 |
|
|
|
|
|
|
The basic RPG mutator has a number of weapon types. Druid's RPG mod added on new weapon types.
Dropping Weapons: Most weapons can be dropped. Weapons with an * at the end of their name
(e.g. Vorpal Lightning Gun +7 *) can only be dropped once. So if you dropped a weapon with a * in
its name, when you went to get a new one, you would get a new, random weapon.
Cursed weapons cannot be dropped. Cursed weapons include weapons with the following names:
Slowfoot, Draining, Misfortune, etc. Cursed weapons also include weapons that have a -
(e.g. Shock Rifle -2). The only ways to get rid of such weapons are to die, or to use an artifact
(such as a Magic Weapon Maker, or Max Weapon Modifier) to change it.
(see Artifacts).
All magical weapon types, with the exceptions of vorpal and rage, are available on all types of weapons. Vorpal only occurs on lightning guns, sniper rifles, avrils, shield guns, and shock rifles. Rage occurs on all types of weapons except super weapons (e.g. redeemer).
Picking up magical weapons
When you initially run over a weapon pickup, you have a 33% chance to
get a magical weapon. Certain types of weapons appear more often
than others (for example, energy and protection are significantly more
common than rage or vorpal). If you pick up a weapon that is not
a one-drop weapon (a weapon that does not have a * in the name, such
as piercing, energy, etc.), if you toss that weapon and run over the
pickup again, you will receive the same weapon. If you pick up a *
weapon, toss it, and run over the pickup again, you will have an all-new
chance to pick up a different magical (or not) weapon.
Also of note is that you can "share" certain weapons (ones that do not
have * in the name) with others. For example, if you get a Flak +5, you
can share that weapon by tossing it to someone and running by the flak to
pickup another one. If you have a non-cursed, common (not *) weapon, and
someone tosses you a different, non-cursed, common weapon, your inventory will
remember than you can pick up both items.
For example, you have a Flak of Energy +2. Ziggy offers you a Piercing
Flak 6, so you toss your energy flak and pick up the piercing. If you
toss your piercing flak, then the next time you run over the pickup you
will receive an energy flak (since that is what you had first), and if you
toss your flak again then next time you will receive a piercing flak. This
will continue either until you die, the next game begins, or you disconnect,
whichever happens first.
Last updated 6/27/06
|
|
|
|
|
© 2003 - 2025 DisastrousConsequences.com |
|
|