From Dark and Darker Wiki

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


(Note that these descriptions are WIP and still being researched)
(Note that these descriptions are WIP and still being researched)
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If a status has properties that are not the default, you can hover over for additional information like below:
If a status has properties that are not the default, you can hover over for additional information.
*Removable (Rmv): Can be removed (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation)
The following are additional properties that statuses may have:
*Stacking Type (AgT): Stack count is aggregated by target
* Removable (Rmv): Can be removed (via [[Cleric]]'s Cleanse / [[Warlock]]'s Spell Predation)
*Maximum Stacks (1x,2x,3x,etc): Maximum stacks the status can go to
* Stacking Type (AgT): Stack count is aggregated by target
*Expiration (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
* Maximum Stacks (1x,2x,3x,etc): Maximum stacks the status can go to
*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.
* Expiration (Exp): Upon expiring, instead of losing all stacks, it removes a single stack and refreshes the duration
*Refresh (Ref): When getting more stacks, the duration is refreshed
* 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.
*bExecutePeriodicEffectOnApplication (Tmp): Description and name WIP
* Refresh (Ref): When getting more stacks, the duration is refreshed
*Duration (Inf): Duration lasts infinitely until some other condition is met
* 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]].
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]].

Revision as of 15:49, 2 March 2024


Information is listed in the order Normal/Elite/Nightmare. Blue indicates all difficulties it exists as share the information.

Content that is underlined under Resistances(underlined)(hover_text="Like this") or Status effects(underlined)(hover_text="Or this") can be hovered over for additional information.

(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 and Magical reductions are composed entirely from Armor Rating and Magic Resist.


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Frost Skeleton Guardsman and Frost Skeleton Footman are missing Elite and Nightmare information, but do exist.