Upgrade Weapons

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Go to Gadgeteer Skills (level 6 skill, trained at the Training Room)

Upgrade Weapons

You can modify your weapons to make them more effective.

Unspecified effect!

Noncombat Skill
Cost: 8 PP

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.)

Gives Effect Upgrade Weapons: Sharpness (+?% 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. (Added for 30 minutes.)

Gives Effect Upgrade Weapons: Serration (+? damage)

Better grip: Unknown

Gives Effect Upgrade Weapons: 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. (Added for 30 minutes.)

Gives Effect Upgrade Weapons: Frickin' Sharp (+? 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. (Added for 30 minutes.)

Gives Effect Upgrade Weapons: Elemental (+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. (Added for 30 minutes.)

Gives Effect Upgrade Weapons: Self-Balancing (+?% critical hit, prevents fumbles)


Notes

  • Only one of these effects can be active at a time and each can be shaken off in the character menu. If you try to cast it again while an effect is active, the only option you get is to add time to the existing effect.