Difference between revisions of "Multiversal derringer"
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− | |desc=Even though it's tiny and doesn't have any | + | |desc=Even though it's tiny and doesn't have any noticeable recoil, this alien weapon is as dangerous as it is fashionable. It's probably best not to think too hard about how it could work... too late, brain cramp. |
{{donation|Comes from the June 2012 Item of the Month}} | {{donation|Comes from the June 2012 Item of the Month}} |
Revision as of 22:30, 27 August 2014
multiversal derringer
Plural: Unknown; currently impossible to determine
Even though it's tiny and doesn't have any noticeable recoil, this alien weapon is as dangerous as it is fashionable. It's probably best not to think too hard about how it could work... too late, brain cramp.
Comes from the June 2012 Item of the Month
Ranged weapon (Firearm)
Power: 100
Item cannot be traded or sold
Item cannot traded, sold, or placed in a memento display
Item cannot be auto-sold
Item cannot be worn in runs with a 'no pulls' restriction
+10 psychic damage
+1 extra ranged attack(s) per turn.
+5% item drops
Rental equipment is lost at rollover
How Obtained
Call of the Center multiversal summer catalog | ||
---|---|---|
Item | Type | Effect |
multiversal autohammer | Melee Weapon | +10 electric damage +5% chance of critical hits. +5% item drops |
multiversal bandolier | Accessory | Attacker takes +10 acid damage upon successful hit. +10% Reflexes +10% chips |
multiversal derringer | Ranged Weapon | +10 psychic damage +1 extra ranged attack(s) per turn. +5% item drops |
multiversal gong | Offhand Item | Attacker takes +10% sonic damage upon successful hit. Stunning reverb -10 seconds to the duration of each turn |
multiversal HUD | Helmet | +10% Intellect +5% chance of spell critical hits. |
multiversal fist and multiversal feet |
Gloves Boots |
+3 HP per turn +3 PP per turn +10% Strength +3 HP per turn +3 PP per turn Grants wearer the ability for super jumps |