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Weapon modifiers
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- Damage
- Range: -4 to 4
- 10% more/less damage per plus/minus
- A weapon with no text, only a +/- rating (e.g. "Rocket Launcher +3" which does 30%
more damage than a plain Rocket Launcher)
- Draining
- Range: -2 to -1
- 3% less damage per minus
- This weapon drains adrenaline from you equal to 2% of
the damage caused by it times the modifier.
- Energy
- Range: 1 to 3
- 3% more damage per plus
- Each + gives you adrenaline equal to 2% of the
damage caused by it.
- Force
- Range: 1 to 5
- 4% more damage per plus
- Each + makes projectiles shot by this weapon 20%
faster.
- Freezing
- Range: 3 to 6
- 5% more damage per plus
- Slows the target down. Each + slows the target down for an
additional second. And yes, you can freeze yourself.
- NOTE: Freezing weapons do not affect the flag bearer
in CTF games, nor do they affect the ball carrier in
bombing run games.
- Harm
- Range: -3 to -1
- 1% less damage per minus
- Each minus deals an additional 1% damage to you.
- Healing
- Range: 1 to 3
- 1% more damage per plus
- (Max Healing is Base Health +50)
- This weapon heals teammates (including pets and yourself
in the case of splash weapons such as the bio rifle). A
message is displayed showing you who has healed you. You
can now also gain 10% experience for healing others. You
do not gain exp for healing yourself, 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), or for healing damage done by rage
weapons.
- Infinity
- Range: -2 to 4
- 5% more/less damage per plus/minus
- This weapon has infinite ammo.
- Knockback
- Range: 2 to 6
- 3% more damage per plus
- 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.
- NOTE: Knockback weapons do not affect the flag
bearer in CTF games, nor do they affect the ball
carrier in bombing run games.
- Luck
- Range: 2 to 7
- 3% more damage per plus
- While holding this weapon, fortune smiles upon you.
Useful pickups seem to materialize out of thin air in
front of you!
- Medic Weapon of Infinity
- 6% more damage total
- This weapon heals teammates (and yourself if it does splash
damage). NOTE: This weapon is only available to Medics.
- Null Entropy
- Range: 1 to 6
- 5% more damage per plus
- Stops the target dead in it's tracks for a split
second. Each + 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.
- Penetrating
- Range: -2 to 4
- 5% more/less damage per plus/minus
- Shots fired by this weapon go through any players
they hit (like the zoom instagib beam does).
NOTE: This does not apply to monsters, only to human
players.
- Piercing
- Range: -2 to 6
- 5% more/less damage per plus/minus
- Damage from this weapon ignores damage reduction.
- Poison
- Range: 1 to 4
- 2% more damage per plus
- This weapon poisons those hit with it, causing
additional damage to them over time.
- Protection
- Range: 1 to 4
- 1% more damage per plus
- Each + reduces the amount of damage you take by
10% and deals an additional 1% damage. In addition,
if you are hit for lethal damage (i.e., you take more
damage than you have health), this weapon will reduce
you to 1 health instead (NOTE: this only applies
to the first lethal hit you take. After that, you're
on your own.).
- Quickfoot
- Range: 1 to 5
- 5% more damage per plus
Each + adds a 5% quicker walk.
- Rage
- Range: 6 to 10
- 10% more damage per plus
- This weapon deals a lot of damage, but also hurts
you in the process. 10% of the damage you deal hits you as well
(NOTE: This self-inflicted damage will not drop you below
70 health).
- Reflection
- Range: 1 to 7
- 3% more damage per plus
- This weapon has a chance to reflect damage
dealt to you by energy weapons (such as Skaarj energy).
Each + increases your chance of reflecting the damage.
- Slowfoot
- Range: -5 to -1
- 5% less damage per minus
Each - adds a 5% slower walk.
- Slow Motion
- Range: -5 to -1
- 4% less damage per minus
- Each - shoots the ammo more slowly.
- Sturdy
- Range: -1 to 4
- 4% more/less damage per plus/minus
- Enemy fire can't push you around while holding this weapon.
- Vampiric
- Range: 3 to 7
- 3% more damage per plus
- (Max Vampire is Base Health +50)
- Each + is equal to 75% of that level of the vampire
skill (e.g. a Vampiric Bio Rifle 5 does 75% of Vampire level 5.
- Vorpal
- Range: 6 to 10
- 10% more damage per plus
- Each + adds 1% chance to instagib (Vorpal Shock
Rifle +10 has 5% chance to instagib). You'll know when it
instagibs, 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.).
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Last updated 7/22/06
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