สามารถใช้ไอเทมที่มีเงื่อนไขเลเวลที่ต้องการ ไม่เกิน (9–100)
การโจมตีของมิเนียน สร้างความเสียหาย กายภาพ เพิ่มเติม (5–126) ถึง (8–184)
มีดค้างพื้นปลุกเสก สร้างความเสียหาย โจมตี กายภาพ เพิ่มเติม (1–17) ถึง (2–80)
มิเนียน สร้างความเสียหาย เพิ่มขึ้น อีก (0–38)%
ปลุกเสก อาวุธ ได้สูงสุด (5–14) ชิ้น
มิเนียน มีความเร็วในการโจมตี เพิ่มขึ้น อีก (0–38)%
ผลเพิ่มเติมจากค่าคุณภาพ:
ภารกิจ /1
Act | ภารกิจ | NPC | ตัวละคร |
---|---|---|---|
1 | ตอกไข่สักนิด | เนสซ่า | Scion · Shadow · Witch |
Level Effect /40
Implicit |
---|
ระยะเวลาพื้นฐาน 40 วินาที |
เลเวล | ต้องการ เลเวล | Int | Dex | ค่าใช้งาน | สามารถใช้ไอเทมที่มีเงื่อนไขเลเวลที่ต้องการ ไม่เกิน 9 | มิเนียน สร้างความเสียหายเป็น 100% | เสริมความเสียหาย โจมตี กายภาพ 5 ถึง 8 | ปลุกเสก อาวุธ ได้สูงสุด 5 ชิ้น | ค่าประสบการณ์ |
---|---|---|---|---|---|---|---|---|---|
1 | 4 | 7 | 10 | 4 | 9 | 100 | 5, 8 | 5, 1 | 841 |
2 | 6 | 9 | 13 | 5 | 11 | 102 | 6, 11 | 5, 1 | 3,099 |
3 | 9 | 12 | 17 | 5 | 14 | 104 | 10, 15 | 6, 1 | 7,433 |
4 | 12 | 14 | 21 | 6 | 18 | 106 | 13, 18 | 6, 1 | 22,895 |
5 | 16 | 18 | 26 | 7 | 22 | 108 | 17, 25 | 7, 1 | 49,725 |
6 | 20 | 22 | 31 | 7 | 26 | 110 | 21, 32 | 7, 1 | 95,714 |
7 | 24 | 25 | 37 | 8 | 31 | 112 | 26, 38 | 8, 1 | 169,595 |
8 | 28 | 29 | 42 | 8 | 35 | 114 | 32, 47 | 8, 1 | 283,759 |
9 | 32 | 33 | 47 | 9 | 40 | 116 | 39, 57 | 9, 1 | 453,996 |
10 | 36 | 36 | 53 | 10 | 44 | 118 | 48, 72 | 9, 1 | 703,128 |
11 | 40 | 40 | 58 | 10 | 49 | 120 | 53, 81 | 10, 1 | 1,061,223 |
12 | 44 | 44 | 63 | 11 | 53 | 122 | 61, 91 | 10, 1 | 2,065,870 |
13 | 48 | 48 | 68 | 12 | 58 | 124 | 68, 99 | 11, 1 | 2,507,110 |
14 | 52 | 51 | 74 | 12 | 62 | 126 | 73, 112 | 11, 1 | 2,573,731 |
15 | 55 | 54 | 78 | 13 | 66 | 128 | 83, 124 | 12, 1 | 7,611,351 |
16 | 58 | 57 | 82 | 13 | 70 | 130 | 89, 136 | 12, 1 | 13,437,908 |
17 | 61 | 60 | 86 | 14 | 74 | 132 | 99, 148 | 13, 1 | 25,052,147 |
18 | 64 | 62 | 90 | 15 | 78 | 134 | 108, 159 | 13, 1 | 43,869,436 |
19 | 67 | 65 | 94 | 15 | 82 | 136 | 115, 173 | 14, 1 | 242,081,178 |
20 | 70 | 68 | 98 | 16 | 100 | 138 | 126, 184 | 14, 1 | |
21 | 72 | 17 | 100 | 139 | 130, 190 | 15, 1 | |||
22 | 74 | 17 | 100 | 140 | 134, 196 | 15, 1 | |||
23 | 76 | 18 | 100 | 141 | 138, 202 | 16, 1 | |||
24 | 78 | 19 | 100 | 142 | 142, 208 | 16, 1 | |||
25 | 80 | 19 | 100 | 143 | 146, 214 | 17, 1 | |||
26 | 82 | 20 | 100 | 144 | 150, 220 | 17, 1 | |||
27 | 84 | 20 | 100 | 145 | 155, 227 | 18, 1 | |||
28 | 86 | 21 | 100 | 146 | 160, 234 | 18, 1 | |||
29 | 88 | 22 | 100 | 147 | 165, 241 | 19, 1 | |||
30 | 90 | 22 | 100 | 148 | 170, 248 | 19, 1 | |||
31 | 91 | 23 | 100 | 149 | 175, 255 | 20, 1 | |||
32 | 92 | 23 | 100 | 150 | 180, 263 | 20, 1 | |||
33 | 93 | 23 | 100 | 151 | 185, 271 | 21, 1 | |||
34 | 94 | 24 | 100 | 152 | 191, 279 | 21, 1 | |||
35 | 95 | 24 | 100 | 153 | 197, 287 | 22, 1 | |||
36 | 96 | 24 | 100 | 154 | 203, 296 | 22, 1 | |||
37 | 97 | 25 | 100 | 155 | 209, 305 | 23, 1 | |||
38 | 98 | 25 | 100 | 156 | 215, 314 | 23, 1 | |||
39 | 99 | 25 | 100 | 157 | 221, 323 | 24, 1 | |||
40 | 100 | 25 | 100 | 158 | 228, 333 | 24, 1 |
Attribute /9
ปลุกเสกอาวุธ (Animate Weapon)
Key | Value |
---|---|
Cost | iLvl 1: Normal: 1xScroll of Wisdom |
Acronym | อาวุธ, Minion |
DropLevel | 4 |
BaseType | ปลุกเสกอาวุธ (Animate Weapon) |
Class | หินสกิล |
TargetTypes | Armour, unknown_13, Ground |
Type | Triggerable, Duration, Minion, MinionsCanExplode, Spell, Totemable, CreatesMinion, Multicastable, CanRapidFire, Physical |
ItemType | Metadata/Items/Gems/SkillGemAnimateWeapon |
Reference | poe.ninja, Community Wiki |
สามารถใช้ไอเทมที่มีเงื่อนไขเลเวลที่ต้องการ ไม่เกิน (9–100)
การโจมตีของมิเนียน สร้างความเสียหาย กายภาพ เพิ่มเติม (5–126) ถึง (8–184)
มีดค้างพื้นปลุกเสก สร้างความเสียหาย โจมตี กายภาพ เพิ่มเติม (1–17) ถึง (2–80)
มิเนียน สร้างความเสียหาย เพิ่มขึ้น อีก (0–38)%
ปลุกเสก อาวุธ ได้สูงสุด (5–14) ชิ้น
มิเนียน มีความเร็วในการโจมตี เพิ่มขึ้น อีก (0–38)%
base display minion actor level [4,70]
display minion monster type [22]
ผลเพิ่มเติมจากค่าคุณภาพ:
สินค้าแฟชั่น /4
Supported By /28
ปลุกเสกอาวุธ (Animate Weapon) ยูนิค /3
มีโอกาสทริกเกอร์ ปลุกเสกอาวุธของผู้พิทักษ์ (Animate Guardian's Weapon) เลเวล 18 10% เมื่อ อาวุธปลุกเสก สังหารศัตรู
เพิ่มค่าเกราะและโล่พลังงาน (150–190)%
พลังชีวิตสูงสุด +(60–90)
ผู้พิทักษ์ปลุกเสก สร้างความเสียหาย เพิ่มขึ้น 5% ต่อจำนวน อาวุธปลุกเสก
การโจมตีประชิดของมิเนียนปลุกเสก สร้างความเสียหายกระจาย ต่อเป้าหมายรอบตัว
การโจมตีประชิดของมิเนียนปลุกเสก สร้างความเสียหายกระจาย ต่อเป้าหมายรอบตัว ลดลง อีก 50%
คุณไม่สามารถมี มิเนียนที่ไม่ถูกปลุกเสก ได้
animate guardian and weapon track on kill [2]
เพิ่มความเสียหาย กายภาพ (150–200)%
เพิ่มความเร็วในการโจมตี (8–12)%
เพิ่มความเร็วในการร่าย (8–12)%
ลดระยะเวลาของ ปลุกเสกอาวุธ อีก 30%
อาวุธที่คุณปลุกเสก สร้างร่างจำลอง เพิ่มเติม 1 ชิ้น
ถ้ามี Dexterity ในรัศมีครบ 40 หน่วย: ปลุกเสกอาวุธ (Animate Weapon) ปลุกเสก อาวุธระยะไกล ได้สูงสุด 20 ชิ้น
Vendor recipe
ยูนิค ไอเทม Recipe /1
ข้อเสนอ | ข้อเสนอของคุณ | Note |
---|---|---|
Spirit Guards | 1x ปลุกเสกอาวุธ (Animate Weapon) 20Q 1x Bow Normal 1x Bow Magic 1x Bow Rare 1x Bow Unique | Bow same base 3.23 Recipe removed |
Spectre | N |
---|---|
Tags | 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 | Monster (3) |
GenerationType | ยูนิค (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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