Difference between revisions of "Extra attacks"

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m (starting weapon upgrades)
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| [[Umbra's Shadow Blaster]] || Ranged weapon || '''3''' || Always || Level 9 || +5% chance of critical hits<br>+20 ice damage
 
| [[Umbra's Shadow Blaster]] || Ranged weapon || '''3''' || Always || Level 9 || +5% chance of critical hits<br>+20 ice damage
 
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| [[Argent Archer's arrow]] || Talisman || '''2''' || Always || || +6% chance of critical hits<br>Lunar critical hits<br>Draws you to an Abandoned Chemistry Lab in Somerset<br>-15% defense
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| [[desert eagle]] || Ranged weapon || '''2''' || Always || Level 14 || +6% chance of critical hits
 
| [[desert eagle]] || Ranged weapon || '''2''' || Always || Level 14 || +6% chance of critical hits
 
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Revision as of 20:09, 28 March 2014

  • Gadgeteers have an innate extra attack.
  • The number of extra ranged attacks is determined by the buffed Reflexes, as follows:
Bonus attacks Reflexes
0 0-50
1 51-120
2 121-220
3 221-350
4 351-510
5 511-700
6 701-920
7 921+


Source Source type # of extra attacks Duration Requirements Notes
Furnace of Yeb Ranged weapon 5 Always Level 70 +50% weapon damage
+50 fire damage
n-barreled shotgun (undecuple) Ranged weapon 5 Always Level 15 +3% of weapon damage returned as HP
n-barreled shotgun (septuple) Ranged weapon 4 Always Level 10 +10% chance of critical hits
N'Gah-Kthun's Lancer Ranged weapon 4 Always Level 55 +20% to hit
+20 fire damage
+20% chance of critical hits.
swingline stapler Ranged weapon 4 Always Level 10
crossbow stock Melee weapon 3 Always +15 Ranged damage
Gandiva's Charm Talisman 3 Always +20% to initiative
Unlocks Sonic Sniper
-20% to your maximum Hit Points
n-barreled shotgun (quintuple) Ranged weapon 3 Always Level 5 +10 sonic damage
Trident of Nodens Ranged weapon 3 Always Level 40 +5% of weapon damage returned as HP
+5% of weapon damage returned as PP
Fires varying elemental beams.
Umbra's Shadow Blaster Ranged weapon 3 Always Level 9 +5% chance of critical hits
+20 ice damage
Argent Archer's arrow Talisman 2 Always +6% chance of critical hits
Lunar critical hits
Draws you to an Abandoned Chemistry Lab in Somerset
-15% defense
desert eagle Ranged weapon 2 Always Level 14 +6% chance of critical hits
ice cool gun Ranged weapon 2 Always Level 15 +5% of weapon damage returned as PP
Cool as Ice
n-barreled shotgun (triple) Ranged weapon 2 Always Level 3 +6 XP per combat
repeating rifle Ranged weapon 2 Always Level 5 +5% Reflexes
Successful hit weakens opponents (by 4 points).
Red Pasha's Silver Spoon Talisman 2 Always +30% Reflexes
+4% chance of critical hits.
-15% resistance to all elements
quint-barreled rifle Ranged weapon 2 Always Level 9 +4 foe toughness
Shadow Ranged weapon 2 Always Level 5 Increased chance of noncombat adventures
+15% Reflexes
Rental equipment is lost at rollover
Typhoon's Bracers Talisman 2 Always +30% Reflexes
+4% chance of critical hits.
-15% resistance to all elements
Utility Brand Belt Talisman 2 Always +25% Reflexes
+25% to initiative
Unlocks Utility Brand Utility
-25% defense
bag of rubble Ranged weapon 1 Always Level 12 +10 psychic damage
+3 foe toughness
boomerang Ranged weapon 1 Always
bouncy battery ball Ranged weapon 1 Always Deals electric damage as it bounces
10% of weapon electric damage returned as PP
chill slingshot Ranged weapon 1 Always Level 10 Gets progressively cooler with more hits - for Gadgeteers only
GigaGuy cannon Ranged weapon 1 Always +X offense
Provides several special attacks in combat.
Occasionally causes foes to drop restoratives.
multiversal derringer Ranged weapon 1 Always +10 psychic damage
+5% item drops
Rental equipment is lost at rollover
Keyed Up Effect 1 65 minutes Gained from There's a Blog.Org for This
King's boomerang Ranged weapon 1 Always +3% of weapon damage returned as HP
+X offense (requires set)
n-barreled shotgun (double) Ranged weapon 1 Always +5 fire damage
So Many Hands Item 1 60 minutes Obtained from the other other hand
syphon gun prototype Ranged weapon 1 Always +2% of weapon damage returned as HP
+2% of weapon damage returned as PP
Syphons elemental essence from opponents
the golem's Glock Ranged weapon 1 Always Level 8 +10 Ranged damage
+8 to hit
The Shark's darts Ranged weapon 1 Always Level 6 +4% chips
-4% chance of weapon fumbles
throwing pen Ranged weapon 1 Always Level 10 +5 Ranged damage
+10 to initiative
tubular slingshot Ranged weapon 1 Always Level 5
Zeno's bow Ranged weapon 1 Always Level 6 -5 seconds to the duration of each turn
scorpion Ranged weapon -3 Always Level 12 +5% chance of critical hits
Gives wearer a slightly brutish appearance
scavenged death ray Ranged weapon -5 Always Level 10 +20 electric damage
+3% chance of weapon fumbles


Modifiers List
Strength modifiers | Intellect modifiers | Reflexes modifiers | HP modifiers | PP modifiers
Hit Chance modifiers | Critical Hit Chance | Fumble Chance | Spell Critical Chance
Initiative modifiers | Offense modifiers | Extra attacks | Stunning
Bonus melee damage | Bonus ranged damage | Bonus spell damage | Bonus elemental damage | Strike-back damage
Damage absorption | Elemental resistance | Dodging modifiers | Defense modifiers
Chips Drop modifiers | Item Drop modifiers | XP modifiers
Skill Cost modifiers | Time modifiers | Foe Toughness modifiers | Combat chance modifiers | Special abilities
HP Regeneration | PP Regeneration