Critical Hit Chance: Difference between revisions
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m whoops, these are all "increases" |
Added Typhoon's Bracers |
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*+5 Strength | *+5 Strength | ||
*+10% Strength if worn with [[Roderick's Boots]] | *+10% Strength if worn with [[Roderick's Boots]] | ||
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|[[Typhoon's Bracers]] || Talisman || '''Somewhat Increased''' || Always || || | |||
*+30% Reflexes | |||
*+2 extra attack(s) per turn. | |||
*-15% resistance to all elements | |||
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Revision as of 21:52, 18 January 2009
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This page is UNDER CONSTRUCTION: Missing items? How crits work (players' and monsters'?) should be explained on this page. |
The following table lists all game mechanics which affect heroes' critical hit chances. Note that no matter how much equipment is worn, the total effect is capped at greatly increased or greatly decreased.
Source | Source type | Increase | Duration | Requirements | Notes |
---|---|---|---|---|---|
B.L.T. | Ranged weapon | Greatly Increased | Always | Level 12 | |
black gloves | Gloves | Somewhat Increased | Always | Level 8 | |
Roderick's Gloves | Gloves | Somewhat Increased | Always |
| |
Typhoon's Bracers | Talisman | Somewhat Increased | Always |
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