Angepinnt Magic Weapons Abilitys

    Damage
    Range: -3 to 5
    A weapon with no text, only a +/- rating (e.g. \"Rocket Launcher +3\")
    deals 10% more (for +) or less (for -) damage for each +/- (so a Bio
    Rifle +3 deals 30% more damage).

    Draining
    Range: -2 to -1
    This weapon takes adrenaline from you equal to 2% of the damage
    caused by it for each minus.

    Energy
    Range: 1 to 3
    Each + gives you adrenaline equal to 2% of the damage caused by it
    and deals an additional 3% damage.

    Force
    Range: 1 to 5
    Each + makes projectiles shot by this weapon 20% faster and do an
    additional 2% damage.

    Freezing
    Range: 3 to 6
    Slows the target down. Each + deals an additional 2% damage and
    slows the target down for an additional second. And yes, you can
    freeze yourself.
    NOTE: Freezing weapons do not affect the flag bearer in CTF games,
    nor do they affect the ball carrier in bombing run games.

    Harm
    Range: -3 to -1
    Each minus deals an additional 1% damage to you.

    Healing
    Range: 1 to 3
    (Max Healing is +50)
    This weapon heals teammates (including pets and yourself in the case
    of weapons such as the bio rifle). A message is displayed showing
    you who has healed you. You can now also gain 10% experience for
    healing others. You do not gain exp for healing yourself, or for
    healing self-damage (e.g. if Arcadun hits himself with his own flak,
    you can heal him but you do not gain exp for healing that portion of
    the damage).

    Infinity:
    Range: -2 to 4
    This weapon has infinite ammo. Each + (or -) does 3% more (or less)
    damage.

    Knockback
    Range: 2 to 6
    The attributes of this weapon type are harder to express due to it\'s
    complexity. At a high level, the more damage you do, the further
    back your opponent will be pushed, and the more often you can repeat
    the knockback. Each + deals an additional 2% damage.
    NOTE: Knockback weapons do not affect the flag bearer in CTF games,
    nor do they affect the ball carrier in bombing run games.

    Luck
    Range: 2 to 7
    While holding this weapon, fortune smiles upon you. Useful pickups
    seem to materialize out of thin air in front of you! Each + deals an
    additional 1% damage.

    Misfortune
    Range: -1
    You aren\'t so lucky with this weapon. For some reason, pickups seem
    to spontaneously combust right before you get to them.

    Null Entropy
    Range: 1 to 6
    Stops the target dead in it\'s tracks for a split second. Each + adds
    2% more damage, and makes the rapidness at which you can repeat the
    Null Entropy quicker. You can Null Entropy yourself.
    NOTE: Null Entropy weapons do not affect the flag bearer in CTF
    games, nor do they affect the ball carrier in bombing run games.

    Penetrating
    Range: -2 to 4
    Shots fired by this weapon go through any players they hit (like the
    zoom instagib beam does). NOTE: This does not apply to monsters,
    only to human players. Each + (or -) does 2% more (or less) damage.

    Piercing
    Range: -2 to 6
    Damage from this weapon ignores damage reduction. Each + or - deals
    2% more (or less) damage.

    Poison
    Range: 1 to 4
    This weapon poisons those hit with it, causing additional damage to
    them over time.

    Protection
    Range: 1 to 4
    Each + reduces the amount of damage you take by 10% and deals an
    additional 1% damage. In addition, if you are hit for lethal damage
    (i.e., you take more damage than you have health), this weapon will
    reduce you to 1 health instead (NOTE: this only applies to the first
    lethal hit you take. After that, you\'re on your own.).

    Quickfoot
    Range: 1 to 5
    Each + adds a 5% quicker walk and 2% more damage.

    Rage
    Range: 6 to 10
    This weapon deals a lot of damage, but also hurts you in the
    process. Each + deals an additional 10% damage. 10% of the damage
    you deal hits you as well (NOTE: This self-inflicted damage will not
    drop you below 80 health).

    Reflection
    Range: 1 to 7
    This weapon has a chance to reflect damage dealt to you by energy
    weapons (such as Skaarj energy). Each + increases your chance of
    reflecting the damage. Each + adds 2% more damage.

    Slowfoot
    Range: -5 to -1
    Each - adds a 5% slower walk and 2% more damage.

    Slow Motion:
    Range: -1 to -6
    This weapon slows down your projectiles or freezes them.

    Sturdy
    Range: -1 to 4
    Enemy fire can\'t push you around while holding this weapon. Each
    plus adds an additional 2% damage.

    Vampiric
    Range: 3 to 7
    (Max Vampire is +50)
    +3 = 6% more Damage and 7.5% Vampire
    +4 = 8% more Damage and 10% Vampire (same As level 2 Vampire skill)
    +5 = 10% more Damage and 12.5% Vampire
    +6 = 12% more Damage and 15% Vampire (same As level 3 Vampire skill)
    +7 = 14% more Damage and 17.5% Vampire


    Vorpal
    Range: 6 to 10
    Has a % chance to instagib. You\'ll know when it does, it\'ll make
    neat noises. Be careful, you can instagib yourself if you shoot it
    and it reflects back at you (because of a wall, a shield, etc.).
    +6 = 60% more Damage and 1% chance to instagib
    +7 = 70% more Damage and 2% chance to instagib
    +8 = 80% more Damage and 3% chance to instagib
    +9 = 90% more Damage and 4% chance to instagib
    +10 = 100% more Damage and 5% chance to instagib
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