Difference between revisions of "Upgrade Weapons"

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Allows you to add improvements to your weapon which will temporarily increase its effectiveness.  
 
Allows you to add improvements to your weapon which will temporarily increase its effectiveness.  
  
Noncombat Skill
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Noncombat Skill<br>
 
Cost: 8 PP  
 
Cost: 8 PP  
  
 
This skill is obtained from the [[Heroes' Guild]] after training to become a level 6 [[Gadgeteer]].<br>
 
This skill is obtained from the [[Heroes' Guild]] after training to become a level 6 [[Gadgeteer]].<br>
  
This skill allows the user to temporarily improve their weapon in one of three categories.<br>
 
  
Without the skill '[[Improved Tinkering]]' the user is given three choices:
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== When Used ==
  
Choosing 'sharpness' decreases the chance of missing by an unknown amount.<br>
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''Without [[Improved Tinkering]]'':
Choosing 'serration' increases damage by an unknown amount.<br>
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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.)
Choosing 'grip' decreases the chance of fumbling by an unknown amount.
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*+?% hit chance
  
Each effect lasts for 30 minutes.
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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.
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*+? damage
  
With the skill '[[Improved Tinkering]]' the user has three different options when upgrading their weapon:<br>
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Better grip:  
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*-?% fumble chance
  
Choosing 'frickin' sharp' increases damage/decreases the chance of missing. ??<br>
 
Choosing 'elemental damage' adds various elemental powers to your weapon, adding a total of 9 base damage  (Before resistances).<br>
 
Choosing 'self-balancing' stops you fumbling, and increases the chance of landing critical hits.<br>
 
  
Each effect last for 45 minutes.
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''With [[Improved Tinkering]]'':
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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.
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*+? damage, +?% hit chance
  
== When Used ==
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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.
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*+3 fire, ice, electric damage (total of +9 elemental damage)
  
Without the skill 'Improved Tinkering' the user is given three choices:<br>
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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.
*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.)<br>
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*+?% critical hit, prevents fumbles
*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.<br>
 
*Better grip:<br>
 
  
With the skill 'Improved Tinkering' the user is given three different options when upgrading their weapon:<br>
 
*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.<br>
 
*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.<br>
 
*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.<br>
 
  
 
==Effect Descriptions==
 
==Effect Descriptions==
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''Non-[[Improved Tinkering]] skills''<br>
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'''Upgrade Weapons: Sharpness'''
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?
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'''Upgrade Weapons: Serration'''
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?
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'''Upgrade Weapons: Better grip'''
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?
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''[[Improved Tinkering]] skills''<br>
 
'''Upgrade Weapons: Frickin' sharp'''
 
'''Upgrade Weapons: Frickin' sharp'''
  
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==Notes==
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Only one of these effects can be active at a time and each can be shaken off in the character menu.
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[[category:Noncombat_Skill]]
 
[[category:Noncombat_Skill]]

Revision as of 00:17, 19 February 2008

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Allows you to add improvements to your weapon which will temporarily increase its effectiveness.

Noncombat Skill
Cost: 8 PP

This skill is obtained from the Heroes' Guild after training to become a level 6 Gadgeteer.


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

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Upgrade Weapons: Serration

?


Upgrade Weapons: Better grip

?


Improved Tinkering skills
Upgrade Weapons: Frickin' sharp

?


Upgrade Weapons: Elemental

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


Upgrade Weapons: Self-balancing

?


Notes

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