Difference between revisions of "Multiversal fist"
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Latest revision as of 18:12, 25 December 2014
multiversal fist
Plural: Unknown; currently impossible to determine
What happens when your giant foam finger rolls over from number one to absolute zero? Apparently a fist composed of pure cold and sporting rivalries.
On the bright side, it keeps both your hand and your drinks cool.
Comes from the June 2012 Item of the Month
Gloves
Power: 10
Item cannot traded, sold, or placed in a memento display
Item cannot be worn in runs with a 'no pulls' restriction
+3 HP per turn
+3 PP per turn
+10% Strength
Rental equipment is lost at rollover
How Obtained
References
- The description refers to the Foam hands worn by some sports fans.
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 |