exhibit a casting penalty multiplier of ~.5575 and ~.6 respectively.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon attacks || Various || See [[Weapons#Movement_Multiplier_Explanation]] for explanation.&amp;lt;br&amp;gt;See [[Weapons]] for individual data.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue#Perks-0|Double Jump]] || .75 || This penalty is applied after double-jumping. See [[#Double Jump]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These multipliers stack multiplicatively e.g. crouching backwards results in an effective multiplier of .65 * .6 = .39&lt;br /&gt;
&lt;br /&gt;
=Jumping=&lt;br /&gt;
Jumping is not directly affected by the Move Speed stat. Higher Move Speed does not result in a faster or higher jump.&lt;br /&gt;
&lt;br /&gt;
However, jumping does interact with your movement speed. Momentum is maintained when jumping, so running jumps will go faster and farther than standing jumps. Jumping of course also means eventually landing (unless you are jumping into [[Dungeon#The Void|The Void]]), and landing will apply the landing [[#Action Movement Penalty|AMP]].&lt;br /&gt;
&lt;br /&gt;
Jumping can&#039;t be initiated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
*Installing [[Campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Jumping can be initiated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
Whether these actions are interrupted or not largely depends on [[#Mid-Air Mechanics]].&lt;br /&gt;
&lt;br /&gt;
A strange interaction can be seen when jumping while moving backwards:&lt;br /&gt;
*While moving backwards on the ground, the backward AMP is applied.&lt;br /&gt;
*At the start of the jump, the backward AMP stops applying, even while moving backwards.&lt;br /&gt;
*Closer to the top of the jump, the backward AMP starts applying again.&lt;br /&gt;
*At the end of the jump but well before landing, the backward AMP stops applying again, even while moving backwards.&lt;br /&gt;
*As soon as you land i.e. as soon as the landing AMP starts applying, the backward AMP starts applying again.&lt;br /&gt;
{{NeedsTesting|One possibility is that the cone determining whether the backward AMP is applied or not is actually a 3D cone, and gaining enough upward momentum (as when jumping) or downward momentum (as when falling for long enough) can push the momentum direction out of the cone. The problem with this theory is that it&#039;s already known that the cone is affected by the camera in real-time, but looking down while jumping or up while falling does not make the backward AMP apply. Maybe moving the camera moves the 3D cone horizontally but not vertically?}}&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Is jump height based off character height?&lt;br /&gt;
In-game Chicken description doesn&#039;t mention a jump height modifier, but Chicken jumps are clearly much shorter than Human jumps.&lt;br /&gt;
With Rat, the jump is much shorter than a Human jump despite apparently having +10% jump height.}}&lt;br /&gt;
&lt;br /&gt;
=Mid-Air Mechanics=&lt;br /&gt;
While airborne, the primary influence on your movement is usually gravity. However, there are ways you can still influence your momentum while airborne.&lt;br /&gt;
&lt;br /&gt;
This section describes movement options available to every class. See [[#Movement Abilities]] for class-specific mid-air mechanics.&lt;br /&gt;
&lt;br /&gt;
The following can&#039;t be initiated mid-air:&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
&lt;br /&gt;
The following can be initiated while mid-air:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*Crouching&lt;br /&gt;
*Installing [[campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Being mid-air immediately cancels the following:&lt;br /&gt;
*Installing [[campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
&lt;br /&gt;
Being mid-air quickly cancels the following:&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
&lt;br /&gt;
When attempting to install a campfire or hunting trap while airborne, your character visibly starts the animation, but the action is cancelled so quickly the progress bar doesn&#039;t even appear.&lt;br /&gt;
&lt;br /&gt;
When attempting to interact with props while airborne, the progress bar can be seen filling. Typically, the interaction is cancelled and the bar disappears almost immediately.&lt;br /&gt;
However, it is possible to interact with a prop and land before the interaction is cancelled by being airborne. This can allow you to interact with props which are slightly too high to reach from the ground, props on the other side of an obstacle which you can only see over while jumping, etc.&lt;br /&gt;
&lt;br /&gt;
==Directional Influence==&lt;br /&gt;
While mid-air, pressing the movement keys will still influence the direction in which your character travels. More broadly, Being able to DI means the movement keys will still affect your character&#039;s momentum while airborne.&lt;br /&gt;
&lt;br /&gt;
DI&#039;ing in the direction you&#039;re already traveling in will increase your horizontal speed, while DI&#039;ing in another direction can change your momentum&#039;s direction, or even reverse its direction - multiple times, provided you can stay airborne long enough/can DI strongly enough.&lt;br /&gt;
&lt;br /&gt;
Move Speed affects how strongly you can DI - the higher your Move Speed, the higher your DI strength.&lt;br /&gt;
Thus, Move Speed can affect how fast you move while in the air - even if you disregard running jumps.&lt;br /&gt;
&lt;br /&gt;
[[#Action Movement Penalty|AMP]]&#039;s are still applied while mid-air, so [[#Crouch-Jumping|crouch-jumping]], holding the walk button while jumping, flying backwards, etc. will all reduce your DI strength.&lt;br /&gt;
&lt;br /&gt;
Just like Move Speed, differences in DI strength don&#039;t necessarily imply lower or higher movement speeds.&lt;br /&gt;
If you only hold the Walk key during a running jump, you will travel exactly as fast and as far as if you held no key.&lt;br /&gt;
DI strength only comes into play when you attempt to influence your momentum using the movement keys.&lt;br /&gt;
&lt;br /&gt;
Generally, mid-air DI isn&#039;t nearly as impactful as running or even walking on the ground.&lt;br /&gt;
But this apparent decrease in control doesn&#039;t appear to be due to an AMP or any other sort of direct Move Speed loss.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Is there a special, hidden multiplier of some sort which applies while mid-air, resulting in less DI potential? It seems plausible that movement on the ground and DI in the air are coded as precisely the same mechanic, just with a hidden multiplier applied for DI in the air.}}&lt;br /&gt;
&lt;br /&gt;
==Crouch-Jumping==&lt;br /&gt;
Crouching mid-air will pull your feet up. Thus, crouching while jumping aka crouch-jumping can allow you to clear higher obstacles than you would be able to otherwise.&lt;br /&gt;
&lt;br /&gt;
Crouch-jumping also pulls your head/camera up, allowing you to see higher. Your camera may even clip through the ceiling if you are close enough, allowing you to see the floor above you in rare cases.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Does crouch-jumping forward reduce the distance traveled compared to DI&#039;ing forward with no Penalties? Crouching pulls your feet up, delaying impact with the ground, thus granting you more distance. This may or may not be enough to make up for the lower movement speed.}}&lt;br /&gt;
&lt;br /&gt;
=Movement Abilities=&lt;br /&gt;
A number of perks, skills, spells, etc. modify Move Speed in a fairly straightforward manner. This section instead focuses on class-specific abilities which actually move a character. See the appropriate [[class]] page for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
While each movement ability is generally unique, some groups of them share a number of properties. Some informal movement ability types are defined here based on those shared properties. These definitions may change as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
===Dash===&lt;br /&gt;
Dash-type abilities instantly cancel all momentum on activation and replaces it with a momentum that varies between dash abilities but always includes an upward component, which means you will immediately become airborne at the start of the dash.&lt;br /&gt;
&lt;br /&gt;
Dash abilities have an associated duration in which an animation plays and/or the ability may apply other effects.&lt;br /&gt;
But the movement portion of the dash is an instantaneous change in momentum and not a continuous &amp;quot;push&amp;quot;, so turning the camera alone while dashing will not change your momentum.&lt;br /&gt;
&lt;br /&gt;
Like [[#Jumping|jumping]], Move Speed does not affect the initial dash momentum.&lt;br /&gt;
&lt;br /&gt;
Dashes can be used mid-air or to move off a ledge without cancelling any portion of the dash, though gravity still applies at all times.&lt;br /&gt;
Normal ground movement and regular jumping are disabled for the duration of the dash, but mid-air [[#Directional Influence|DI]] is still possible - including during the small window in which the dash makes you airborne when used on flat ground.&lt;br /&gt;
&lt;br /&gt;
Dashes can&#039;t be activated during the following:&lt;br /&gt;
*Installing [[Campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Reloading a [[Windlass Crossbow]]&lt;br /&gt;
&lt;br /&gt;
Dashes can be activated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading [[Bows]] and [[Crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
Whether these actions are interrupted or not largely depends on [[#Mid-Air Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Compare/contrast with [[#Fixed-Animation]].&lt;br /&gt;
&lt;br /&gt;
Examples of Dash abilities include:&lt;br /&gt;
*[[#Backstep]]&lt;br /&gt;
*[[#Rush]]&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation===&lt;br /&gt;
Fixed-animation-type abilities instantly cancel all momentum on activation and lock your character into an animation which forces your character to move along a path that &amp;lt;i&amp;gt;can&#039;t&amp;lt;/i&amp;gt; be influenced by your own inputs for the duration of the animation. &amp;lt;i&amp;gt;Your camera&amp;lt;/i&amp;gt; is similarly forced to point in a set direction: straight forward.&lt;br /&gt;
&lt;br /&gt;
Move Speed does not appear to affect these animations.&lt;br /&gt;
&lt;br /&gt;
Fixed-animation abilities can be used mid-air or to move off a ledge without cancelling any portion of the animation, though gravity still applies at all times.&lt;br /&gt;
All other movement abilities are disabled for the duration, including skills, [[#Multi-Jump|every type]] [[#Jumping|of jumping]] and mid-air [[#Directional Influence|DI]].&lt;br /&gt;
&lt;br /&gt;
All [[#Action Speed Penalty|AMP]]&#039;s still apply during the animation, though it&#039;s unclear how this would actually affect movement if at all since movement inputs are disabled.&lt;br /&gt;
&lt;br /&gt;
Interestingly, holding the crouch key before and during the animation will apply the crouch AMP, and letting go mid-animation will remove the penalty. But if the crouch AMP is not applying at any point during the animation, it can&#039;t be (re)applied for the remainder of the duration. On the other hand, the walking AMP may be applied/removed/reapplied any number of times during the duration.&lt;br /&gt;
&lt;br /&gt;
The camera&#039;s exact path can be influenced before starting the animation by looking at different vertical angles.&lt;br /&gt;
But upon activation, the camera will smoothly and swiftly swivel to point straight forward.&lt;br /&gt;
The animation will always end with your camera pointing straight forward.&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a fixed-animation, you will be able to initiate the ability again without landing provided the ability comes off cooldown in time.&lt;br /&gt;
&lt;br /&gt;
Fixed-animations can&#039;t be activated during the following:&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
&lt;br /&gt;
Fixed-animations can be activated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Crouching&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Fixed-animations immediately cancel the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*[[Spells#Casting|Casting]] animations&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
&lt;br /&gt;
Fixed-animations cancel the following at the end of the fixed-animation:&lt;br /&gt;
*[[Spells#Casting|Casting]] bars&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
&lt;br /&gt;
Examples of Fixed-Animation abilities include:&lt;br /&gt;
*[[#Tumbling]]&lt;br /&gt;
&lt;br /&gt;
Compare/contrast with [[#Dash]].&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Tumbling has an extra-weird interaction with Warlock&#039;s Ray of Darkness.&lt;br /&gt;
Channeling Ray of Darkness and looking down at a steep enough angle as you activate Tumble results in:&lt;br /&gt;
*A collision with... something... the Ray of Darkness itself...?&lt;br /&gt;
*The cancelling of Tumbling&lt;br /&gt;
*An error message stating that the skill has been cancelled&lt;br /&gt;
*The cancelling of the Ray of Darkness channel&lt;br /&gt;
*A very small distance traveled along the normal Tumbling path, probably less than 1 step}}&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump===&lt;br /&gt;
Multi-jump-type abilities allow your character to jump while mid-air (aka double-jump) by pressing the Jump key.&lt;br /&gt;
Each double-jump cancels all &amp;lt;i&amp;gt;vertical&amp;lt;/i&amp;gt; momentum on activation and replaces it with a fixed upward momentum based on the dash ability used.&lt;br /&gt;
&lt;br /&gt;
Each multi-jump ability has a double-jump limit; for each period of time spent airborne (i.e. between landings), you may double-jump up to a number of times equal to that limit before double-jumping is disabled. In other words, you may be able to triple-jump, quadruple-jump, etc. depending on the double-jump limit.&lt;br /&gt;
You will need to land in order to recover any expended double-jumps.&lt;br /&gt;
&lt;br /&gt;
You do not need to perform a [[#Jumping|regular jump]] to enable double-jumping e.g. running off a ledge will still allow you the same number of double-jumps.&lt;br /&gt;
&lt;br /&gt;
There does not appear to be a hard upper/lower bound on the time you can/must wait between becoming airborne and using a double-jump, nor any bound on the time between consecutive double-jumps.&lt;br /&gt;
Note that this means it is possible to &amp;quot;override&amp;quot; your regular jump or previous double-jumps by hitting the Jump key quickly enough, cancelling the (vertical) momentum from previous jumps.&lt;br /&gt;
For maximum height, you will want to wait until the top of each jump to initiate the next double-jump.&lt;br /&gt;
&lt;br /&gt;
Double-jumping follows all the behaviors and restrictions of [[#Jumping|regular jumping]].&lt;br /&gt;
&lt;br /&gt;
Examples of Multi-Jump abilities include:&lt;br /&gt;
*[[#Chicken]]&lt;br /&gt;
*[[#Double Jump]]&lt;br /&gt;
&lt;br /&gt;
===Knockback===&lt;br /&gt;
Knockback effects instantly add some amount of momentum to the target&#039;s momentum. Notably, this effect does not necessarily cancel any component of the target&#039;s momentum. If the knockback pushes the target in the direction of movement, they will speed up. If the knockback pushes the target in the opposite direction from movement, they will slow down, stop, or even reverse direction.&lt;br /&gt;
&lt;br /&gt;
Most player abilities with knockback effects in Dark and Darker are damaging abilities that can only push other targets away from you.&lt;br /&gt;
While this can delay the time an enemy takes to reach you like a more traditional movement ability would, such knockbacks lose value when you only wish to move your own character more quickly, and can actively be a detriment when attempting to chase fleeing enemies.&lt;br /&gt;
&lt;br /&gt;
However, in team situations, you can potentially use these effects to push your teammates, or have your teammates use them to push you. This will likely come at the additional cost of some [[Health]], though [[Shield]]s may help.&lt;br /&gt;
&lt;br /&gt;
[[#Fireball|Wizard&#039;s Fireball spell]] gets special mention here as it is currently the only player ability which can knock targets in a direction other than directly away from you. It can even be used to push &amp;lt;i&amp;gt;yourself&amp;lt;/i&amp;gt; in a direction of your choosing - if you feel adventurous enough.&lt;br /&gt;
&lt;br /&gt;
In addition to player abilities, a number of [[Monsters]] have the ability to apply knockback. Like with player knockback effects, these can potentially be used to your advantage, but you may need to be prepared to take some damage if you plan to get knocked back yourself.&lt;br /&gt;
&lt;br /&gt;
There are currently 2 player abilities which directly grant knockback resistance:&lt;br /&gt;
[[Fighter#Skills-0|Fighter&#039;s Breakthrough skill]] grants complete knockback immunity for {{Ability_Data|Breakthrough|Duration}} whereas [[Barbarian#Perks-0|Barbarian&#039;s Iron Will perk]] grants immunity passively.&lt;br /&gt;
Although these abilities don&#039;t explicitly move your character, they may be worth considering if you expect to face a lot of knockback which you would rather resist.&lt;br /&gt;
Keep in mind that knockback can potentially be used to your advantage, and these abilities may take that option away.&lt;br /&gt;
&lt;br /&gt;
[[#Fixed-animation|Fixed-animation]] abilities may also be used to completely negate knockback effects as noted in [[#Fixed-Animation + Knockback]].&lt;br /&gt;
&lt;br /&gt;
Different monsters may have different amounts of knockback resistance. Notably, Bosses and Minibosses are completely immune.&lt;br /&gt;
&lt;br /&gt;
Also note that some monsters move forward (toward you) as they attack; the momentum from this attack may cancel out a knockback, making it appear as if the monster was not affected by the knockback at all when they are attacking in your direction.&lt;br /&gt;
&lt;br /&gt;
Examples of abilities with knockback components include:&lt;br /&gt;
*[[#Fireball]]&lt;br /&gt;
*[[#Forceful Shot]]&lt;br /&gt;
*[[#Shield Slam]]&lt;br /&gt;
*[[#Bash]]&lt;br /&gt;
*[[Demon Bat]]&#039;s attacks&lt;br /&gt;
*The [[Lich]]&#039;s back-attack&lt;br /&gt;
*[[Ice Harpy]]&#039;s attacks&lt;br /&gt;
*[[Frost Giant Shielder]]&#039;s attacks&lt;br /&gt;
*Some of the [[Frost Wyvern]]&#039;s attacks&lt;br /&gt;
&lt;br /&gt;
==Druid==&lt;br /&gt;
See [[Druid#ShapeShifts-0]] and [[Druid#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
Druid&#039;s Bear Shapeshift grants your character access to the Bash attack.&lt;br /&gt;
Bear&#039;s Bash attack [[#Knockback|knocks]] targets in a small area in front of you, away from you.&lt;br /&gt;
&lt;br /&gt;
===Chicken===&lt;br /&gt;
Druid&#039;s Chicken Shapeshift grants your character a [[#Multi-Jump|multi-jump]] ability with a limit of 2 double-jumps before needing to land.&lt;br /&gt;
&lt;br /&gt;
===Rush===&lt;br /&gt;
Druid&#039;s Panther Shapeshift grants your character access to the Rush skill.&lt;br /&gt;
Panther&#039;s Rush skill is a [[#Dash|dash]] that makes your character leap forward, giving you a sizeable forward momentum plus a moderate upward momentum.&lt;br /&gt;
&lt;br /&gt;
Rush can be activated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
&lt;br /&gt;
See [[#Dash]] for more allowances/restrictions.&lt;br /&gt;
&lt;br /&gt;
==Fighter==&lt;br /&gt;
See [[Fighter#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Shield Slam===&lt;br /&gt;
Fighter&#039;s Shield Slam skill slams forward with your shield, [[#Knockback|knocking]] all targets hit away from you.&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
See [[Ranger#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Backstep===&lt;br /&gt;
Ranger&#039;s Backstep skill is a [[#Dash|dash]] that makes your character perform a short hop backwards, giving you a sizeable backwards momentum plus a very small upward momentum.&lt;br /&gt;
&lt;br /&gt;
The backward [[#Action Speed Penalty|AMP]] is applied as soon as you activate Backstep, though spinning the camera left or right quickly enough will remove the AMP before the Backstep ends.&lt;br /&gt;
You don&#039;t need to make a full 180, or even 90 degree turn, you just need to turn enough to move your backward AMP cone off of your Backstep momentum vector.&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a Backstep, you will not be able to Backstep again until you land.&lt;br /&gt;
&lt;br /&gt;
Rush can&#039;t be activated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
&lt;br /&gt;
See [[#Dash]] for more allowances/restrictions.&lt;br /&gt;
&lt;br /&gt;
===Forceful Shot===&lt;br /&gt;
Ranger&#039;s Forceful Shot skill adds a [[#Knockback|knockback]] effect to your arrows, pushing targets away from you.&lt;br /&gt;
&lt;br /&gt;
==Rogue==&lt;br /&gt;
See [[Rogue#Perks-0]] and [[Rogue#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
Rogue&#039;s Double Jump perk grants your character a [[#Multi-Jump|multi-jump]] ability with a limit of 1 double-jump before needing to land.&lt;br /&gt;
&lt;br /&gt;
Equipping Double Jump also causes you to suffer the Double Jump [[#Action Movement Penalty|AMP]] upon initiating a double-jump. The AMP is only removed after you land.&lt;br /&gt;
&lt;br /&gt;
Double Jump seems to interact strangely with [[#Directional Influence|DI]];&lt;br /&gt;
it&#039;s very apparent that your DI strength actually &amp;lt;i&amp;gt;increases&amp;lt;/i&amp;gt; significantly after starting the double-jump rather than decreases, despite the decreased Move Speed from the Double Jump AMP.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|If DI in the air being weaker than movement on the ground is caused by a hidden multiplier, does double-jumping cancel that hidden multiplier? It may be that whatever restricts DI before the second jump stops applying after the second jump, and you consequently can DI just as much as you would move on the ground but with the .75x Move Speed penalty.}}&lt;br /&gt;
&lt;br /&gt;
===Tumbling===&lt;br /&gt;
Rogue&#039;s Tumbling skill is a [[#Fixed-Animation|fixed-animation]] that makes your character perform a backward somersault, moving you backwards and including a small hop.&lt;br /&gt;
&lt;br /&gt;
As Tumbling forces you to move backward, the backward [[#Action Movement Penalty|AMP]] will be applied for the entire duration.&lt;br /&gt;
&lt;br /&gt;
Currently the only example of a fixed-animation ability.&lt;br /&gt;
&lt;br /&gt;
See [[#Fixed-Animation]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
See [[Wizard#Spells-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
Wizard&#039;s Fireball spell [[#Knockback|knocks]] targets hit by the splash damage away from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
This spell can be quite versatile. Potential uses include but are not limited to:&lt;br /&gt;
*Pushing enemies away from - or toward - yourself&lt;br /&gt;
*Pushing enemies in front of yourself to use them as cover from attacks&lt;br /&gt;
*Pushing [[Frost Sentinel]]s away from the walls they spawn on, forcing them to float in the air awkwardly&lt;br /&gt;
*Boosting your own jump height&lt;br /&gt;
*Boosting friendly players and summons toward or away from enemies&lt;br /&gt;
**&amp;lt;i&amp;gt;Always Fireball responsibly&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
Movement ability interactions are detailed here.&lt;br /&gt;
&lt;br /&gt;
Some listed combinations state an [[#Types|ability type]] rather than a specific ability.&lt;br /&gt;
This means that the interaction was tested for a number of abilities of that type but not necessarily every one, so discrepancies may exist.&lt;br /&gt;
&lt;br /&gt;
Each listed combination might only be available with the help of [[Monster]]s, other players, or through [[Training|Multi-classing]], which itself may or may not be available at the time of reading.&lt;br /&gt;
&lt;br /&gt;
===Backstep + Multi-Jump===&lt;br /&gt;
[[#Multi-Jump|Double-jumping]] is disabled for the duration of [[#Backstep|Backstep]].&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a Backstep, you will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; be able to double-jump until you land.&lt;br /&gt;
&lt;br /&gt;
===Dash + Dash===&lt;br /&gt;
[[#Dash|Dashes]] can be used in quick succession before their duration ends (the momentum from the earlier dash is cancelled).&lt;br /&gt;
&lt;br /&gt;
===Dash + Fixed-Animation===&lt;br /&gt;
[[#Fixed-Animation|Fixed-animations]] can be used at any point during a [[#Dash|dash]] (the momentum from the dash is cancelled).&lt;br /&gt;
&lt;br /&gt;
===Double Jump + Shapeshift===&lt;br /&gt;
[[Shapeshift]]ing does not affect any of [[#Double Jump|Double Jump]]&#039;s unique effects.&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation + Multi-Jump===&lt;br /&gt;
Aside from the normal movement input lockout, [[#Fixed-Animation|Fixed-animation abilities]] don&#039;t affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation + Knockback===&lt;br /&gt;
During [[#Fixed-Animation|fixed-animations]], you are immune to [[#Knockback|knockbacks]].&lt;br /&gt;
&lt;br /&gt;
Tested with [[#Tumbling|Tumbling]] + Frost Giant Shielder/Ice Harpy&lt;br /&gt;
&lt;br /&gt;
===Mid-air Crouch + Movement ability===&lt;br /&gt;
Crouching while mid-air will disable the use of most movement abilities which are not normally usable while crouching.&lt;br /&gt;
Usage of said abilities will remain disabled until landing, even if you stop crouching.&lt;br /&gt;
This affects [[#Backstep|Backstep]] and [[#Double Jump|Double Jump]].&lt;br /&gt;
&lt;br /&gt;
The extra jumps from [[#Chicken|Chicken Form]] are also disabled while crouching in mid-air, but will become usable again before landing if you stop crouching.&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Knockback===&lt;br /&gt;
[[#Knockback|Knockback]] effects don&#039;t affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
Tested with [[#Double Jump|Double Jump]] + [[#Fireball|Fireball]]/Frost Giant Shielder/Ice Harpy&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Multi-Jump===&lt;br /&gt;
The jump limits for each [[#Multi-Jump|multi-jump ability]] will stack, giving you an effective limit equal to the sum of the individual limits.&lt;br /&gt;
For example, the 2 double-jumps from [[#Chicken|Chicken Form]] will stack with the 1 from [[#Double Jump|Double Jump]], giving you a total limit of 3 double-jumps and thus allowing you to quadruple-jump while in Chicken Form.&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Rush===&lt;br /&gt;
[[#Rush|Rush]] does not affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Shapeshift===&lt;br /&gt;
The [[#Multi-Jump|double-jump limit]] applies across [[Shapeshift|Forms]].&lt;br /&gt;
For example, double-jumping and then shifting to [[#Chicken|Chicken Form]] still uses up a double-jump you otherwise could have used in Chicken Form.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Stats#Move_Speed]]&lt;br /&gt;
*[[Weapons#Movement_Multiplier_Explanation]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=TODO&amp;diff=56589</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=TODO&amp;diff=56589"/>
		<updated>2025-01-06T14:23:15Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Movement color orange-&amp;gt;red&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch:{{lc:{{{1|}}}}}&lt;br /&gt;
	|currentpatch  ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|patchnotes    ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|cosmetics     ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|gear score&lt;br /&gt;
	|gearscore     ={{StatusMarkup|Orange|Patch:6.6#Patch 6}}&lt;br /&gt;
	|quest data&lt;br /&gt;
	|quests&lt;br /&gt;
	|crafting data&lt;br /&gt;
	|merchant data&lt;br /&gt;
	|merchants     ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|class data&lt;br /&gt;
	|classes       ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|stats data&lt;br /&gt;
	|stats         ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|enchantment data&lt;br /&gt;
	|enchantments  ={{StatusMarkup|Red|Patch:6.6#Hotfix 72}}&lt;br /&gt;
    |weapon data&lt;br /&gt;
	|weapons       ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|armor data&lt;br /&gt;
	|armors        ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|accessory data&lt;br /&gt;
	|accessories   ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|utility data&lt;br /&gt;
	|utility       ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|misc data&lt;br /&gt;
	|misc          ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|container data&lt;br /&gt;
	|prop data&lt;br /&gt;
	|props         ={{StatusMarkup|Grey|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|monster data&lt;br /&gt;
	|monsters      ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|boss          ={{StatusMarkup|Orange|Patch:6.2#Hotfix 27}}&lt;br /&gt;
	|loottables&lt;br /&gt;
	|drop source tables&lt;br /&gt;
	|droptables    ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|portals&lt;br /&gt;
	|portal data&lt;br /&gt;
	|floorrule     ={{StatusMarkup|Orange|Patch:6.5#Hotfix 56}}&lt;br /&gt;
	|map           ={{StatusMarkup|Orange|Patch:6.6#Hotfix 72}}&lt;br /&gt;
	|movement      ={{StatusMarkup|Red|Patch:6.6#Hotfix_73}}&lt;br /&gt;
	|wip           ={{StatusMarkup|Grey|Work in Progress}}&lt;br /&gt;
	|sticky        =False&lt;br /&gt;
	|#default=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;[[TODO]] couldn&#039;t find {{{1}}}&amp;lt;/span&amp;gt;}}&amp;lt;!--&lt;br /&gt;
	&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
	&#039;&#039;&#039;Update list:&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;border-left:50px Solid #0000&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Patch Notes]] - {{#explode:{{:TODO|PatchNotes}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Classes]]     - {{#explode:{{:TODO|Classes}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Merchants]]   - {{#explode:{{:TODO|Merchants}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Quests]]      - {{#explode:{{:TODO|Quests}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Crafting]]    - {{#explode:{{:TODO|Crafting Data}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Gear Score]]  - {{#explode:{{:TODO|GearScore}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Cosmetics]]   - {{#explode:{{:TODO|Cosmetics}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Stats]]       - {{#explode:{{:TODO|Stats}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Enchantments]] - {{#explode:{{:TODO|Enchantments}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Weapons]]     - {{#explode:{{:TODO|Weapons}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Armors]]      - {{#explode:{{:TODO|Armors}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Accessories ]]- {{#explode:{{:TODO|Accessories }}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Utilities]]   - {{#explode:{{:TODO|Utility}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Misc]]        - {{#explode:{{:TODO|Misc}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;Floor Rule      - {{#explode:{{:TODO|FloorRule}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[https://darkanddarker.map.spellsandguns.com/ Map] - &lt;br /&gt;
                              {{#explode:{{:TODO|Map}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Containers]]  - {{#explode:{{:TODO|Prop Data}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Props]]       - {{#explode:{{:TODO|Prop Data}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;Loot Tables     - {{#explode:{{:TODO|LootTables}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;Drop Tables     - {{#explode:{{:TODO|DropTables}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Monsters]]    - {{#explode:{{:TODO|Monsters}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Boss]]        - {{#explode:{{:TODO|Boss}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Movement]]    - {{#explode:{{:TODO|Movement}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;vertical-align:top; display:inline-block; border-left:20px Solid #0000&amp;quot;&amp;gt;&lt;br /&gt;
	&#039;&#039;&#039;Color Legend:&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;border-left:50px Solid #0000&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:Green&amp;quot;&amp;gt;Green: Information is up to date.&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Orange: Some information is outdated.&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red: Information is out of date and needs to be updated.&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Grey: Work is in progress. Formatting issues and other bugs are to be expected.&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO list:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left:50px Solid #0000&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Improve traders&#039; individual pages&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Move speed page [[Movement Speed]] needs more details, some details in discord todo page https://discord.com/channels/985003634632851536/1166103552540803102&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;s&amp;gt;need Channeling info/description for [[Channel]]&amp;lt;/s&amp;gt; A basic Channeling section has been added to [[Spells#Channeling]], but advanced details may need to be added&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can see all recent changes [[Special:RecentChanges|here.]]&lt;br /&gt;
&lt;br /&gt;
Comment things you would like to see in the TODO list&lt;br /&gt;
&lt;br /&gt;
Would you like to help contribute? Join us in helping update the wiki on our [https://discord.com/invite/wqRBSytTmP/ discord!]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Movement&amp;diff=56588</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Movement&amp;diff=56588"/>
		<updated>2025-01-06T14:21:40Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added update status banner and mechanics bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateStatus|Movement}}&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
Movement speed is the speed at which a player, [[Monster]], or Summon moves through the [[dungeon]]s.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
The main way to influence your character&#039;s movement speed is through a [[stat]] called &amp;quot;Move Speed&amp;quot;. The greater your Move Speed, the greater your maximum running speed.&lt;br /&gt;
&lt;br /&gt;
Move Speed is measured in both a rating as well as a percent.&lt;br /&gt;
3 points of Move Speed rating is equivalent to 1% Move Speed, which means 300 Move Speed = 100% Move Speed.&lt;br /&gt;
Thus, you can convert between the two forms using the following formulae:&lt;br /&gt;
&lt;br /&gt;
 Move Speed = % * 3&lt;br /&gt;
 % = Move Speed / 3&lt;br /&gt;
&lt;br /&gt;
This conversion is important because certain effects are stated in terms of Move Speed rating while others are stated in % Move Speed.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise, effects that mention % Move Speed or % Move Speed Bonus are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; multiplying your Move Speed rating by that % plus 1.&lt;br /&gt;
Rather, they are adding to (or subtracting from) your % Move Speed obtained by converting your Move Speed rating as explained above.&lt;br /&gt;
&lt;br /&gt;
Changes in % Move Speed will carry over to your Move Speed rating and vice versa so that they are never out-of-sync, and the conversion formulae above always hold true. Because of this equivalence, it is not incorrect to consider anything that applies to Move Speed as applying to % Move Speed instead or vice versa, provided that the appropriate conversions are performed.&lt;br /&gt;
&lt;br /&gt;
In the Details screen, both Move Speed and % Move Speed are displayed in the Move Speed line in this form:&lt;br /&gt;
 Move Speed (% Move Speed)&lt;br /&gt;
&lt;br /&gt;
Like most other [[stats]], Move Speed can be fractional - even if the Stats screen displays a rounded value - and the fraction portion still contributes to your actual Move Speed.&lt;br /&gt;
The displayed % Move Speed value will usually be more accurate than the Move Speed value, but ultimately both may be slightly inaccurate due to rounding.&lt;br /&gt;
&lt;br /&gt;
All classes technically have a base Move Speed of 300 (100%), but classes also have varying base [[Stats#Agility|Agility]] stats, which will affect each class&#039;s Move Speed with no gear, perks, or other [[#modifiers|modifiers]]. This modified base Move Speed may be referred to as a class&#039;s base Move Speed instead of the aforementioned 300 Move Speed.&lt;br /&gt;
&lt;br /&gt;
An important distinction to keep in mind when reading this page is that between a character&#039;s movement speed and a character&#039;s Move Speed.&lt;br /&gt;
While these can and are used interchangeably in certain contexts, more precisely, Move Speed is a character stat which reflects the amount of influence you &amp;lt;i&amp;gt;could&amp;lt;/i&amp;gt; exert over your character&#039;s momentum using the movement keys, and it is visible in the Details screen. On the other hand, movement speed is a property representing the speed at which your character &amp;lt;i&amp;gt;is&amp;lt;/i&amp;gt; moving at a given point in time, and it is &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; visible in the Details screen. Consider these situations:&lt;br /&gt;
*If you are standing still, you could have 30 Move Speed or 300 Move Speed, but in both cases you would have 0 movement speed.&lt;br /&gt;
*[[#Backstep|Ranger&#039;s Backstep]] moves your character a fixed distance over a fixed period of time. This gives your character a consistent, fairly high movement speed which likewise does not change whether you have low or high Move Speed.&lt;br /&gt;
&lt;br /&gt;
=Modifiers=&lt;br /&gt;
There are a number of ways Move Speed may be modified.&lt;br /&gt;
&lt;br /&gt;
All modifiers are additive aside from [[#Action Movement Penalty|AMP]]&#039;s.&lt;br /&gt;
&lt;br /&gt;
The additive modifiers are applied first, and the AMP multipliers are applied after.&lt;br /&gt;
&lt;br /&gt;
Move Speed is hardcapped to 330 (110%). This cap is applied after additive modifiers and AMP&#039;s, so manual calculations may need to use Move Speed values greater than 330.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Gear modifies your character&#039;s [[stats]]. Some of these modifications affect your Move Speed.&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
Agility is the attribute that affects Move Speed. See [[Stats#Move_Speed]] for more details including how to convert Agility to Move Speed.&lt;br /&gt;
&lt;br /&gt;
===Gear Move Speed===&lt;br /&gt;
Most pieces of gear have a &amp;quot;Move Speed&amp;quot; value as a primary stat. This value is added to your Move Speed rating.&lt;br /&gt;
&lt;br /&gt;
Note that this value is usually negative, meaning your Move Speed will actually decrease instead of increase.&lt;br /&gt;
&lt;br /&gt;
Currently only [[Foot|boots]] have a positive gear Move Speed.&lt;br /&gt;
&lt;br /&gt;
Gear with no gear Move Speed (effectively 0 gear Move Speed) include [[Torch]]es, [[Lantern]]s, [[Accessories]], [[Back]]s, most [[Hands]], the [[Shadow Mask]], and the [[Golden Scarf]].&lt;br /&gt;
&lt;br /&gt;
===Additional Move Speed===&lt;br /&gt;
Functions the same as gear Move Speed, but is only available as a gear [[Enchantments|enchantment]].&lt;br /&gt;
&lt;br /&gt;
Only found on [[Foot|boots]].&lt;br /&gt;
&lt;br /&gt;
===Move Speed Bonus===&lt;br /&gt;
Functions the same as gear Move Speed except it is a percent which is added to your % Move Speed (remember this also modifies your Move Speed rating).&lt;br /&gt;
&lt;br /&gt;
Only found as an [[Enchantments|enchantment]] on [[Foot|boots]], but can also be found as a primary stat on certain pieces of [[Crafting|craftable gear]] - both boots and non-boots.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
Some perks can affect your Move Speed by modifying your Agility, or by directly modifying your Move Speed or % Move Speed.&lt;br /&gt;
&lt;br /&gt;
These effects can have unlimited duration or be applied as a temporary buff/debuff.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]&#039;s Swift perk deserves special mention for its unique effect of reducing negative gear Move Speed by a percentage - the positive gear Move Speed from boots is unaffected.&lt;br /&gt;
&lt;br /&gt;
Other examples include:&lt;br /&gt;
&lt;br /&gt;
*[[Fighter]]&#039;s Counterattack perk temporarily granting {{Ability_Data|CounterAttack|MoveSpeedBonus}} upon successfully blocking&lt;br /&gt;
*[[Rogue]]&#039;s Double Jump perk applying a passive penalty of {{Ability_Data|DoubleJump|MoveSpeedAdd}}&lt;br /&gt;
&lt;br /&gt;
==Buffs==&lt;br /&gt;
Some [[buffs]] can affect your Move Speed. These buffs might come from perks, skills, [[spells]], [[Bard|songs]], or [[Druid|shapeshifts]].&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
*[[Rogue]]&#039;s Jokester perk granting {{Ability_Data|Jokester|AllAttributes}} including Agility, effectively granting the Rogue passive Move Speed&lt;br /&gt;
*[[Barbarian]]&#039;s Rage skill temporarily granting {{Ability_Data|Rage|MoveSpeedBonus}}&lt;br /&gt;
*[[Wizard]]&#039;s Haste Spell temporarily granting {{Ability_Data|Haste|MoveSpeedBonus}}&lt;br /&gt;
*[[Bard]]&#039;s Accelerando Song temporarily granting up to {{Ability_Data|Accelerando|GrantedMaximuMStacks}} stacks of {{Ability_Data|Accelerando|MoveSpeedAdd}} &lt;br /&gt;
*[[Druid]]&#039;s Bear Shapeshift granting {{Ability_Data|Bear|ShapeShiftMoveSpeedBonus}} for as long as the Druid remains in Bear form&lt;br /&gt;
&lt;br /&gt;
==Debuffs==&lt;br /&gt;
Some [[debuffs]] can affect your Move Speed. These debuffs might come from perks, skills, [[spells]], [[Bard|songs]], [[#Weapon Hit Slow|weapon hit slow]], or [[Monster]]s.&lt;br /&gt;
&lt;br /&gt;
===Weapon Hit Slow===&lt;br /&gt;
Being hit by a player&#039;s weapon applies a hit slow. This takes the form of a [[Debuffs#Item|debuff]], with the duration and severity of the slow varying based on the weapon as well as which part of the weapon&#039;s combo you are hit with.&lt;br /&gt;
&lt;br /&gt;
See [[Weapons]] for individual data.&lt;br /&gt;
&lt;br /&gt;
==Action Movement Penalty==&lt;br /&gt;
Certain actions apply an Action Movement Penalty as a multiplier to your Move Speed. These apply after all other additive effects (such as gear Move Speed, passives, and debuffs) have been applied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot;&lt;br /&gt;
|+ Action Movement Penalties&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Multiplier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Walking || .4 || This penalty applies while holding the Walk key.&lt;br /&gt;
|-&lt;br /&gt;
| Crouching || .65 || This penalty applies while holding the Crouch key.&lt;br /&gt;
|-&lt;br /&gt;
| Moving Backwards || .6 || This penalty applies as long as your horizontal momentum points at an angle within a certain cone behind you - even if you aren&#039;t holding the Move Backward key.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Consequently, while moving in one direction such as during a running jump or when using [[Ranger#Skills-0|Ranger&#039;s Backstep skill]], you can apply/remove this penalty by spinning the camera around horizontally. At certain camera angles, you can have backwards momentum while &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; suffering this penalty, though you would also necessarily need to have significant sideways momentum. {{NeedsTesting|What are the cone&#039;s dimensions? Are they static or variable? How do Shapeshifts/Blood Pact affect the cone?}}&lt;br /&gt;
|-&lt;br /&gt;
| Landing || .65 || If you are airborne for at least 0.4s, you will suffer this penalty for 0.1s upon landing.&lt;br /&gt;
|-&lt;br /&gt;
| Equipping items || .65 || This penalty is applied while the item equip progress bar fills. Only [[Armors]] and ranged weapons including [[Utility]] items except for [[Torch]]es have an equip time.&lt;br /&gt;
|-&lt;br /&gt;
| Sticky tar || .35 || This penalty is applied while standing in a sticky tar area. Does not apply while airborne.&lt;br /&gt;
|-&lt;br /&gt;
| Casting/Channeling || .65 || This penalty is applied during every stage of casting or channeling a [[Spell]] - cast bar, standby after cast bar fills, cast animation, channel bar, recovery animation).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The [[Magic Staff]] and [[Ceremonial Staff]] are currently bugged and instead exhibit a casting penalty multiplier of ~.5575 and ~.6 respectively.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon attacks || Various || See [[Weapons#Movement_Multiplier_Explanation]] for explanation.&amp;lt;br&amp;gt;See [[Weapons]] for individual data.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue#Perks-0|Double Jump]] || .75 || This penalty is applied after double-jumping. See [[#Double Jump]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These multipliers stack multiplicatively e.g. crouching backwards results in an effective multiplier of .65 * .6 = .39&lt;br /&gt;
&lt;br /&gt;
=Jumping=&lt;br /&gt;
Jumping is not directly affected by the Move Speed stat. Higher Move Speed does not result in a faster or higher jump.&lt;br /&gt;
&lt;br /&gt;
However, jumping does interact with your movement speed. Momentum is maintained when jumping, so running jumps will go faster and farther than standing jumps. Jumping of course also means eventually landing (unless you are jumping into [[Dungeon#The Void|The Void]]), and landing will apply the landing [[#Action Movement Penalty|AMP]].&lt;br /&gt;
&lt;br /&gt;
Jumping can&#039;t be initiated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
*Installing [[Campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Jumping can be initiated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
Whether these actions are interrupted or not largely depends on [[#Mid-Air Mechanics]].&lt;br /&gt;
&lt;br /&gt;
A strange interaction can be seen when jumping while moving backwards:&lt;br /&gt;
*While moving backwards on the ground, the backward AMP is applied.&lt;br /&gt;
*At the start of the jump, the backward AMP stops applying, even while moving backwards.&lt;br /&gt;
*Closer to the top of the jump, the backward AMP starts applying again.&lt;br /&gt;
*At the end of the jump but well before landing, the backward AMP stops applying again, even while moving backwards.&lt;br /&gt;
*As soon as you land i.e. as soon as the landing AMP starts applying, the backward AMP starts applying again.&lt;br /&gt;
{{NeedsTesting|One possibility is that the cone determining whether the backward AMP is applied or not is actually a 3D cone, and gaining enough upward momentum (as when jumping) or downward momentum (as when falling for long enough) can push the momentum direction out of the cone. The problem with this theory is that it&#039;s already known that the cone is affected by the camera in real-time, but looking down while jumping or up while falling does not make the backward AMP apply. Maybe moving the camera moves the 3D cone horizontally but not vertically?}}&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Is jump height based off character height?&lt;br /&gt;
In-game Chicken description doesn&#039;t mention a jump height modifier, but Chicken jumps are clearly much shorter than Human jumps.&lt;br /&gt;
With Rat, the jump is much shorter than a Human jump despite apparently having +10% jump height.}}&lt;br /&gt;
&lt;br /&gt;
=Mid-Air Mechanics=&lt;br /&gt;
While airborne, the primary influence on your movement is usually gravity. However, there are ways you can still influence your momentum while airborne.&lt;br /&gt;
&lt;br /&gt;
This section describes movement options available to every class. See [[#Movement Abilities]] for class-specific mid-air mechanics.&lt;br /&gt;
&lt;br /&gt;
The following can&#039;t be initiated mid-air:&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
&lt;br /&gt;
The following can be initiated while mid-air:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*Crouching&lt;br /&gt;
*Installing [[campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Being mid-air immediately cancels the following:&lt;br /&gt;
*Installing [[campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
&lt;br /&gt;
Being mid-air quickly cancels the following:&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
&lt;br /&gt;
When attempting to install a campfire or hunting trap while airborne, your character visibly starts the animation, but the action is cancelled so quickly the progress bar doesn&#039;t even appear.&lt;br /&gt;
&lt;br /&gt;
When attempting to interact with props while airborne, the progress bar can be seen filling. Typically, the interaction is cancelled and the bar disappears almost immediately.&lt;br /&gt;
However, it is possible to interact with a prop and land before the interaction is cancelled by being airborne. This can allow you to interact with props which are slightly too high to reach from the ground, props on the other side of an obstacle which you can only see over while jumping, etc.&lt;br /&gt;
&lt;br /&gt;
==Directional Influence==&lt;br /&gt;
While mid-air, pressing the movement keys will still influence the direction in which your character travels. More broadly, Being able to DI means the movement keys will still affect your character&#039;s momentum while airborne.&lt;br /&gt;
&lt;br /&gt;
DI&#039;ing in the direction you&#039;re already traveling in will increase your horizontal speed, while DI&#039;ing in another direction can change your momentum&#039;s direction, or even reverse its direction - multiple times, provided you can stay airborne long enough/can DI strongly enough.&lt;br /&gt;
&lt;br /&gt;
Move Speed affects how strongly you can DI - the higher your Move Speed, the higher your DI strength.&lt;br /&gt;
Thus, Move Speed can affect how fast you move while in the air - even if you disregard running jumps.&lt;br /&gt;
&lt;br /&gt;
[[#Action Movement Penalty|AMP]]&#039;s are still applied while mid-air, so [[#Crouch-Jumping|crouch-jumping]], holding the walk button while jumping, flying backwards, etc. will all reduce your DI strength.&lt;br /&gt;
&lt;br /&gt;
Just like Move Speed, differences in DI strength don&#039;t necessarily imply lower or higher movement speeds.&lt;br /&gt;
If you only hold the Walk key during a running jump, you will travel exactly as fast and as far as if you held no key.&lt;br /&gt;
DI strength only comes into play when you attempt to influence your momentum using the movement keys.&lt;br /&gt;
&lt;br /&gt;
Generally, mid-air DI isn&#039;t nearly as impactful as running or even walking on the ground.&lt;br /&gt;
But this apparent decrease in control doesn&#039;t appear to be due to an AMP or any other sort of direct Move Speed loss.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Is there a special, hidden multiplier of some sort which applies while mid-air, resulting in less DI potential? It seems plausible that movement on the ground and DI in the air are coded as precisely the same mechanic, just with a hidden multiplier applied for DI in the air.}}&lt;br /&gt;
&lt;br /&gt;
==Crouch-Jumping==&lt;br /&gt;
Crouching mid-air will pull your feet up. Thus, crouching while jumping aka crouch-jumping can allow you to clear higher obstacles than you would be able to otherwise.&lt;br /&gt;
&lt;br /&gt;
Crouch-jumping also pulls your head/camera up, allowing you to see higher. Your camera may even clip through the ceiling if you are close enough, allowing you to see the floor above you in rare cases.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Does crouch-jumping forward reduce the distance traveled compared to DI&#039;ing forward with no Penalties? Crouching pulls your feet up, delaying impact with the ground, thus granting you more distance. This may or may not be enough to make up for the lower movement speed.}}&lt;br /&gt;
&lt;br /&gt;
=Movement Abilities=&lt;br /&gt;
A number of perks, skills, spells, etc. modify Move Speed in a fairly straightforward manner. This section instead focuses on class-specific abilities which actually move a character. See the appropriate [[class]] page for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
While each movement ability is generally unique, some groups of them share a number of properties. Some informal movement ability types are defined here based on those shared properties. These definitions may change as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
===Dash===&lt;br /&gt;
Dash-type abilities instantly cancel all momentum on activation and replaces it with a momentum that varies between dash abilities but always includes an upward component, which means you will immediately become airborne at the start of the dash.&lt;br /&gt;
&lt;br /&gt;
Dash abilities have an associated duration in which an animation plays and/or the ability may apply other effects.&lt;br /&gt;
But the movement portion of the dash is an instantaneous change in momentum and not a continuous &amp;quot;push&amp;quot;, so turning the camera alone while dashing will not change your momentum.&lt;br /&gt;
&lt;br /&gt;
Like [[#Jumping|jumping]], Move Speed does not affect the initial dash momentum.&lt;br /&gt;
&lt;br /&gt;
Dashes can be used mid-air or to move off a ledge without cancelling any portion of the dash, though gravity still applies at all times.&lt;br /&gt;
Normal ground movement and regular jumping are disabled for the duration of the dash, but mid-air [[#Directional Influence|DI]] is still possible - including during the small window in which the dash makes you airborne when used on flat ground.&lt;br /&gt;
&lt;br /&gt;
Dashes can&#039;t be activated during the following:&lt;br /&gt;
*Installing [[Campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Reloading a [[Windlass Crossbow]]&lt;br /&gt;
&lt;br /&gt;
Dashes can be activated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading [[Bows]] and [[Crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
Whether these actions are interrupted or not largely depends on [[#Mid-Air Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Compare/contrast with [[#Fixed-Animation]].&lt;br /&gt;
&lt;br /&gt;
Examples of Dash abilities include:&lt;br /&gt;
*[[#Backstep]]&lt;br /&gt;
*[[#Rush]]&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation===&lt;br /&gt;
Fixed-animation-type abilities instantly cancel all momentum on activation and lock your character into an animation which forces your character to move along a path that &amp;lt;i&amp;gt;can&#039;t&amp;lt;/i&amp;gt; be influenced by your own inputs for the duration of the animation. &amp;lt;i&amp;gt;Your camera&amp;lt;/i&amp;gt; is similarly forced to point in a set direction: straight forward.&lt;br /&gt;
&lt;br /&gt;
Move Speed does not appear to affect these animations.&lt;br /&gt;
&lt;br /&gt;
Fixed-animation abilities can be used mid-air or to move off a ledge without cancelling any portion of the animation, though gravity still applies at all times.&lt;br /&gt;
All other movement abilities are disabled for the duration, including skills, [[#Multi-Jump|every type]] [[#Jumping|of jumping]] and mid-air [[#Directional Influence|DI]].&lt;br /&gt;
&lt;br /&gt;
All [[#Action Speed Penalty|AMP]]&#039;s still apply during the animation, though it&#039;s unclear how this would actually affect movement if at all since movement inputs are disabled.&lt;br /&gt;
&lt;br /&gt;
Interestingly, holding the crouch key before and during the animation will apply the crouch AMP, and letting go mid-animation will remove the penalty. But if the crouch AMP is not applying at any point during the animation, it can&#039;t be (re)applied for the remainder of the duration. On the other hand, the walking AMP may be applied/removed/reapplied any number of times during the duration.&lt;br /&gt;
&lt;br /&gt;
The camera&#039;s exact path can be influenced before starting the animation by looking at different vertical angles.&lt;br /&gt;
But upon activation, the camera will smoothly and swiftly swivel to point straight forward.&lt;br /&gt;
The animation will always end with your camera pointing straight forward.&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a fixed-animation, you will be able to initiate the ability again without landing provided the ability comes off cooldown in time.&lt;br /&gt;
&lt;br /&gt;
Fixed-animations can&#039;t be activated during the following:&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
&lt;br /&gt;
Fixed-animations can be activated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Crouching&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Fixed-animations immediately cancel the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*[[Spells#Casting|Casting]] animations&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
&lt;br /&gt;
Fixed-animations cancel the following at the end of the fixed-animation:&lt;br /&gt;
*[[Spells#Casting|Casting]] bars&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
&lt;br /&gt;
Examples of Fixed-Animation abilities include:&lt;br /&gt;
*[[#Tumbling]]&lt;br /&gt;
&lt;br /&gt;
Compare/contrast with [[#Dash]].&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Tumbling has an extra-weird interaction with Warlock&#039;s Ray of Darkness.&lt;br /&gt;
Channeling Ray of Darkness and looking down at a steep enough angle as you activate Tumble results in:&lt;br /&gt;
*A collision with... something... the Ray of Darkness itself...?&lt;br /&gt;
*The cancelling of Tumbling&lt;br /&gt;
*An error message stating that the skill has been cancelled&lt;br /&gt;
*The cancelling of the Ray of Darkness channel&lt;br /&gt;
*A very small distance traveled along the normal Tumbling path, probably less than 1 step}}&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump===&lt;br /&gt;
Multi-jump-type abilities allow your character to jump while mid-air (aka double-jump) by pressing the Jump key.&lt;br /&gt;
Each double-jump cancels all &amp;lt;i&amp;gt;vertical&amp;lt;/i&amp;gt; momentum on activation and replaces it with a fixed upward momentum based on the dash ability used.&lt;br /&gt;
&lt;br /&gt;
Each multi-jump ability has a double-jump limit; for each period of time spent airborne (i.e. between landings), you may double-jump up to a number of times equal to that limit before double-jumping is disabled. In other words, you may be able to triple-jump, quadruple-jump, etc. depending on the double-jump limit.&lt;br /&gt;
You will need to land in order to recover any expended double-jumps.&lt;br /&gt;
&lt;br /&gt;
You do not need to perform a [[#Jumping|regular jump]] to enable double-jumping e.g. running off a ledge will still allow you the same number of double-jumps.&lt;br /&gt;
&lt;br /&gt;
There does not appear to be a hard upper/lower bound on the time you can/must wait between becoming airborne and using a double-jump, nor any bound on the time between consecutive double-jumps.&lt;br /&gt;
Note that this means it is possible to &amp;quot;override&amp;quot; your regular jump or previous double-jumps by hitting the Jump key quickly enough, cancelling the (vertical) momentum from previous jumps.&lt;br /&gt;
For maximum height, you will want to wait until the top of each jump to initiate the next double-jump.&lt;br /&gt;
&lt;br /&gt;
Double-jumping follows all the behaviors and restrictions of [[#Jumping|regular jumping]].&lt;br /&gt;
&lt;br /&gt;
Examples of Multi-Jump abilities include:&lt;br /&gt;
*[[#Chicken]]&lt;br /&gt;
*[[#Double Jump]]&lt;br /&gt;
&lt;br /&gt;
===Knockback===&lt;br /&gt;
Knockback effects instantly add some amount of momentum to the target&#039;s momentum. Notably, this effect does not necessarily cancel any component of the target&#039;s momentum. If the knockback pushes the target in the direction of movement, they will speed up. If the knockback pushes the target in the opposite direction from movement, they will slow down, stop, or even reverse direction.&lt;br /&gt;
&lt;br /&gt;
Most player abilities with knockback effects in Dark and Darker are damaging abilities that can only push other targets away from you.&lt;br /&gt;
While this can delay the time an enemy takes to reach you like a more traditional movement ability would, such knockbacks lose value when you only wish to move your own character more quickly, and can actively be a detriment when attempting to chase fleeing enemies.&lt;br /&gt;
&lt;br /&gt;
However, in team situations, you can potentially use these effects to push your teammates, or have your teammates use them to push you. This will likely come at the additional cost of some [[Health]], though [[Shield]]s may help.&lt;br /&gt;
&lt;br /&gt;
[[#Fireball|Wizard&#039;s Fireball spell]] gets special mention here as it is currently the only player ability which can knock targets in a direction other than directly away from you. It can even be used to push &amp;lt;i&amp;gt;yourself&amp;lt;/i&amp;gt; in a direction of your choosing - if you feel adventurous enough.&lt;br /&gt;
&lt;br /&gt;
In addition to player abilities, a number of [[Monsters]] have the ability to apply knockback. Like with player knockback effects, these can potentially be used to your advantage, but you may need to be prepared to take some damage if you plan to get knocked back yourself.&lt;br /&gt;
&lt;br /&gt;
There are currently 2 player abilities which directly grant knockback resistance:&lt;br /&gt;
[[Fighter#Skills-0|Fighter&#039;s Breakthrough skill]] grants complete knockback immunity for {{Ability_Data|Breakthrough|Duration}} whereas [[Barbarian#Perks-0|Barbarian&#039;s Iron Will perk]] grants immunity passively.&lt;br /&gt;
Although these abilities don&#039;t explicitly move your character, they may be worth considering if you expect to face a lot of knockback which you would rather resist.&lt;br /&gt;
Keep in mind that knockback can potentially be used to your advantage, and these abilities may take that option away.&lt;br /&gt;
&lt;br /&gt;
[[#Fixed-animation|Fixed-animation]] abilities may also be used to completely negate knockback effects as noted in [[#Fixed-Animation + Knockback]].&lt;br /&gt;
&lt;br /&gt;
Different monsters may have different amounts of knockback resistance. Notably, Bosses and Minibosses are completely immune.&lt;br /&gt;
&lt;br /&gt;
Also note that some monsters move forward (toward you) as they attack; the momentum from this attack may cancel out a knockback, making it appear as if the monster was not affected by the knockback at all when they are attacking in your direction.&lt;br /&gt;
&lt;br /&gt;
Examples of abilities with knockback components include:&lt;br /&gt;
*[[#Fireball]]&lt;br /&gt;
*[[#Forceful Shot]]&lt;br /&gt;
*[[#Shield Slam]]&lt;br /&gt;
*[[#Bash]]&lt;br /&gt;
*[[Demon Bat]]&#039;s attacks&lt;br /&gt;
*The [[Lich]]&#039;s back-attack&lt;br /&gt;
*[[Ice Harpy]]&#039;s attacks&lt;br /&gt;
*[[Frost Giant Shielder]]&#039;s attacks&lt;br /&gt;
*Some of the [[Frost Wyvern]]&#039;s attacks&lt;br /&gt;
&lt;br /&gt;
==Druid==&lt;br /&gt;
See [[Druid#ShapeShifts-0]] and [[Druid#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
Druid&#039;s Bear Shapeshift grants your character access to the Bash attack.&lt;br /&gt;
Bear&#039;s Bash attack [[#Knockback|knocks]] targets in a small area in front of you, away from you.&lt;br /&gt;
&lt;br /&gt;
===Chicken===&lt;br /&gt;
Druid&#039;s Chicken Shapeshift grants your character a [[#Multi-Jump|multi-jump]] ability with a limit of 2 double-jumps before needing to land.&lt;br /&gt;
&lt;br /&gt;
===Rush===&lt;br /&gt;
Druid&#039;s Panther Shapeshift grants your character access to the Rush skill.&lt;br /&gt;
Panther&#039;s Rush skill is a [[#Dash|dash]] that makes your character leap forward, giving you a sizeable forward momentum plus a moderate upward momentum.&lt;br /&gt;
&lt;br /&gt;
Rush can be activated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
&lt;br /&gt;
See [[#Dash]] for more allowances/restrictions.&lt;br /&gt;
&lt;br /&gt;
==Fighter==&lt;br /&gt;
See [[Fighter#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Shield Slam===&lt;br /&gt;
Fighter&#039;s Shield Slam skill slams forward with your shield, [[#Knockback|knocking]] all targets hit away from you.&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
See [[Ranger#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Backstep===&lt;br /&gt;
Ranger&#039;s Backstep skill is a [[#Dash|dash]] that makes your character perform a short hop backwards, giving you a sizeable backwards momentum plus a very small upward momentum.&lt;br /&gt;
&lt;br /&gt;
The backward [[#Action Speed Penalty|AMP]] is applied as soon as you activate Backstep, though spinning the camera left or right quickly enough will remove the AMP before the Backstep ends.&lt;br /&gt;
You don&#039;t need to make a full 180, or even 90 degree turn, you just need to turn enough to move your backward AMP cone off of your Backstep momentum vector.&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a Backstep, you will not be able to Backstep again until you land.&lt;br /&gt;
&lt;br /&gt;
Rush can&#039;t be activated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
&lt;br /&gt;
See [[#Dash]] for more allowances/restrictions.&lt;br /&gt;
&lt;br /&gt;
===Forceful Shot===&lt;br /&gt;
Ranger&#039;s Forceful Shot skill adds a [[#Knockback|knockback]] effect to your arrows, pushing targets away from you.&lt;br /&gt;
&lt;br /&gt;
==Rogue==&lt;br /&gt;
See [[Rogue#Perks-0]] and [[Rogue#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
Rogue&#039;s Double Jump perk grants your character a [[#Multi-Jump|multi-jump]] ability with a limit of 1 double-jump before needing to land.&lt;br /&gt;
&lt;br /&gt;
Equipping Double Jump also causes you to suffer the Double Jump [[#Action Movement Penalty|AMP]] upon initiating a double-jump. The AMP is only removed after you land.&lt;br /&gt;
&lt;br /&gt;
Double Jump seems to interact strangely with [[#Directional Influence|DI]];&lt;br /&gt;
it&#039;s very apparent that your DI strength actually &amp;lt;i&amp;gt;increases&amp;lt;/i&amp;gt; significantly after starting the double-jump rather than decreases, despite the decreased Move Speed from the Double Jump AMP.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|If DI in the air being weaker than movement on the ground is caused by a hidden multiplier, does double-jumping cancel that hidden multiplier? It may be that whatever restricts DI before the second jump stops applying after the second jump, and you consequently can DI just as much as you would move on the ground but with the .75x Move Speed penalty.}}&lt;br /&gt;
&lt;br /&gt;
===Tumbling===&lt;br /&gt;
Rogue&#039;s Tumbling skill is a [[#Fixed-Animation|fixed-animation]] that makes your character perform a backward somersault, moving you backwards and including a small hop.&lt;br /&gt;
&lt;br /&gt;
As Tumbling forces you to move backward, the backward [[#Action Movement Penalty|AMP]] will be applied for the entire duration.&lt;br /&gt;
&lt;br /&gt;
Currently the only example of a fixed-animation ability.&lt;br /&gt;
&lt;br /&gt;
See [[#Fixed-Animation]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
See [[Wizard#Spells-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
Wizard&#039;s Fireball spell [[#Knockback|knocks]] targets hit by the splash damage away from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
This spell can be quite versatile. Potential uses include but are not limited to:&lt;br /&gt;
*Pushing enemies away from - or toward - yourself&lt;br /&gt;
*Pushing enemies in front of yourself to use them as cover from attacks&lt;br /&gt;
*Pushing [[Frost Sentinel]]s away from the walls they spawn on, forcing them to float in the air awkwardly&lt;br /&gt;
*Boosting your own jump height&lt;br /&gt;
*Boosting friendly players and summons toward or away from enemies&lt;br /&gt;
**&amp;lt;i&amp;gt;Always Fireball responsibly&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
Movement ability interactions are detailed here.&lt;br /&gt;
&lt;br /&gt;
Some listed combinations state an [[#Types|ability type]] rather than a specific ability.&lt;br /&gt;
This means that the interaction was tested for a number of abilities of that type but not necessarily every one, so discrepancies may exist.&lt;br /&gt;
&lt;br /&gt;
Each listed combination might only be available with the help of [[Monster]]s, other players, or through [[Training|Multi-classing]], which itself may or may not be available at the time of reading.&lt;br /&gt;
&lt;br /&gt;
===Backstep + Multi-Jump===&lt;br /&gt;
[[#Multi-Jump|Double-jumping]] is disabled for the duration of [[#Backstep|Backstep]].&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a Backstep, you will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; be able to double-jump until you land.&lt;br /&gt;
&lt;br /&gt;
===Dash + Dash===&lt;br /&gt;
[[#Dash|Dashes]] can be used in quick succession before their duration ends (the momentum from the earlier dash is cancelled).&lt;br /&gt;
&lt;br /&gt;
===Dash + Fixed-Animation===&lt;br /&gt;
[[#Fixed-Animation|Fixed-animations]] can be used at any point during a [[#Dash|dash]] (the momentum from the dash is cancelled).&lt;br /&gt;
&lt;br /&gt;
===Double Jump + Shapeshift===&lt;br /&gt;
[[Shapeshift]]ing does not affect any of [[#Double Jump|Double Jump]]&#039;s unique effects.&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation + Multi-Jump===&lt;br /&gt;
Aside from the normal movement input lockout, [[#Fixed-Animation|Fixed-animation abilities]] don&#039;t affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation + Knockback===&lt;br /&gt;
During [[#Fixed-Animation|fixed-animations]], you are immune to [[#Knockback|knockbacks]].&lt;br /&gt;
&lt;br /&gt;
Tested with [[#Tumbling|Tumbling]] + Frost Giant Shielder/Ice Harpy&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Knockback===&lt;br /&gt;
[[#Knockback|Knockback]] effects don&#039;t affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
Tested with [[#Double Jump|Double Jump]] + [[#Fireball|Fireball]]/Frost Giant Shielder/Ice Harpy&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Multi-Jump===&lt;br /&gt;
The jump limits for each [[#Multi-Jump|multi-jump ability]] will stack, giving you an effective limit equal to the sum of the individual limits.&lt;br /&gt;
For example, the 2 double-jumps from [[#Chicken|Chicken Form]] will stack with the 1 from [[#Double Jump|Double Jump]], giving you a total limit of 3 double-jumps and thus allowing you to quadruple-jump while in Chicken Form.&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Rush===&lt;br /&gt;
[[#Rush|Rush]] does not affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Shapeshift===&lt;br /&gt;
The [[#Multi-Jump|double-jump limit]] applies across [[Shapeshift|Forms]].&lt;br /&gt;
For example, double-jumping and then shifting to [[#Chicken|Chicken Form]] still uses up a double-jump you otherwise could have used in Chicken Form.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Stats#Move_Speed]]&lt;br /&gt;
*[[Weapons#Movement_Multiplier_Explanation]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=TODO&amp;diff=56587</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=TODO&amp;diff=56587"/>
		<updated>2025-01-06T14:18:10Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Movement page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch:{{lc:{{{1|}}}}}&lt;br /&gt;
	|currentpatch  ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|patchnotes    ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|cosmetics     ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|gear score&lt;br /&gt;
	|gearscore     ={{StatusMarkup|Orange|Patch:6.6#Patch 6}}&lt;br /&gt;
	|quest data&lt;br /&gt;
	|quests&lt;br /&gt;
	|crafting data&lt;br /&gt;
	|merchant data&lt;br /&gt;
	|merchants     ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|class data&lt;br /&gt;
	|classes       ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|stats data&lt;br /&gt;
	|stats         ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|enchantment data&lt;br /&gt;
	|enchantments  ={{StatusMarkup|Red|Patch:6.6#Hotfix 72}}&lt;br /&gt;
    |weapon data&lt;br /&gt;
	|weapons       ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|armor data&lt;br /&gt;
	|armors        ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|accessory data&lt;br /&gt;
	|accessories   ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|utility data&lt;br /&gt;
	|utility       ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|misc data&lt;br /&gt;
	|misc          ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|container data&lt;br /&gt;
	|prop data&lt;br /&gt;
	|props         ={{StatusMarkup|Grey|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|monster data&lt;br /&gt;
	|monsters      ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|boss          ={{StatusMarkup|Orange|Patch:6.2#Hotfix 27}}&lt;br /&gt;
	|loottables&lt;br /&gt;
	|drop source tables&lt;br /&gt;
	|droptables    ={{StatusMarkup|Green|Patch:6.7#Hotfix 75}}&lt;br /&gt;
	|portals&lt;br /&gt;
	|portal data&lt;br /&gt;
	|floorrule     ={{StatusMarkup|Orange|Patch:6.5#Hotfix 56}}&lt;br /&gt;
	|map           ={{StatusMarkup|Orange|Patch:6.6#Hotfix 72}}&lt;br /&gt;
	|movement      ={{StatusMarkup|Orange|Patch:6.6#Hotfix_73}}&lt;br /&gt;
	|wip           ={{StatusMarkup|Grey|Work in Progress}}&lt;br /&gt;
	|sticky        =False&lt;br /&gt;
	|#default=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;[[TODO]] couldn&#039;t find {{{1}}}&amp;lt;/span&amp;gt;}}&amp;lt;!--&lt;br /&gt;
	&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block&amp;quot;&amp;gt;&lt;br /&gt;
	&#039;&#039;&#039;Update list:&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;border-left:50px Solid #0000&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Patch Notes]] - {{#explode:{{:TODO|PatchNotes}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Classes]]     - {{#explode:{{:TODO|Classes}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Merchants]]   - {{#explode:{{:TODO|Merchants}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Quests]]      - {{#explode:{{:TODO|Quests}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Crafting]]    - {{#explode:{{:TODO|Crafting Data}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Gear Score]]  - {{#explode:{{:TODO|GearScore}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Cosmetics]]   - {{#explode:{{:TODO|Cosmetics}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Stats]]       - {{#explode:{{:TODO|Stats}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Enchantments]] - {{#explode:{{:TODO|Enchantments}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Weapons]]     - {{#explode:{{:TODO|Weapons}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Armors]]      - {{#explode:{{:TODO|Armors}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Accessories ]]- {{#explode:{{:TODO|Accessories }}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Utilities]]   - {{#explode:{{:TODO|Utility}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Misc]]        - {{#explode:{{:TODO|Misc}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;Floor Rule      - {{#explode:{{:TODO|FloorRule}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[https://darkanddarker.map.spellsandguns.com/ Map] - &lt;br /&gt;
                              {{#explode:{{:TODO|Map}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Containers]]  - {{#explode:{{:TODO|Prop Data}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Props]]       - {{#explode:{{:TODO|Prop Data}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;Loot Tables     - {{#explode:{{:TODO|LootTables}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;Drop Tables     - {{#explode:{{:TODO|DropTables}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Monsters]]    - {{#explode:{{:TODO|Monsters}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Boss]]        - {{#explode:{{:TODO|Boss}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;[[Movement]]    - {{#explode:{{:TODO|Movement}}|$|0|2}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;vertical-align:top; display:inline-block; border-left:20px Solid #0000&amp;quot;&amp;gt;&lt;br /&gt;
	&#039;&#039;&#039;Color Legend:&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div style=&amp;quot;border-left:50px Solid #0000&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:Green&amp;quot;&amp;gt;Green: Information is up to date.&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Orange: Some information is outdated.&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red: Information is out of date and needs to be updated.&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Grey: Work is in progress. Formatting issues and other bugs are to be expected.&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO list:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left:50px Solid #0000&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Improve traders&#039; individual pages&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Move speed page [[Movement Speed]] needs more details, some details in discord todo page https://discord.com/channels/985003634632851536/1166103552540803102&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;s&amp;gt;need Channeling info/description for [[Channel]]&amp;lt;/s&amp;gt; A basic Channeling section has been added to [[Spells#Channeling]], but advanced details may need to be added&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can see all recent changes [[Special:RecentChanges|here.]]&lt;br /&gt;
&lt;br /&gt;
Comment things you would like to see in the TODO list&lt;br /&gt;
&lt;br /&gt;
Would you like to help contribute? Join us in helping update the wiki on our [https://discord.com/invite/wqRBSytTmP/ discord!]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Movement&amp;diff=56586</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Movement&amp;diff=56586"/>
		<updated>2025-01-06T12:43:29Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Removed WIP banner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Movement speed is the speed at which a player, [[Monster]], or Summon moves through the [[dungeon]]s.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
The main way to influence your character&#039;s movement speed is through a [[stat]] called &amp;quot;Move Speed&amp;quot;. The greater your Move Speed, the greater your maximum running speed.&lt;br /&gt;
&lt;br /&gt;
Move Speed is measured in both a rating as well as a percent.&lt;br /&gt;
3 points of Move Speed rating is equivalent to 1% Move Speed, which means 300 Move Speed = 100% Move Speed.&lt;br /&gt;
Thus, you can convert between the two forms using the following formulae:&lt;br /&gt;
&lt;br /&gt;
 Move Speed = % * 3&lt;br /&gt;
 % = Move Speed / 3&lt;br /&gt;
&lt;br /&gt;
This conversion is important because certain effects are stated in terms of Move Speed rating while others are stated in % Move Speed.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise, effects that mention % Move Speed or % Move Speed Bonus are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; multiplying your Move Speed rating by that % plus 1.&lt;br /&gt;
Rather, they are adding to (or subtracting from) your % Move Speed obtained by converting your Move Speed rating as explained above.&lt;br /&gt;
&lt;br /&gt;
Changes in % Move Speed will carry over to your Move Speed rating and vice versa so that they are never out-of-sync, and the conversion formulae above always hold true. Because of this equivalence, it is not incorrect to consider anything that applies to Move Speed as applying to % Move Speed instead or vice versa, provided that the appropriate conversions are performed.&lt;br /&gt;
&lt;br /&gt;
In the Details screen, both Move Speed and % Move Speed are displayed in the Move Speed line in this form:&lt;br /&gt;
 Move Speed (% Move Speed)&lt;br /&gt;
&lt;br /&gt;
Like most other [[stats]], Move Speed can be fractional - even if the Stats screen displays a rounded value - and the fraction portion still contributes to your actual Move Speed.&lt;br /&gt;
The displayed % Move Speed value will usually be more accurate than the Move Speed value, but ultimately both may be slightly inaccurate due to rounding.&lt;br /&gt;
&lt;br /&gt;
All classes technically have a base Move Speed of 300 (100%), but classes also have varying base [[Stats#Agility|Agility]] stats, which will affect each class&#039;s Move Speed with no gear, perks, or other [[#modifiers|modifiers]]. This modified base Move Speed may be referred to as a class&#039;s base Move Speed instead of the aforementioned 300 Move Speed.&lt;br /&gt;
&lt;br /&gt;
An important distinction to keep in mind when reading this page is that between a character&#039;s movement speed and a character&#039;s Move Speed.&lt;br /&gt;
While these can and are used interchangeably in certain contexts, more precisely, Move Speed is a character stat which reflects the amount of influence you &amp;lt;i&amp;gt;could&amp;lt;/i&amp;gt; exert over your character&#039;s momentum using the movement keys, and it is visible in the Details screen. On the other hand, movement speed is a property representing the speed at which your character &amp;lt;i&amp;gt;is&amp;lt;/i&amp;gt; moving at a given point in time, and it is &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; visible in the Details screen. Consider these situations:&lt;br /&gt;
*If you are standing still, you could have 30 Move Speed or 300 Move Speed, but in both cases you would have 0 movement speed.&lt;br /&gt;
*[[#Backstep|Ranger&#039;s Backstep]] moves your character a fixed distance over a fixed period of time. This gives your character a consistent, fairly high movement speed which likewise does not change whether you have low or high Move Speed.&lt;br /&gt;
&lt;br /&gt;
=Modifiers=&lt;br /&gt;
There are a number of ways Move Speed may be modified.&lt;br /&gt;
&lt;br /&gt;
All modifiers are additive aside from [[#Action Movement Penalty|AMP]]&#039;s.&lt;br /&gt;
&lt;br /&gt;
The additive modifiers are applied first, and the AMP multipliers are applied after.&lt;br /&gt;
&lt;br /&gt;
Move Speed is hardcapped to 330 (110%). This cap is applied after additive modifiers and AMP&#039;s, so manual calculations may need to use Move Speed values greater than 330.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Gear modifies your character&#039;s [[stats]]. Some of these modifications affect your Move Speed.&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
Agility is the attribute that affects Move Speed. See [[Stats#Move_Speed]] for more details including how to convert Agility to Move Speed.&lt;br /&gt;
&lt;br /&gt;
===Gear Move Speed===&lt;br /&gt;
Most pieces of gear have a &amp;quot;Move Speed&amp;quot; value as a primary stat. This value is added to your Move Speed rating.&lt;br /&gt;
&lt;br /&gt;
Note that this value is usually negative, meaning your Move Speed will actually decrease instead of increase.&lt;br /&gt;
&lt;br /&gt;
Currently only [[Foot|boots]] have a positive gear Move Speed.&lt;br /&gt;
&lt;br /&gt;
Gear with no gear Move Speed (effectively 0 gear Move Speed) include [[Torch]]es, [[Lantern]]s, [[Accessories]], [[Back]]s, most [[Hands]], the [[Shadow Mask]], and the [[Golden Scarf]].&lt;br /&gt;
&lt;br /&gt;
===Additional Move Speed===&lt;br /&gt;
Functions the same as gear Move Speed, but is only available as a gear [[Enchantments|enchantment]].&lt;br /&gt;
&lt;br /&gt;
Only found on [[Foot|boots]].&lt;br /&gt;
&lt;br /&gt;
===Move Speed Bonus===&lt;br /&gt;
Functions the same as gear Move Speed except it is a percent which is added to your % Move Speed (remember this also modifies your Move Speed rating).&lt;br /&gt;
&lt;br /&gt;
Only found as an [[Enchantments|enchantment]] on [[Foot|boots]], but can also be found as a primary stat on certain pieces of [[Crafting|craftable gear]] - both boots and non-boots.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
Some perks can affect your Move Speed by modifying your Agility, or by directly modifying your Move Speed or % Move Speed.&lt;br /&gt;
&lt;br /&gt;
These effects can have unlimited duration or be applied as a temporary buff/debuff.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]&#039;s Swift perk deserves special mention for its unique effect of reducing negative gear Move Speed by a percentage - the positive gear Move Speed from boots is unaffected.&lt;br /&gt;
&lt;br /&gt;
Other examples include:&lt;br /&gt;
&lt;br /&gt;
*[[Fighter]]&#039;s Counterattack perk temporarily granting {{Ability_Data|CounterAttack|MoveSpeedBonus}} upon successfully blocking&lt;br /&gt;
*[[Rogue]]&#039;s Double Jump perk applying a passive penalty of {{Ability_Data|DoubleJump|MoveSpeedAdd}}&lt;br /&gt;
&lt;br /&gt;
==Buffs==&lt;br /&gt;
Some [[buffs]] can affect your Move Speed. These buffs might come from perks, skills, [[spells]], [[Bard|songs]], or [[Druid|shapeshifts]].&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
*[[Rogue]]&#039;s Jokester perk granting {{Ability_Data|Jokester|AllAttributes}} including Agility, effectively granting the Rogue passive Move Speed&lt;br /&gt;
*[[Barbarian]]&#039;s Rage skill temporarily granting {{Ability_Data|Rage|MoveSpeedBonus}}&lt;br /&gt;
*[[Wizard]]&#039;s Haste Spell temporarily granting {{Ability_Data|Haste|MoveSpeedBonus}}&lt;br /&gt;
*[[Bard]]&#039;s Accelerando Song temporarily granting up to {{Ability_Data|Accelerando|GrantedMaximuMStacks}} stacks of {{Ability_Data|Accelerando|MoveSpeedAdd}} &lt;br /&gt;
*[[Druid]]&#039;s Bear Shapeshift granting {{Ability_Data|Bear|ShapeShiftMoveSpeedBonus}} for as long as the Druid remains in Bear form&lt;br /&gt;
&lt;br /&gt;
==Debuffs==&lt;br /&gt;
Some [[debuffs]] can affect your Move Speed. These debuffs might come from perks, skills, [[spells]], [[Bard|songs]], [[#Weapon Hit Slow|weapon hit slow]], or [[Monster]]s.&lt;br /&gt;
&lt;br /&gt;
===Weapon Hit Slow===&lt;br /&gt;
Being hit by a player&#039;s weapon applies a hit slow. This takes the form of a [[Debuffs#Item|debuff]], with the duration and severity of the slow varying based on the weapon as well as which part of the weapon&#039;s combo you are hit with.&lt;br /&gt;
&lt;br /&gt;
See [[Weapons]] for individual data.&lt;br /&gt;
&lt;br /&gt;
==Action Movement Penalty==&lt;br /&gt;
Certain actions apply an Action Movement Penalty as a multiplier to your Move Speed. These apply after all other additive effects (such as gear Move Speed, passives, and debuffs) have been applied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot;&lt;br /&gt;
|+ Action Movement Penalties&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Multiplier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Walking || .4 || This penalty applies while holding the Walk key.&lt;br /&gt;
|-&lt;br /&gt;
| Crouching || .65 || This penalty applies while holding the Crouch key.&lt;br /&gt;
|-&lt;br /&gt;
| Moving Backwards || .6 || This penalty applies as long as your horizontal momentum points at an angle within a certain cone behind you - even if you aren&#039;t holding the Move Backward key.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Consequently, while moving in one direction such as during a running jump or when using [[Ranger#Skills-0|Ranger&#039;s Backstep skill]], you can apply/remove this penalty by spinning the camera around horizontally. At certain camera angles, you can have backwards momentum while &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; suffering this penalty, though you would also necessarily need to have significant sideways momentum. {{NeedsTesting|What are the cone&#039;s dimensions? Are they static or variable? How do Shapeshifts/Blood Pact affect the cone?}}&lt;br /&gt;
|-&lt;br /&gt;
| Landing || .65 || If you are airborne for at least 0.4s, you will suffer this penalty for 0.1s upon landing.&lt;br /&gt;
|-&lt;br /&gt;
| Equipping items || .65 || This penalty is applied while the item equip progress bar fills. Only [[Armors]] and ranged weapons including [[Utility]] items except for [[Torch]]es have an equip time.&lt;br /&gt;
|-&lt;br /&gt;
| Sticky tar || .35 || This penalty is applied while standing in a sticky tar area. Does not apply while airborne.&lt;br /&gt;
|-&lt;br /&gt;
| Casting/Channeling || .65 || This penalty is applied during every stage of casting or channeling a [[Spell]] - cast bar, standby after cast bar fills, cast animation, channel bar, recovery animation).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The [[Magic Staff]] and [[Ceremonial Staff]] are currently bugged and instead exhibit a casting penalty multiplier of ~.5575 and ~.6 respectively.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon attacks || Various || See [[Weapons#Movement_Multiplier_Explanation]] for explanation.&amp;lt;br&amp;gt;See [[Weapons]] for individual data.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue#Perks-0|Double Jump]] || .75 || This penalty is applied after double-jumping. See [[#Double Jump]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These multipliers stack multiplicatively e.g. crouching backwards results in an effective multiplier of .65 * .6 = .39&lt;br /&gt;
&lt;br /&gt;
=Jumping=&lt;br /&gt;
Jumping is not directly affected by the Move Speed stat. Higher Move Speed does not result in a faster or higher jump.&lt;br /&gt;
&lt;br /&gt;
However, jumping does interact with your movement speed. Momentum is maintained when jumping, so running jumps will go faster and farther than standing jumps. Jumping of course also means eventually landing (unless you are jumping into [[Dungeon#The Void|The Void]]), and landing will apply the landing [[#Action Movement Penalty|AMP]].&lt;br /&gt;
&lt;br /&gt;
Jumping can&#039;t be initiated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
*Installing [[Campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Jumping can be initiated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
Whether these actions are interrupted or not largely depends on [[#Mid-Air Mechanics]].&lt;br /&gt;
&lt;br /&gt;
A strange interaction can be seen when jumping while moving backwards:&lt;br /&gt;
*While moving backwards on the ground, the backward AMP is applied.&lt;br /&gt;
*At the start of the jump, the backward AMP stops applying, even while moving backwards.&lt;br /&gt;
*Closer to the top of the jump, the backward AMP starts applying again.&lt;br /&gt;
*At the end of the jump but well before landing, the backward AMP stops applying again, even while moving backwards.&lt;br /&gt;
*As soon as you land i.e. as soon as the landing AMP starts applying, the backward AMP starts applying again.&lt;br /&gt;
{{NeedsTesting|One possibility is that the cone determining whether the backward AMP is applied or not is actually a 3D cone, and gaining enough upward momentum (as when jumping) or downward momentum (as when falling for long enough) can push the momentum direction out of the cone. The problem with this theory is that it&#039;s already known that the cone is affected by the camera in real-time, but looking down while jumping or up while falling does not make the backward AMP apply. Maybe moving the camera moves the 3D cone horizontally but not vertically?}}&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Is jump height based off character height?&lt;br /&gt;
In-game Chicken description doesn&#039;t mention a jump height modifier, but Chicken jumps are clearly much shorter than Human jumps.&lt;br /&gt;
With Rat, the jump is much shorter than a Human jump despite apparently having +10% jump height.}}&lt;br /&gt;
&lt;br /&gt;
=Mid-Air Mechanics=&lt;br /&gt;
While airborne, the primary influence on your movement is usually gravity. However, there are ways you can still influence your momentum while airborne.&lt;br /&gt;
&lt;br /&gt;
This section describes movement options available to every class. See [[#Movement Abilities]] for class-specific mid-air mechanics.&lt;br /&gt;
&lt;br /&gt;
The following can&#039;t be initiated mid-air:&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
&lt;br /&gt;
The following can be initiated while mid-air:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*Crouching&lt;br /&gt;
*Installing [[campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Being mid-air immediately cancels the following:&lt;br /&gt;
*Installing [[campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
&lt;br /&gt;
Being mid-air quickly cancels the following:&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
&lt;br /&gt;
When attempting to install a campfire or hunting trap while airborne, your character visibly starts the animation, but the action is cancelled so quickly the progress bar doesn&#039;t even appear.&lt;br /&gt;
&lt;br /&gt;
When attempting to interact with props while airborne, the progress bar can be seen filling. Typically, the interaction is cancelled and the bar disappears almost immediately.&lt;br /&gt;
However, it is possible to interact with a prop and land before the interaction is cancelled by being airborne. This can allow you to interact with props which are slightly too high to reach from the ground, props on the other side of an obstacle which you can only see over while jumping, etc.&lt;br /&gt;
&lt;br /&gt;
==Directional Influence==&lt;br /&gt;
While mid-air, pressing the movement keys will still influence the direction in which your character travels. More broadly, Being able to DI means the movement keys will still affect your character&#039;s momentum while airborne.&lt;br /&gt;
&lt;br /&gt;
DI&#039;ing in the direction you&#039;re already traveling in will increase your horizontal speed, while DI&#039;ing in another direction can change your momentum&#039;s direction, or even reverse its direction - multiple times, provided you can stay airborne long enough/can DI strongly enough.&lt;br /&gt;
&lt;br /&gt;
Move Speed affects how strongly you can DI - the higher your Move Speed, the higher your DI strength.&lt;br /&gt;
Thus, Move Speed can affect how fast you move while in the air - even if you disregard running jumps.&lt;br /&gt;
&lt;br /&gt;
[[#Action Movement Penalty|AMP]]&#039;s are still applied while mid-air, so [[#Crouch-Jumping|crouch-jumping]], holding the walk button while jumping, flying backwards, etc. will all reduce your DI strength.&lt;br /&gt;
&lt;br /&gt;
Just like Move Speed, differences in DI strength don&#039;t necessarily imply lower or higher movement speeds.&lt;br /&gt;
If you only hold the Walk key during a running jump, you will travel exactly as fast and as far as if you held no key.&lt;br /&gt;
DI strength only comes into play when you attempt to influence your momentum using the movement keys.&lt;br /&gt;
&lt;br /&gt;
Generally, mid-air DI isn&#039;t nearly as impactful as running or even walking on the ground.&lt;br /&gt;
But this apparent decrease in control doesn&#039;t appear to be due to an AMP or any other sort of direct Move Speed loss.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Is there a special, hidden multiplier of some sort which applies while mid-air, resulting in less DI potential? It seems plausible that movement on the ground and DI in the air are coded as precisely the same mechanic, just with a hidden multiplier applied for DI in the air.}}&lt;br /&gt;
&lt;br /&gt;
==Crouch-Jumping==&lt;br /&gt;
Crouching mid-air will pull your feet up. Thus, crouching while jumping aka crouch-jumping can allow you to clear higher obstacles than you would be able to otherwise.&lt;br /&gt;
&lt;br /&gt;
Crouch-jumping also pulls your head/camera up, allowing you to see higher. Your camera may even clip through the ceiling if you are close enough, allowing you to see the floor above you in rare cases.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Does crouch-jumping forward reduce the distance traveled compared to DI&#039;ing forward with no Penalties? Crouching pulls your feet up, delaying impact with the ground, thus granting you more distance. This may or may not be enough to make up for the lower movement speed.}}&lt;br /&gt;
&lt;br /&gt;
=Movement Abilities=&lt;br /&gt;
A number of perks, skills, spells, etc. modify Move Speed in a fairly straightforward manner. This section instead focuses on class-specific abilities which actually move a character. See the appropriate [[class]] page for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
While each movement ability is generally unique, some groups of them share a number of properties. Some informal movement ability types are defined here based on those shared properties. These definitions may change as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
===Dash===&lt;br /&gt;
Dash-type abilities instantly cancel all momentum on activation and replaces it with a momentum that varies between dash abilities but always includes an upward component, which means you will immediately become airborne at the start of the dash.&lt;br /&gt;
&lt;br /&gt;
Dash abilities have an associated duration in which an animation plays and/or the ability may apply other effects.&lt;br /&gt;
But the movement portion of the dash is an instantaneous change in momentum and not a continuous &amp;quot;push&amp;quot;, so turning the camera alone while dashing will not change your momentum.&lt;br /&gt;
&lt;br /&gt;
Like [[#Jumping|jumping]], Move Speed does not affect the initial dash momentum.&lt;br /&gt;
&lt;br /&gt;
Dashes can be used mid-air or to move off a ledge without cancelling any portion of the dash, though gravity still applies at all times.&lt;br /&gt;
Normal ground movement and regular jumping are disabled for the duration of the dash, but mid-air [[#Directional Influence|DI]] is still possible - including during the small window in which the dash makes you airborne when used on flat ground.&lt;br /&gt;
&lt;br /&gt;
Dashes can&#039;t be activated during the following:&lt;br /&gt;
*Installing [[Campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Reloading a [[Windlass Crossbow]]&lt;br /&gt;
&lt;br /&gt;
Dashes can be activated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading [[Bows]] and [[Crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
Whether these actions are interrupted or not largely depends on [[#Mid-Air Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Compare/contrast with [[#Fixed-Animation]].&lt;br /&gt;
&lt;br /&gt;
Examples of Dash abilities include:&lt;br /&gt;
*[[#Backstep]]&lt;br /&gt;
*[[#Rush]]&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation===&lt;br /&gt;
Fixed-animation-type abilities instantly cancel all momentum on activation and lock your character into an animation which forces your character to move along a path that &amp;lt;i&amp;gt;can&#039;t&amp;lt;/i&amp;gt; be influenced by your own inputs for the duration of the animation. &amp;lt;i&amp;gt;Your camera&amp;lt;/i&amp;gt; is similarly forced to point in a set direction: straight forward.&lt;br /&gt;
&lt;br /&gt;
Move Speed does not appear to affect these animations.&lt;br /&gt;
&lt;br /&gt;
Fixed-animation abilities can be used mid-air or to move off a ledge without cancelling any portion of the animation, though gravity still applies at all times.&lt;br /&gt;
All other movement abilities are disabled for the duration, including skills, [[#Multi-Jump|every type]] [[#Jumping|of jumping]] and mid-air [[#Directional Influence|DI]].&lt;br /&gt;
&lt;br /&gt;
All [[#Action Speed Penalty|AMP]]&#039;s still apply during the animation, though it&#039;s unclear how this would actually affect movement if at all since movement inputs are disabled.&lt;br /&gt;
&lt;br /&gt;
Interestingly, holding the crouch key before and during the animation will apply the crouch AMP, and letting go mid-animation will remove the penalty. But if the crouch AMP is not applying at any point during the animation, it can&#039;t be (re)applied for the remainder of the duration. On the other hand, the walking AMP may be applied/removed/reapplied any number of times during the duration.&lt;br /&gt;
&lt;br /&gt;
The camera&#039;s exact path can be influenced before starting the animation by looking at different vertical angles.&lt;br /&gt;
But upon activation, the camera will smoothly and swiftly swivel to point straight forward.&lt;br /&gt;
The animation will always end with your camera pointing straight forward.&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a fixed-animation, you will be able to initiate the ability again without landing provided the ability comes off cooldown in time.&lt;br /&gt;
&lt;br /&gt;
Fixed-animations can&#039;t be activated during the following:&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
&lt;br /&gt;
Fixed-animations can be activated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Crouching&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Fixed-animations immediately cancel the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*[[Spells#Casting|Casting]] animations&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
&lt;br /&gt;
Fixed-animations cancel the following at the end of the fixed-animation:&lt;br /&gt;
*[[Spells#Casting|Casting]] bars&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
&lt;br /&gt;
Examples of Fixed-Animation abilities include:&lt;br /&gt;
*[[#Tumbling]]&lt;br /&gt;
&lt;br /&gt;
Compare/contrast with [[#Dash]].&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Tumbling has an extra-weird interaction with Warlock&#039;s Ray of Darkness.&lt;br /&gt;
Channeling Ray of Darkness and looking down at a steep enough angle as you activate Tumble results in:&lt;br /&gt;
*A collision with... something... the Ray of Darkness itself...?&lt;br /&gt;
*The cancelling of Tumbling&lt;br /&gt;
*An error message stating that the skill has been cancelled&lt;br /&gt;
*The cancelling of the Ray of Darkness channel&lt;br /&gt;
*A very small distance traveled along the normal Tumbling path, probably less than 1 step}}&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump===&lt;br /&gt;
Multi-jump-type abilities allow your character to jump while mid-air (aka double-jump) by pressing the Jump key.&lt;br /&gt;
Each double-jump cancels all &amp;lt;i&amp;gt;vertical&amp;lt;/i&amp;gt; momentum on activation and replaces it with a fixed upward momentum based on the dash ability used.&lt;br /&gt;
&lt;br /&gt;
Each multi-jump ability has a double-jump limit; for each period of time spent airborne (i.e. between landings), you may double-jump up to a number of times equal to that limit before double-jumping is disabled. In other words, you may be able to triple-jump, quadruple-jump, etc. depending on the double-jump limit.&lt;br /&gt;
You will need to land in order to recover any expended double-jumps.&lt;br /&gt;
&lt;br /&gt;
You do not need to perform a [[#Jumping|regular jump]] to enable double-jumping e.g. running off a ledge will still allow you the same number of double-jumps.&lt;br /&gt;
&lt;br /&gt;
There does not appear to be a hard upper/lower bound on the time you can/must wait between becoming airborne and using a double-jump, nor any bound on the time between consecutive double-jumps.&lt;br /&gt;
Note that this means it is possible to &amp;quot;override&amp;quot; your regular jump or previous double-jumps by hitting the Jump key quickly enough, cancelling the (vertical) momentum from previous jumps.&lt;br /&gt;
For maximum height, you will want to wait until the top of each jump to initiate the next double-jump.&lt;br /&gt;
&lt;br /&gt;
Double-jumping follows all the behaviors and restrictions of [[#Jumping|regular jumping]].&lt;br /&gt;
&lt;br /&gt;
Examples of Multi-Jump abilities include:&lt;br /&gt;
*[[#Chicken]]&lt;br /&gt;
*[[#Double Jump]]&lt;br /&gt;
&lt;br /&gt;
===Knockback===&lt;br /&gt;
Knockback effects instantly add some amount of momentum to the target&#039;s momentum. Notably, this effect does not necessarily cancel any component of the target&#039;s momentum. If the knockback pushes the target in the direction of movement, they will speed up. If the knockback pushes the target in the opposite direction from movement, they will slow down, stop, or even reverse direction.&lt;br /&gt;
&lt;br /&gt;
Most player abilities with knockback effects in Dark and Darker are damaging abilities that can only push other targets away from you.&lt;br /&gt;
While this can delay the time an enemy takes to reach you like a more traditional movement ability would, such knockbacks lose value when you only wish to move your own character more quickly, and can actively be a detriment when attempting to chase fleeing enemies.&lt;br /&gt;
&lt;br /&gt;
However, in team situations, you can potentially use these effects to push your teammates, or have your teammates use them to push you. This will likely come at the additional cost of some [[Health]], though [[Shield]]s may help.&lt;br /&gt;
&lt;br /&gt;
[[#Fireball|Wizard&#039;s Fireball spell]] gets special mention here as it is currently the only player ability which can knock targets in a direction other than directly away from you. It can even be used to push &amp;lt;i&amp;gt;yourself&amp;lt;/i&amp;gt; in a direction of your choosing - if you feel adventurous enough.&lt;br /&gt;
&lt;br /&gt;
In addition to player abilities, a number of [[Monsters]] have the ability to apply knockback. Like with player knockback effects, these can potentially be used to your advantage, but you may need to be prepared to take some damage if you plan to get knocked back yourself.&lt;br /&gt;
&lt;br /&gt;
There are currently 2 player abilities which directly grant knockback resistance:&lt;br /&gt;
[[Fighter#Skills-0|Fighter&#039;s Breakthrough skill]] grants complete knockback immunity for {{Ability_Data|Breakthrough|Duration}} whereas [[Barbarian#Perks-0|Barbarian&#039;s Iron Will perk]] grants immunity passively.&lt;br /&gt;
Although these abilities don&#039;t explicitly move your character, they may be worth considering if you expect to face a lot of knockback which you would rather resist.&lt;br /&gt;
Keep in mind that knockback can potentially be used to your advantage, and these abilities may take that option away.&lt;br /&gt;
&lt;br /&gt;
[[#Fixed-animation|Fixed-animation]] abilities may also be used to completely negate knockback effects as noted in [[#Fixed-Animation + Knockback]].&lt;br /&gt;
&lt;br /&gt;
Different monsters may have different amounts of knockback resistance. Notably, Bosses and Minibosses are completely immune.&lt;br /&gt;
&lt;br /&gt;
Also note that some monsters move forward (toward you) as they attack; the momentum from this attack may cancel out a knockback, making it appear as if the monster was not affected by the knockback at all when they are attacking in your direction.&lt;br /&gt;
&lt;br /&gt;
Examples of abilities with knockback components include:&lt;br /&gt;
*[[#Fireball]]&lt;br /&gt;
*[[#Forceful Shot]]&lt;br /&gt;
*[[#Shield Slam]]&lt;br /&gt;
*[[#Bash]]&lt;br /&gt;
*[[Demon Bat]]&#039;s attacks&lt;br /&gt;
*The [[Lich]]&#039;s back-attack&lt;br /&gt;
*[[Ice Harpy]]&#039;s attacks&lt;br /&gt;
*[[Frost Giant Shielder]]&#039;s attacks&lt;br /&gt;
*Some of the [[Frost Wyvern]]&#039;s attacks&lt;br /&gt;
&lt;br /&gt;
==Druid==&lt;br /&gt;
See [[Druid#ShapeShifts-0]] and [[Druid#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
Druid&#039;s Bear Shapeshift grants your character access to the Bash attack.&lt;br /&gt;
Bear&#039;s Bash attack [[#Knockback|knocks]] targets in a small area in front of you, away from you.&lt;br /&gt;
&lt;br /&gt;
===Chicken===&lt;br /&gt;
Druid&#039;s Chicken Shapeshift grants your character a [[#Multi-Jump|multi-jump]] ability with a limit of 2 double-jumps before needing to land.&lt;br /&gt;
&lt;br /&gt;
===Rush===&lt;br /&gt;
Druid&#039;s Panther Shapeshift grants your character access to the Rush skill.&lt;br /&gt;
Panther&#039;s Rush skill is a [[#Dash|dash]] that makes your character leap forward, giving you a sizeable forward momentum plus a moderate upward momentum.&lt;br /&gt;
&lt;br /&gt;
Rush can be activated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
&lt;br /&gt;
See [[#Dash]] for more allowances/restrictions.&lt;br /&gt;
&lt;br /&gt;
==Fighter==&lt;br /&gt;
See [[Fighter#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Shield Slam===&lt;br /&gt;
Fighter&#039;s Shield Slam skill slams forward with your shield, [[#Knockback|knocking]] all targets hit away from you.&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
See [[Ranger#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Backstep===&lt;br /&gt;
Ranger&#039;s Backstep skill is a [[#Dash|dash]] that makes your character perform a short hop backwards, giving you a sizeable backwards momentum plus a very small upward momentum.&lt;br /&gt;
&lt;br /&gt;
The backward [[#Action Speed Penalty|AMP]] is applied as soon as you activate Backstep, though spinning the camera left or right quickly enough will remove the AMP before the Backstep ends.&lt;br /&gt;
You don&#039;t need to make a full 180, or even 90 degree turn, you just need to turn enough to move your backward AMP cone off of your Backstep momentum vector.&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a Backstep, you will not be able to Backstep again until you land.&lt;br /&gt;
&lt;br /&gt;
Rush can&#039;t be activated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
&lt;br /&gt;
See [[#Dash]] for more allowances/restrictions.&lt;br /&gt;
&lt;br /&gt;
===Forceful Shot===&lt;br /&gt;
Ranger&#039;s Forceful Shot skill adds a [[#Knockback|knockback]] effect to your arrows, pushing targets away from you.&lt;br /&gt;
&lt;br /&gt;
==Rogue==&lt;br /&gt;
See [[Rogue#Perks-0]] and [[Rogue#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
Rogue&#039;s Double Jump perk grants your character a [[#Multi-Jump|multi-jump]] ability with a limit of 1 double-jump before needing to land.&lt;br /&gt;
&lt;br /&gt;
Equipping Double Jump also causes you to suffer the Double Jump [[#Action Movement Penalty|AMP]] upon initiating a double-jump. The AMP is only removed after you land.&lt;br /&gt;
&lt;br /&gt;
Double Jump seems to interact strangely with [[#Directional Influence|DI]];&lt;br /&gt;
it&#039;s very apparent that your DI strength actually &amp;lt;i&amp;gt;increases&amp;lt;/i&amp;gt; significantly after starting the double-jump rather than decreases, despite the decreased Move Speed from the Double Jump AMP.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|If DI in the air being weaker than movement on the ground is caused by a hidden multiplier, does double-jumping cancel that hidden multiplier? It may be that whatever restricts DI before the second jump stops applying after the second jump, and you consequently can DI just as much as you would move on the ground but with the .75x Move Speed penalty.}}&lt;br /&gt;
&lt;br /&gt;
===Tumbling===&lt;br /&gt;
Rogue&#039;s Tumbling skill is a [[#Fixed-Animation|fixed-animation]] that makes your character perform a backward somersault, moving you backwards and including a small hop.&lt;br /&gt;
&lt;br /&gt;
As Tumbling forces you to move backward, the backward [[#Action Movement Penalty|AMP]] will be applied for the entire duration.&lt;br /&gt;
&lt;br /&gt;
Currently the only example of a fixed-animation ability.&lt;br /&gt;
&lt;br /&gt;
See [[#Fixed-Animation]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
See [[Wizard#Spells-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
Wizard&#039;s Fireball spell [[#Knockback|knocks]] targets hit by the splash damage away from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
This spell can be quite versatile. Potential uses include but are not limited to:&lt;br /&gt;
*Pushing enemies away from - or toward - yourself&lt;br /&gt;
*Pushing enemies in front of yourself to use them as cover from attacks&lt;br /&gt;
*Pushing [[Frost Sentinel]]s away from the walls they spawn on, forcing them to float in the air awkwardly&lt;br /&gt;
*Boosting your own jump height&lt;br /&gt;
*Boosting friendly players and summons toward or away from enemies&lt;br /&gt;
**&amp;lt;i&amp;gt;Always Fireball responsibly&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
Movement ability interactions are detailed here.&lt;br /&gt;
&lt;br /&gt;
Some listed combinations state an [[#Types|ability type]] rather than a specific ability.&lt;br /&gt;
This means that the interaction was tested for a number of abilities of that type but not necessarily every one, so discrepancies may exist.&lt;br /&gt;
&lt;br /&gt;
Each listed combination might only be available with the help of [[Monster]]s, other players, or through [[Training|Multi-classing]], which itself may or may not be available at the time of reading.&lt;br /&gt;
&lt;br /&gt;
===Backstep + Multi-Jump===&lt;br /&gt;
[[#Multi-Jump|Double-jumping]] is disabled for the duration of [[#Backstep|Backstep]].&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a Backstep, you will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; be able to double-jump until you land.&lt;br /&gt;
&lt;br /&gt;
===Dash + Dash===&lt;br /&gt;
[[#Dash|Dashes]] can be used in quick succession before their duration ends (the momentum from the earlier dash is cancelled).&lt;br /&gt;
&lt;br /&gt;
===Dash + Fixed-Animation===&lt;br /&gt;
[[#Fixed-Animation|Fixed-animations]] can be used at any point during a [[#Dash|dash]] (the momentum from the dash is cancelled).&lt;br /&gt;
&lt;br /&gt;
===Double Jump + Shapeshift===&lt;br /&gt;
[[Shapeshift]]ing does not affect any of [[#Double Jump|Double Jump]]&#039;s unique effects.&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation + Multi-Jump===&lt;br /&gt;
Aside from the normal movement input lockout, [[#Fixed-Animation|Fixed-animation abilities]] don&#039;t affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation + Knockback===&lt;br /&gt;
During [[#Fixed-Animation|fixed-animations]], you are immune to [[#Knockback|knockbacks]].&lt;br /&gt;
&lt;br /&gt;
Tested with [[#Tumbling|Tumbling]] + Frost Giant Shielder/Ice Harpy&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Knockback===&lt;br /&gt;
[[#Knockback|Knockback]] effects don&#039;t affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
Tested with [[#Double Jump|Double Jump]] + [[#Fireball|Fireball]]/Frost Giant Shielder/Ice Harpy&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Multi-Jump===&lt;br /&gt;
The jump limits for each [[#Multi-Jump|multi-jump ability]] will stack, giving you an effective limit equal to the sum of the individual limits.&lt;br /&gt;
For example, the 2 double-jumps from [[#Chicken|Chicken Form]] will stack with the 1 from [[#Double Jump|Double Jump]], giving you a total limit of 3 double-jumps and thus allowing you to quadruple-jump while in Chicken Form.&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Rush===&lt;br /&gt;
[[#Rush|Rush]] does not affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Shapeshift===&lt;br /&gt;
The [[#Multi-Jump|double-jump limit]] applies across [[Shapeshift|Forms]].&lt;br /&gt;
For example, double-jumping and then shifting to [[#Chicken|Chicken Form]] still uses up a double-jump you otherwise could have used in Chicken Form.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Stats#Move_Speed]]&lt;br /&gt;
*[[Weapons#Movement_Multiplier_Explanation]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Movement&amp;diff=56585</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Movement&amp;diff=56585"/>
		<updated>2025-01-06T12:42:33Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: /* General */ The greater your Move Speed, the greater your maximum running speed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Movement speed is the speed at which a player, [[Monster]], or Summon moves through the [[dungeon]]s.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
The main way to influence your character&#039;s movement speed is through a [[stat]] called &amp;quot;Move Speed&amp;quot;. The greater your Move Speed, the greater your maximum running speed.&lt;br /&gt;
&lt;br /&gt;
Move Speed is measured in both a rating as well as a percent.&lt;br /&gt;
3 points of Move Speed rating is equivalent to 1% Move Speed, which means 300 Move Speed = 100% Move Speed.&lt;br /&gt;
Thus, you can convert between the two forms using the following formulae:&lt;br /&gt;
&lt;br /&gt;
 Move Speed = % * 3&lt;br /&gt;
 % = Move Speed / 3&lt;br /&gt;
&lt;br /&gt;
This conversion is important because certain effects are stated in terms of Move Speed rating while others are stated in % Move Speed.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise, effects that mention % Move Speed or % Move Speed Bonus are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; multiplying your Move Speed rating by that % plus 1.&lt;br /&gt;
Rather, they are adding to (or subtracting from) your % Move Speed obtained by converting your Move Speed rating as explained above.&lt;br /&gt;
&lt;br /&gt;
Changes in % Move Speed will carry over to your Move Speed rating and vice versa so that they are never out-of-sync, and the conversion formulae above always hold true. Because of this equivalence, it is not incorrect to consider anything that applies to Move Speed as applying to % Move Speed instead or vice versa, provided that the appropriate conversions are performed.&lt;br /&gt;
&lt;br /&gt;
In the Details screen, both Move Speed and % Move Speed are displayed in the Move Speed line in this form:&lt;br /&gt;
 Move Speed (% Move Speed)&lt;br /&gt;
&lt;br /&gt;
Like most other [[stats]], Move Speed can be fractional - even if the Stats screen displays a rounded value - and the fraction portion still contributes to your actual Move Speed.&lt;br /&gt;
The displayed % Move Speed value will usually be more accurate than the Move Speed value, but ultimately both may be slightly inaccurate due to rounding.&lt;br /&gt;
&lt;br /&gt;
All classes technically have a base Move Speed of 300 (100%), but classes also have varying base [[Stats#Agility|Agility]] stats, which will affect each class&#039;s Move Speed with no gear, perks, or other [[#modifiers|modifiers]]. This modified base Move Speed may be referred to as a class&#039;s base Move Speed instead of the aforementioned 300 Move Speed.&lt;br /&gt;
&lt;br /&gt;
An important distinction to keep in mind when reading this page is that between a character&#039;s movement speed and a character&#039;s Move Speed.&lt;br /&gt;
While these can and are used interchangeably in certain contexts, more precisely, Move Speed is a character stat which reflects the amount of influence you &amp;lt;i&amp;gt;could&amp;lt;/i&amp;gt; exert over your character&#039;s momentum using the movement keys, and it is visible in the Details screen. On the other hand, movement speed is a property representing the speed at which your character &amp;lt;i&amp;gt;is&amp;lt;/i&amp;gt; moving at a given point in time, and it is &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; visible in the Details screen. Consider these situations:&lt;br /&gt;
*If you are standing still, you could have 30 Move Speed or 300 Move Speed, but in both cases you would have 0 movement speed.&lt;br /&gt;
*[[#Backstep|Ranger&#039;s Backstep]] moves your character a fixed distance over a fixed period of time. This gives your character a consistent, fairly high movement speed which likewise does not change whether you have low or high Move Speed.&lt;br /&gt;
&lt;br /&gt;
=Modifiers=&lt;br /&gt;
There are a number of ways Move Speed may be modified.&lt;br /&gt;
&lt;br /&gt;
All modifiers are additive aside from [[#Action Movement Penalty|AMP]]&#039;s.&lt;br /&gt;
&lt;br /&gt;
The additive modifiers are applied first, and the AMP multipliers are applied after.&lt;br /&gt;
&lt;br /&gt;
Move Speed is hardcapped to 330 (110%). This cap is applied after additive modifiers and AMP&#039;s, so manual calculations may need to use Move Speed values greater than 330.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Gear modifies your character&#039;s [[stats]]. Some of these modifications affect your Move Speed.&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
Agility is the attribute that affects Move Speed. See [[Stats#Move_Speed]] for more details including how to convert Agility to Move Speed.&lt;br /&gt;
&lt;br /&gt;
===Gear Move Speed===&lt;br /&gt;
Most pieces of gear have a &amp;quot;Move Speed&amp;quot; value as a primary stat. This value is added to your Move Speed rating.&lt;br /&gt;
&lt;br /&gt;
Note that this value is usually negative, meaning your Move Speed will actually decrease instead of increase.&lt;br /&gt;
&lt;br /&gt;
Currently only [[Foot|boots]] have a positive gear Move Speed.&lt;br /&gt;
&lt;br /&gt;
Gear with no gear Move Speed (effectively 0 gear Move Speed) include [[Torch]]es, [[Lantern]]s, [[Accessories]], [[Back]]s, most [[Hands]], the [[Shadow Mask]], and the [[Golden Scarf]].&lt;br /&gt;
&lt;br /&gt;
===Additional Move Speed===&lt;br /&gt;
Functions the same as gear Move Speed, but is only available as a gear [[Enchantments|enchantment]].&lt;br /&gt;
&lt;br /&gt;
Only found on [[Foot|boots]].&lt;br /&gt;
&lt;br /&gt;
===Move Speed Bonus===&lt;br /&gt;
Functions the same as gear Move Speed except it is a percent which is added to your % Move Speed (remember this also modifies your Move Speed rating).&lt;br /&gt;
&lt;br /&gt;
Only found as an [[Enchantments|enchantment]] on [[Foot|boots]], but can also be found as a primary stat on certain pieces of [[Crafting|craftable gear]] - both boots and non-boots.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
Some perks can affect your Move Speed by modifying your Agility, or by directly modifying your Move Speed or % Move Speed.&lt;br /&gt;
&lt;br /&gt;
These effects can have unlimited duration or be applied as a temporary buff/debuff.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]&#039;s Swift perk deserves special mention for its unique effect of reducing negative gear Move Speed by a percentage - the positive gear Move Speed from boots is unaffected.&lt;br /&gt;
&lt;br /&gt;
Other examples include:&lt;br /&gt;
&lt;br /&gt;
*[[Fighter]]&#039;s Counterattack perk temporarily granting {{Ability_Data|CounterAttack|MoveSpeedBonus}} upon successfully blocking&lt;br /&gt;
*[[Rogue]]&#039;s Double Jump perk applying a passive penalty of {{Ability_Data|DoubleJump|MoveSpeedAdd}}&lt;br /&gt;
&lt;br /&gt;
==Buffs==&lt;br /&gt;
Some [[buffs]] can affect your Move Speed. These buffs might come from perks, skills, [[spells]], [[Bard|songs]], or [[Druid|shapeshifts]].&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
*[[Rogue]]&#039;s Jokester perk granting {{Ability_Data|Jokester|AllAttributes}} including Agility, effectively granting the Rogue passive Move Speed&lt;br /&gt;
*[[Barbarian]]&#039;s Rage skill temporarily granting {{Ability_Data|Rage|MoveSpeedBonus}}&lt;br /&gt;
*[[Wizard]]&#039;s Haste Spell temporarily granting {{Ability_Data|Haste|MoveSpeedBonus}}&lt;br /&gt;
*[[Bard]]&#039;s Accelerando Song temporarily granting up to {{Ability_Data|Accelerando|GrantedMaximuMStacks}} stacks of {{Ability_Data|Accelerando|MoveSpeedAdd}} &lt;br /&gt;
*[[Druid]]&#039;s Bear Shapeshift granting {{Ability_Data|Bear|ShapeShiftMoveSpeedBonus}} for as long as the Druid remains in Bear form&lt;br /&gt;
&lt;br /&gt;
==Debuffs==&lt;br /&gt;
Some [[debuffs]] can affect your Move Speed. These debuffs might come from perks, skills, [[spells]], [[Bard|songs]], [[#Weapon Hit Slow|weapon hit slow]], or [[Monster]]s.&lt;br /&gt;
&lt;br /&gt;
===Weapon Hit Slow===&lt;br /&gt;
Being hit by a player&#039;s weapon applies a hit slow. This takes the form of a [[Debuffs#Item|debuff]], with the duration and severity of the slow varying based on the weapon as well as which part of the weapon&#039;s combo you are hit with.&lt;br /&gt;
&lt;br /&gt;
See [[Weapons]] for individual data.&lt;br /&gt;
&lt;br /&gt;
==Action Movement Penalty==&lt;br /&gt;
Certain actions apply an Action Movement Penalty as a multiplier to your Move Speed. These apply after all other additive effects (such as gear Move Speed, passives, and debuffs) have been applied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot;&lt;br /&gt;
|+ Action Movement Penalties&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Multiplier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Walking || .4 || This penalty applies while holding the Walk key.&lt;br /&gt;
|-&lt;br /&gt;
| Crouching || .65 || This penalty applies while holding the Crouch key.&lt;br /&gt;
|-&lt;br /&gt;
| Moving Backwards || .6 || This penalty applies as long as your horizontal momentum points at an angle within a certain cone behind you - even if you aren&#039;t holding the Move Backward key.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Consequently, while moving in one direction such as during a running jump or when using [[Ranger#Skills-0|Ranger&#039;s Backstep skill]], you can apply/remove this penalty by spinning the camera around horizontally. At certain camera angles, you can have backwards momentum while &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; suffering this penalty, though you would also necessarily need to have significant sideways momentum. {{NeedsTesting|What are the cone&#039;s dimensions? Are they static or variable? How do Shapeshifts/Blood Pact affect the cone?}}&lt;br /&gt;
|-&lt;br /&gt;
| Landing || .65 || If you are airborne for at least 0.4s, you will suffer this penalty for 0.1s upon landing.&lt;br /&gt;
|-&lt;br /&gt;
| Equipping items || .65 || This penalty is applied while the item equip progress bar fills. Only [[Armors]] and ranged weapons including [[Utility]] items except for [[Torch]]es have an equip time.&lt;br /&gt;
|-&lt;br /&gt;
| Sticky tar || .35 || This penalty is applied while standing in a sticky tar area. Does not apply while airborne.&lt;br /&gt;
|-&lt;br /&gt;
| Casting/Channeling || .65 || This penalty is applied during every stage of casting or channeling a [[Spell]] - cast bar, standby after cast bar fills, cast animation, channel bar, recovery animation).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The [[Magic Staff]] and [[Ceremonial Staff]] are currently bugged and instead exhibit a casting penalty multiplier of ~.5575 and ~.6 respectively.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon attacks || Various || See [[Weapons#Movement_Multiplier_Explanation]] for explanation.&amp;lt;br&amp;gt;See [[Weapons]] for individual data.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue#Perks-0|Double Jump]] || .75 || This penalty is applied after double-jumping. See [[#Double Jump]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These multipliers stack multiplicatively e.g. crouching backwards results in an effective multiplier of .65 * .6 = .39&lt;br /&gt;
&lt;br /&gt;
=Jumping=&lt;br /&gt;
Jumping is not directly affected by the Move Speed stat. Higher Move Speed does not result in a faster or higher jump.&lt;br /&gt;
&lt;br /&gt;
However, jumping does interact with your movement speed. Momentum is maintained when jumping, so running jumps will go faster and farther than standing jumps. Jumping of course also means eventually landing (unless you are jumping into [[Dungeon#The Void|The Void]]), and landing will apply the landing [[#Action Movement Penalty|AMP]].&lt;br /&gt;
&lt;br /&gt;
Jumping can&#039;t be initiated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
*Installing [[Campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Jumping can be initiated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
Whether these actions are interrupted or not largely depends on [[#Mid-Air Mechanics]].&lt;br /&gt;
&lt;br /&gt;
A strange interaction can be seen when jumping while moving backwards:&lt;br /&gt;
*While moving backwards on the ground, the backward AMP is applied.&lt;br /&gt;
*At the start of the jump, the backward AMP stops applying, even while moving backwards.&lt;br /&gt;
*Closer to the top of the jump, the backward AMP starts applying again.&lt;br /&gt;
*At the end of the jump but well before landing, the backward AMP stops applying again, even while moving backwards.&lt;br /&gt;
*As soon as you land i.e. as soon as the landing AMP starts applying, the backward AMP starts applying again.&lt;br /&gt;
{{NeedsTesting|One possibility is that the cone determining whether the backward AMP is applied or not is actually a 3D cone, and gaining enough upward momentum (as when jumping) or downward momentum (as when falling for long enough) can push the momentum direction out of the cone. The problem with this theory is that it&#039;s already known that the cone is affected by the camera in real-time, but looking down while jumping or up while falling does not make the backward AMP apply. Maybe moving the camera moves the 3D cone horizontally but not vertically?}}&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Is jump height based off character height?&lt;br /&gt;
In-game Chicken description doesn&#039;t mention a jump height modifier, but Chicken jumps are clearly much shorter than Human jumps.&lt;br /&gt;
With Rat, the jump is much shorter than a Human jump despite apparently having +10% jump height.}}&lt;br /&gt;
&lt;br /&gt;
=Mid-Air Mechanics=&lt;br /&gt;
While airborne, the primary influence on your movement is usually gravity. However, there are ways you can still influence your momentum while airborne.&lt;br /&gt;
&lt;br /&gt;
This section describes movement options available to every class. See [[#Movement Abilities]] for class-specific mid-air mechanics.&lt;br /&gt;
&lt;br /&gt;
The following can&#039;t be initiated mid-air:&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
&lt;br /&gt;
The following can be initiated while mid-air:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*Crouching&lt;br /&gt;
*Installing [[campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Being mid-air immediately cancels the following:&lt;br /&gt;
*Installing [[campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
&lt;br /&gt;
Being mid-air quickly cancels the following:&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
&lt;br /&gt;
When attempting to install a campfire or hunting trap while airborne, your character visibly starts the animation, but the action is cancelled so quickly the progress bar doesn&#039;t even appear.&lt;br /&gt;
&lt;br /&gt;
When attempting to interact with props while airborne, the progress bar can be seen filling. Typically, the interaction is cancelled and the bar disappears almost immediately.&lt;br /&gt;
However, it is possible to interact with a prop and land before the interaction is cancelled by being airborne. This can allow you to interact with props which are slightly too high to reach from the ground, props on the other side of an obstacle which you can only see over while jumping, etc.&lt;br /&gt;
&lt;br /&gt;
==Directional Influence==&lt;br /&gt;
While mid-air, pressing the movement keys will still influence the direction in which your character travels. More broadly, Being able to DI means the movement keys will still affect your character&#039;s momentum while airborne.&lt;br /&gt;
&lt;br /&gt;
DI&#039;ing in the direction you&#039;re already traveling in will increase your horizontal speed, while DI&#039;ing in another direction can change your momentum&#039;s direction, or even reverse its direction - multiple times, provided you can stay airborne long enough/can DI strongly enough.&lt;br /&gt;
&lt;br /&gt;
Move Speed affects how strongly you can DI - the higher your Move Speed, the higher your DI strength.&lt;br /&gt;
Thus, Move Speed can affect how fast you move while in the air - even if you disregard running jumps.&lt;br /&gt;
&lt;br /&gt;
[[#Action Movement Penalty|AMP]]&#039;s are still applied while mid-air, so [[#Crouch-Jumping|crouch-jumping]], holding the walk button while jumping, flying backwards, etc. will all reduce your DI strength.&lt;br /&gt;
&lt;br /&gt;
Just like Move Speed, differences in DI strength don&#039;t necessarily imply lower or higher movement speeds.&lt;br /&gt;
If you only hold the Walk key during a running jump, you will travel exactly as fast and as far as if you held no key.&lt;br /&gt;
DI strength only comes into play when you attempt to influence your momentum using the movement keys.&lt;br /&gt;
&lt;br /&gt;
Generally, mid-air DI isn&#039;t nearly as impactful as running or even walking on the ground.&lt;br /&gt;
But this apparent decrease in control doesn&#039;t appear to be due to an AMP or any other sort of direct Move Speed loss.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Is there a special, hidden multiplier of some sort which applies while mid-air, resulting in less DI potential? It seems plausible that movement on the ground and DI in the air are coded as precisely the same mechanic, just with a hidden multiplier applied for DI in the air.}}&lt;br /&gt;
&lt;br /&gt;
==Crouch-Jumping==&lt;br /&gt;
Crouching mid-air will pull your feet up. Thus, crouching while jumping aka crouch-jumping can allow you to clear higher obstacles than you would be able to otherwise.&lt;br /&gt;
&lt;br /&gt;
Crouch-jumping also pulls your head/camera up, allowing you to see higher. Your camera may even clip through the ceiling if you are close enough, allowing you to see the floor above you in rare cases.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Does crouch-jumping forward reduce the distance traveled compared to DI&#039;ing forward with no Penalties? Crouching pulls your feet up, delaying impact with the ground, thus granting you more distance. This may or may not be enough to make up for the lower movement speed.}}&lt;br /&gt;
&lt;br /&gt;
=Movement Abilities=&lt;br /&gt;
A number of perks, skills, spells, etc. modify Move Speed in a fairly straightforward manner. This section instead focuses on class-specific abilities which actually move a character. See the appropriate [[class]] page for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
While each movement ability is generally unique, some groups of them share a number of properties. Some informal movement ability types are defined here based on those shared properties. These definitions may change as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
===Dash===&lt;br /&gt;
Dash-type abilities instantly cancel all momentum on activation and replaces it with a momentum that varies between dash abilities but always includes an upward component, which means you will immediately become airborne at the start of the dash.&lt;br /&gt;
&lt;br /&gt;
Dash abilities have an associated duration in which an animation plays and/or the ability may apply other effects.&lt;br /&gt;
But the movement portion of the dash is an instantaneous change in momentum and not a continuous &amp;quot;push&amp;quot;, so turning the camera alone while dashing will not change your momentum.&lt;br /&gt;
&lt;br /&gt;
Like [[#Jumping|jumping]], Move Speed does not affect the initial dash momentum.&lt;br /&gt;
&lt;br /&gt;
Dashes can be used mid-air or to move off a ledge without cancelling any portion of the dash, though gravity still applies at all times.&lt;br /&gt;
Normal ground movement and regular jumping are disabled for the duration of the dash, but mid-air [[#Directional Influence|DI]] is still possible - including during the small window in which the dash makes you airborne when used on flat ground.&lt;br /&gt;
&lt;br /&gt;
Dashes can&#039;t be activated during the following:&lt;br /&gt;
*Installing [[Campfire]]s and [[Hunting Trap]]s&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Reloading a [[Windlass Crossbow]]&lt;br /&gt;
&lt;br /&gt;
Dashes can be activated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
*Reloading [[Bows]] and [[Crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
Whether these actions are interrupted or not largely depends on [[#Mid-Air Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Compare/contrast with [[#Fixed-Animation]].&lt;br /&gt;
&lt;br /&gt;
Examples of Dash abilities include:&lt;br /&gt;
*[[#Backstep]]&lt;br /&gt;
*[[#Rush]]&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation===&lt;br /&gt;
Fixed-animation-type abilities instantly cancel all momentum on activation and lock your character into an animation which forces your character to move along a path that &amp;lt;i&amp;gt;can&#039;t&amp;lt;/i&amp;gt; be influenced by your own inputs for the duration of the animation. &amp;lt;i&amp;gt;Your camera&amp;lt;/i&amp;gt; is similarly forced to point in a set direction: straight forward.&lt;br /&gt;
&lt;br /&gt;
Move Speed does not appear to affect these animations.&lt;br /&gt;
&lt;br /&gt;
Fixed-animation abilities can be used mid-air or to move off a ledge without cancelling any portion of the animation, though gravity still applies at all times.&lt;br /&gt;
All other movement abilities are disabled for the duration, including skills, [[#Multi-Jump|every type]] [[#Jumping|of jumping]] and mid-air [[#Directional Influence|DI]].&lt;br /&gt;
&lt;br /&gt;
All [[#Action Speed Penalty|AMP]]&#039;s still apply during the animation, though it&#039;s unclear how this would actually affect movement if at all since movement inputs are disabled.&lt;br /&gt;
&lt;br /&gt;
Interestingly, holding the crouch key before and during the animation will apply the crouch AMP, and letting go mid-animation will remove the penalty. But if the crouch AMP is not applying at any point during the animation, it can&#039;t be (re)applied for the remainder of the duration. On the other hand, the walking AMP may be applied/removed/reapplied any number of times during the duration.&lt;br /&gt;
&lt;br /&gt;
The camera&#039;s exact path can be influenced before starting the animation by looking at different vertical angles.&lt;br /&gt;
But upon activation, the camera will smoothly and swiftly swivel to point straight forward.&lt;br /&gt;
The animation will always end with your camera pointing straight forward.&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a fixed-animation, you will be able to initiate the ability again without landing provided the ability comes off cooldown in time.&lt;br /&gt;
&lt;br /&gt;
Fixed-animations can&#039;t be activated during the following:&lt;br /&gt;
*Installing [[Pavise]]s&lt;br /&gt;
*Interacting with [[Props]]&lt;br /&gt;
*Playing a [[song]]&lt;br /&gt;
&lt;br /&gt;
Fixed-animations can be activated during the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*Casting a [[spell]]&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Crouching&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
*Walking&lt;br /&gt;
&lt;br /&gt;
Fixed-animations immediately cancel the following:&lt;br /&gt;
*Attacking&lt;br /&gt;
*[[Spells#Casting|Casting]] animations&lt;br /&gt;
*[[Channel]]s which require you to remain still&lt;br /&gt;
*Reloading the [[Windlass Crossbow]]&lt;br /&gt;
*Reloading [[bows]] and [[crossbows]] other than the [[Windlass Crossbow]]&lt;br /&gt;
&lt;br /&gt;
Fixed-animations cancel the following at the end of the fixed-animation:&lt;br /&gt;
*[[Spells#Casting|Casting]] bars&lt;br /&gt;
*[[Channel]]s which allow you to move&lt;br /&gt;
&lt;br /&gt;
Examples of Fixed-Animation abilities include:&lt;br /&gt;
*[[#Tumbling]]&lt;br /&gt;
&lt;br /&gt;
Compare/contrast with [[#Dash]].&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|Tumbling has an extra-weird interaction with Warlock&#039;s Ray of Darkness.&lt;br /&gt;
Channeling Ray of Darkness and looking down at a steep enough angle as you activate Tumble results in:&lt;br /&gt;
*A collision with... something... the Ray of Darkness itself...?&lt;br /&gt;
*The cancelling of Tumbling&lt;br /&gt;
*An error message stating that the skill has been cancelled&lt;br /&gt;
*The cancelling of the Ray of Darkness channel&lt;br /&gt;
*A very small distance traveled along the normal Tumbling path, probably less than 1 step}}&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump===&lt;br /&gt;
Multi-jump-type abilities allow your character to jump while mid-air (aka double-jump) by pressing the Jump key.&lt;br /&gt;
Each double-jump cancels all &amp;lt;i&amp;gt;vertical&amp;lt;/i&amp;gt; momentum on activation and replaces it with a fixed upward momentum based on the dash ability used.&lt;br /&gt;
&lt;br /&gt;
Each multi-jump ability has a double-jump limit; for each period of time spent airborne (i.e. between landings), you may double-jump up to a number of times equal to that limit before double-jumping is disabled. In other words, you may be able to triple-jump, quadruple-jump, etc. depending on the double-jump limit.&lt;br /&gt;
You will need to land in order to recover any expended double-jumps.&lt;br /&gt;
&lt;br /&gt;
You do not need to perform a [[#Jumping|regular jump]] to enable double-jumping e.g. running off a ledge will still allow you the same number of double-jumps.&lt;br /&gt;
&lt;br /&gt;
There does not appear to be a hard upper/lower bound on the time you can/must wait between becoming airborne and using a double-jump, nor any bound on the time between consecutive double-jumps.&lt;br /&gt;
Note that this means it is possible to &amp;quot;override&amp;quot; your regular jump or previous double-jumps by hitting the Jump key quickly enough, cancelling the (vertical) momentum from previous jumps.&lt;br /&gt;
For maximum height, you will want to wait until the top of each jump to initiate the next double-jump.&lt;br /&gt;
&lt;br /&gt;
Double-jumping follows all the behaviors and restrictions of [[#Jumping|regular jumping]].&lt;br /&gt;
&lt;br /&gt;
Examples of Multi-Jump abilities include:&lt;br /&gt;
*[[#Chicken]]&lt;br /&gt;
*[[#Double Jump]]&lt;br /&gt;
&lt;br /&gt;
===Knockback===&lt;br /&gt;
Knockback effects instantly add some amount of momentum to the target&#039;s momentum. Notably, this effect does not necessarily cancel any component of the target&#039;s momentum. If the knockback pushes the target in the direction of movement, they will speed up. If the knockback pushes the target in the opposite direction from movement, they will slow down, stop, or even reverse direction.&lt;br /&gt;
&lt;br /&gt;
Most player abilities with knockback effects in Dark and Darker are damaging abilities that can only push other targets away from you.&lt;br /&gt;
While this can delay the time an enemy takes to reach you like a more traditional movement ability would, such knockbacks lose value when you only wish to move your own character more quickly, and can actively be a detriment when attempting to chase fleeing enemies.&lt;br /&gt;
&lt;br /&gt;
However, in team situations, you can potentially use these effects to push your teammates, or have your teammates use them to push you. This will likely come at the additional cost of some [[Health]], though [[Shield]]s may help.&lt;br /&gt;
&lt;br /&gt;
[[#Fireball|Wizard&#039;s Fireball spell]] gets special mention here as it is currently the only player ability which can knock targets in a direction other than directly away from you. It can even be used to push &amp;lt;i&amp;gt;yourself&amp;lt;/i&amp;gt; in a direction of your choosing - if you feel adventurous enough.&lt;br /&gt;
&lt;br /&gt;
In addition to player abilities, a number of [[Monsters]] have the ability to apply knockback. Like with player knockback effects, these can potentially be used to your advantage, but you may need to be prepared to take some damage if you plan to get knocked back yourself.&lt;br /&gt;
&lt;br /&gt;
There are currently 2 player abilities which directly grant knockback resistance:&lt;br /&gt;
[[Fighter#Skills-0|Fighter&#039;s Breakthrough skill]] grants complete knockback immunity for {{Ability_Data|Breakthrough|Duration}} whereas [[Barbarian#Perks-0|Barbarian&#039;s Iron Will perk]] grants immunity passively.&lt;br /&gt;
Although these abilities don&#039;t explicitly move your character, they may be worth considering if you expect to face a lot of knockback which you would rather resist.&lt;br /&gt;
Keep in mind that knockback can potentially be used to your advantage, and these abilities may take that option away.&lt;br /&gt;
&lt;br /&gt;
[[#Fixed-animation|Fixed-animation]] abilities may also be used to completely negate knockback effects as noted in [[#Fixed-Animation + Knockback]].&lt;br /&gt;
&lt;br /&gt;
Different monsters may have different amounts of knockback resistance. Notably, Bosses and Minibosses are completely immune.&lt;br /&gt;
&lt;br /&gt;
Also note that some monsters move forward (toward you) as they attack; the momentum from this attack may cancel out a knockback, making it appear as if the monster was not affected by the knockback at all when they are attacking in your direction.&lt;br /&gt;
&lt;br /&gt;
Examples of abilities with knockback components include:&lt;br /&gt;
*[[#Fireball]]&lt;br /&gt;
*[[#Forceful Shot]]&lt;br /&gt;
*[[#Shield Slam]]&lt;br /&gt;
*[[#Bash]]&lt;br /&gt;
*[[Demon Bat]]&#039;s attacks&lt;br /&gt;
*The [[Lich]]&#039;s back-attack&lt;br /&gt;
*[[Ice Harpy]]&#039;s attacks&lt;br /&gt;
*[[Frost Giant Shielder]]&#039;s attacks&lt;br /&gt;
*Some of the [[Frost Wyvern]]&#039;s attacks&lt;br /&gt;
&lt;br /&gt;
==Druid==&lt;br /&gt;
See [[Druid#ShapeShifts-0]] and [[Druid#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
Druid&#039;s Bear Shapeshift grants your character access to the Bash attack.&lt;br /&gt;
Bear&#039;s Bash attack [[#Knockback|knocks]] targets in a small area in front of you, away from you.&lt;br /&gt;
&lt;br /&gt;
===Chicken===&lt;br /&gt;
Druid&#039;s Chicken Shapeshift grants your character a [[#Multi-Jump|multi-jump]] ability with a limit of 2 double-jumps before needing to land.&lt;br /&gt;
&lt;br /&gt;
===Rush===&lt;br /&gt;
Druid&#039;s Panther Shapeshift grants your character access to the Rush skill.&lt;br /&gt;
Panther&#039;s Rush skill is a [[#Dash|dash]] that makes your character leap forward, giving you a sizeable forward momentum plus a moderate upward momentum.&lt;br /&gt;
&lt;br /&gt;
Rush can be activated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
&lt;br /&gt;
See [[#Dash]] for more allowances/restrictions.&lt;br /&gt;
&lt;br /&gt;
==Fighter==&lt;br /&gt;
See [[Fighter#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Shield Slam===&lt;br /&gt;
Fighter&#039;s Shield Slam skill slams forward with your shield, [[#Knockback|knocking]] all targets hit away from you.&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
See [[Ranger#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Backstep===&lt;br /&gt;
Ranger&#039;s Backstep skill is a [[#Dash|dash]] that makes your character perform a short hop backwards, giving you a sizeable backwards momentum plus a very small upward momentum.&lt;br /&gt;
&lt;br /&gt;
The backward [[#Action Speed Penalty|AMP]] is applied as soon as you activate Backstep, though spinning the camera left or right quickly enough will remove the AMP before the Backstep ends.&lt;br /&gt;
You don&#039;t need to make a full 180, or even 90 degree turn, you just need to turn enough to move your backward AMP cone off of your Backstep momentum vector.&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a Backstep, you will not be able to Backstep again until you land.&lt;br /&gt;
&lt;br /&gt;
Rush can&#039;t be activated during the following:&lt;br /&gt;
*Crouching&lt;br /&gt;
&lt;br /&gt;
See [[#Dash]] for more allowances/restrictions.&lt;br /&gt;
&lt;br /&gt;
===Forceful Shot===&lt;br /&gt;
Ranger&#039;s Forceful Shot skill adds a [[#Knockback|knockback]] effect to your arrows, pushing targets away from you.&lt;br /&gt;
&lt;br /&gt;
==Rogue==&lt;br /&gt;
See [[Rogue#Perks-0]] and [[Rogue#Skills-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Double Jump===&lt;br /&gt;
Rogue&#039;s Double Jump perk grants your character a [[#Multi-Jump|multi-jump]] ability with a limit of 1 double-jump before needing to land.&lt;br /&gt;
&lt;br /&gt;
Equipping Double Jump also causes you to suffer the Double Jump [[#Action Movement Penalty|AMP]] upon initiating a double-jump. The AMP is only removed after you land.&lt;br /&gt;
&lt;br /&gt;
Double Jump seems to interact strangely with [[#Directional Influence|DI]];&lt;br /&gt;
it&#039;s very apparent that your DI strength actually &amp;lt;i&amp;gt;increases&amp;lt;/i&amp;gt; significantly after starting the double-jump rather than decreases, despite the decreased Move Speed from the Double Jump AMP.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|If DI in the air being weaker than movement on the ground is caused by a hidden multiplier, does double-jumping cancel that hidden multiplier? It may be that whatever restricts DI before the second jump stops applying after the second jump, and you consequently can DI just as much as you would move on the ground but with the .75x Move Speed penalty.}}&lt;br /&gt;
&lt;br /&gt;
===Tumbling===&lt;br /&gt;
Rogue&#039;s Tumbling skill is a [[#Fixed-Animation|fixed-animation]] that makes your character perform a backward somersault, moving you backwards and including a small hop.&lt;br /&gt;
&lt;br /&gt;
As Tumbling forces you to move backward, the backward [[#Action Movement Penalty|AMP]] will be applied for the entire duration.&lt;br /&gt;
&lt;br /&gt;
Currently the only example of a fixed-animation ability.&lt;br /&gt;
&lt;br /&gt;
See [[#Fixed-Animation]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
See [[Wizard#Spells-0]] for details not related to movement.&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
Wizard&#039;s Fireball spell [[#Knockback|knocks]] targets hit by the splash damage away from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
This spell can be quite versatile. Potential uses include but are not limited to:&lt;br /&gt;
*Pushing enemies away from - or toward - yourself&lt;br /&gt;
*Pushing enemies in front of yourself to use them as cover from attacks&lt;br /&gt;
*Pushing [[Frost Sentinel]]s away from the walls they spawn on, forcing them to float in the air awkwardly&lt;br /&gt;
*Boosting your own jump height&lt;br /&gt;
*Boosting friendly players and summons toward or away from enemies&lt;br /&gt;
**&amp;lt;i&amp;gt;Always Fireball responsibly&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
Movement ability interactions are detailed here.&lt;br /&gt;
&lt;br /&gt;
Some listed combinations state an [[#Types|ability type]] rather than a specific ability.&lt;br /&gt;
This means that the interaction was tested for a number of abilities of that type but not necessarily every one, so discrepancies may exist.&lt;br /&gt;
&lt;br /&gt;
Each listed combination might only be available with the help of [[Monster]]s, other players, or through [[Training|Multi-classing]], which itself may or may not be available at the time of reading.&lt;br /&gt;
&lt;br /&gt;
===Backstep + Multi-Jump===&lt;br /&gt;
[[#Multi-Jump|Double-jumping]] is disabled for the duration of [[#Backstep|Backstep]].&lt;br /&gt;
&lt;br /&gt;
If you are airborne at the end of a Backstep, you will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; be able to double-jump until you land.&lt;br /&gt;
&lt;br /&gt;
===Dash + Dash===&lt;br /&gt;
[[#Dash|Dashes]] can be used in quick succession before their duration ends (the momentum from the earlier dash is cancelled).&lt;br /&gt;
&lt;br /&gt;
===Dash + Fixed-Animation===&lt;br /&gt;
[[#Fixed-Animation|Fixed-animations]] can be used at any point during a [[#Dash|dash]] (the momentum from the dash is cancelled).&lt;br /&gt;
&lt;br /&gt;
===Double Jump + Shapeshift===&lt;br /&gt;
[[Shapeshift]]ing does not affect any of [[#Double Jump|Double Jump]]&#039;s unique effects.&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation + Multi-Jump===&lt;br /&gt;
Aside from the normal movement input lockout, [[#Fixed-Animation|Fixed-animation abilities]] don&#039;t affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
===Fixed-Animation + Knockback===&lt;br /&gt;
During [[#Fixed-Animation|fixed-animations]], you are immune to [[#Knockback|knockbacks]].&lt;br /&gt;
&lt;br /&gt;
Tested with [[#Tumbling|Tumbling]] + Frost Giant Shielder/Ice Harpy&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Knockback===&lt;br /&gt;
[[#Knockback|Knockback]] effects don&#039;t affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
Tested with [[#Double Jump|Double Jump]] + [[#Fireball|Fireball]]/Frost Giant Shielder/Ice Harpy&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Multi-Jump===&lt;br /&gt;
The jump limits for each [[#Multi-Jump|multi-jump ability]] will stack, giving you an effective limit equal to the sum of the individual limits.&lt;br /&gt;
For example, the 2 double-jumps from [[#Chicken|Chicken Form]] will stack with the 1 from [[#Double Jump|Double Jump]], giving you a total limit of 3 double-jumps and thus allowing you to quadruple-jump while in Chicken Form.&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Rush===&lt;br /&gt;
[[#Rush|Rush]] does not affect [[#Multi-Jump|double-jumping]].&lt;br /&gt;
&lt;br /&gt;
===Multi-Jump + Shapeshift===&lt;br /&gt;
The [[#Multi-Jump|double-jump limit]] applies across [[Shapeshift|Forms]].&lt;br /&gt;
For example, double-jumping and then shifting to [[#Chicken|Chicken Form]] still uses up a double-jump you otherwise could have used in Chicken Form.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Stats#Move_Speed]]&lt;br /&gt;
*[[Weapons#Movement_Multiplier_Explanation]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Armor&amp;diff=50117</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Armor&amp;diff=50117"/>
		<updated>2024-11-15T18:23:06Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Changed redirect to a disambiguation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* For the stat, see [[Stats#Armor_Rating|Armor Rating]]&lt;br /&gt;
* For a list of gear, see [[Armors]].&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Armor_Rating&amp;diff=50116</id>
		<title>Armor Rating</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Armor_Rating&amp;diff=50116"/>
		<updated>2024-11-15T18:20:38Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Changed to redirect to Armor Rating section instead of PDR section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Stats#Armor Rating]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Skeleton&amp;diff=50115</id>
		<title>Skeleton</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Skeleton&amp;diff=50115"/>
		<updated>2024-11-15T18:16:53Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Skeleton Merchant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a sub-race of the Undead race.&lt;br /&gt;
{{AutoGenerateRacePage}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
* [[Skeleton (Merchant)]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=50094</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=50094"/>
		<updated>2024-11-14T17:45:05Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: /* Move Speed */ Note about adding the base 300 Move Speed to the chart value for actual Move Speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Stats Guide&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{UpdateStatus|Stats Data}}&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
Stats are primarily modified through the gear your character has equipped. [[Weapons]]/[[utilities]] only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a [[Flute]] are only granted while wielding the Flute. Stats from these sources will not be reflected in the Lobby.&lt;br /&gt;
&lt;br /&gt;
Stats may also be modified by perks, [[buffs]], and [[debuffs]]. Stats from perks will be reflected in the Lobby only if those stats are applied unconditionally. Stats from conditional perks (as well as buffs and debuffs) will not be viewable from the Lobby.&lt;br /&gt;
&lt;br /&gt;
==Charts==&lt;br /&gt;
Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and the in game display, it is better to look at chart info. &lt;br /&gt;
&lt;br /&gt;
For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Main stats that affect multiple other stats. Each [[class]] has varying base attributes, but they sum up to 105 for each class. Can be found as primary stats (stats which are always present on an item of the same name regardless of rarity or instance such as Strength on a [[Padded Tunic]]) as well as [[enchantments]].&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
===Physical Power===&lt;br /&gt;
Physical Power governs your Physical Power Bonus.&lt;br /&gt;
{{Stats Data|physicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Physical Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Physical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
Also known as Physical Damage Bonus, Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities.&lt;br /&gt;
{{Stats Data|physicalpowerbonus}}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lower limit of -100%.&lt;br /&gt;
&lt;br /&gt;
===Base Health from Strength===&lt;br /&gt;
Base Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Base_Health|Base Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigor==&lt;br /&gt;
===Base Health from Vigor===&lt;br /&gt;
Base Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Base_Health|Base Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Recovery===&lt;br /&gt;
Affects the rate at which you restore health when Resting, but not when using Bandages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, a Barbarian resting with 95% Health Recovery Bonus will recover &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can&#039;t be found on gear aside from in the form of its governing attribute.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|healthrecovery}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Agility==&lt;br /&gt;
===Action Speed from Agility===&lt;br /&gt;
Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Move Speed===&lt;br /&gt;
Move Speed governs the speed at which your character runs or walks. Every 3 points in Move Speed is equal to 1% movement speed. There are many factors which can affect Move Speed, see [[Movement Speed]] for details.&lt;br /&gt;
&lt;br /&gt;
To calculate total Move Speed, add the baseline 300 Move Speed to the appropriate value below.&lt;br /&gt;
{{Stats Data|movespeed}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard capped to 330 Move Speed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Regular Interaction Speed from Agility===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
===Action Speed from Dexterity===&lt;br /&gt;
Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Manual Dexterity===&lt;br /&gt;
Manual Dexterity determines how quickly Bard plays an instrument.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t be found on gear aside from in the form of its governing attribute.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|manualdexterity}}&lt;br /&gt;
&lt;br /&gt;
Capped to 50%.&lt;br /&gt;
&lt;br /&gt;
===Item Equip Speed===&lt;br /&gt;
Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/&amp;quot;explosive Light Source&amp;quot; Utility items. &lt;br /&gt;
&lt;br /&gt;
All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/&amp;quot;non-exploding Light Source&amp;quot; Utility items are instantly equipped.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t be found on gear aside from in the form of its governing attribute.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|itemequipspeed}}&lt;br /&gt;
&lt;br /&gt;
==Will==&lt;br /&gt;
===Magical Power===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Power&amp;quot;&amp;gt;&lt;br /&gt;
Also known as Magic Power, Magical Power governs your Magic Power Bonus.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Stats Data|magicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Magic Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Power Bonus&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.&lt;br /&gt;
{{Stats Data|magicalpowerbonus}}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Resistance===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Resistance&amp;quot;&amp;gt;&lt;br /&gt;
Magic Resistance governs your Magical Damage Reduction.&lt;br /&gt;
{{Stats Data|magicresistance}}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Damage Reduction===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Damage Reduction&amp;quot;&amp;gt;Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.&lt;br /&gt;
{{Stats Data|magicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Magical Damage Reduction is capped to 65%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buff Duration ===&lt;br /&gt;
Buff Duration modifies the duration of any temporary beneficial status effects you have.&lt;br /&gt;
&lt;br /&gt;
Buff Duration does not modify buffs you apply to others.&lt;br /&gt;
{{Stats Data|buffduration}}&lt;br /&gt;
&lt;br /&gt;
===Debuff Duration===&lt;br /&gt;
Debuff Duration modifies the duration of temporary negative status effects; a negative value will shorten the duration, which is beneficial, and vise versa. &lt;br /&gt;
&lt;br /&gt;
Debuff Duration does not modify debuffs you apply to others.&lt;br /&gt;
{{Stats Data|debuffduration}}&lt;br /&gt;
&lt;br /&gt;
Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.&lt;br /&gt;
&lt;br /&gt;
===Magical Interaction Speed ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Interaction Speed&amp;quot;&amp;gt;&lt;br /&gt;
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
{{Stats Data|magicalinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.&lt;br /&gt;
&lt;br /&gt;
Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [[https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage/Healing_over_Time|over time]], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledge ==&lt;br /&gt;
===Spell Casting Speed===&lt;br /&gt;
Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|spellcastingspeed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.&lt;br /&gt;
* A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Memory Capacity===&lt;br /&gt;
Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.&lt;br /&gt;
{{Stats Data|memorycapacity}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. &lt;br /&gt;
&lt;br /&gt;
For example, with 12 Memory Cap from 18 knowledge, 7.7% Memory Cap Bonus, and +8 Add Memory Cap, the final Memory Capacity will be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ceil(12 * 1.077) + 8 = 21 Memory Capacity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- class=&amp;quot;nowrap&amp;quot; will not work for me no matter what I attempt --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |Knowledge vs Memory Capacity Bonus&amp;lt;!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 --&amp;gt;&lt;br /&gt;
!Classes!!Knowledge (-6)!!(+1)!!(+2) !! (+3)!!(+4)!!(+5)!! (+6)!!(+7)!!(+8)!! (+9)!!(+10)!!(+11)!!(+12)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || &amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(9)&amp;lt;/big&amp;gt;|| 5.6%||16.7%||27.8%||38.9%||50.0%||61.2%|| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(10)&amp;lt;/big&amp;gt;||5.0%||15.0%||25.0%||35.0%||45.0%||55.0%||65.0%|| || || ||N/A||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(11)&amp;lt;/big&amp;gt;||4.6%|| 13.7%|| 22.8%|| 31.9%|| 41.0% || 50.0%&lt;br /&gt;
|59.1%||68.2%|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(12)&amp;lt;/big&amp;gt;||4.2%|| 12.5%|| 20.9%|| 29.2%|| 37.5%|| 45.9% ||54.2%||62.5%|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(13)&amp;lt;/big&amp;gt;||3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Bard/Cleric/Druid||&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(14)&amp;lt;/big&amp;gt;||3.6%||10.8%||17.9%||25.0%||32.2%||39.3%||46.5%||53.6%||60.8%||67.9%|| ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(15)&amp;lt;/big&amp;gt;||3.4%|| 10.0%|| 16.7%|| 23.4%|| 30.0%|| 36.7%|| 43.4%|| 50.0%|| 56.7%|| 63.4%|| 70.0%||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(16)&amp;lt;/big&amp;gt;||3.2%||9.4%|| 15.7%|| 21.9%|| 28.2%|| 34.4%|| 40.7%|| 46.9%|| 53.2%|| 59.4%||65.7%||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(17)&amp;lt;/big&amp;gt;||3.0%||8.9%||14.8%||20.6%||26.5%||32.4%||38.3%||44.2%||50.0%||55.9%||61.8%||67.7%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(18)&amp;lt;/big&amp;gt;||2.8% ||8.4% ||13.9% ||19.5% ||25.0% ||30.6% ||36.2% ||41.7% ||47.3% ||52.8% ||58.4% ||63.9%&lt;br /&gt;
|-&lt;br /&gt;
| Wizard||&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(19)&amp;lt;/big&amp;gt;||2.7%||7.9%||13.2%||18.5%||23.7%||29.0%||34.3%||39.5%||44.8%||50.0%||55.3%||60.6%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(20)&amp;lt;/big&amp;gt;||2.5%||7.5%||12.5%||17.5%||22.5%||27.5%||32.5%||37.5%||42.5%||47.5%||52.5%||57.5%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(21)&amp;lt;/big&amp;gt;||2.4%||7.2%||12.0%||16.7%||21.5%||26.2%||31.0%||35.8%||40.5%||45.3%||50.0%||54.8%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(22)&amp;lt;/big&amp;gt;||2.3%||6.9%||12.5%||16.0%||20.5%||25.0%||29.6%||34.1%||38.7%||43.2%||47.8%||52.3%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(23)&amp;lt;/big&amp;gt;||2.2%||6.6%||10.9%||15.3%||19.6%||24.0%||28.3%||32.7%||37.0%||41.4%||45.7%||50.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(24)&amp;lt;/big&amp;gt;||2.1%||6.3%||10.5%||14.6%||18.8%||23.0%||27.1%||31.3%||35.5%||39.6%||43.8%||48.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(25)&amp;lt;/big&amp;gt;||2.0%||6.0%||10.0%||14.0%||18.0%||22.0%||26.0%||30.0%||34.0%||38.0%||42.0%||46.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(26)&amp;lt;/big&amp;gt;||2.0%||5.8%||9.7%||13.5%||17.4%||21.2%||25.0%||28.9%||32.7%||36.6%||40.4%||44.3%&lt;br /&gt;
|- &lt;br /&gt;
| ||&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(27)&amp;lt;/big&amp;gt;||1.9% ||5.6% ||9.3%||13.0%||16.7%||20.4%||24.1%||27.8%||31.5%||35.2%||38.9%|| 42.6%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(28)&amp;lt;/big&amp;gt;||1.8% ||5.4% ||9.0%||12.5%||16.1%||19.7%||23.3%||26.8%||30.4%||34.0%||37.5%|| 41.1%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(29)&amp;lt;/big&amp;gt;||1.8% ||5.2% ||8.7%||12.1%||15.6%||19.0%||22.5%||25.9%||29.4%||32.8%||36.3%||39.7%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(30)&amp;lt;/big&amp;gt;||1.7%||5.0%||8.4%||11.7%||15.0%||18.4%||21.7%||25.0%&lt;br /&gt;
|28.4% ||31.7%||35.0%||38.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory Recovery===&lt;br /&gt;
Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. &lt;br /&gt;
&lt;br /&gt;
Despite also being referred to as Spell Recovery Bonus, this also applies to Bard songs.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t be found on gear aside from in the form of its governing attribute.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|memoryrecovery}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resourcefulness==&lt;br /&gt;
===Regular Interaction Speed from Resourcefulness===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Cooldown Reduction===&lt;br /&gt;
Cooldown Reduction reduces the cooldowns of skills/perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that perk cooldowns are in the form of a debuff and are additionally affected by [[Stats#Buff_Duration|Buff]]/[[Stats#Debuff_Duration|Debuff Duration]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can&#039;t be found on gear aside from in the form of its governing attribute.&lt;br /&gt;
&lt;br /&gt;
{{Stats_Data|cooldownreduction}}&lt;br /&gt;
&lt;br /&gt;
===Persuasiveness===&lt;br /&gt;
Persuasiveness determines the duration of Bard songs&#039; buffs/debuffs.&lt;br /&gt;
{{Stats Data|persuasiveness}}&lt;br /&gt;
&lt;br /&gt;
Base buff duration formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Base Persuasiveness is currently 15 due to [[Bard]]&#039;s 15 Resourcefulness.&lt;br /&gt;
&lt;br /&gt;
Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration listed both in game and in a song&#039;s description at [[Bard]] represent the duration of the song at the base of 15 Persuasiveness. Some songs are noted as 0% Persuasiveness Scaling, meaning they always last the listed amount, before Buff/Debuff duration. Some songs technically apply no duration or their affect lasts only while Channeling, like Peacemaking and Chaotic Discord.&lt;br /&gt;
&lt;br /&gt;
For example, Perfectly played Rousing Rhythms has a 90s duration (as of writing this) there if Bard has 20 Persuasiveness, outgoing base buff duration will be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;90 x 20/15 x 100% = 120 seconds&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will also then get multiplied by the receiver&#039;s [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]]&lt;br /&gt;
&lt;br /&gt;
Can&#039;t be found on gear aside from in the form of its governing attribute.&lt;br /&gt;
&lt;br /&gt;
[https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator]&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus==&lt;br /&gt;
Attributes can be multiplied by sources such as [[Warlock]]&#039;s Curse of Weakness, or [[Wizard]]&#039;s Sage perk. These multipliers are applied after all other sources of additional attributes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Attribute = Attribute * (1 + Attribute Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, with 30 Strength, and 15% Strength Bonus, final strength would be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Strength = 30 * (1 + 0.15) = 34.5 Strength&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that attributes can have decimals, though in the in game details page they will be rounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Not to be confused with Attribute Bonus Ratio ([[Scaling]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Hybrid Stats=&lt;br /&gt;
Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.&lt;br /&gt;
&lt;br /&gt;
Hybrid stats are calculated by first using separate weights to combine the relevant attributes into a Rating (which is not displayed in the Details screen), and then converting that Rating into the value displayed in the Details screen. This intermediate Rating can be fractional and is not rounded before being converted to the appropriate stat.&lt;br /&gt;
&lt;br /&gt;
==Base Health==&lt;br /&gt;
&amp;lt;span id=&amp;quot;Max Health&amp;quot;&amp;gt;Base Health partially determines your characters maximum [[Health]].&amp;lt;span&amp;gt; &amp;lt;!--Hyperlink redirect from Stats#Max Health]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|basehealth}}&lt;br /&gt;
&lt;br /&gt;
Final Health formula with examples can be found on the [[Health#Formula|Health page]].&lt;br /&gt;
&lt;br /&gt;
== Action Speed==&lt;br /&gt;
Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|actionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New animation length = Base animation length / (1 + Action Speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regular Interaction Speed==&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|regularinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.&lt;br /&gt;
&lt;br /&gt;
[[Surgical Kit|Surgical Kits]] and [[Bandage|Bandages]] have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed * .5) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Stats=&lt;br /&gt;
&lt;br /&gt;
==Armor Rating==&lt;br /&gt;
Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as [[Fighter]]&#039;s Barricade (Armor Rating) or [[Fighter]]&#039;s Defense Mastery (Armor Rating Bonus).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Formula can be simplified as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that [[Fighter]]&#039;s Defense Mastery and [[Rogue]]&#039;s Weakpoint Attack are specifically Item Armor Rating Bonus, meaning they only affect the AR from Items (excluding enchants), where the following formula should be applied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that only Item Armor Rating Bonus exists currently, and not Armor Rating Bonus. Therefore, the shortest form of this expanded formula can be written as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example using the last formula:&amp;lt;br&amp;gt;&lt;br /&gt;
With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;100 * (1 + -0.4) + 20 = 80 Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physical Damage Reduction==&lt;br /&gt;
Physical Damage Reduction governs your resistance to physical damage dealing weapons and projectiles. Unlike Magic Resistance that is increased by Will, Armor Rating does not have an attribute stat that it scales off.&lt;br /&gt;
{{Stats Data|physicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Physical Damage Reduction is capped to 65%&lt;br /&gt;
&lt;br /&gt;
==Impact Power==&lt;br /&gt;
[[Impact_Power|Impact Power]] governs the strength of your weapon strikes against a target, it determines if you can break objects and stagger blocking enemies.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t be found on gear (aside from the base values for each weapon) and is not affected by other stats.&lt;br /&gt;
&lt;br /&gt;
==Item Swap Speed==&lt;br /&gt;
Speed at which items are swapped as the current active item. Note that this is separate from Wearing Time Speed.&lt;br /&gt;
&lt;br /&gt;
Affected by [[#Action Speed|Action Speed]].&lt;br /&gt;
&lt;br /&gt;
==Wearing Time Speed==&lt;br /&gt;
Speed at which items are worn by equipping them from the inventory. Note that this is separate from Item Swap Speed.&lt;br /&gt;
&lt;br /&gt;
Affected by [[#Item Equip Speed|Item Equip Speed]].&lt;br /&gt;
&lt;br /&gt;
==Luck==&lt;br /&gt;
Luck affects the Loot that is rolled when you open a [[Containers|container]] or kill a [[monster]].&lt;br /&gt;
&lt;br /&gt;
Whoever opens the container first or lands the killing blow on the monster is the character whose Luck is used to calculate the drops.&lt;br /&gt;
&lt;br /&gt;
Luck is capped at 500.&lt;br /&gt;
&lt;br /&gt;
It is possible to reach the Luck cap:&lt;br /&gt;
*50 from [[Bard#Perks-0|Bard&#039;s Wanderer&#039;s Luck]]&lt;br /&gt;
*150 luck roll from a large [[Potion of Luck]]&lt;br /&gt;
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece&lt;br /&gt;
*40 from [[Golden Cloak]]&lt;br /&gt;
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] &#039;&#039;on other gear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|It is not confirmed if [[Bard#Songs-0|Bard&#039;s Unchained Harmony]] applies the Bard&#039;s Luck when it opens containers.}}&lt;br /&gt;
{{NeedsTesting|Which character&#039;s Luck is used if a monster or the environment kills a monster? Do monsters/traps have Luck? Is loot instead rolled when the monster is first looted?}}&lt;br /&gt;
&lt;br /&gt;
===Luck Scalar ===&lt;br /&gt;
{{#lsth:Luck|Luck Scalar}}&lt;br /&gt;
&lt;br /&gt;
==Max Spell Count==&lt;br /&gt;
Determines the number of spells that can be stored at once. For example, at base, [[Wizard]] can store up to 5 Fireballs. This can be increased with Max Spell Count Bonus multiplicatively&lt;br /&gt;
&lt;br /&gt;
Can&#039;t be found on gear and is not affected by other stats.&lt;br /&gt;
&lt;br /&gt;
=Enchantment Stats=&lt;br /&gt;
Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]].&lt;br /&gt;
&lt;br /&gt;
{{Transclude|Enchantments#Enchantment Exclusive Stats}}&lt;br /&gt;
&lt;br /&gt;
For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]]&lt;br /&gt;
&lt;br /&gt;
=Unimplemented Stats=&lt;br /&gt;
These stats are not yet implemented.&lt;br /&gt;
==Utility Effectiveness Bonus==&lt;br /&gt;
Determines the bonus effectiveness of your utility items&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Treasure_Hoard&amp;diff=49949</id>
		<title>Treasure Hoard</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Treasure_Hoard&amp;diff=49949"/>
		<updated>2024-11-10T16:49:00Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Fixed broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Treasure Hoard-Goblin Caves and Ice Cavern]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Wanderlight_Lantern&amp;diff=49944</id>
		<title>Wanderlight Lantern</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Wanderlight_Lantern&amp;diff=49944"/>
		<updated>2024-11-09T17:03:28Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Copied Lantern page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker guide to Wanderlight Lantern, how to use it, where to find it&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{GenerateUtilityTabs|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Utilities}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A throwable weapon held in your off hand. Provides light in a radius around itself for as long as it is held. This light persists even after throwing.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Typically used for its ability to grant [[Stat]]s such as additional damage which apply to your main hand without incurring a movement speed penalty. Can also trigger effects such as [[Barbarian#Skills-0|Barbarian]]&#039;s Achilles Strike when thrown.&lt;br /&gt;
&lt;br /&gt;
{{GenerateDropTables|{{PAGENAME}}}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Lantern&amp;diff=49943</id>
		<title>Lantern</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Lantern&amp;diff=49943"/>
		<updated>2024-11-09T16:59:41Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Reworded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker guide to Lantern, how to use it, where to find it&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{GenerateUtilityTabs|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Utilities}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A throwable weapon held in your off hand. Provides light in a radius around itself for as long as it is held. This light persists even after throwing.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Typically used for its ability to grant [[Stat]]s such as additional damage which apply to your main hand without incurring a movement speed penalty. Can also trigger effects such as [[Barbarian#Skills-0|Barbarian]]&#039;s Achilles Strike when thrown.&lt;br /&gt;
&lt;br /&gt;
{{GenerateDropTables|{{PAGENAME}}}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Hunting_Trap&amp;diff=49930</id>
		<title>Hunting Trap</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Hunting_Trap&amp;diff=49930"/>
		<updated>2024-11-06T20:29:33Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: /* Notes */ Double trap behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker guide to Hunting Trap, how to use it, where to find it &amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{GenerateUtilityTabs|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Utilities}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can only be equipped and installed by [[Ranger]]s&lt;br /&gt;
*Deals additional damage each time the target takes a step, similar to [[Barbarian#Skills-0|Barbarian&#039;s Achilles Strike]].&lt;br /&gt;
*While trapped, you can&#039;t trigger another trap. If the trap duration ends while standing on a different active trap, you will not be able to trigger that trap unless you stop touching it, then touch it again.&lt;br /&gt;
*You do not have to step directly on top of a Hunting Trap to trigger it. If it is hanging far enough off a ledge, you can trigger it by touching it from the side or from below. Visually, it will still attach to your foot.&lt;br /&gt;
*Once set, the trap will ignore all displacement effects including moving trapdoors and gravity. This can result in a floating trap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Craftable&amp;lt;/h2&amp;gt;&lt;br /&gt;
{{{1|{{PAGENAME}} }}} is a [[Crafting|craftable item]].&lt;br /&gt;
{{GenerateCraftingTable|Weaponsmith|Hunting Trap|ingredientcategory=Utility}}&lt;br /&gt;
&lt;br /&gt;
{{GenerateDropTables|{{PAGENAME}}}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Misc&amp;diff=49929</id>
		<title>Misc</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Misc&amp;diff=49929"/>
		<updated>2024-11-06T10:30:34Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: /* AP and XP given */ Renamed section and removed outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Guide to Sell Prices of Misc Items&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{UpdateStatus|Misc Data}}&lt;br /&gt;
&lt;br /&gt;
==AP and Exp==&lt;br /&gt;
For AP, see [[Adventure_Rank#Item_Achieve]]. For Exp, see [[Experience#Sources_of_XP]].&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
&lt;br /&gt;
==Gem==&lt;br /&gt;
{{:Gem}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Loot==&lt;br /&gt;
{{:Hunting Loot}}&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
{{:Ore}}&lt;br /&gt;
&lt;br /&gt;
==Ingot==&lt;br /&gt;
{{:Ingot}}&lt;br /&gt;
&lt;br /&gt;
==Powder==&lt;br /&gt;
{{:Powder}}&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
{{:Currency}}&lt;br /&gt;
&lt;br /&gt;
==Container==&lt;br /&gt;
{{:Container}}&lt;br /&gt;
&lt;br /&gt;
==Herb==&lt;br /&gt;
{{:Herb}}&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
{{:Ammo}}&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
Before playtest #4, all treasure had the same value as the current 2 slot items.&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Wraith&amp;diff=49928</id>
		<title>Wraith</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Wraith&amp;diff=49928"/>
		<updated>2024-11-06T09:50:57Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Floating type, high health and fast movement speed. Has 2 different melee attacks, a diagonal slash and a dash attack.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Hand -&amp;gt; arm&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Wraith&amp;diff=49927</id>
		<title>Wraith</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Wraith&amp;diff=49927"/>
		<updated>2024-11-06T09:50:18Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Floating type, high health and fast movement speed. Has 2 different melee attacks, a diagonal slash and a dash attack.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*hand -&amp;gt; arm&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Wisp&amp;diff=49926</id>
		<title>Wisp</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Wisp&amp;diff=49926"/>
		<updated>2024-11-06T09:47:40Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Attacks with a bullet-shaped mystical projectile. Upon death, explodes and blinds everyone looking at it. &lt;br /&gt;
&lt;br /&gt;
If the player has active buffs, the Wisp executes a large AOE attack that does no damage but removes all buffs on the player.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Every part -&amp;gt; body&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Slime&amp;diff=49925</id>
		<title>Slime</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Slime&amp;diff=49925"/>
		<updated>2024-11-06T09:45:16Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Every part -&amp;gt; body&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Giant_Worm&amp;diff=49924</id>
		<title>Giant Worm</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Giant_Worm&amp;diff=49924"/>
		<updated>2024-11-06T09:41:54Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Travels under ground, merges from ground under player dealing damage, swings it body that can be jumped over, can do a regular bite attack, or split poison around it&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Front-most segment -&amp;gt; head&lt;br /&gt;
*Everything else -&amp;gt; body&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Giant_Centipede&amp;diff=49923</id>
		<title>Giant Centipede</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Giant_Centipede&amp;diff=49923"/>
		<updated>2024-11-06T09:31:12Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
A Giant Centipede, mini-boss monster with three different mechanics:&lt;br /&gt;
&lt;br /&gt;
* Charged forward attack in which it pulls back and lurches its upper half forward quickly.&lt;br /&gt;
* A cone attack of  three purple poison projectiles in front of it out of its mouth. &lt;br /&gt;
* A retreating poison trail.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Parts touching the ground -&amp;gt; leg&lt;br /&gt;
*Parts from where it touches the ground to the tallest point -&amp;gt; body&lt;br /&gt;
*Parts from the tallest point to the mouth -&amp;gt; head&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Giant Centipede is very slow in its attacks and abilities which can be easily predicted.  The charged forward attack can be easily dodged by either walking backwards or stepping to the sides. A cone attack can be easily dodged by crouching close by distance to the Giant Centipede.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be easily dealt with by any class in any level by retreating and hitting it with your weapon while crouching and dodging its poison attack. A long reach weapon is better when you are retreating while dodging to the sides is better for a smaller one. Retreating strategy is much better as it guarantees more hits to its head.  Can be kitted on a slope where you either don&#039;t get hit by its poison attack when it is on the slope or jumping you are on the slope. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biggest issue is that it can take a large amounts of time to deal with and is very loud. Fighting it, may attract other players as they will use the opportunity to attack you. &lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Giant_Bat&amp;diff=49922</id>
		<title>Giant Bat</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Giant_Bat&amp;diff=49922"/>
		<updated>2024-11-06T09:11:58Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The bat produces shock waves and if you stay within a certain distance it will apply debuff called Dizziness&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Wings -&amp;gt; hand&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Ghost_King&amp;diff=49921</id>
		<title>Ghost King</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Ghost_King&amp;diff=49921"/>
		<updated>2024-11-06T09:08:33Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Does a projectile attack at close range, enters an eating mode, teleports on the player, applies a stacking debuff, does a slam attack which summons 3 Death Skulls, performs a scream attack at intervals of 20% health loss that hits everyone in the room.Blue circle on the ground will disappear in three minutes.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Every part aside from the head -&amp;gt; body&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
*Teleport Attack = 20/&amp;lt;span class=&amp;quot;colorrarityElite&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; Magical Damage with 5 Impact Power (can this be blocked?).&lt;br /&gt;
*Scream = 10/&amp;lt;span class=&amp;quot;colorrarityElite&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt; Magical Damage. Become [[Ghost_King#Damage Immunity|Immune]]&lt;br /&gt;
*Orb Attack = 30/&amp;lt;span class=&amp;quot;colorrarityElite&amp;quot;&amp;gt;45&amp;lt;/span&amp;gt; Magical Damage with 7 Impact Power. Heals itself for 30. Spawns Curse of Chilling pools on the ground if it hits.&lt;br /&gt;
*Earthquake = Becomes [[Ghost_King#Damage Immunity|Immune]], slams the ground dealing 60/&amp;lt;span class=&amp;quot;colorrarityElite&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; Physical Damage + &amp;lt;span class=&amp;quot;colorrarityElite&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; Magical Damage.&lt;br /&gt;
**Has a cooldown of 40 seconds&lt;br /&gt;
*Curse of Chilling = Slows the player and gives a stack of debuff that increases damage taken by Ghost Kings abilities, stacking up to 30&lt;br /&gt;
*Eating = Increases move speed from 200 to 340 and chases a player. If it reaches them, he applies a status effect that roots a player in place and siphons their health. Dealing 95% Max hp as damage over 15 seconds, stacking Curse of Chilling on player and gaining 1000 hp shield &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;colorrarityElite&amp;quot;&amp;gt;Elite Ghost King deals 50% more damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
&#039;&#039;&#039;Scream pattern&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Condition&lt;br /&gt;
*- when a player dies&lt;br /&gt;
*- every time HP is reduced by 20% (4 total)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthquake pattern&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Condition&lt;br /&gt;
*- after 40 seconds of cooldown have passed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eating pattern&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Condition&lt;br /&gt;
*- When the normal attack or teleport has been used 4 to 7 times&lt;br /&gt;
&lt;br /&gt;
Target&lt;br /&gt;
*- highest aggro player&lt;br /&gt;
*- furthest player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleport pattern&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Condition&lt;br /&gt;
*- teleport probability check&lt;br /&gt;
&lt;br /&gt;
Probability&lt;br /&gt;
*- if success to teleport than decrease probability 20%&lt;br /&gt;
*- if fail to teleport than increase probability 15%&lt;br /&gt;
&lt;br /&gt;
Target&lt;br /&gt;
*- if player with aggro values whose distance is greater than 500 and less than 3000&lt;br /&gt;
*- furthest player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal attack pattern&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Target&lt;br /&gt;
*- 75% probability, highest aggro player&lt;br /&gt;
*- second highest player&lt;br /&gt;
*- nearest player&lt;br /&gt;
&lt;br /&gt;
Description&lt;br /&gt;
*- if target is within 500, rotate to target&lt;br /&gt;
*- if not, move to target and rotate&lt;br /&gt;
*- if after 3 second passed, select new action&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Ghost can be located in the middle of the Inferno maps having a 33% chance to spawn. He can be spotted waiting alone in the middle of the room. As soon as a player walks in to the room he will engage with his Teleport Attack or walk to the first player that aggroes him to perform the Orb Throw Attack.&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
The most important aspect of this fight is team composition. Most optimal team currently is 1 [[Cleric]] and 2 [[Ranger]] as this gives you sustain with cleric&#039;s heals and high DPS with rangers. Optionally you can substitute one Ranger for another class such as bard, because [[Bard#Music-0|Shriek of Weakness]] increases DPS from physical sources significantly. &lt;br /&gt;
&lt;br /&gt;
You will be required to bring a decent amount of [[Consumables#Potions|Healing potions]] to recover from the Screams. However, it should be noted that [[Consumables#Potions|Potion of Protections]] do not work due to it only blocking physical damage. It is very important your Cleric has all his spells available prior to this fight so bringing [[Utility#Tools with Rarities|Campfires]] is essential.&lt;br /&gt;
&lt;br /&gt;
When it comes to equipment quality for each player, you will need better gear than your basic gear but you do not need all legendries.&lt;br /&gt;
&lt;br /&gt;
If you also have any of the skeleton skins that was available through Shop it is very helpful since it gives +10 Magic Resistance.&lt;br /&gt;
&lt;br /&gt;
===Roles:===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*As a Ranger you are the main damage dealer of this comp. &lt;br /&gt;
*You need to position far away from the Ghost King and keep rotation around as cursed circles appear.&lt;br /&gt;
*If you do get low do not forget to keep your potions up and ask for heals from your cleric &lt;br /&gt;
*If you are running a bow you have to run Quickshot as it deals a burst of damage. Optionally for more damage you can add Multishot and if not use Field Ration for sustain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barbarian(Melee)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*As a Melee DPS you need to be very cautious of getting stacks of Curse of Chilling.&lt;br /&gt;
*It is harder for you to run away from Eating ability so pay close attention to the blue bubble that will appear around Ghost King and start running away even if you cannot tell if it is aggroed to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You are the pillar of this comp, without you it is very difficult for your allies to stay alive.&lt;br /&gt;
*Make sure all your abilities are available and communicate with your team how much you have left.&lt;br /&gt;
*Pay very close attention to the abilities Ghost King is casting and time your heals and buffs efficiently. For example do not try to heal or buff when Ghost King is getting ready for Earthquake.&lt;br /&gt;
*Select both healing spells and some buff spells depending on your spell capacity. &lt;br /&gt;
*The Protection from Evil perk will reduce the duration of Curse of Chilling by 30%.&lt;br /&gt;
&lt;br /&gt;
===Encounter===&lt;br /&gt;
&lt;br /&gt;
As you enter the room Ghost King will teleport to the first player that has entered the room and will leave a Curse pool after doing his teleport attack. This is easily avoidable by just running by it or waiting for it attack. He will repeat this move through out the fight. It is recommended to stay apart from your teammates and far to the edges of arena to prevent it from being covered by Curse Pools.&lt;br /&gt;
&lt;br /&gt;
Ghost King will also do a Scream attack doing damage to everyone in the arena amplified by the amount of Curse stacks you have. This attack is unavoidable.&lt;br /&gt;
&lt;br /&gt;
Sometimes he will do his Orb Attack shooting 5 orbs towards a player that will hit for 30 Magical Damage each orb. If you get hit by a orb, a Curse pool will spawn on the ground nearby, make sure to move away to avoid getting Curse stacks. &lt;br /&gt;
&lt;br /&gt;
Occasionally, he will cast a bubble around himself and start chasing a player. If the player gets caught he will start draining its health. To avoid this press x to unsheathe your weapon and run. If you get caught your cleric needs to heal you for you to be able to survive. In the case you get drained on a Curse Pool, you will die. &lt;br /&gt;
&lt;br /&gt;
Lastly and most importantly, his Earthquake ability will one shot anyone in the room that does not jump in time. To perfectly time the jump you need to pay attention to his head and when you spot blue sparks that&#039;s when you need to jump. If you survived the jump Ghost King will spawn 3 Death Skulls. Running Holy Prufication on your Cleric will one shot these.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; justify-content: space-evenly; flex-wrap:wrap; padding:2%; font-size: 15pt;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ghost King Eat.gif||x250px]]&lt;br /&gt;
&amp;lt;p&amp;gt;Ghost King Eat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ghost King Jump.gif||x250px]]&lt;br /&gt;
&amp;lt;p&amp;gt;Ghost King Jump&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ghost King Orbs.gif||x250px]]&lt;br /&gt;
&amp;lt;p&amp;gt;Ghost King Orbs&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ghost King Scream.gif||x250px]]&lt;br /&gt;
&amp;lt;p&amp;gt;Ghost King Scream&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ghost King Teleport.gif||x250px]]&lt;br /&gt;
&amp;lt;p&amp;gt;Ghost King Teleport&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
High Roller Ghost King will be nearly identical in mechanics but will have more HP and deal more damage and spawn nightmare [[Death Skull#Common-0|Death Skull]]&amp;lt;nowiki/&amp;gt;s instead of elite ones on the jump attack.&lt;br /&gt;
&lt;br /&gt;
==Video==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=pWcyn4X1v8s}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Extra Notes:&lt;br /&gt;
&lt;br /&gt;
* When the Ghost King teleports, he turns invisible, teleports, then becomes visible again. While invisible, he can still be hit.&lt;br /&gt;
&lt;br /&gt;
===Damage Immunity===&lt;br /&gt;
After Screaming and during Earthquake, Ghost King is completely immune to damage the same way that [[Skeleton Mage]] can cast an immunity bubble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common misconception is that this immunity is actually 100% damage reduction such that using Penetration or [[Bard]]&#039;s Shriek of Weakness will allow it to be damaged. This is NOT the case. &lt;br /&gt;
&lt;br /&gt;
Some users have reported cases where the boss is killed while the Red immunity bubble is active. &lt;br /&gt;
The Red bubble of immunity starts to fade away at the same time that the immunity is actually lost, meaning the boss can be damaged while the bubble fades away which seems to be a roughly 0.5s animation.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Ghost King&#039;s attacks now deal magic damage instead of true magical damage. Unknown date.&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops|Ghost King}}&lt;br /&gt;
&lt;br /&gt;
{{Bosses}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Frost_Sentinel&amp;diff=49920</id>
		<title>Frost Sentinel</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Frost_Sentinel&amp;diff=49920"/>
		<updated>2024-11-06T08:55:44Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Frost Sentinel is an hostile object that is attached to a wall. &lt;br /&gt;
&lt;br /&gt;
It is a sentry that cannot move. It can be killed&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Every part -&amp;gt; body&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Demon_Dog&amp;diff=49919</id>
		<title>Demon Dog</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Demon_Dog&amp;diff=49919"/>
		<updated>2024-11-06T08:54:39Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Fast movement speed, does a jumping bite attack that can hit players even on elevated positions.  The Nightmare variant has an electrified nape that will return recoil damage.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Everything except the head -&amp;gt; body&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Demon_Bat&amp;diff=49917</id>
		<title>Demon Bat</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Demon_Bat&amp;diff=49917"/>
		<updated>2024-11-06T08:32:40Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Flying unit, does a kick attack that inflicts a high amount of knockback.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Wings (not including arms) -&amp;gt; hand&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Death_Skull&amp;diff=49916</id>
		<title>Death Skull</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Death_Skull&amp;diff=49916"/>
		<updated>2024-11-06T08:29:21Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Flying type, flies close to the player until he&#039;s in range to charge a dash attack. The Nightmare variant executes 2 dashes instead of 1.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Head -&amp;gt; body&lt;br /&gt;
*Wings -&amp;gt; hand&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Cockatrice&amp;diff=49915</id>
		<title>Cockatrice</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Cockatrice&amp;diff=49915"/>
		<updated>2024-11-06T08:17:01Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}}&lt;br /&gt;
==Description==&lt;br /&gt;
Will shriek at the player, causing Petrification status for 5 seconds if the player does not look away in time. Has a jumping kick attack and a walking peck.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Neck -&amp;gt; head&lt;br /&gt;
*Tail -&amp;gt; leg&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Demon_Centaur&amp;diff=49914</id>
		<title>Demon Centaur</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Demon_Centaur&amp;diff=49914"/>
		<updated>2024-11-06T04:54:16Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Added Hit Location Bonus section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GenerateMonsterInfobox}} &lt;br /&gt;
==Description==&lt;br /&gt;
High health and very fast movement speed. Has 3 types of damage dealing attacks, a diagonal slash, a horizontal slash, and a charge that drastically increases its movement speed.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Tail -&amp;gt; foot&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Mimic&amp;diff=49913</id>
		<title>Mimic</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Mimic&amp;diff=49913"/>
		<updated>2024-11-06T04:52:26Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Split Hit Location Bonus into its own section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox&lt;br /&gt;
	|name                 = {{PAGENAME}}&lt;br /&gt;
	|rarity               = 2&lt;br /&gt;
	|image                = {{PAGENAME}}&lt;br /&gt;
	|size                = 200x200px&lt;br /&gt;
	|stats                = Health/Damage Depends on variety,Move Speed 300&lt;br /&gt;
	|enemytype             = [[Beast]]&lt;br /&gt;
	|experience          = 3/5/10&lt;br /&gt;
	|adventurepoints          = 3/5/10&lt;br /&gt;
    |nomargin             = 1&lt;br /&gt;
}}{{AutoGenerateRacePage}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Chests have a 5% chance to be a Mimic. It is possible to identify a mimic by crouching down and glitching the player&#039;s head through the chest and seeing if the chest is empty or has a mouth&#039;s insides. Furthermore, a barbarian equipped with the smash perk can uncover a mimic by hitting them multiple times. Closes it&#039;s mouth when low on health to act like a normal chest again.&lt;br /&gt;
&lt;br /&gt;
Nightmare Mimic attacks apply a damage over time debuff.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Lid -&amp;gt; head&lt;br /&gt;
*Tongue -&amp;gt; head&lt;br /&gt;
*Everything else -&amp;gt; body&lt;br /&gt;
&lt;br /&gt;
===Mimic Variants===&lt;br /&gt;
There are various types of Mimics found in the dungeon. Each Mimic variety has Common, Elite and Nightmare tiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate&#039;&#039;&#039;&lt;br /&gt;
*Lion&#039;s Head Chest Mimi&lt;br /&gt;
*Heavy Ornate Chest Mimicc&lt;br /&gt;
*Bronze Ornate Chest Mimic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
*Large Oak Chest Mimic&lt;br /&gt;
*Flat Chest Mimic&lt;br /&gt;
*Large Reinforced Chest Mimic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
*Oak Chest Mimic&lt;br /&gt;
*Reinforced Chest Mimic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
*Small Oak Chest Mimic&lt;br /&gt;
*Small Reinforced Chest Mimic&lt;br /&gt;
&lt;br /&gt;
==Loot Table==&lt;br /&gt;
Every mimic has &amp;quot;Quest Mimic Common&amp;quot; loot table. And has only one of &amp;quot;Small&amp;quot;, &amp;quot;Medium&amp;quot;, &amp;quot;Large&amp;quot;, or &amp;quot;Ornate&amp;quot; loot tables.&lt;br /&gt;
&lt;br /&gt;
For example, &amp;quot;Elite Lion&#039;s Chest Mimic&amp;quot; has &amp;quot;Elite-Ornate&amp;quot; and &amp;quot;Quest Mimic Common&amp;quot; loot tables.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Common =&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Small=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N0_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Medium=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N1_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Large=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N2_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ornate=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N3_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Quest Mimic Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Quest_Mimic_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Elite =&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Small=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N0_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Medium=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N1_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Large=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N2_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ornate=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N3_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Quest Mimic Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Quest_Mimic_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Nightmare =&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Small=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N0_Nightmare}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Medium=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N1_Nightmare}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Large=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N2_Nightmare}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ornate=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N3_Nightmare}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Quest Mimic Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Quest_Mimic_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
{{Transclude|Monsters#Legend}}&lt;br /&gt;
&lt;br /&gt;
==Mimics==&lt;br /&gt;
{{GenerateMonsterTable|Mimic}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Frost_Wyvern&amp;diff=49912</id>
		<title>Frost Wyvern</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Frost_Wyvern&amp;diff=49912"/>
		<updated>2024-11-06T04:50:33Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Split Hit Location Bonus into its own section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{GenerateMonsterInfobox}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Frost Wyvern is the final boss in the center of the Ice Abyss.&lt;br /&gt;
&lt;br /&gt;
To start the fight, all the beams powering the protective shield surrounding the boss need to be disabled. This can be done by interacting with the statues where the beams originate from.&lt;br /&gt;
&lt;br /&gt;
==[[Damage#Hit_Location_Bonus|Hit Location Bonus]]==&lt;br /&gt;
*Tail -&amp;gt; -50%&lt;br /&gt;
*Wings -&amp;gt; hand&lt;br /&gt;
*Neck -&amp;gt; head&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80%&amp;quot;&amp;gt;{{GenerateMonsterTable|Bosses|monster=Frost Wyvern}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
In the center module of the Ice Abyss&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:Wyvern Spot.png|alt=Wyvern Spot|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;br /&gt;
&lt;br /&gt;
{{Bosses}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Frost_Wyvern&amp;diff=49911</id>
		<title>Frost Wyvern</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Frost_Wyvern&amp;diff=49911"/>
		<updated>2024-11-06T04:00:46Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: /* Description */ Hit Location Bonuses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{GenerateMonsterInfobox}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Frost Wyvern is the final boss in the center of the Ice Abyss.&lt;br /&gt;
&lt;br /&gt;
To start the fight, all the beams powering the protective shield surrounding the boss need to be disabled. This can be done by interacting with the statues where the beams originate from.&lt;br /&gt;
&lt;br /&gt;
Hitting the tail results in a -50% [[Damage#Hit_Location_Bonus|Hit Location Bonus]]. Wings count as hands. Neck counts as head.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80%&amp;quot;&amp;gt;{{GenerateMonsterTable|Bosses|monster=Frost Wyvern}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
In the center module of the Ice Abyss&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:Wyvern Spot.png|alt=Wyvern Spot|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GenerateLootDrops}}&lt;br /&gt;
&lt;br /&gt;
{{Bosses}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Mimic&amp;diff=49910</id>
		<title>Mimic</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Mimic&amp;diff=49910"/>
		<updated>2024-11-06T02:59:29Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: /* Overview */ Added &amp;quot;Head&amp;quot; location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox&lt;br /&gt;
	|name                 = {{PAGENAME}}&lt;br /&gt;
	|rarity               = 2&lt;br /&gt;
	|image                = {{PAGENAME}}&lt;br /&gt;
	|size                = 200x200px&lt;br /&gt;
	|stats                = Health/Damage Depends on variety,Move Speed 300&lt;br /&gt;
	|enemytype             = [[Beast]]&lt;br /&gt;
	|experience          = 3/5/10&lt;br /&gt;
	|adventurepoints          = 3/5/10&lt;br /&gt;
    |nomargin             = 1&lt;br /&gt;
}}{{AutoGenerateRacePage}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Chests have a 5% chance to be a Mimic. It is possible to identify a mimic by crouching down and glitching the player&#039;s head through the chest and seeing if the chest is empty or has a mouth&#039;s insides. Furthermore, a barbarian equipped with the smash perk can uncover a mimic by hitting them multiple times. Closes it&#039;s mouth when low on health to act like a normal chest again. The lid and tongue both count as the head for [[Damage#Hit_Location_Bonus|Hit Location Bonus]] purposes.&lt;br /&gt;
&lt;br /&gt;
Nightmare Mimic attacks apply a damage over time debuff.&lt;br /&gt;
&lt;br /&gt;
===Mimic Variants===&lt;br /&gt;
There are various types of Mimics found in the dungeon. Each Mimic variety has Common, Elite and Nightmare tiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate&#039;&#039;&#039;&lt;br /&gt;
*Lion&#039;s Head Chest Mimi&lt;br /&gt;
*Heavy Ornate Chest Mimicc&lt;br /&gt;
*Bronze Ornate Chest Mimic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
*Large Oak Chest Mimic&lt;br /&gt;
*Flat Chest Mimic&lt;br /&gt;
*Large Reinforced Chest Mimic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
*Oak Chest Mimic&lt;br /&gt;
*Reinforced Chest Mimic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
*Small Oak Chest Mimic&lt;br /&gt;
*Small Reinforced Chest Mimic&lt;br /&gt;
&lt;br /&gt;
==Loot Table==&lt;br /&gt;
Every mimic has &amp;quot;Quest Mimic Common&amp;quot; loot table. And has only one of &amp;quot;Small&amp;quot;, &amp;quot;Medium&amp;quot;, &amp;quot;Large&amp;quot;, or &amp;quot;Ornate&amp;quot; loot tables.&lt;br /&gt;
&lt;br /&gt;
For example, &amp;quot;Elite Lion&#039;s Chest Mimic&amp;quot; has &amp;quot;Elite-Ornate&amp;quot; and &amp;quot;Quest Mimic Common&amp;quot; loot tables.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Common =&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Small=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N0_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Medium=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N1_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Large=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N2_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ornate=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N3_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Quest Mimic Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Quest_Mimic_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Elite =&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Small=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N0_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Medium=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N1_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Large=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N2_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ornate=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N3_Elite}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Quest Mimic Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Quest_Mimic_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|Nightmare =&lt;br /&gt;
{{#tag:tabber|&lt;br /&gt;
Small=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N0_Nightmare}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Medium=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N1_Nightmare}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Large=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N2_Nightmare}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Ornate=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;2 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Mimic_N3_Nightmare}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
Quest Mimic Common=&lt;br /&gt;
&lt;br /&gt;
Rolls this loot table &#039;&#039;&#039;1 times&#039;&#039;&#039;&lt;br /&gt;
{{:LootTable:Quest_Mimic_Common}}&lt;br /&gt;
{{!}}-{{!}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
{{Transclude|Monsters#Legend}}&lt;br /&gt;
&lt;br /&gt;
==Mimics==&lt;br /&gt;
{{GenerateMonsterTable|Mimic}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Spells&amp;diff=49900</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Spells&amp;diff=49900"/>
		<updated>2024-11-05T03:55:40Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: /* Single-target */ Invisible targets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt; General info about Spells: how to equip, how to cast, etc. &amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
Certain classes have access to magical spells. These can have various effects including [[Damage|damaging]], [[Healing|healing]], applying [[Statuses|statuses]], as well as providing miscellaneous utility. This page covers mechanics which apply to a range of spells. For details on specific spells, check the &amp;quot;Spells&amp;quot; tab on the appropriate [[Classes|class]] page.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
All spells available to a character&#039;s class are immediately available from [[Experience#Character_Level|Character Level 1]]. They can be viewed from the Lobby by navigating to Class -&amp;gt; Spell.&lt;br /&gt;
&lt;br /&gt;
On the Spell screen, you can see which spells will &#039;&#039;not&#039;&#039; be available to you in-dungeon under the Spells list on the right, organized by Spell Tier (see [[#Spell Memory|Spell Memory]] below). Spells which are equipped and will be available in-dungeon are located in either the Skill I/Skill II wheel in the center-left/center-right. Spell names and descriptions are viewable by hovering over the icon for each spell.&lt;br /&gt;
&lt;br /&gt;
Each spell icon includes a number. For [[Warlock|Warlocks]], this number represents the HP cost when casting the spell (accurate with or without [[Warlock#Perks-0|Torture Mastery]] equipped). For other classes, this number is the [[Stats#Max_Spell_Count|max Spell Count]] (see [[#Spell Count|Spell Count]] below).&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
[[File:Spells screen overview.jpg|alt=Spells screen with labels added including unequipped spells, spell wheels, Spell Memory skills, Spell Memory Priority, and Memory Capacity.|thumb|Spells screen with labels added.]]&lt;br /&gt;
To equip a spell and make it available to you in-dungeon, you must left-click and drag a spell icon from the Spells list to a slot in either the Skill I/Skill II wheel. A spell&#039;s position on a wheel determines its position in the spell selection wheel (see [[#Casting|Casting]] below).&lt;br /&gt;
&lt;br /&gt;
You can unequip spells by right-clicking the appropriate icon, or by dragging another spell&#039;s icon from the Spells list to the occupied slot; both methods send the previously-equipped spell back to the Spells list. You can swap the position of two spells by dragging one&#039;s icon to the other&#039;s.&lt;br /&gt;
&lt;br /&gt;
To be able to access the spell selection wheel, you must equip the Spell Memory and/or Spell Memory II skills (II is not necessarily available to all spellcasting classes). These two skills are functionally identical; as long as one is equipped in the Skill #1/#2 (left/right) slot, you will have access to the Skill I/II wheel.&lt;br /&gt;
&lt;br /&gt;
You will also need to equip a piece of [[Magic_Stuff|Magic Stuff]] i.e. a magical weapon. Note that not every spellcasting class can necessarily equip every kind of Magic Stuff. Spellcasting classes can access one or more kinds of Magic Stuff equippable by their class for free through the [[Squire]], but if you embark without one, you may still be able to find one in the [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
==Spell Memory==&lt;br /&gt;
Equipping a spell makes it available in the spell selection wheel in-dungeon, but that alone is not enough to allow you to cast that spell. You must also have enough [[Stats#Memory_Capacity|Memory Capacity]] to &amp;quot;remember&amp;quot; how to cast that spell. Each spell has a Memory Cost which is equal to their Spell Tier (viewable in the Spell screen when a spell is unequipped and in the Spells list) which each add together to determine whether you have enough Memory Capacity.&lt;br /&gt;
&lt;br /&gt;
Equipped spells have a Spell Memory Priority determined by the order in which they were equipped, with spells equipped earlier holding higher priority. This is displayed in order in the Spell screen below the spell wheels from highest priority on the left to lowest on the right. The Memory Cost for each spell is added in order, and the spell which puts the total cost over your Memory Capacity as well as all lower-priority spells are &amp;quot;forgotten&amp;quot;. Such spells will have their icon in the selection wheel greyed out, mousing over it will highlight that section of the selection wheel in red, and attempting to cast the spell will display a warning message instead.&lt;br /&gt;
&lt;br /&gt;
Your total equipped Memory Cost as well as your current Memory Capacity are displayed in the Spell screen underneath Spell Memory Priority. However, there are a number of ways your Memory Capacity can increase or even &#039;&#039;decrease&#039;&#039; in-dungeon which are not reflected in this screen. These include holding a weapon with a [[Stats#Knowledge|Knowledge]] [[Enchantments|Enchantment]], auras, and buffs/debuffs. Whether you can cast a spell or not is determined by your Memory Capacity at the time you attempt to cast that spell, not by the number displayed in the Spell screen.&lt;br /&gt;
&lt;br /&gt;
See [[Spell Restoration]] for more.&lt;br /&gt;
&lt;br /&gt;
==Spell Count==&lt;br /&gt;
Each non-Warlock spell has a separate Spell Count which is the number of that spell which you currently have stored i.e. the remaining number of times you can cast that spell. You start each dungeon with the max Spell Count of each spell stored up, and each spell cast costs 1 of that spell&#039;s Spell Count. When a spell&#039;s Count reaches 0, you can no longer cast that spell until you restore at least one charge of that spell. For ways to restore spells, see [[Spell_Restoration|Spell Restoration]].&lt;br /&gt;
&lt;br /&gt;
==Casting==&lt;br /&gt;
Once in-dungeon with the appropriate spells, skills, and weapon equipped, you can cast a spell as follows:&lt;br /&gt;
&lt;br /&gt;
#Hold the Skill #1/2 button to access the Skill I/II spell wheel (either Spell Memory or Spell Memory II must be equipped in the left/right Skill slot).&lt;br /&gt;
#Mouse over the section with the desired spell, then release the Skill button to select that spell. Only one spell may be selected at a time, and the currently-selected spell will be displayed next to the Skill #2 icon.&lt;br /&gt;
#If not already held, take out a magical weapon.&lt;br /&gt;
#Hold the Secondary Attack button (default: right mouse button) to start casting; the cast bar will appear above the HP bar and start to fill. Until the cast is completed or cancelled, you may still look around normally, but you move at a reduced [[Movement_Speed#Casting|movement speed]]. This cast bar is what is modified by [[Stats#Spell_Casting_Speed|Spell Casting Speed]] (See [[Action/Interaction/Cast_Speed|Action/Interaction/Cast Speed]] for more details).&lt;br /&gt;
#After the cast bar fills completely, if casting a targeted AoE spell, a targeting indicator will appear and move along the terrain with your cursor (See [[#Area-of-Effect|Area-of-Effect Targeting]] below). Let go of the attack button at any time to start a cast animation (which is different for each weapon).&lt;br /&gt;
#Once the cast animation finishes, the spell will be cast in the direction of the cursor, and its casting cost will be paid. It is at this moment that targeting checks are performed and a target is selected (See [[#Single|Single Targeting]] below). Note that this means you can change targets even as the cast animation plays.&lt;br /&gt;
#After the cast animation, you will perform a recovery animation after which your movement speed will return to normal.&lt;br /&gt;
&lt;br /&gt;
To cancel the spell, let go of the attack button before the cast bar fills up, or push the cancel key displayed under the cast bar at any time before letting go of the attack button. The spell will also be cancelled if the cast animation is interrupted, such as by the weapon or your hand colliding with a wall or a [[Monster]]&#039;s shield. Cancelling a spell in any of these ways doesn&#039;t count as a cast and will occur with no cost paid.&lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
Some spells designate a target upon successful cast depending on what the cursor is held over at the time the spell is fired. Target selection for these spells has some unintuitive properties.&lt;br /&gt;
&lt;br /&gt;
===Single-target===&lt;br /&gt;
Single-target spells target a single entity at a time. Single-targeting appears to work as follows:&lt;br /&gt;
&lt;br /&gt;
*First, if the cursor is over something within the spell&#039;s range, the closest entity under the cursor is checked to see if it&#039;s a valid target.&lt;br /&gt;
**For some spells, this check specifies allies-only or enemies-only, but many spells do not specify. This can result in buffing/healing enemies (both players and Monsters) and debuffing/damaging allies (both players and Summons).&lt;br /&gt;
**This check does not appear to specify dead or alive, so you may end up inadvertently targeting corpses.&lt;br /&gt;
**If the closest entity is a held Monster shield (not the visual effect from a buff) or a held, actively-blocking player shield, no valid target will be found by this check. This suggests that the shield itself is considered a separate entity from its wielder, eligible to be checked for target validity.&lt;br /&gt;
**Invisible characters will still be targeted successfully.&lt;br /&gt;
*If no valid target is found using the above, the caster is checked to see if they&#039;re a valid target.&lt;br /&gt;
**This combined with the shield behavior detailed above may lead to inadvertently self-casting a harmful effect like [[Warlock#Spells-0|Power of Sacrifice]].&lt;br /&gt;
*Finally, if the spell cannot be self-cast, no target is designated.&lt;br /&gt;
**However, the spell is still cast - all costs are paid even if there is no effect.&lt;br /&gt;
&lt;br /&gt;
Although technically part of a single spell cast, each projectile from [[Wizard#Spells-0|Magic Missile]] also appears to exhibit this behavior with its homing effect.&lt;br /&gt;
&lt;br /&gt;
===Targeted AoE===&lt;br /&gt;
Targeted Area-of-Effect spells target an area which the caster specifies using the AoE targeting indicator which appears and moves with the cursor after the cast bar finishes. This indicator will change color depending on whether the marked area is a valid target or not. There is no change if you mark an area with allies/enemies in it - including yourself - so be aware when casting AoE damage/healing spells.&lt;br /&gt;
&lt;br /&gt;
Like single-targeted spells, if there&#039;s no valid target area at the end of the cast animation, most AoE-targeted spells will be considered successfully cast and costs will be paid even if there is no effect.&lt;br /&gt;
[[Warlock#Spells-0|Warlock&#039;s Summon Hydra spell]] appears to be an exception to this rule; if successfully cast but without a valid target, no health is lost - possibly a bug.&lt;br /&gt;
&lt;br /&gt;
Although most [[Props#Destructible_Environment|destroyable props]] and [[containers]] are treated like permanent pieces of the environment for the purposes of AoE targeting, [[barrel]]s including [[Skeleton barrel]]s seem to be treated like they don&#039;t exist.&lt;br /&gt;
This means that the indicator will move smoothly underneath barrels instead of over them.&lt;br /&gt;
This can be useful for targeting an area on the other side of or directly centered on the bottom of a barrel, but it also takes away the ability to target the top of it.&lt;br /&gt;
Take care when casting a [[Summon]] as they can spawn partially inside the barrel, potentially immobilizing them and/or blocking their projectiles.&lt;br /&gt;
&lt;br /&gt;
==Channeling==&lt;br /&gt;
Channeled spells make your character start a channel upon casting. A channel bar will replace the cast bar and will drain from full to empty, denoting the remaining duration of the channel. The channel can be manually cancelled at any time by hitting the cancel key.&lt;br /&gt;
&lt;br /&gt;
Most channels require the caster to remain still for the duration in order to maintain the channel - movement is allowed but will instantly break the channel.&lt;br /&gt;
&lt;br /&gt;
You may look around freely without breaking the channel if the channel does not need to be targeted. If the channel is targeted, you may look around without breaking the channel as long as you keep the target in view - you do not need to keep your cursor directly on the target to maintain the channel. This means that turning your back on the area of a targeted AoE spell or having your view of the target of a single-target spell become obstructed will break the channel. The target moving out of range will also break the channel.&lt;br /&gt;
&lt;br /&gt;
If a targeted channeled spell is cast with no valid target, the channel will not start, but costs will still be paid.&lt;br /&gt;
&lt;br /&gt;
[[Wizard#Spells-0|Magic Missile]] only uses targeting for the homing effect. Thus, the targeting rules above only apply to the homing effect, and breaking them will not end nor prevent the start of the channel.&lt;br /&gt;
&lt;br /&gt;
{{NeedsTesting|What happens if line of sight is cut off by a character rather than an object?}}&lt;br /&gt;
{{NeedsTesting|Can an AoE-targeted channel be broken by obstructing the caster&#039;s view?}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Action/Interaction/Cast_Speed|Action/Interaction/Cast Speed]]&lt;br /&gt;
*[[Spell_Restoration|Spell Restoration]]&lt;br /&gt;
*[[Damage_Types#Magical_Elements|Elements and Magical Damage types]]&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Tanglethread_Trousers&amp;diff=49892</id>
		<title>Tanglethread Trousers</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Tanglethread_Trousers&amp;diff=49892"/>
		<updated>2024-11-04T01:50:37Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Tanglethread Trousers stats, drop sources, etc.&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{AutoGenerateArmorTabs}}&lt;br /&gt;
&lt;br /&gt;
{{ {{Armor Data|{{PAGENAME}}|slottype}} Armor}} &lt;br /&gt;
&lt;br /&gt;
{{GenerateDropTables}}&lt;br /&gt;
&lt;br /&gt;
{{Armors}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Torch&amp;diff=49883</id>
		<title>Torch</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Torch&amp;diff=49883"/>
		<updated>2024-11-03T06:07:46Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Display thrown impact zone multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker guide to Torch, how to use it, where to find it &amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{GenerateUtilityTabs|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
{{Utilities}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
It is throwable. Continuous light effect even after throwing. Comes with starting gear.&lt;br /&gt;
&lt;br /&gt;
[[Damage#Impact_Zone_Multiplier|Impact zone multiplier]] when thrown is {{Weapon Data|Torch|abilities|other|throw|impactzones}}.&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable sortable jquery-tablesorter&amp;quot; style=&amp;quot;width:80%;color:#eee; background:transparent; text-align:center; vertical-align:middle;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt; Name &amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:30%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt; Description &amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt; Type  &amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%&amp;quot; class=&amp;quot;headerSort&amp;quot; tabindex=&amp;quot;0&amp;quot; role=&amp;quot;columnheader button&amp;quot; title=&amp;quot;Sort ascending&amp;quot;&amp;gt; Price &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; [[File:Blue Torch.png|x150px]] &amp;lt;br&amp;gt; Blue Torch &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Item skin for [[Weapons|Torch]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Item Skin &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; 1500 &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; [[File:Purple Torch.png|x150px]] &amp;lt;br&amp;gt; Purple Torch &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Item skin for [[Weapons|Torch]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Item Skin &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; 1500 &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
     &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; [[File:Yellow Torch.png|x150px]] &amp;lt;br&amp;gt; Yellow Torch &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Item skin for [[Weapons|Torch]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; Item Skin &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt; senior wardens &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{GenerateDropTables|{{PAGENAME}}}}&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Zweihander_Hitbox.png&amp;diff=49882</id>
		<title>File:Zweihander Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Zweihander_Hitbox.png&amp;diff=49882"/>
		<updated>2024-11-03T05:58:43Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Hiimray uploaded a new version of File:Zweihander Hitbox.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Magic_Staff_Hitbox.png&amp;diff=49881</id>
		<title>File:Magic Staff Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Magic_Staff_Hitbox.png&amp;diff=49881"/>
		<updated>2024-11-03T05:35:40Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Hiimray uploaded a new version of File:Magic Staff Hitbox.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:War_Maul_Hitbox.png&amp;diff=49880</id>
		<title>File:War Maul Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:War_Maul_Hitbox.png&amp;diff=49880"/>
		<updated>2024-11-03T05:07:53Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Hiimray uploaded a new version of File:War Maul Hitbox.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:War_Hammer_Hitbox.png&amp;diff=49879</id>
		<title>File:War Hammer Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:War_Hammer_Hitbox.png&amp;diff=49879"/>
		<updated>2024-11-03T04:46:29Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Viking_Sword_Hitbox.png&amp;diff=49878</id>
		<title>File:Viking Sword Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Viking_Sword_Hitbox.png&amp;diff=49878"/>
		<updated>2024-11-03T04:20:05Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Hiimray uploaded a new version of File:Viking Sword Hitbox.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Short_Sword_Hitbox.png&amp;diff=49877</id>
		<title>File:Short Sword Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Short_Sword_Hitbox.png&amp;diff=49877"/>
		<updated>2024-11-03T02:59:21Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Hiimray uploaded a new version of File:Short Sword Hitbox.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Rapier_Hitbox.png&amp;diff=49876</id>
		<title>File:Rapier Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Rapier_Hitbox.png&amp;diff=49876"/>
		<updated>2024-11-03T02:28:58Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Hiimray uploaded a new version of File:Rapier Hitbox.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Morning_Star_Hitbox.png&amp;diff=49875</id>
		<title>File:Morning Star Hitbox.png</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=File:Morning_Star_Hitbox.png&amp;diff=49875"/>
		<updated>2024-11-03T00:38:39Z</updated>

		<summary type="html">&lt;p&gt;Hiimray: Hiimray uploaded a new version of File:Morning Star Hitbox.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hiimray</name></author>
	</entry>
</feed>