Offense modifiers

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Revision as of 05:29, 25 August 2009 by Muhandes (talk | contribs) (coral ion stone)

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Rakes-trowel.gif This page contains some non specific data which NEEDS SPADING:
How does offense work?
Source Source type Increase Duration Requirements Notes
the 3-erang Ranged weapon +30%, +10 Always Level 7
tritanium trident Melee weapon +30% Always Level 7 +10 Strength
Fighting Club Melee weapon +10*level, max: 100 Always +20% Strength
+10 Melee damage
+5% of weapon damage returned as HP
You do know Jack. Specifically, Jack's physiology.
GigaGuy cannon Ranged weapon +10*level, max: 100 Always +1 extra attack(s) per turn.
Provides several special attacks in combat.
Occasionally causes foes to drop restoratives.
King's boomerang
Ring of Fellowship
Zorromir's double tower shield
Ranged weapon
Accessory
Offhand Item
+5*level, max: +60 Always Wearing entire set Many other benefits
coral ion stone Accessory 15 Always Level 9
tri-cycle Transportation 10 Always +10 defense
Advanced Martial Arts Gadgeteer Passive Skill scales with level Always Level 8
Grimm's Bulwark Talisman -15% Always +20% to your defensive rating
+20% resistance to all elements
Regenerates HP as a function of level
Regenerates PP as a function of level


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