最高可使用物品需求等級 (9–100)
召喚物的攻擊額外造成 (5–126) 至 (8–184) 物理傷害
幻化的剩餘劍刃附加 (1–17) 至 (2–80) 攻擊物理傷害
召喚物有 (0–38)% 更多傷害
幻化武器上限 (5–14)
召喚物有 (0–38)% 更多攻擊速度
來自品質的額外效果:
等級效果 /40
固定 |
---|
+40 秒基礎持續時間 ( 地面上剩餘的劍刃會殘存一段時間,並可被特定技能使用。若被幻化將視為匕首 ) |
等級 | 需求等級 | 智慧 | 敏捷 | 消耗 | 幻化的剩餘劍刃附加 1 至 2 攻擊物理傷害 | 最高可使用物品需求等級 9 | 召喚物造成 100% 傷害 | 召喚物有 #% 更多攻擊速度 | 召喚物的攻擊額外造成 5 至 8 物理傷害 | 幻化武器上限 5 | 經驗值 |
---|---|---|---|---|---|---|---|---|---|---|---|
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 |
屬性 /8
幻化武器
Key | Value |
---|---|
Cost | iLvl 1: 普通: 1x知識卷軸 |
DropLevel | 4 |
BaseType | 幻化武器 |
Class | 技能寶石 |
TargetTypes | 護甲, unknown_13, 地面 |
Type | 可觸發, 持續時間, 召喚物, 召喚物爆炸, 法術, 圖騰技能, 創造召喚物, 法術可重複, 可齊射, 物理 |
ItemType | Metadata/Items/Gems/SkillGemAnimateWeapon |
Reference | poe.ninja, Community Wiki |
Patchnotes /18
Title | 描述 |
---|---|
Affliction | |
Crucible | |
Kalandra | |
Necropolis | |
Sanctum | |
20210129 版本 3.13.1 | |
20200421 版本 3.10.1D | |
20200331 版本 3.10.1B | |
20200319 版本 3.10.0 | |
20190312 版本 3.6.0 | |
20181025 版本 3.4.3F | |
20170831 版本 3.0.1C | |
20170808 版本 3.0.0 | |
20170309 版本 2.6.0 | |
20161026 版本 2.4.1 | |
20160629 版本 2.3.1 | |
20160616 版本 2.3.0 | |
20150804 版本 2.0.0i |
帝王迷宮 附魔 helmet /6 ⍟
等級 | 名字 | 詞綴 | 比重 |
---|---|---|---|
無情帝王迷宮 | Enchantment Animate Weapon Damage 1 | 增加 25% 幻化武器的傷害 | 100 |
永恆帝王迷宮 | Enchantment Animate Weapon Damage 2 | 增加 40% 幻化武器的傷害 | 100 |
無情帝王迷宮 | Enchantment Animate Weapon Duration 1 | 增加 20% 幻化武器時間 | 100 |
永恆帝王迷宮 | Enchantment Animate Weapon Duration 2 | 增加 30% 幻化武器時間 | 100 |
無情帝王迷宮 | Enchantment Animate Weapon Chance To Create Additional Copy 1 | 幻化武器有 16% 機率額外召喚一個複製品 | 100 |
永恆帝王迷宮 | Enchantment Animate Weapon Chance To Create Additional Copy 2 | 幻化武器有 24% 機率額外召喚一個複製品 | 100 |
被輔助 /28 ⍟
圖示 | 名字 |
---|---|
增加範圍輔助 輔助任何範圍效果的技能。 | |
快速施放輔助 輔助非立刻施放的法術技能。 | |
集中效應輔助 輔助任何範圍效果的技能,不管技能是否造成傷害。 | |
召喚物傷害輔助 輔助製造召喚物的技能。 | |
持續時間延長輔助 輔助任何有期間的技能。 | |
召喚物速度輔助 輔助製造召喚物的技能。 | |
召喚物生命輔助 輔助製造召喚物的技能。 | |
法術圖騰輔助 輔助非觸發型的法術技能。不再使用技能而是召喚一個圖騰使用技能。 | |
施放迴響輔助 輔助法術技能,使它們施放時重複。不能輔助瓦爾技能、圖騰技能、引導施放技能、觸發技能、立即技能、閃現技能或保留技能。 | |
元素軍隊輔助 輔助製造召喚物的技能。 | |
持續時間縮短輔助 輔助任何有期間的技能。 | |
受傷時施放輔助 當受到一定程度的傷害時會觸發所有輔助的寶石。不能輔助圖騰、陷阱和地雷技能。瓦爾技能、引導時施放技能和保留技能無法被觸發。 | |
暈眩時施放輔助 當你被暈眩時有機率觸發所有輔助寶石。不能輔助圖騰、陷阱和地雷技能。瓦爾技能、引導時施放技能和保留技能無法被觸發。 | |
極速苦痛輔助 輔助任何有期間的技能,或可以擊中敵人造成異常狀態。 | |
效能輔助 輔助任何造成傷害或期間的技能。 | |
秘能波動輔助 當被輔助的法術消耗一定的魔力會獲得增益效果。不能輔助圖騰、陷阱、地雷或有保留的技能。 | |
召喚幻影輔助 輔助能擊中敵人或創造召喚物的技能。當技能或召喚物擊殺敵人,或擊中稀有、傳奇敵人時,它們有機會召喚幻影,幻影會使用穿透的投射物法術造成物理傷害。 | |
釋放輔助 輔助法術技能,當施放時使它們的效果再次觸發。無法輔助有冷卻時間的技能、觸發型技能、瓦爾技能、鬥旗技能、引導施放技能、有保留的技能或被圖騰、陷阱或地雷使用的技能。不能調整召喚物的技能。 | |
豢養狂熱輔助 輔助製造召喚物的技能。 | |
掠奪者輔助 輔助製造召喚物的技能。 | |
肉盾輔助 輔助製造召喚物的技能。 | |
煉獄軍團輔助 輔助製造召喚物的技能。 | |
覺醒.極速苦痛輔助 輔助任何有期間的技能,或可以擊中敵人造成異常狀態。 | |
覺醒.增加範圍效果輔助 輔助任何範圍效果的技能。 | |
覺醒.召喚物傷害輔助 輔助製造召喚物的技能。 | |
覺醒.施放迴響輔助 輔助法術技能,使它們施放時重複。不能輔助瓦爾技能、圖騰技能、引導施放技能、觸發技能、立即技能、閃現技能或保留技能。 | |
覺醒.釋放輔助 輔助法術技能,當施放時使它們的效果再次觸發。無法輔助有冷卻時間的技能、觸發型技能、瓦爾技能、鬥旗技能、引導施放技能、有保留的技能或被圖騰、陷阱或地雷使用的技能。不能調整召喚物的技能。 | |
鮮肉輔助 輔助製造召喚物的技能。 |
幻化武器 傳奇 /3 ⍟
幽魂 | N |
---|---|
標籤 | 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 | 傳奇 (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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