File type | Description |
Corrupted | starts a combat arena |
Gacha* | trade credits for random abilities or mods |
Tags* | trade credits for random abilities or mods of specific tags |
Reroll* | a shop with multiple abilities or mods that can be rerolled |
Attack* | trade credits for random mods that are attack oriented |
Box* | contains a predefined set of abilities or mods that are pulled randomly |
Exchange | has borrowing and lending functionalities; in both cases interest is calculated based on number of files explored from contract start |
Collector* | trade specific abilities or mods for credits |
Market* | trade credits for specific abilities or mods or vice-versa |
Luxury* | a shop with a small selection of high quality mods |
Junk* | a shop with a large selection of niche mods |
Health* | trade credits for healing, or occasionally free healing |
Tag | Description |
Active | abilities that need to be activated to be used, all abilities have the active tag by default unless they have the passive tag |
Area | abilities that have an area of effect |
Attack speed | how fast primary abilities can be used, might affect non-primary abilities depending on the ability |
Aura | a permanent effect around the user that affects nearby allies or enemies; active auras increase the cooldown of other abilities; auras are always areas |
Auto | abilities that act automatically |
Buff | abilities that grant bufs to their users or allies; buffs always have a duration |
Chain | abilities that have the ability to chain, primarily lines and projectiles |
Chance | abilities that have a component of chance to do something; change tag mods generally focus on increaseing, decreasing or adding chances of things happening to abilities |
Channeling | abilities that are activated continuously as long as the user keeps using it; channeling tick rate might be affected by attack speed or cooldown depending on the ability |
Charged | abilities that increase in strength the longer they're charged for before being released; charged abilities always have higher cooldown the longer they're charged for |
Charges | abilities that have multiple uses (charges) before going into cooldown; charges generally build and stack up to a maximum while not in use; build up rate might be affected by attack speed or cooldown depending on the ability |
Construct | stationary units created by the user that automatically attack enemies |
Cooldown | how often non-primary abilities can be used; might affect primary abilities depending on the ability |
Curved projectile | projectiles that move non-linear, have inherent chain/homing/pierce/ricochet, or are affected differently by those mods |
Damage over time | damage dealt over time; damage over time ticks don't trigger on-hit effects |
Debuff | abilities that apply debuffs to enemies; debuffs always have a duration |
Duration | abilities that last for a given duration |
Force | abilities that push enemies around and change their positions |
Health | abilities that affect a character's health stats or that grant him special health mods |
Homing | lines or projectiles that seek targets |
Line | abilities that hit instantly in a line |
Melee | abilities that deal damage close to the user; applied to abilities at will for balance purposes |
Modify | abilities that modify the behavior of other specific abilities or mods |
Movement | abilities that affect a character's movement stats or that allow him to move differently |
Multiple | abilities that are created multiple times; different from repeat in that all copies are created at the same time instead of with a delay |
On-hit | abilities that have on-hit effects that are unique enough that should be captured by a tag |
Passive | abilities that don't need to be activated to be used; generally these will grant passive buffs and not attack at all (use auto for that) |
Pierce | abilities that have the ability to pierce, primarily lines and projectiles |
Primary | abilities that are affected by attack speed and generally have a low interval between uses; the main "basic attack" ability |
Projectile | abilities that use projectiles |
Random | abilities that have a component of randomness to do something; random tag mods generally focus on altering the random selection part of an ability; different from chance in that it generally doesn't explicitly increase or decrease chances of things happening |
Range | abilities that are affected by range, primarily single target melee and ranged abilities, lines, and some types of projectiles |
Ranged | abilities that deal damage far away from the user; applied to abilities at will for balance purposes |
Repeat | abilities that repeat the same effect multiple times |
Ricochet | lines or projectiles that bounce off solids |
Secondary | abilities that are affected by cooldown and generally have a medium interval between uses; the main damage dealing or build enabling ability |
Shield | abilities that affect a character's shield stats or that grant him special shield mods |
Single target | abilities that only hit one target at a time in a targetted fashion |
Special | abilities that are affected by cooldown and generally have a high interval between uses; the high damage dealing or "ult" ability |
Stacks | abilities that build up stacks according to some condition and generally release those stacks according to another condition |
Staged | abilities that have multiple stages; stages generally advance based on ability reuse, and in each stage do something different |
Utility | abilities that are affected by cooldown and have a low/medium interval between uses; the main non-damage dealing ability |
Wall | abilities that create or use walls in some way |
Color | Tags |
White | auto, chance, construct, curved projectile, movement, on-hit, projectile, random, ranged, trigger |
Yellow | area, aura, charged, force, health, melee, repeat, shield, stacks, staged |
Orange | charges, buff, debuff, duration, construct, summon |
Brown | attack speed, charged, cooldown, health, melee, movement, on-hit, ranged, shield, single target, staged |
Green | attack speed, chain, curved projectile, homing, multiple, pierce, projectile, ranged, repeat, ricochet |
Blue | area, chain, channeled, charges, cooldown, force, homing, line, multiple, pierce, range, stacks, status effects |
Purple | aura, buff, damage over time, debuff, duration, status effects |
Stat | Unit | Ability | Note |
Area damage | +% | + | |