Difference between revisions of "Stunning"
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Hoyifung04 (talk | contribs) m (Ever-Dim Halter) |
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| [[embossed emblem]] || Accessory || '''3%''' || Always || Level 4 || +4 XP per combat | | [[embossed emblem]] || Accessory || '''3%''' || Always || Level 4 || +4 XP per combat | ||
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+ | | [[Ever-Dim Halter]] || Shirt || '''3%''' || Always || Level 13 || +13% to your maximum Hit Points<br>+5 damage absorption<br>+5% Melee damage | ||
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| [[energy mace]] || Melee weapon || '''2%''' || Always || Level 5 || [[Elemental]]s only<br>+10 electric damage - for Elementals only | | [[energy mace]] || Melee weapon || '''2%''' || Always || Level 5 || [[Elemental]]s only<br>+10 electric damage - for Elementals only |
Revision as of 09:58, 9 June 2013
- Stunning only occurs when you manage to hit your opponent. If a stun triggers you see the message:
- Your vicious attack leaves your opponent stunned.
And later
- Your opponent is too stunned to act.
- The opponent is stunned for a single round, the round in which the hit occurred.
Source | Source type | Chance | Duration | Requirements | Notes |
---|---|---|---|---|---|
datagloves | Gloves | 5% | Always | Level 6 | +5 electric damage |
Scourge of Souls | Melee weapon | 5% | Always | Level 55 | -10 foe toughness +50 Melee damage +10% of weapon damage returned as HP |
Spring-Heeled Jack's boots | Boots | 5% | Always | Grants wearer the ability for super jumps +10% dodging ability +1 skill point applied to combat skills if Jill's elegant gloves is worn | |
sun dress | Full-body suit | 5% | Always | Level 14 | +10 electric damage +4 PP per turn +5% item drops |
blunderbuss | Ranged weapon | 3% | Always | Level 18 | +10 XP per combat |
combative 'tank' top | Shirt | 3% | Always | Level 9 | Increased chance of combat adventures +3 weapon damage (ranged or melee) |
Cupid's quiver | Accessory | 3% | Always | +20% item drops +3% of weapon damage returned as HP | |
embossed emblem | Accessory | 3% | Always | Level 4 | +4 XP per combat |
Ever-Dim Halter | Shirt | 3% | Always | Level 13 | +13% to your maximum Hit Points +5 damage absorption +5% Melee damage |
energy mace | Melee weapon | 2% | Always | Level 5 | Elementals only +10 electric damage - for Elementals only |
office trebuchet | Ranged weapon | 2% | Always | Level 10 | Successful hit weakens opponents (by 10 points) |
Giger counter | Accessory | 2% | Always | Level 6 | +10% Intellect |
ice orb | Offhand Item | 2% | Always | Level 8 | +4 ice damage |
shovel | Melee weapon | 2% | Always | Level 2 | |
beanbag cannon | Ranged weapon | 1% | Always | Level 3 | |
righteous hook | Melee weapon | 1% | Always | Level 15 | +5% Strength |