可以使用需要等级 (9–100) 的物品
召唤生物的攻击额外造成 (5–126) - (8–184) 物理伤害
幻化的【徘徊之刃】附加 (1–17) 到 (2–80) 点攻击物理伤害
召唤生物造成的伤害总增 (0–38)%
最多幻化 (5–14) 个幻灵武器
召唤生物的攻击速度总增 (0–38)%
品质额外效果:
等级效果 /40
固定 |
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基础持续时间为 40 秒 (【徘徊之刃】会在地面停留一段时间,并可以被特定技能幻化。它们幻化后视为匕首) |
等级 | 需求等级 | 智慧 | 敏捷 | 消耗 | 幻化的【徘徊之刃】附加 1 到 2 点攻击物理伤害 | 可以使用需要等级 9 的物品 | 召唤生物造成 100% 伤害 | 召唤生物的攻击速度总增 #% | 召唤生物的攻击额外造成 5 - 8 物理伤害 | 最多幻化 5 个幻灵武器 | 经验值 |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 4 | 7 | 10 | 4 | 1, 2 | 9 | 100 | 5, 8 | 5, 1 | 841 | |
2 | 6 | 9 | 13 | 5 | 1, 2 | 11 | 2 | 2 | 6, 11 | 5, 1 | 3,099 |
3 | 9 | 12 | 17 | 5 | 1, 3 | 14 | 4 | 4 | 10, 15 | 6, 1 | 7,433 |
4 | 12 | 14 | 21 | 6 | 1, 4 | 18 | 6 | 6 | 13, 18 | 6, 1 | 22,895 |
5 | 16 | 18 | 26 | 7 | 1, 5 | 22 | 8 | 8 | 17, 25 | 7, 1 | 49,725 |
6 | 20 | 22 | 31 | 7 | 1, 7 | 26 | 10 | 10 | 21, 32 | 7, 1 | 95,714 |
7 | 24 | 25 | 37 | 8 | 2, 9 | 31 | 12 | 12 | 26, 38 | 8, 1 | 169,595 |
8 | 28 | 29 | 42 | 8 | 2, 11 | 35 | 14 | 14 | 32, 47 | 8, 1 | 283,759 |
9 | 32 | 33 | 47 | 9 | 3, 14 | 40 | 16 | 16 | 39, 57 | 9, 1 | 453,996 |
10 | 36 | 36 | 53 | 10 | 4, 17 | 44 | 18 | 18 | 48, 72 | 9, 1 | 703,128 |
11 | 40 | 40 | 58 | 10 | 4, 21 | 49 | 20 | 20 | 53, 81 | 10, 1 | 1,061,223 |
12 | 44 | 44 | 63 | 11 | 5, 25 | 53 | 22 | 22 | 61, 91 | 10, 1 | 2,065,870 |
13 | 48 | 48 | 68 | 12 | 6, 30 | 58 | 24 | 24 | 68, 99 | 11, 1 | 2,507,110 |
14 | 52 | 51 | 74 | 12 | 8, 36 | 62 | 26 | 26 | 73, 112 | 11, 1 | 2,573,731 |
15 | 55 | 54 | 78 | 13 | 9, 42 | 66 | 28 | 28 | 83, 124 | 12, 1 | 7,611,351 |
16 | 58 | 57 | 82 | 13 | 10, 48 | 70 | 30 | 30 | 89, 136 | 12, 1 | 13,437,908 |
17 | 61 | 60 | 86 | 14 | 12, 55 | 74 | 32 | 32 | 99, 148 | 13, 1 | 25,052,147 |
18 | 64 | 62 | 90 | 15 | 13, 62 | 78 | 34 | 34 | 108, 159 | 13, 1 | 43,869,436 |
19 | 67 | 65 | 94 | 15 | 15, 71 | 82 | 36 | 36 | 115, 173 | 14, 1 | 242,081,178 |
20 | 70 | 68 | 98 | 16 | 17, 80 | 100 | 38 | 38 | 126, 184 | 14, 1 | |
21 | 72 | 17 | 19, 86 | 100 | 39 | 39 | 130, 190 | 15, 1 | |||
22 | 74 | 17 | 20, 92 | 100 | 40 | 40 | 134, 196 | 15, 1 | |||
23 | 76 | 18 | 21, 99 | 100 | 41 | 41 | 138, 202 | 16, 1 | |||
24 | 78 | 19 | 22, 106 | 100 | 42 | 42 | 142, 208 | 16, 1 | |||
25 | 80 | 19 | 24, 114 | 100 | 43 | 43 | 146, 214 | 17, 1 | |||
26 | 82 | 20 | 26, 122 | 100 | 44 | 44 | 150, 220 | 17, 1 | |||
27 | 84 | 20 | 28, 131 | 100 | 45 | 45 | 155, 227 | 18, 1 | |||
28 | 86 | 21 | 29, 140 | 100 | 46 | 46 | 160, 234 | 18, 1 | |||
29 | 88 | 22 | 31, 149 | 100 | 47 | 47 | 165, 241 | 19, 1 | |||
30 | 90 | 22 | 33, 159 | 100 | 48 | 48 | 170, 248 | 19, 1 | |||
31 | 91 | 23 | 34, 163 | 100 | 49 | 49 | 175, 255 | 20, 1 | |||
32 | 92 | 23 | 34, 168 | 100 | 50 | 50 | 180, 263 | 20, 1 | |||
33 | 93 | 23 | 36, 172 | 100 | 51 | 51 | 185, 271 | 21, 1 | |||
34 | 94 | 24 | 36, 176 | 100 | 52 | 52 | 191, 279 | 21, 1 | |||
35 | 95 | 24 | 37, 180 | 100 | 53 | 53 | 197, 287 | 22, 1 | |||
36 | 96 | 24 | 38, 185 | 100 | 54 | 54 | 203, 296 | 22, 1 | |||
37 | 97 | 25 | 39, 189 | 100 | 55 | 55 | 209, 305 | 23, 1 | |||
38 | 98 | 25 | 39, 194 | 100 | 56 | 56 | 215, 314 | 23, 1 | |||
39 | 99 | 25 | 41, 198 | 100 | 57 | 57 | 221, 323 | 24, 1 | |||
40 | 100 | 25 | 41, 203 | 100 | 58 | 58 | 228, 333 | 24, 1 |
商城 /4 ⍟
迷宫 附魔 helmet /6 ⍟
等级 | 名字 | 词缀 | 比重 |
---|---|---|---|
无情帝王试炼 | Enchantment Animate Weapon Damage 1 | 【幻化武器】的伤害提高 25% | 100 |
终极帝王试炼 | Enchantment Animate Weapon Damage 2 | 【幻化武器】的伤害提高 40% | 100 |
无情帝王试炼 | Enchantment Animate Weapon Duration 1 | 提高 20% 幻化武器时间 | 100 |
终极帝王试炼 | Enchantment Animate Weapon Duration 2 | 提高 30% 幻化武器时间 | 100 |
无情帝王试炼 | Enchantment Animate Weapon Chance To Create Additional Copy 1 | 【幻化武器】有 16% 的几率额外召唤 1 个复制品 | 100 |
终极帝王试炼 | Enchantment Animate Weapon Chance To Create Additional Copy 2 | 【幻化武器】有 24% 的几率额外召唤 1 个复制品 | 100 |
被辅助 /28 ⍟
图示 | 名字 |
---|---|
增大范围(辅) 辅助任意有范围效果的技能。 | |
快速施法(辅) 辅助非瞬发法术技能。 | |
集中效应(辅) 辅助任意有范围效果的技能,不论该技能是否造成伤害。 | |
召唤生物伤害(辅) 辅助召唤生物技能。 | |
持续时间延长(辅) 辅助任意有持续时间的技能。 | |
召唤生物速度(辅) 辅助召唤生物技能。 | |
召唤生物生命(辅) 辅助召唤生物技能。 | |
法术图腾(辅) 辅助非触发类法术技能,你将不再直接施放被辅助的法术,而是召唤一个图腾为你施放该法术。 | |
施法回响(辅) 辅助法术技能,使其施放时自动重复一次。无法辅助瓦尔技能、图腾技能、持续吟唱技能、触发技能、瞬发技能、闪现技能或有保留效果的技能。 | |
元素大军(辅) 辅助召唤生物技能。 | |
持续时间缩短(辅) 辅助任意有持续时间的技能。 | |
受伤时施放(辅) 所有被辅助的法术技能会记录你受到的伤害,当受到的总伤害达到阈值时触发。无法辅助图腾、陷阱或地雷施放的技能。瓦尔技能、持续吟唱技能或有保留效果的技能无法被触发。 | |
晕眩时施放(辅) 你被晕眩时有几率触发所有被辅助的法术技能。无法辅助图腾、陷阱或地雷施放的技能。瓦尔技能、持续吟唱技能或有保留效果的技能无法被触发。 | |
极速腐化(辅) 辅助任意有持续时间或能通过击中造成异常状态的技能。 | |
效能(辅) 辅助任意能造成伤害或有持续时间的技能。 | |
秘术增强(辅) 所有被辅助的法术技能会记录你消耗的魔力,当消耗的总魔力达到阈值时提供一个增益效果。不能辅助图腾、陷阱、地雷施放的技能,不能辅助有保留效果的技能。 | |
召唤幻影(辅) 辅助可以击中敌人或召唤生物的技能。当该技能或召唤生物击败敌人,或击中稀有或传奇敌人时,有一定几率召唤一个幻灵,该生物可以使用穿刺投射物法术造成物理伤害。 | |
释出(辅) 辅助法术类技能,使其在施放时效果可以重复。无法辅助具有冷却时间的技能、触发类技能、烙印技能、瓦尔技能、持续吟唱技能、有保留效果的技能,或图腾、陷阱和地雷使用的技能。无法影响召唤生物的技能。 | |
狂噬(辅) 辅助召唤生物技能。 | |
掠食(辅) 辅助召唤生物技能。 | |
肉盾(辅) 辅助召唤生物技能。 | |
炎军(辅) 辅助召唤生物技能。 | |
极速腐化(强辅) 辅助任意有持续时间或能通过击中造成异常状态的技能。 | |
增大范围(强辅) 辅助任意有范围效果的技能。 | |
召唤生物伤害(强辅) 辅助召唤生物技能。 | |
施法回响(强辅) 辅助法术技能,使其施放时自动重复一次。无法辅助瓦尔技能、图腾技能、持续吟唱技能、触发技能、瞬发技能、闪现技能或有保留效果的技能。 | |
释出(强辅) 辅助法术类技能,使其在施放时效果可以重复。无法辅助具有冷却时间的技能、触发类技能、烙印技能、瓦尔技能、持续吟唱技能、有保留效果的技能,或图腾、陷阱和地雷使用的技能。无法影响召唤生物的技能。 | |
鲜肉(辅) 辅助召唤生物技能。 |
幻化武器 传奇 /3 ⍟
幽魂 | N |
---|---|
标签 | construct, fast_movement, ghost_armour, is_unarmed, medium_height, melee, physical_affinity |
skill can fire wand projectiles [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" Positioned { collision_hull_type = "projectile" } Stats { set_item_drop_slots = 0 minion_does_not_equip_quiver = 1 monster_gets_item_stats = 1 } Actor { basic_action = "Emerge" } Life { corpse_usable = false } Animated { animated_object = "Metadata/Monsters/AnimatedItem/AnimatedItemDedicated.ao" } DiesAfterTime { } StateMachine { define_shared_state = "is_bow = 0" }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" BaseEvents { on_construction_complete = " If( this.is_vaal == true, { IfState( is_bow, 1, { TriggerStatBracket( add_epks_bow_vaal, animate_weapon_art_variation ); }, { TriggerStatBracket( add_epks_vaal, animate_weapon_art_variation ); } ); TriggerStatBracket( play_vaal_spawn_effect, animate_weapon_art_variation ); }, { IfState( is_bow, 1, { TriggerStatBracket( add_epks_bow, animate_weapon_art_variation ); }, { TriggerStatBracket( add_epks, animate_weapon_art_variation ); } ); TriggerStatBracket( play_spawn_effect, animate_weapon_art_variation ); } ); " } Render { allow_attached_arrows = false use_attached_selection_box_if_no_drawcalls = true } Animated { on_death_2hsword = " If( this.is_vaal == true, { IfState( is_bow, 1, { TriggerStatBracket( remove_epks_bow_vaal, animate_weapon_art_variation ); }, { TriggerStatBracket( remove_epks_vaal, animate_weapon_art_variation ); } ); }, { IfState( is_bow, 1, { TriggerStatBracket( remove_epks_bow, animate_weapon_art_variation ); }, { TriggerStatBracket( remove_epks, animate_weapon_art_variation ); } ); } ); " } Brackets { define_bracket = "add_epks" define_bracket = "remove_epks" define_bracket = "add_epks_bow" define_bracket = "remove_epks_bow" define_bracket = "add_epks_vaal" define_bracket = "remove_epks_vaal" define_bracket = "add_epks_bow_vaal" define_bracket = "remove_epks_bow_vaal" define_bracket = "play_spawn_effect" define_bracket = "play_vaal_spawn_effect" play_spawn_effect_0 = "PlayEffect( Metadata/Effects/Spells/animate_weapon/spawn.ao );" play_spawn_effect_1 = "PlayEffect( Metadata/Effects/Spells/animate_weapon/Celestial/spawn.ao );" play_spawn_effect_2 = "PlayEffect( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/spawn.ao );" play_spawn_effect_3 = "PlayEffect( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/spawn.ao );" play_spawn_effect_4 = "PlayEffect( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/spawn.ao );" play_vaal_spawn_effect_0 = "PlayEffect( Metadata/Effects/Spells/vaal_skills/animate_weapon/spawn.ao );" play_vaal_spawn_effect_1 = "PlayEffect( Metadata/Effects/Spells/animate_weapon/Celestial/vaal_spawn.ao );" play_vaal_spawn_effect_2 = "PlayEffect( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/vaal_spawn.ao );" play_vaal_spawn_effect_3 = "PlayEffect( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/vaal_spawn.ao );" play_vaal_spawn_effect_4 = "PlayEffect( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/vaal_spawn.ao );" add_epks_0 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/weapon_trail.epk, MainHand );" add_epks_1 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/weapon_trail.epk, MainHand );" add_epks_2 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin.epk, MainHand );" add_epks_3 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin.epk, MainHand );" add_epks_4 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/skin.epk, MainHand );" add_epks_vaal_0 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/vaal_skills/animate_weapon/epk/weapon_trail.epk, MainHand );" add_epks_vaal_1 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/vaal_weapon_trail.epk, MainHand );" add_epks_vaal_2 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/vaal_skin.epk, MainHand );" add_epks_vaal_3 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/vaal_skin.epk, MainHand );" add_epks_vaal_4 = "AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/vaal_skin.epk, MainHand );" add_epks_bow_0 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/bow_weapon_trail.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/bow_weapon_trail.epk, OffHand ); " add_epks_bow_1 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/bow_weapon_trail.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/bow_weapon_trail.epk, OffHand ); " add_epks_bow_2 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin_bow.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin_bow.epk, OffHand ); " add_epks_bow_3 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin_bow.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin_bow.epk, OffHand ); " add_epks_bow_4 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/skin_bow.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/skin_bow.epk, OffHand ); " add_epks_bow_vaal_0 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/vaal_skills/animate_weapon/epk/bow_weapon_trail.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/vaal_skills/animate_weapon/epk/bow_weapon_trail.epk, OffHand ); " add_epks_bow_vaal_1 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/vaal_bow_weapon_trail.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/vaal_bow_weapon_trail.epk, OffHand ); " add_epks_bow_vaal_2 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin_bow.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin_bow.epk, OffHand ); " add_epks_bow_vaal_3 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin_bow.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin_bow.epk, OffHand ); " add_epks_bow_vaal_4 = " AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/skin_bow.epk, MainHand ); AddEffectPackToVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/skin_bow.epk, OffHand ); " remove_epks_0 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/weapon_trail.epk, MainHand );" remove_epks_1 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/weapon_trail.epk, MainHand );" remove_epks_2 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin.epk, MainHand );" remove_epks_3 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin.epk, MainHand );" remove_epks_4 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/skin.epk, MainHand );" remove_epks_vaal_0 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/vaal_skills/animate_weapon/epk/weapon_trail.epk, MainHand );" remove_epks_vaal_1 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/vaal_weapon_trail.epk, MainHand );" remove_epks_vaal_2 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/vaal_skin.epk, MainHand );" remove_epks_vaal_3 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/vaal_skin.epk, MainHand );" remove_epks_vaal_4 = "RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/vaal_skin.epk, MainHand );" remove_epks_bow_0 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/bow_weapon_trail.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/bow_weapon_trail.epk, OffHand ); " remove_epks_bow_1 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/bow_weapon_trail.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/bow_weapon_trail.epk, OffHand ); " remove_epks_bow_2 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin_bow.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin_bow.epk, OffHand ); " remove_epks_bow_3 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin_bow.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin_bow.epk, OffHand ); " remove_epks_bow_4 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/skin_bow.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/skin_bow.epk, OffHand ); " remove_epks_bow_vaal_0 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/vaal_skills/animate_weapon/epk/bow_weapon_trail.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/vaal_skills/animate_weapon/epk/bow_weapon_trail.epk, OffHand ); " remove_epks_bow_vaal_1 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/bow_weapon_trail.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Spells/animate_weapon/Celestial/bow_weapon_trail.epk, OffHand ); " remove_epks_bow_vaal_2 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin_bow.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/innocence/skin_bow.epk, OffHand ); " remove_epks_bow_vaal_3 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin_bow.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/automaton/skin_bow.epk, OffHand ); " remove_epks_bow_vaal_4 = " RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/vaal_skin_bow.epk, MainHand ); RemoveEffectPackFromVisualSlotAttachedObject( Metadata/Effects/Microtransactions/Spells/animate_weapon/sanctum/vaal_skin_bow.epk, OffHand ); " }
-- src\Data\Spectres.lua minions["Metadata/Monsters/AnimatedItem/AnimatedWeapon"] = { name = "Animated Weapon", life = 4, fireResist = 40, coldResist = 40, lightningResist = 40, chaosResist = 20, damage = 0, damageSpread = 0, attackTime = 1, attackRange = 6, accuracy = 3.4, skillList = { "Melee", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["Melee"] = { name = "Default Attack", hidden = true, color = 4, baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Strike your foes down with a powerful blow.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.MeleeSingleTarget] = true, [SkillType.Multistrikeable] = true, [SkillType.Melee] = true, [SkillType.ProjectilesFromUser] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, melee = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_can_fire_arrows", "skill_can_fire_wand_projectiles", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, }
emerge speed +% [100]
Id | EmergeSpeedLow |
---|---|
Family | VariableEmergeSpeed |
Domains | 怪物 (3) |
GenerationType | 传奇 (3) |
Req. level | 1 |
Stats |
Community Wiki
Animate Weapon
Animate Weapon is a spell that animates a weapon on the ground as a flying allied minion.
Skill functions
Animate Weapon can be used on identified weapons lying on the ground, but not on any ranged weapons unless Spirit Guards is used. The weapon is permanently consumed. If the "Key Pickup" option is enabled in the UI tab of the Options menu, the "Highlight items and objects" key must be held down in order to cast Animate Weapon. Attempting to animate a weapon with an item level higher than the level of the gem allows will cost mana and perform the cast animation but have no effect.
Animate Weapon can also be used on Lingering Blades left behind by Bladefall and Ethereal Knives.
Animated Weapons are minions that are considered to be using the original weapon animated. They are therefore affected by modifiers to minions, as well as support gems for weapons, such as Elemental Damage with Attacks Support, but not affected by any of the player's damage or weapon modifiers.
Interactions
Loot Filter - Some modifiers on identified weapons can be highlighted by correctly editing custom loot filters. When combined with sources that cause items to drop identified, characters can quickly use weapons that are stronger than normal items or lingering blades.Cloak of Tawm'r Isley causes magical items to drop identified. Sextants can can modify watchstones to causes all items to drop identified in maps. Heist Trinkets can give up to 15% chance for items to drop identified per heist member.
Special benefits - Animated weapons can gain special modifiers that only apply to unique and rare weapons. Because it destroys the weapon for temporary benefits, most characters do not do this.
Buff Damage - Animate weapon can be used to buff other damage sources. Due to their large numbers and fast attack speed, Withering Touch Support can apply max Withered stacks fast.
Main Hand - 1 handed weapons summoned from items are counted as being used in the main hand. This only applies to weapon bonuses that come from being used in the main hand like Wings of Entropy.
Calculating damage
There are different calculation for weapons summoned from items on the ground and lingering blades from spells.
- Note - These calculations are meant to calculate animate weapons base stats only. It will not calculate other things like modifiers. See minions and other wiki pages for calculating the entire damage of minions.
Casting on a weapon
Weapons gain the base damage, base attack speed and base % critical strike chance of the weapon they are summoned from.
The minions deals additional physical damage modifier is added to the base damage.
The lingering blades damage is not added to weapons created from items.
Casting on a linger blade
Lingering blades have the base stats of a Glass Shank.
The same formula is used as casting on a weapon, except the lingering blade physical damage is added on top of the other physical damage.
Version history
Version | Changes |
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3.19.0 |
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3.10.1d |
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3.10.0 |
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3.6.0 |
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2.6.0 |
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2.3.0 |
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1.0.6 |
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1.0.1 |
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1.0.0b |
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1.0.0 |
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