From Dark and Darker Wiki

m (better legend, more preamble info)
(tabtoggle example)
 
(54 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Information is listed in the order Normal/<span class="colorrarityElite">Elite</span>/<span class="colorrarityNightmare"">Nightmare</span>. Blue indicates all three difficulties share the same value/ability/status.
<tabber>
|-|Tab1=
content1
|-|Tab2=
content2
|-|{{TabNameTest}}=
content3
</tabber>


Content that is underlined under Resistances or Status effects can be hovered over for additional information. (example hover: like this)


(Note that these descriptions are WIP and still being researched)
{{TabToggle|1|Tab1}}
Unless otherwise specified, status effects have the following properties:
{{TabToggle|2|Tab2}}
* Unremovable (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation)
{{TabToggle|3|{{TabNameTest}}}}
* 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


 
<div class="1-data All-data" style="display:none;">
If a status has properties that are not the default, you can hover over for additional information like below:
content1</div>
*Removable (Rmv): Can be removed (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation)
<div class="2-data All-data" style="display:none;">
*Stacking Type (AgT): Stack count is aggregated by target
content2</div>
*Maximum Stacks (1x,2x,3x,etc): Maximum stacks the status can go to
<div class="3-data All-data" style="display:none;">
*Expiration (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
content3</div>
*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]].
 
 
 
{{RegularMonsterTable|
{{GenerateMonsterRows|bosses}}
}}
<br>
{{RegularMonsterTable|
{{GenerateMonsterRows|minibosses}}
}}
<br>
{{RegularMonsterTable|
{{GenerateMonsterRows|normal}}
}}
<br>
{{RegularMonsterTable|
{{GenerateMonsterRows|mimics}}
}}
<br>
 
Frost Skeleton Guardsman and Frost Skeleton Footman are missing Elite and Nightmare information, but do exist.

Latest revision as of 14:58, 25 September 2024

content1

content2
content3


Tab1
Tab2
MyCoolTabName