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Dungeons Of Eternity uses color to hint a many different features of the environment, enemies, realm, dungeon mission and weaponry.
Dungeons Of Eternity uses color to hint a many different features of the environment, enemies, realm, dungeon mission and weaponry.


= Realm =
== [[Realms]] ==


<gallery>
<div class="card-deck">
File:Underworld Realm Symbol.png
File:Sandstorm Realm Symbol.png
File:Vilehalls Realm Symbol.png
File:Lavaforge Realm Symbol.png
</gallery>


= Dungeon Mission =
<bootstrap_card header="[[Underworld Realm]]">
[[File:Underworld Realm Symbol.png|link= Underworld Realm]]
</bootstrap_card>
<bootstrap_card header="[[Sandstorm Realm]]">
[[File:Sandstorm Realm Symbol.png |link= Sandstorm Realm]]
</bootstrap_card>
<bootstrap_card header="[[Vilehalls Realm]]">
[[File:Vilehalls Realm Symbol.png |link= Vilehalls Realm]]
</bootstrap_card>
<bootstrap_card header="[[Lavaforge Realm]]">
[[File:Lavaforge Realm Symbol.png |link= Lavaforge Realm]]
</bootstrap_card>


<gallery>
</div>
File:Dungeon raid map icon.png|alt=Dungeon Raid|[[Dungeon Raid]]: loot and combat heavy mission.
File:Crystal hunt map icon.png|alt=Crystal Hunt|[[Crystal Hunt]]: gain EXO-suit points to assign for buffs
File:Soul harvest map icon.png|alt=Soul Harvest|[[Soul Harvest]]:  gain crafting points to produce potions
</gallery>


= Enemy Strength =
== [[Missions]] ==
[[File:Light medium heavy elite .webp|none|thumb]]


= Enemy Elemental Attack Type =
<div class="card-deck">
 
<bootstrap_card header="[[Dungeon Raid]]" footer="loot and combat heavy mission">
[[File:Dungeon raid map icon.png|link=Dungeon Raid]]
</bootstrap_card>
 
<bootstrap_card header="[[Crystal Hunt]]" footer="gain EXO-suit points to assign for buffs">
[[File:Crystal hunt map icon.png|link=Crystal Hunt]]
</bootstrap_card>
 
<bootstrap_card header="[[Soul Harvest]]" footer="gain points for crafting potions">
[[File:Soul harvest map icon.png|link=Soul Harvest]]
</bootstrap_card>
 
<bootstrap_card header="[[Sandbox Arena]]" footer="combat practice and PVP">
[[File:1BE116F9-A6B3-4262-88AE-1A5550ED17E0 4 5005 c.jpeg|link=Sandbox Arena]]
</bootstrap_card>
 
</div>
 
== Enemy Strength ==
 
<div class="card-deck">
 
<bootstrap_card footer="Colors define enemy toughness.">
[[File:Light medium heavy elite .webp|Enemies#Toughness]]</bootstrap_card>
 
</div>
 
== Enemy Elemental Attack Type ==


[[Enemies]] can have an [[Elements|Elemental]] form: [[Elements#Poison|Poison]], [[Elements#Fire|Fire]] or [[Elements#Ice|Ice]] with colors signifying each type.
[[Enemies]] can have an [[Elements|Elemental]] form: [[Elements#Poison|Poison]], [[Elements#Fire|Fire]] or [[Elements#Ice|Ice]] with colors signifying each type.
<div class="card-deck">
<bootstrap_card header="[[Elements#Poison|Poison]]" footer="[[Status_Effect#Poisoned|Poisoning]] stuns and causes damage for a few second">
[[File:7926D291-FC6C-48E8-9CEE-F4D89CB9AE2E_1_201_a.jpeg]]
</bootstrap_card>
<bootstrap_card header="[[Elements#Fire|Fire]]" footer="Some fire enemies explode for a lot of damage">
[[File:C024777C-C543-4AFA-953D-B926707864FC_4_5005_c.jpeg]]
</bootstrap_card>
<bootstrap_card header="[[Elements#Ice|Ice]]" footer="[[Status_Effect#Iced|Icing]] for a few seconds and embrittles an enemy; next shot kills.">
[[File:E0E0F5F2-0F54-4191-8C48-08E0FE787B55_4_5005_c.jpeg]]
</bootstrap_card>
</div>
== Weapon Elemental Attack Type ==
All  non-staves weapons can have a TYPE of damage.
<bootstrap_card class="center-card" header="Weapon Damage Types.">
[[File:f340a4a94d43467a8b1a19bae7be2515.jpg]]</bootstrap_card>
<div class="card-deck">
<bootstrap_card class="center-card" Header="Non Elemental" footer="not colorized">
[[File:common hammer.png]]</bootstrap_card>
<bootstrap_card class="center-card" Header="Fire Elemental" footer="Explosion/area damage">
[[File:fire axe.png]]</bootstrap_card>
<bootstrap_card class="center-card" Header="Ice Elemental" footer="Freeze causing a brittle state that can be one-shot shattered">
[[File:ice sword.png]]</bootstrap_card>
<bootstrap_card class="center-card" Header="Poison Elemental" footer="stuns causing mob to slump in stupor for a few seconds">
[[File:poison hammer.png]]</bootstrap_card>
</div>
Arrows show their element when drawn.
<div class="card-deck center-card">
<bootstrap_card header="Fire">
[[File:fire arrow tip.png]]
</bootstrap_card>
<bootstrap_card header="Ice">
[[File:ice arrow tip.png]]
</bootstrap_card>
<bootstrap_card header="Poison">
[[File:poison arrow tip.png]]
</bootstrap_card>
</div>
There is an exception: Shields can have elemental types but they do not show their type in the stats panel. You have to look at the color of the shield to infer its damage type.
<div class="card-deck">
<bootstrap_card header-image="[[File:Shield with no element.jpg]]" footer="[[Shields|Shield]] with no element">
</bootstrap_card>
<bootstrap_card header-image="[[File:Shield with fire element.jpg]]" footer="[[Shields|Shield]] with [[Elements#Fire|Fire Element]]">
</bootstrap_card>
<bootstrap_card header-image="[[File:Shield with ice element.jpg]]" footer="[[Shields|Shield]] with [[Elements#Ice|Ice Element]]">
</bootstrap_card>
<bootstrap_card header-image="[[File:shield with element poison.jpeg]]" footer="[[Shields|Shield]] with [[Elements#Ice|Poison Element]]t">
</bootstrap_card>
</div>
== Weapon Rarity ==


{|
{|
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!Notes
!Notes
|-
|-
|Physical
|Common
|
|
|Not named or colorized
|Not colorized
|-
|-
|Fire
|Unique
| class="mw-no-invert" style="background:#FF0000;color:black;" |Bright Red
| class="mw-no-invert" style="background:#FF6600;color:black;" |Orange
|Explosion/area damage
|
|-
|-
|Ice
|Rare
| class="mw-no-invert" style="background:#0000FF;color:black;" |Blue
| class="mw-no-invert" style="background:#0000FF;color:black;" |Blue
|Freeze a few seconds (no embrittlement)
|
|-
|-
|Poison
|Legendary
| class="mw-no-invert" style="background:#00FF00;color:black;" |Green
| class="mw-no-invert" style="background:#880088;color:black;" |Purple
|stuns and causes damage over a few seconds
|
|}
|}


= Weapon Elemental Attack Type =
== Perks ==


{|
Some [[Perks]] are indicated by weapon color.
|+
 
!Name
 
!Color
<div class="card-deck">
!Notes
 
|-
<bootstrap_card header="Slowing">
|Physical
[[File:slowing perk arrow tip.png]]
|
</bootstrap_card>
|Not named or colorized
 
|-
<bootstrap_card header="Criticals">
|Fire
[[File:critical perk arrow tip.png]]
| class="mw-no-invert" style="background:#FF0000;color:black;" |Bright Red
</bootstrap_card>
|Explosion/area damage
|-
|Ice
| class="mw-no-invert" style="background:#0000FF;color:black;" |Blue
|Freeze a few seconds, enemy becomes embrittled; one hit shatters them.
|-
|Poison
| class="mw-no-invert" style="background:#00FF00;color:black;" |Green
|stuns
|}


== Weapon Rarity ==
</div>

Latest revision as of 04:12, 30 March 2025


Dungeons Of Eternity uses color to hint a many different features of the environment, enemies, realm, dungeon mission and weaponry.

Realms[edit | edit source]

Missions[edit | edit source]

Enemy Strength[edit | edit source]

Enemies#Toughness

Enemy Elemental Attack Type[edit | edit source]

Enemies can have an Elemental form: Poison, Fire or Ice with colors signifying each type.

Weapon Elemental Attack Type[edit | edit source]

All non-staves weapons can have a TYPE of damage.

Weapon Damage Types.



Non Elemental

Fire Elemental

Ice Elemental

Poison Elemental

Arrows show their element when drawn.

Fire

Ice

Poison


There is an exception: Shields can have elemental types but they do not show their type in the stats panel. You have to look at the color of the shield to infer its damage type.

Weapon Rarity[edit | edit source]

Name Color Notes
Common Not colorized
Unique Orange
Rare Blue
Legendary Purple

Perks[edit | edit source]

Some Perks are indicated by weapon color.


Slowing

Criticals