From Dark and Darker Wiki
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 | ||
-20 | Creates 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% | |
-20 | While 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% | |
-20 | Heals 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% | |
-20 | Makes 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% | |
-20 | Self Always: 75% | |||
-20 | Creates 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% | |
-20 | Heals 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 |
---|---|---|---|---|
-20 | Provides 15 | 19 | 24 | 30 | 37 | 45 | 54 recoverable base healing. | 5.5 s 50% Scaling | Consume Always: 50% | |
A weathered iron key encased in frost, hinting at locked mysteries buried in the coldest reaches. TODO_ADD_MISSING_INFORMATION | ||||
An intricate golden key that may lead to priceless treasure. 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. | ||||
Lockpicks are versatile tools, capable of opening a wide variety of locks. Opens locked doors and chests. Will not work on doors that require special keys. | ||||
A beautiful jewel that shines mysteriously. There are elaborate parts that seem to fit somewhere. Opens the Goblin Stone Door. This door can only be found in Goblin Caves, in the Goblin Rooms module. | ||||
A rusty old key that doubts whether it will open the door. Opens the Rusty Iron Door. This door can only be found in Ruins. | ||||
A mysterious key with an ominous skull embedded in it's core. Opens the Skull Door. This door can only be found on the Inferno map that features Ghost King, in the Demon Gate module. | ||||
-20 | Provides 100% percent max health healing. | 30 | 27 | 24 | 20 | 18 | 16 | 12 | 10 s 50% Scaling | Consume Always: 50% | |
A compact kit filled with an assortment of finely crafted specialized tools that make disarming even the most complex traps seem like child's play. Disables environmental traps. |
{{GenerateUtilityTable|Installable}}
Name | Class | Movement Speed | Damage on Hit | Effect | Interaction Time |
---|---|---|---|---|---|
-20 | Build a Campfire that will regenerate 3 HP and 34 Skill Points per second for 15 | 18 | 21 | 24 | 27 |30 | 33 | 36 s | 15 s 100% Scaling | |||
Ranger | -20 | 15 True Damage | Set a hunting trap that immobilizes and damages the target until it expires or until it is disarmed. 1 True Damage per second 2 True Damage per step Players are trapped for 6 | 8 | 10 | 14 | 18 | 22 | 26 | 30 s Monsters are trapped for 7 s | 7 | 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 | Physical Base Weapon Damage 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% | |||
-13 | Physical Base Weapon Damage 22 23~24 25~26 27~28 29 30 31~32Agility 1 2 2 3 3 4 4Dexterity 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% | |||
-15 -15 -14 -14~-13 -13~-12 -12~-11 -11~-10 | Physical Base Weapon Damage 20 21~22 23~24 25~26 27 28 29~30Knowledge 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% | |||
-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 |
---|---|---|---|---|---|
-10 | While throwing, move speed is reduced by -20. | Throw Always: 97% | |||
Throw Always: 97% | |||||
-10 | While throwing, move speed is reduced by -20. | All Actions Always: 97% | |||
Throw Always: 97% Primary Attacks Mid Attack: 98.5% Otherwise: 97% | |||||
LanternThrow Always: 97% |
{{GenerateUtilityTable|Throwable}}
Name | Class | Movement Speed | Damage on Hit | Effect | Action Movement Penalty | Slowdown On Hit |
---|---|---|---|---|---|---|
Barbarian Fighter Bard | -10 | Throw a francisca axe at the target location. | Primary Attack 1 Always: 75% | |||
Rogue Wizard Bard | -10 | Throw a throwing knife at the target location. | Primary Attack 1 Always: 85% |
{{GenerateUtilityTable|Mining}}
Name | Movement Speed | Damage on Hit | Stats | Effect | Action Movement Penalty | Slowdown On Hit |
---|---|---|---|---|---|---|
-45 | Physical Base Weapon Damage 25 26~27 28~29 30~31 32 33 35~36Regular 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% |