Reduces an opponent's accuracy by 5%, and has a damage over time effect.Degrades: has 60,000 charges of combat (a minimum of 10 hours), and costs 4,500,000 coins to repair via a Repair NPC, or discounted at an armour stand.Has a special attack, Devour, that halves all of your opponent's healing for 10 seconds.Degrades: has 100,000 charges of combat (a minimum of 16.7 hours), and when it runs out of charges degrades to dust.A magic attack is launched at the opponent dealing up to 200% weapon damage, reduces their attack speed by a tick for 15 seconds, and halves their adrenaline gain for 15 seconds. Has a special attack, Miasmic Barrage, consumes 100% adrenaline and 100 charges on the staff (0.1% of maximum charge).Degrades: has 60,000 charges of combat (a minimum of 5 hours), and costs 4,500,000 coins to repair via a Repair NPC, or discounted at an armour stand.Has a special attack, Mirrorback, that summons a mirrorback spider which reduces and reflects damage for ten seconds.Degrades: has 60,000 charges of combat, and costs 4,800,000 coins to repair via a Repair NPC, or discounted at an armour stand.Has a special attack, From the Shadows, that will summon a wight to deal damage to the target several times.Comparison with other magical weapons Two-handed Name.However this effect does not apply to guaranteed perks such as Precise 5. For example, 3 Imbued components plus 2 Magic parts gives a better chance of the Crackling perk than 5 Imbued components, which can be seen in the list of possible perks.Ī higher invention level improves the chance of making better non-guaranteed perks such as Precise 4, Equilibrium 2. When trying to obtain a particular perk, it can improve one's chances to use different materials that all give the same perk. After either success or failure, the same materials can be attempted again (assuming enough are owned) or the process can be started from scratch. When perk creation fails, no materials are lost nor is the gizmo. Some materials, however, cannot ever guarantee success by themselves e.g. Having more components lowers the chance of failure, with having 2 or 3 component slots generally guaranteeing success. It is possible for perk production to fail this is also dependent on perk weighting. From this example it's evident that a component's perk weighting affects both the minimum and maximum rank, and that the sum total does as well. For example, combining 3 Silent components with 1 or 2 Fortunate components gives the possibilities of 3–5 for Lucky. For example, the following table describes the available ranks of Lucky when using Silent components or Fortunate components:ĭifferent perk weights from different materials stack as well. All other materials (including junk) take 1 material to occupy a slot.Įach material has a set of perks it can give along with a weighting for each perk. Common materials require 5 materials to occupy a slot. Perks are created in gizmo shells using materials from the Bag of materials. For example, if a player is wearing an augmented top with Crackling 3 and an augmented bottom with Crackling 2, they will only receive the benefits of Crackling 3. These perks do not stack with themselves, and the gizmo with the highest rank will take priority. Most perks provide a general effect instead of affecting a specific item. Each item worn with an Efficient perk is affected individually. For example, the Mobile perk is only used in a weapon or armour gizmo shell and not in a tool gizmo shell.Ĭertain perks such as Efficient (a perk used to affect the drain rates of augmented armour, weapon, or tool items) are used in all gizmo shell types. Perks can be specific to a gizmo shell type or can be used in two or more gizmo shell types. Perks are created within three types of gizmo shells (weapon, armour and tool). The resulting gizmo is attached to an item that has been augmented with an augmentor. They are created by combining materials inside a gizmo shell. Perks are effects added to weapons, armour, or tools with Invention. You can discuss this issue on the talk page or edit this page to improve it. Reason: Still working on how perk weight works
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