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Druid's RPG Weapons


New weapon types in Druid's RPG:

Vorpal has a % chance to instagib. You'll know when it does, it'll make neat noises. Be careful, you can instagib yourself if you shoot it and it reflects back at you (because of a wall, a shield, etc.).
+6 = 60% more Damage and 1% chance to instagib
+7 = 70% more Damage and 2% chance to instagib
+8 = 80% more Damage and 3% chance to instagib
+9 = 90% more Damage and 4% chance to instagib
+10 = 100% more Damage and 5% chance to instagib

Freezing slows the target down. How much slower depends on the modifier. And yes, you can freeze yourself.
+2 = 20% more Damage and 2 Second Freeze
+3 = 30% more Damage and 3 Second Freeze
+4 = 40% more Damage and 4 Second Freeze
+5 = 50% more Damage and 5 Second Freeze

NOTE: Freezing weapons do not affect the flag bearer in CTF games, nor do they affect the ball carrier in bombing run games.


Null Entropy stops the target dead in it's tracks for a split second. Each + adds 10% more damage, and makes the rapidness at which you can repeat the Null Entropy quicker. You can Null Entropy yourself.

NOTE: Null Entropy weapons do not affect the flag bearer in CTF games, nor do they affect the ball carrier in bombing run games.


Speedy (Quickfoot/Slowfoot)
Each + or - adds a 10% quicker or slower walk and 10% more damage.

Knockback
The attributes of this weapon type are harder to express due to it's complexity. At a high level, the more damage you do, the further back your opponent will be pushed, and the more often you can repeat the knockback.
+2 = 20% more Damage
+3 = 30% more Damage
+4 = 40% more Damage
+5 = 50% more Damage

NOTE: Knockback weapons do not affect the flag bearer in CTF games, nor do they affect the ball carrier in bombing run games.


Vampiric (Max Vampire is +50 )
+3 = 30% more Damage and 15% Vampire (same As level 3 Vampire skill) +4 = 40% more Damage and 20% Vampire (same As level 4 Vampire skill) +5 = 50% more Damage and 25% Vampire (same As level 5 Vampire skill) +6 = 60% more Damage and 30% Vampire (same As level 6 Vampire skill) +7 = 70% more Damage and 35% Vampire (same As level 7 Vampire skill)

Healing (Max Healing is +50)
The healing weapon has been incorporated into the core UT2004RPG 2.0 package. Druid's healing weapon adds some slight enhancements over the incorporated one showing you who has healed you. You can now also gain experience for healing others. You do not gain exp for healing yourself, or for healing self-damage (e.g. if Arcadun hits himself with his own flak, you can heal him but you do not gain exp for healing that portion of the damage.

Rage
Rage weapons do a lot of damage, but you take a percentage of that damage as well. Rage damage done to yourself will not drop you below 80 health.

Reflection
Reflection weapons have a chance to reflect energy damage, such as damage from metal skaarj or queens. The higher the modifier, the greater the chance the damage will reflect. Your character's skin will appear silver when you reflect damage.
NOTE: This applies to guns such as the link gun and shock rifle as well, so if you have a reflection weapon equipped while a teammate is trying to heal you with a link gun, they will not be able to heal you. Just switch weapons if you would like to be healed.

Medic Weapon of Infinity
Medic Weapons have infinite ammo and are designed to be "super" healing weapons (see "Healing," above). Medic weapons can only be created with a Medic Weapon Maker, which is only available with the Loaded Medic skill.
Harm
Harm weapons cause you to take additional damage while they are equipped. They also do less damage than regular weapons.

Other enhanced weapons.
Shaders to differentiate the weapons, and also adds a + or - to many of them.


This table displays the range of modifiers available with different weapon types. Numbers are positive unless otherwise indicated.

Weapon Modifiers
Damage -3 to 5
Draining -2 to -1
Energy 0 to 3
Force 1 to 5
Freezing 3 to 6
Harm -3 to -1
Healing 1 to 3
Infinity -2 to 4
Knockback 2 to 6
Lucky 0 to 4
Medic Weapon of Infinity 6
Misfortune -1
Null Entropy 1 to 6
Penetrating -2 to 4
Piercing -1 to 4
Poison 0 to 4
Protection 0 to 3
Quickfoot 1 to +5
Rage 6 to 10
Reflection 1 to 7
Slowfoot -5 to -1
Slow Motion -5 to -1
Sturdy -1 to 4
Vampire 3 to 7
Vorpal 6 to 10

Last updated 6/25/06

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