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==Monsters==
[[Damage#Scaling]]
 
{{#vardefine:suppress_color|#1A91C4}}
 
===Legend===
 
Information is listed in the order Normal/<span class="colorrarityElite">Elite</span>/<span class="colorrarityNightmare"">Nightmare</span>. <span style="color:{{#var:suppress_color}};">Blue</span> indicates all difficulties it exists as share the information.
 
Content that is underlined under <span class="tooltip"><u>Resistances</u><span class="tooltiptext-right">Like this</span></span> or <span class="tooltip"><u>Status effects</u><span class="tooltiptext-right">Or this</span></span> can be hovered over for additional information. 
 
Example:
12 Physical + Poison Dmg
All three difficulties deal 12 Physical damage for this attack, but only the Nightmare applies the Poison Dmg status.
15(4)/25(4)/35(4) Magical Radius + Attack Dmg AoE
All three difficulties have the Magical Radius attack, but each deal different damage. All three difficulties also apply the Attack Dmg AoE status.
 
 
 
===Additional properties===
 
(Note that these descriptions are WIP and still being researched)
Unless otherwise specified, status effects have the following properties:
* Unremovable (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation)
* Infinite duration while a condition is met (i.e. Cave Troll Regeneration is unconditional so it lasts forever, Skeleton Mage Fire pools are conditional on standing in them)
* Max Stacks of 1
* Tick interval of 1 second (see below for definition)
* Duration is only refreshed if at max stacks of 1 when receiving a new stack
 
 
If a status has properties that are not the default, you can hover over for additional information.
The following are additional properties that statuses may have:
* Removable (Rmv): Can be removed (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation)
* Stacking Type (AgT): Stack count is aggregated by target
* Maximum Stacks (1x,2x,3x,etc): Maximum stacks the status can go to
* Expiration (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
* Tick Interval (0.1, 0.2, 0.5, etc): The tick interval in seconds. For example 20 damage over 2s results in 10 damage every 1s (+ scaling comes in here), with a .1s interval length, this will become 1 damage every .1s. Similarly, if this were for a Zombie Poison Cloud, the player would take damage every .1s of remaining inside the cloud. The total damage remains the same but is dealt in often quicker increments and lower amounts.
* Refresh (Ref): When getting more stacks, the duration is refreshed
* bExecutePeriodicEffectOnApplication (Tmp): Description and name WIP
* Duration (Inf): Duration lasts infinitely until some other condition is met
 
Unless otherwise specified [[Physical_Damage_Reduction|Physical]] and [[Stats#Magical_Damage_Reduction|Magical]] reductions are composed entirely from [[Stats#Physical_Damage_Reduction|Armor Rating]] and [[Stats#Magic Resistance|Magic Resist]].
 
 
===Bosses===
{{RegularMonsterTable|
{{GenerateMonsterRows|bosses}}
}}
<br>
 
===Minibosses===
{{RegularMonsterTable|
{{GenerateMonsterRows|minibosses}}
}}
<br>
 
===Normal===
{{RegularMonsterTable|
{{GenerateMonsterRows|normal}}
}}
<br>
Frost Skeleton Guardsman and Frost Skeleton Footman are missing Elite and Nightmare information, but do exist.
 
===Mimics===
{{RegularMonsterTable|
{{GenerateMonsterRows|mimics}}
}}
<br>

Latest revision as of 20:22, 4 May 2024