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(Changed column title.)
(The last change fixed hitstop for utility items, where applicable. Accidentally hit ctrl+enter to type additional changes, but that saved the changes before I could type them out.)
 
(7 intermediate revisions by the same user not shown)
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- Automate interaction time data for consumables.
- Automate interaction time data for consumables.
- Automate interaction time data for installables.
- Automate interaction time data for installables.
- Automate effect data for installables.
- Automate Potion of Luck data.
- Add missing light source abilities. Need to mention the effect of lighting.
- Add missing light source abilities. Need to mention the effect of lighting.


Line 66: Line 64:
-->{{#arraydefine:rarities|{{#var:rarities}} }}<!--
-->{{#arraydefine:rarities|{{#var:rarities}} }}<!--
-->{{#vardefine:types|{{Utility Data|{{#var:current}}|Types|All}} }}<!--
-->{{#vardefine:types|{{Utility Data|{{#var:current}}|Types|All}} }}<!--
TODO Separate Bandages and Surgical Kits from Consumables
-->{{#vardefine:is_soulheart|{{#ifeq:Soul Heart|{{#var:current}}|1}} }}<!--
-->{{#vardefine:is_soulheart|{{#ifeq:Soul Heart|{{#var:current}}|1}} }}<!--
-->{{#vardefine:is_healing_consumable|{{#pos:Surgical Kit,Bandage|{{#var:current}}}} }}{{#if:{{#var:is_healing_consumable}}|{{#vardefine:is_consumable}}|{{#vardefine:is_consumable|{{#pos:{{#var:types}}|Consumable}} }} }}<!--
-->{{#vardefine:is_healing_consumable|{{#pos:Surgical Kit,Bandage|{{#var:current}} }} }}{{#if:{{#var:is_healing_consumable}}|{{#vardefine:is_consumable}}|{{#vardefine:is_consumable|{{#pos:{{#var:types}}|Consumable}} }} }}<!--
-->{{#vardefine:is_drink|{{#pos:{{#var:types}}|Drink}} }}<!--
-->{{#vardefine:is_drink|{{#pos:{{#var:types}}|Drink}} }}<!--
-->{{#vardefine:is_installable|{{#pos:{{#var:types}}|Installable}} }}<!--
-->{{#vardefine:is_installable|{{#pos:{{#var:types}}|Installable}} }}<!--
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-->{{#vardefine:is_mining|{{#pos:{{#var:types}}|Mining}} }}<!--
-->{{#vardefine:is_mining|{{#pos:{{#var:types}}|Mining}} }}<!--
Create an array that will be filtered out from the stats data cell.
Create an array that will be filtered out from the stats data cell.
-->{{#arraydefine:stats_filter|Move Speed,Physical Weapon Damage}}<!--
-->{{#arraydefine:stats_filter|Move Speed,Physical Base Weapon Damage}}<!--
-->{{#arraydefine:allstats|{{Utility Data|{{#var:current}}|Stats|AllStats}} }}{{#arraydiff:allstats|allstats|stats_filter}}<!--
-->{{#arraydefine:allstats|{{Utility Data|{{#var:current}}|Stats|AllStats}} }}{{#arraydiff:allstats|allstats|stats_filter}}<!--
-->{{#arraydefine:all_abilities|{{Utility Data|{{#var:current}}|Abilities|All}} }}<!--
-->{{#arraydefine:all_abilities|{{Utility Data|{{#var:current}}|Abilities|All}} }}<!--
Line 109: Line 106:
-->{{#var:utility_stat}}<!--
-->{{#var:utility_stat}}<!--
-->|{{#if:{{#vardefineecho:utility_stat|{{Utility Data|{{#var:current}}|Stats|Move speed 5}} }}|1|}}=<!--
-->|{{#if:{{#vardefineecho:utility_stat|{{Utility Data|{{#var:current}}|Stats|Move speed 5}} }}|1|}}=<!--
--><span class="colorrarity0">{{Utility Data|{{#var:current}}|Stats|Move speed 0}}</span><br><!--
--><span class="colorrarity1">{{Utility Data|{{#var:current}}|Stats|Move speed 1}}</span><br><!--
--><span class="colorrarity1">{{Utility Data|{{#var:current}}|Stats|Move speed 1}}</span><br><!--
--><span class="colorrarity2">{{Utility Data|{{#var:current}}|Stats|Move speed 2}}</span><br><!--
--><span class="colorrarity2">{{Utility Data|{{#var:current}}|Stats|Move speed 2}}</span><br><!--
Line 125: Line 121:
In such a case, we would have to change the logic of the second switch statement.
In such a case, we would have to change the logic of the second switch statement.
-->{{#switch:1<!--
-->{{#switch:1<!--
-->|{{#if:{{#vardefineecho:utility_stat|{{Utility Data|{{#var:current}}|Stats|Physical weapon damage}} }}|1|}}=<!--
-->|{{#if:{{#vardefineecho:utility_stat|{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage}} }}|1|}}=<!--
-->{{#var:utility_stat}}<!--
-->{{#var:utility_stat}}<!--
-->|{{#if:{{#vardefineecho:utility_stat|{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 5}} }}|1|}}=<!--
-->|{{#if:{{#vardefineecho:utility_stat|{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage 5}} }}|1|}}=<!--
--><span class="colorrarity0">{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 0}}</span><br><!--
--><span class="colorrarity1">{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage 1}}</span><br><!--
--><span class="colorrarity1">{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 1}}</span><br><!--
--><span class="colorrarity2">{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage 2}}</span><br><!--
--><span class="colorrarity2">{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 2}}</span><br><!--
--><span class="colorrarity3">{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage 3}}</span><br><!--
--><span class="colorrarity3">{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 3}}</span><br><!--
--><span class="colorrarity4">{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage 4}}</span><br><!--
--><span class="colorrarity4">{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 4}}</span><br><!--
--><span class="colorrarity5">{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage 5}}</span><br><!--
--><span class="colorrarity5">{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 5}}</span><br><!--
--><span class="colorrarity6">{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage 6}}</span><br><!--
--><span class="colorrarity6">{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 6}}</span><br><!--
--><span class="colorrarity7">{{Utility Data|{{#var:current}}|Stats|Physical Base Weapon Damage 7}}</span><!--
--><span class="colorrarity7">{{Utility Data|{{#var:current}}|Stats|Physical weapon damage 7}}</span><!--
-->|{{#ifeq:{{lc:{{#var:current}} }}|hunting trap|1}}=<!--
-->|{{#ifeq:{{lc:{{#var:current}} }}|hunting trap|1}}=<!--
-->15 True Damage}}</td>}}<!--
-->{{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Poor|Effects|huntingtraphit|truephysicalbasedamage}} }}</td>}}<!--


Stats
Stats
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-->{{#loop:i|0|{{#arraysize:allstats}}<!--
-->{{#loop:i|0|{{#arraysize:allstats}}<!--
-->|{{#vardefine:stat|{{#arrayindex:allstats|{{#var:i}} }} }}<!--
-->|{{#vardefine:stat|{{#arrayindex:allstats|{{#var:i}} }} }}<!--
--><div style="display:inline-block; vertical-align:top; margin-left:15px; margin-right:15px;"><!--
If the stats isn't Physical Utility Damage or Move Speed, display it.
If the stats isn't Physical Utility Damage or Move Speed, display it.
--><span style="color:#eee8;">{{#var:stat}}</span><br><!--
--><span style="color:#eee8;">{{#var:stat}}</span><br><!--
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-->{{#var:utility_stat}}<!--
-->{{#var:utility_stat}}<!--
-->|{{#if:{{#vardefineecho:utility_stat|{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 5}} }}|1|}}=<!--
-->|{{#if:{{#vardefineecho:utility_stat|{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 5}} }}|1|}}=<!--
--><span class="colorrarity0">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 0}}</span><br><!--
--><span class="colorrarity1">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 1}}</span><br><!--
--><span class="colorrarity1">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 1}}</span><br><!--
--><span class="colorrarity2">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 2}}</span><br><!--
--><span class="colorrarity2">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 2}}</span><br><!--
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--><span class="colorrarity5">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 5}}</span><br><!--
--><span class="colorrarity5">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 5}}</span><br><!--
--><span class="colorrarity6">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 6}}</span><br><!--
--><span class="colorrarity6">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 6}}</span><br><!--
--><span class="colorrarity7">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 7}}</span>}} }}</td>}}<!--
--><span class="colorrarity7">{{Utility Data|{{#var:current}}|Stats|{{#var:stat}} 7}}</span>}}</div>}}</td>}}<!--


Effect
Effect
--><td><!--
--><td><!--
-->{{#switch:1<!--
-->{{#switch:1<!--
-->|{{#ifeq:{{#var:current}}|Potion of Luck|1}}=<!--
-->{{Effects|Potion of Luck|3}}<br><!--
-->{{Effects|Potion of Luck|5}}<!--
-->|{{#if:{{#var:is_consumable}}|1}}=<!--
-->|{{#if:{{#var:is_consumable}}|1}}=<!--
--><div style="display:inline-block; border-left:3px solid #FFF8; width:fit-content; padding:10px; margin:20px; background-color:#0008; color:#EEE8"><!--
-->{{#switch:{{lc:{{#var:current}} }}<!--
-->{{Utility Data|{{#var:current}}|FlavorText}}</div><br><!--
-->|skull key=Opens the [[Skull Stone Door|Skull Door]]. This door can only be found on the Inferno map that features Ghost King, in the Demon Gate module.<!--
-->{{#switch:{{lc:{{#var:current}}}}<!--
-->|frozen iron key=Opens the [[Frozen Iron Door]]. This door can only be found in Ice Abyss, in the Charnel House module.<!--
-->|skull key=Opens the Skull Door. This door can only be found on the Inferno map that features Ghost King, in the Demon Gate module.<!--
-->|golden key=Opens the [[Golden Door]]. This door can be found in various modules of the Crypts maps, specifically: the Treasure Room, the Armory, and the Wheel.<!--
-->|golden key=Opens the Golden Door. This door can be found in various modules of the Crypts maps, specifically: the Treasure Room, the Armory, and the Wheel.<!--
-->|old rusty key=Opens the [[Rusty Iron Door]]. This door can only be found in Ruins.<!--
-->|old rusty key=Opens the Rusty Iron Door. This door can only be found in Ruins.<!--
-->|mystical gem=Opens the [[Goblin Stone Door]]. This door can only be found in Goblin Caves, in the Goblin Rooms module.<!--
-->|mystical gem=Opens the Goblin Stone Door. This door can only be found in Goblin Caves, in the Goblin Rooms module.<!--
-->|lockpick=Opens locked doors and chests. Will not work on doors that require special keys.<!--
-->|lockpick=Opens locked doors and chests. Will not work on doors that require special keys.<!--
-->|trap disarming kit=Disables environmental traps.<!--
-->|trap disarming kit=Allows the player to disable environmental traps.<!--
-->|#default=TODO_ADD_MISSING_INFORMATION}}<!--
-->|#default=TODO_ADD_MISSING_INFORMATION}}<!--


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-->|scaling={{lc:{{#var:scaling_data}} }} }}&nbsp;}}<!--
-->|scaling={{lc:{{#var:scaling_data}} }} }}&nbsp;}}<!--


TODO: Automate information.
-->|{{#if:{{#var:is_installable}}|1}}=<!--
-->|{{#if:{{#var:is_installable}}|1}}=<!--
-->{{#switch:{{lc:{{#var:current}}}}<!--
-->{{#switch:{{lc:{{#var:current}} }}<!--
-->|campfire kit=<!--
-->|campfire kit=<!--
-->Build a Campfire that will regenerate 3 HP and 34 Skill Points per second for <span class="colorrarity0">15</span> {{!}} <span class="colorrarity1">18</span> {{!}} <span class="colorrarity2">21</span> {{!}} <span class="colorrarity3">24</span> {{!}} <span class="colorrarity4">27</span> {{!}}<span class="colorrarity5">30</span> {{!}} <span class="colorrarity6">33</span> {{!}} <span class="colorrarity7">36</span> s<!--
-->Build a Campfire which will release a healing aura that [[Healing#Physical_Base_Healing|recovers 3 HP]] and [[Spell_Restoration#Campfire|34 Skill Points per second]] for<br><!--
--><span class="colorrarity1">{{Prop Data|Campfire|Global|Abilities|Campfire Aura Poor|Effects|campfireturnonstate_poor|Duration}}</span> {{!}} <!--
--><span class="colorrarity2">{{Prop Data|Campfire|Global|Abilities|Campfire Aura Common|Effects|campfireturnonstate_Common|Duration}}</span> {{!}} <!--
--><span class="colorrarity3">{{Prop Data|Campfire|Global|Abilities|Campfire Aura Uncommon|Effects|campfireturnonstate_Uncommon|Duration}}</span> {{!}} <!--
--><span class="colorrarity4">{{Prop Data|Campfire|Global|Abilities|Campfire Aura Rare|Effects|campfireturnonstate_Rare|Duration}}</span> {{!}} <!--
--><span class="colorrarity5">{{Prop Data|Campfire|Global|Abilities|Campfire Aura Epic|Effects|campfireturnonstate_Epic|Duration}}</span> {{!}} <!--
--><span class="colorrarity6">{{Prop Data|Campfire|Global|Abilities|Campfire Aura Legend|Effects|campfireturnonstate_Legend|Duration}}</span> {{!}} <!--
--><span class="colorrarity7">{{Prop Data|Campfire|Global|Abilities|Campfire Aura Unique|Effects|campfireturnonstate_Unique|Duration}}</span> <!--
-->|hunting trap=<!--
-->|hunting trap=<!--
-->Set a hunting trap that immobilizes and damages the target until it expires or until it is disarmed.<br><br>1 True Damage per second<br>2 True Damage per step<br><br><!--
-->Set a hunting trap that applies a {{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Poor|Effects|trapped_player_Poor|movespeedbonus}} debuff and damages the target until it expires or until it is disarmed.<br><br>1 [[Damage#True_Base_Damage|True Physical Base Damage]]<br>2 [[Damage#True_Base_Damage|True Physical Base Damage]] per step<br><br><!--
-->Players are trapped for <span class="colorrarity0">6</span> {{!}} <span class="colorrarity1">8</span> {{!}} <span class="colorrarity2">10</span> {{!}} <span class="colorrarity3">14</span> {{!}} <span class="colorrarity4">18</span> {{!}} <span class="colorrarity5">22</span> {{!}} <span class="colorrarity6">26</span> {{!}} <span class="colorrarity7">30</span> s<!--
-->Players are trapped for <!--
--><br>Monsters are trapped for 7 s<br><!--
--><span class="colorrarity1">{{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Poor|Effects|trapped_player_Poor|Duration}}</span> {{!}} <!--
--><span class="colorrarity2">{{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Common|Effects|trapped_player_Common|Duration}}</span> {{!}} <!--
--><span class="colorrarity3">{{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Uncommon|Effects|trapped_player_Uncommon|Duration}}</span> {{!}} <!--
--><span class="colorrarity4">{{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Rare|Effects|trapped_player_Rare|Duration}}</span> {{!}} <!--
--><span class="colorrarity5">{{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Epic|Effects|trapped_player_Epic|Duration}}</span> {{!}} <!--
--><span class="colorrarity6">{{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Legend|Effects|trapped_player_legend|Duration}}</span> {{!}} <!--
--><span class="colorrarity7">{{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Unique|Effects|trapped_player_Unique|Duration}}</span> <!--
--><br>Monsters are trapped for {{Prop Data|Hunting Trap|Global|Abilities|hunting trap activate Unique|Effects|trapped_monster|Duration}}<br><!--
-->|#default=TODO_ADD_MISSING_INFORMATION}}<!--
-->|#default=TODO_ADD_MISSING_INFORMATION}}<!--


-->|{{#if:{{#var:is_mining}}|1}}=<!--
-->|{{#if:{{#var:is_mining}}|1}}=<!--
-->Enables the player to interact with [[props#mining_nodes|mining nodes]] to produce [[ore]].<!--
-->Enables the player to interact with [[Containers-Global#Ore|mining nodes]] to produce [[ore]].<!--
-->|{{#if:{{#var:is_musicalinstrument}}|1}}=<!--
-->|{{#if:{{#var:is_musicalinstrument}}|1}}=<!--
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-->|{{#if:{{#var:is_throwable}}|1}}=<!--
-->|{{#if:{{#var:is_throwable}}|1}}=<!--
-->Throw a {{lc:{{#var:current}}}} at the target location.}}</td><!--
-->Throw a {{lc:{{#var:current}} }} at the target location.}}</td><!--


Action/Interaction Time
Action/Interaction Time
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-->{{#vardefine:duration|<!--
-->{{#vardefine:duration|<!--
-->{{#switch:1<!--
-->{{#switch:1<!--
-->|{{#if:{{#vardefineecho:global|{{Utility Data|{{#var:current}}|Abilities|Other|Self|Effects|{{#var:self_effects}}|Rarity|Global|Duration}} }}|1}}=<!--
-->|{{#if:{{#vardefineecho:global|{{Utility Data|{{#var:current}}|Abilities|Other|Self|Effects|DrinkPotionActivateState|Rarity|Global|Duration}} }}|1}}=<!--
-->{{#var:global}} s<br>100% Scaling<!--
-->{{#var:global}} s<br>100% Scaling<!--
-->|{{#if:{{Utility Data|{{#var:current}}|Abilities|Other|Self|Effects|{{#var:self_effects}}|Rarity|5|Duration}}|1}}=<!--
-->|{{#if:{{Utility Data|{{#var:current}}|Abilities|Other|Self|Effects|{{#var:self_effects}}|Rarity|5|Duration}}|1}}=<!--
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-->|#default={{#switch:{{lc:{{#var:current}} }}<!--
-->|#default={{#switch:{{lc:{{#var:current}} }}<!--
-->|campfire kit=<!--
-->|campfire kit=<!--
-->15 s<br>100% Scaling<!--
-->10 s<br>100% Scaling<!--
-->|hunting trap=<!--
-->|hunting trap=<!--
--><span class="colorrarity0">7</span> {{!}} <span class="colorrarity1">6</span> {{!}} <span class="colorrarity2">5</span> {{!}} <span class="colorrarity3">4</span> {{!}} <span class="colorrarity4">3</span> {{!}} <span class="colorrarity5">2</span> {{!}} <span class="colorrarity6">1</span> {{!}} <span class="colorrarity7">1</span> s<br>100% Scaling<!--
--><span class="colorrarity1">6</span> {{!}} <!--
--><span class="colorrarity2">5</span> {{!}} <!--
--><span class="colorrarity3">4</span> {{!}} <!--
--><span class="colorrarity4">3</span> {{!}} <!--
--><span class="colorrarity5">2</span> {{!}} <!--
--><span class="colorrarity6">1</span> {{!}} <!--
--><span class="colorrarity7">1</span> s<br><!--
-->100% Scaling<!--
-->|bandage=<!--
-->|bandage=<!--
-->5.5 s<br>50% Scaling<!--
-->4 s<br>50% Scaling<!--
-->|surgical kit=<!--
-->|surgical kit=<!--
--><span class="colorrarity0">30</span> {{!}} <span class="colorrarity1">27</span> {{!}} <span class="colorrarity2">24</span> {{!}} <span class="colorrarity3">20</span> {{!}} <span class="colorrarity4">18</span> {{!}} <span class="colorrarity5">16</span> {{!}} <span class="colorrarity6">12</span> {{!}} <span class="colorrarity7">10</span> s<br>50% Scaling}} }} }}<!--
--><span class="colorrarity1">15</span> {{!}} <!--
--><span class="colorrarity2">13</span> {{!}} <!--
--><span class="colorrarity3">11</span> {{!}} <!--
--><span class="colorrarity4">9</span> {{!}} <!--
--><span class="colorrarity5">7</span> {{!}} <!--
--><span class="colorrarity6">5</span> {{!}} <!--
--><span class="colorrarity7">3</span> s<br><!--
-->50% Scaling}} }} }}<!--
-->{{#if:{{#var:duration}}|{{#var:duration}} }}</td>}}<!--
-->{{#if:{{#var:duration}}|{{#var:duration}} }}</td>}}<!--


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-->Always: </span><!--
-->Always: </span><!--
-->{{#var:movespeed}}<br><br>}} }} }} }} }}</td>}}<!--
-->{{#var:movespeed}}<br><br>}} }} }} }} }}</td>}}<!--
Slowdown On Hit
Slowdown On Hit
-->{{#vardefine:ability|{{#if:{{#pos:{{Utility Data|{{#var:current}}|Abilities|All}}|Primary}}|Primary|Other}} }}<!--
-->{{#arraydefine:all_attacks|{{Utility Data|{{#var:current}}|Abilities|{{#var:ability}}|all}} }}{{#arraydefine:global|Global,Play,Dissonance,PartyMaker,Riposte,Activate Ability,Throw}}{{#arraydiff:all_attacks|all_attacks|global}}<!--
-->{{#vardefine:global_hitslow|{{Utility Data|{{#var:current}}|Abilities|{{#var:ability}}|Global|Effects|HitSlow|Rarity|Global|Move Speed Bonus}} }}<!--
-->{{#vardefine:global_hitslow_duration|{{Utility Data|{{#var:current}}|Abilities|{{#var:ability}}|Global|Effects|HitSlow|Rarity|Global|Duration}} }}<!--
-->{{#if:{{#var:is_drink}}{{#var:is_consumable}}{{#var:is_healing_consumable}}{{#var:is_soulheart}}{{#var:is_installable}}<!--
-->{{#if:{{#var:is_drink}}{{#var:is_consumable}}{{#var:is_healing_consumable}}{{#var:is_soulheart}}{{#var:is_installable}}<!--
-->||<td><!--
-->||<td><!--
-->{{#if:{{#vardefineecho:hitslow|{{Utility Data|{{#var:current}}|hitslow}} }}<!--
-->{{#if:{{#var:global_hitslow}}<!--
-->|<span style="color:#eee8;">Hitslow<br></span>{{#var:hitslow}}<br><!--
-->|<span style="color:#eee8;">Hitslow</span><br>{{#var:global_hitslow}}<!--
--><span style="color:#eee8;">Hitslow Duration<br></span>{{Utility Data|{{#var:current}}|hitslowduration}}s}}</td>}}</tr>}}</table><!--
-->|{{#loop:i|0|{{#arraysize:all_attacks}}<!--
-->|{{#vardefine:current_attack|{{#arrayindex:all_attacks|{{#var:i}} }} }}<!--
-->{{#ifeq:{{#var:i}}|0|<span style="color:#eee8;">Hitslow</span><br>|/}}<!--
-->{{Utility Data|{{#var:current}}|Abilities|{{#var:ability}}|{{#var:current_attack}}|Effects|HitSlow|Rarity|Global|Move Speed Bonus}} }} }}<!--
-->{{#if:{{#var:global_hitslow_duration}}<!--
-->|&nbsp;for&nbsp;{{#var:global_hitslow_duration}}s<!--
-->|{{#loop:i|0|{{#arraysize:all_attacks}}<!--
-->|{{#vardefine:current_attack|{{#arrayindex:all_attacks|{{#var:i}} }} }}<!--
-->{{#ifeq:{{#var:i}}|0|&nbsp;for&nbsp;|/}}<!--
-->{{Utility Data|{{#var:current}}|Abilities|{{#var:ability}}|{{#var:current_attack}}|Effects|HitSlow|Rarity|Global|Duration}}s}} }}</td>}}</tr>}}</table><!--
 


--></includeonly><noinclude>
--></includeonly><noinclude>

Latest revision as of 00:38, 25 August 2024

List Utilities and generate rows with them

Example

{{GenerateUtilityTable|Drink}}
Name Movement Speed Effect Action Time Action Movement Penalty
-20 You gain 4 | 5 | 6 | 7 | 8 | 9 | 10 strength for 15 seconds. You become dizzy for 15 seconds.  3 s
100% Scaling
-20Creates a magical base shield that blocks 10 | 15 | 20 | 25 | 30 | 35 | 40 magical damage for 24 seconds. Damage blocked by the shield will be unaffected by Damage Reduction or limb/headshot multipliers. The shield has no scaling. 3 s
100% Scaling
Consume
Always: 75%

-20While sitting, recharge spells for 17 spell points per second for 4 | 6 | 8 | 10 | 12 | 14 | 16 seconds. The recovery amount has no scaling. 3 s
100% Scaling
Consume
Always: 75%

-20Heals 20 health points over 20 | 17.5 | 15 | 12.5 | 10 | 7.5 | 5 seconds. This counts as magical base healingand has 50% scaling. 3 s
100% Scaling
Consume
Always: 75%

-20Makes you invisible for 11 | 14 | 17 | 20 | 23 | 26 | 29 seconds. Invisibility is broken when you move, take action, or get damaged. 3 s
100% Scaling
Consume
Always: 75%

-20Increases Luck by 20(45%) or 50(35%) or 80(20%)
Increases Luck by 50(33.33%) or 100(33.33%) or 150(33.33%)
3 s
100% Scaling
Self
Always: 75%

-20Creates a physical base shield that blocks 10 | 15 | 20 | 25 | 30 | 35 | 40 physical damage for 24 seconds. Damage blocked by the shield will be unaffected by Damage Reduction or limb/headshot multipliers. The shield has no scaling. 3 s
100% Scaling
Consume
Always: 75%

-20Heals 100 health points over 100 seconds. This counts as magical base healingand has 50% scaling. 3 s
100% Scaling
Consume
Always: 75%

{{GenerateUtilityTable|Consumable}}
Name Movement Speed Effect Interaction Time Action Movement Penalty
-20Provides 15 | 19 | 24 | 30 | 37 | 45 | 54 recoverable base healing. 4 s
50% Scaling
Consume
Always: 50%

Opens the Frozen Iron Door. This door can only be found in Ice Abyss, in the Charnel House module.
Opens the Golden Door. This door can be found in various modules of the Crypts maps, specifically: the Treasure Room, the Armory, and the Wheel.
Opens locked doors and chests. Will not work on doors that require special keys.
Opens the Goblin Stone Door. This door can only be found in Goblin Caves, in the Goblin Rooms module.
Opens the Rusty Iron Door. This door can only be found in Ruins.
Opens the Skull Door. This door can only be found on the Inferno map that features Ghost King, in the Demon Gate module.
-20Provides 100% percent max health healing. 15 | 13 | 11 | 9 | 7 | 5 | 3 s
50% Scaling
Consume
Always: 50%

Allows the player to disable environmental traps.
{{GenerateUtilityTable|Installable}}
Name Class Movement Speed Damage on Hit Effect Interaction Time
-20Build a Campfire which will release a healing aura that recovers 3 HP and 34 Skill Points per second for
18s | 21s | 24s | 27s | 30s | 33s | 36s
10 s
100% Scaling
Ranger-205 True Physical Base DamageSet a hunting trap that applies a -40% Move Speed Bonus debuff and damages the target until it expires or until it is disarmed.

1 True Physical Base Damage
2 True Physical Base Damage per step

Players are trapped for 3s | 4s | 5s | 6s | 7s | 8s | 9s
Monsters are trapped for 7s
6 | 5 | 4 | 3 | 2 | 1 | 1 s
100% Scaling
{{GenerateUtilityTable|MusicalInstrument}}
Name Movement Speed Damage on Hit Stats Effect Action Movement Penalty Slowdown On Hit
-29
-29~-28
-28~-27
-27~-26
-26~-25
-25~-24
-24~-23
24
25~26
27~28
29~30
31
32
33~34
Allows one to play drum songs, if they have the music memory and songs equipped.Play
Always: 70%

Attack 1
Always: 75%

Hitslow
-25% for 1s
-1322
23~24
25~26
27~28
29
30
31~32
Agility
1
2
2
3
3
4
4
Dexterity
2
2
3
3
4
4
5
Allows one to play flute songs, if they have the music memory and songs equipped.Play
Always: 70%

Riposte
Always: 70%

Riposte Attack 1
Always: 70%

Block Reaction
Always: 97%

Hitslow
-10% for 1s
-15
-15
-14
-14~-13
-13~-12
-12~-11
-11~-10
20
21~22
23~24
25~26
27
28
29~30
Knowledge
1
2
3
4
5
6
7
Allows one to play lute songs, if they have the music memory and songs equipped.Primary Attacks
Mid Attack: 85%
Otherwise: 70%

Play
Always: 70%

Hitslow
-17% for 1s
-17
-16
-15
-14
-13
-12
-10
Resourcefulness
1
2
3
4
5
6
7
Allows one to play lyre songs, if they have the music memory and songs equipped.Play
Always: 70%

{{GenerateUtilityTable|LightSource}}
Name Movement Speed Damage on Hit Effect Action Movement Penalty Slowdown On Hit
-10While throwing, move speed is reduced by -20.  Throw
Always: 97%

Throw
Always: 97%

-10While throwing, move speed is reduced by -20.  All Actions
Always: 97%

10Throw
Always: 97%

Primary Attacks
Mid Attack: 98.5%
Otherwise: 97%

Hitslow
-7% for 0.5s
LanternThrow
Always: 97%

Hitslow
 for s
{{GenerateUtilityTable|Throwable}}
Name Class Movement Speed Damage on Hit Effect Action Movement Penalty Slowdown On Hit
Barbarian
Fighter
Bard
-1010
11
12
13
14
15
16
Throw a francisca axe at the target location.Primary Attack 1
Always: 75%

Hitslow
-35% for 1s
Rogue
Wizard
Bard
-1010
11
12
13
14
15
16
Throw a throwing knife at the target location.Primary Attack 1
Always: 85%

Hitslow
-25% for 1s
{{GenerateUtilityTable|Mining}}
Name Movement Speed Damage on Hit Stats Effect Action Movement Penalty Slowdown On Hit
-4525
26~27
28~29
30~31
32
33
35~36
Regular Interaction Speed
1%
3%
5%
10%
15%
20%
25%
Enables the player to interact with mining nodes to produce ore.Attack 1
Mid Attack: 82.5%
Otherwise: 65%

Hitslow
-7% for 0.5s