Upgrade Weapons

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Needs effect %,Improved Tinkering options,use messages

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.

This skill allows the user to temporarily improve their weapon in one of three categories.

Without the skill 'Improved Tinkering' the user is given three choices:

Choosing 'sharpness' decreases the chance of missing by an unknown amount.
Choosing 'serration' increases damage by an unknown amount.
Choosing 'grip' decreases the chance of fumbling by an unknown amount.

Each effect lasts for 30 minutes.

With the skill 'Improved Tinkering' the user has three different options when upgrading their weapon:

Choosing 'frickin' sharp' increases damage/decreases the chance of missing. ??
Choosing 'elemental damage' adds various elemental powers to your weapon, adding a total of 9 base damage (Before resistances).
Choosing 'self-balancing' stops you fumbling, and increases the chance of landing critical hits.

Each effect last for 45 minutes.

When Used

Without the skill 'Improved Tinkering' the user is given three choices:

  • 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.)
  • 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.
  • Better grip:

With the skill 'Improved Tinkering' the user is given three different options when upgrading their weapon:

  • 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.
  • 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.
  • 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.