Upgrade Weapons: Difference between revisions

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Allows you to add improvements to your weapon which will temporarily increase its effectiveness.
{{skill
 
|skillid=106
Noncombat Skill<br>
|name=Upgrade Weapons
Cost: 8 PP
|class=Gadgeteer
 
|level=6
This skill is obtained from the [[Heroes' Guild]] after training to become a level 6 [[Gadgeteer]].<br>
|desc=You can modify your weapons to make them more effective.
 
|type=Noncombat Skill
 
|ppcost=8}}
== When Used ==


==When Used==
''Without [[Improved Tinkering]]'':<br>
''Without [[Improved Tinkering]]'':<br>
Sharpness: 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.)
Sharpness: 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.)
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==Notes==
==Notes==
Only one of these effects can be active at a time and each can be shaken off in the character menu.
*Only one of these effects can be active at a time and each can be shaken off in the character menu.
 
[[category:Noncombat_Skill]]

Revision as of 19:04, 14 March 2008

This page is UNDER CONSTRUCTION:
Needs effect %s

Go to Gadgeteer Skills (level 6 skill, trained at the Training Room)

Upgrade Weapons

You can modify your weapons to make them more effective.

Unspecified effect!

Noncombat Skill
Cost: 8 PP

When Used

Without Improved Tinkering:
Sharpness: 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.)

  • +?% hit chance

Serration: 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.

  • +? damage

Better grip:

  • -?% fumble chance


With Improved Tinkering:
Frickin' sharp: 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.

  • +? damage, +?% hit chance

Elemental 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.

  • +3 fire, ice, electric damage (total of +9 elemental damage)

Self-balancing: 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.

  • +?% critical hit, prevents fumbles

Effect Descriptions

Non-Improved Tinkering skills
Upgrade Weapons: Sharpness

?


Upgrade Weapons: Serration

?


Upgrade Weapons: Better grip

?


Improved Tinkering skills
Upgrade Weapons: Frickin' sharp

Your weapons go through a high-tech sharpening process, making them even more likely to hit.


Upgrade Weapons: Elemental

Your rig up your weapon with an array of high-tech elemental attacks.


Upgrade Weapons: Self-balancing

Not only won't you fumble, but this high tech balancing apparatus increases the chance that some near fumbles can hone in on critical spots on your foe.

Notes

  • Only one of these effects can be active at a time and each can be shaken off in the character menu.