Template:Term/doc

From Gigantic Wiki
Description
This template formats text to correspond to a game mechanics term. It adds an icon and tooltip with description of the term and will colorize visible text accordingly.
Template uses Template:Tooltip.
Syntax
Type: {{term|<code>|<text>}}
If text is not provided template will use code (depending on the case it might be easier).
If only icon with tooltip (without colored text) is needed, type: {{term|<code>|0}}
Usage
Bellow is a table with available codes (parameters) and examples of usage:
Parameter Example code Result
health
hp
{{term|hp|health}}
HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
steal {{term|steal|life stealing}}
LIFE STEAL
Provides HEALING to self from DAMAGE done to enemies.
life stealing
stamina {{term|stamina}}
STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
By default all heroes have 100 points of stamina.
While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina
sprint
run
{{term|sprint|sprints}}
SPRINT
Provides a significant boost to hero's movement speed.
OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second.
sprints
jump {{term|jump|jumping}}
JUMP
Lets hero to get up platforms, over ledges, across gaps, and away from enemies.
OUT OF COMBAT jumping is free, but after entering COMBAT it begins to consume STAMINA by portions.
When stamina bar reaches 0, hero will perform short-hops instead of jumps.
Melee Heroes also gain a special attack by using their primary attack after jumping, which consumes additional stamina, but hitting an enemy IN THE BACK will apply CRIPPLE.
jumping
dodge {{term|dodge|dodging}}
DODGE
Gives character a chance to completely avoid incoming attack and gain invulnerability for a brief moment (does not apply to damage from ground effects or debuffs).
One dodge always costs 25 points of STAMINA. When stamina bar reaches 0, hero still can dodge, but will lost chance to gain invulnerability.
Melee Heroes also gain a special attack by using their primary attack after dodging at the cost of additional stamina, but charging forward and deal damage.
dodging
armor {{term|armor}}
ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.
armor
shield * {{term|shield}}
SHIELD
Absorbs 85% of all incoming DAMAGE until it's destroyed (when it's tied to HEALTH).
shield
damage
dmg
{{term|dmg|damages}}
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damages
crit {{term|crit|critical hit}}
CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
critical hit
pierce {{term|pierce|pierces}}
ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.
pierces
back {{term|back|in the back}}
BACK ATTACK
Doing DAMAGE to an enemy from behind will deal an additional 10% damage.
For melee heroes, a JUMP attack that hits an enemy in the back will deal even MORE DAMAGE and apply CRIPPLE to the target.
in the back
combat out of {{term|combat|combat}} out of
COMBAT
A state in which characters enter while using their DAMAGE dealing skills and taking damage from enemies.
During combat active movements (SPRINT, JUMP and DODGE) consume STAMINA.
In 7 seconds after not performing attacks and taking damage, character is OUT OF COMBAT and begins to regenerate his HEALTH and STAMINA.
combat
focus {{term|focus|focus}}
FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
hardland
land
{{term|land|hard landing}}
HARD LANDING
Doesn't deal fall damage, but makes hero to briefly lose the ability to jump and halts his STAMINA regeneration.
hard landing
* shield term is exclusive to use on Template:HeroBox to indicate shield tied to hero's health; for shield buff use Template:Buff.

See also