Difference between revisions of "Upgrade Weapons"
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− | ''[[Improved Tinkering]]'': | + | ''With [[Improved Tinkering]]'': |
[[Upgrade Weapons: Frickin' Sharp | Frickin' Sharp]] (+30 to-hit) <br> | [[Upgrade Weapons: Frickin' Sharp | Frickin' Sharp]] (+30 to-hit) <br> | ||
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==Notes== | ==Notes== | ||
* Only one of these effects can be active at a time. | * Only one of these effects can be active at a time. | ||
− | * Casting this while an effect is active simply adds time to the currently active effect. This applies even if you have acquired [[Improved Tinkering]] and still have one of the inferior upgrades. | + | * Casting this while an effect is active simply adds time to the currently active effect. This applies even if you have acquired [[Improved Tinkering]] and still have one of the inferior upgrades active. |
Revision as of 22:55, 5 July 2009
Go to Gadgeteer Skills (level 6 skill, trained at the Training Room)
Upgrade Weapons
You can modify your weapons to make them more effective.
Cost: 8 PP
When Used
Sharpness (+15 to-hit)
You spend some time sharpening your weapon, until it looks like it will cut through anything. It's bound to damage your opponent more often. Of course the edge will dull eventually, but you should be able to get half an hour out of it at least. (Added for 30 minutes.)
Serration (+6 melee damage)
You spend some time adding serrated edges to your weapon. It's bound to hurt more when it hits. Of course the edges will dull eventually, but you should be able to get half an hour out of it at least. (Added for 30 minutes.)
Better Grip (No fumbles)
You spend some improving your weapon's grip. You'll be damned if you ever fumble with a grip that good. Of course the grip modifications won't hold up forever, but you should be able to get half an hour out of it at least. (Added for 30 minutes.)
With Improved Tinkering:
Frickin' Sharp (+30 to-hit)
You apply a high-tech sharpening procedure to your weapon until the edge is frickin' sharp. Of course the edge will dull eventually, but you should be able to get forty-five minutes out of it at least. (Added for 45 minutes.)
Elemental (+3 fire, ice, electric damage, +3 melee damage)
You rig up your weapon with an array of high-tech elemental attacks. Plus some serrated edges, just for fun. Of course the components will break eventually, but you should be able to get forty-five minutes out of it at least. (Added for 45 minutes.)
Self-Balancing (No fumbles, Some would-be fumbles become critical hits)
You apply a high-tech balancing apparatus to your weapon which ensures that not only won't you fumble, but some of your worst swings will be guided in to hit your opponent's critical spots. The gizmo will get broken eventually, but you should be able to get three-quarters of an hour from it if you're lucky. (Added for 45 minutes.
Notes
- Only one of these effects can be active at a time.
- Casting this while an effect is active simply adds time to the currently active effect. This applies even if you have acquired Improved Tinkering and still have one of the inferior upgrades active.