Disastrous Consequences
 
 
 
 
 
 
 

Weapon modifiers

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.).

Last updated 7/22/06

© 2003 - 2024 DisastrousConsequences.com