幻化武器
等級: (1–20)
消耗: (4–16) 魔力
施放時間: 0.60 秒
需求 等級 (4–70), (10–98) 敏捷, (7–68) 智慧
操控一把近戰武器或剩餘的劍刃來為你而戰。但是不能幻化未鑑定的武器。不會幻化 6 洞武器,除非有特別指定。不能被陷阱或地雷使用。
+40 秒基礎持續時間
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)(8–184) 物理傷害
幻化的剩餘劍刃附加 (1–17)(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:
幻化武器上限 +(0–2)
將其放置於物品上同樣顏色的插槽來獲得這項技能。點擊右鍵從插槽中取出。
Animate Weapon
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 12 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 58 物理傷害幻化武器上限 5經驗值
1471041, 291005, 85, 1841
2691351, 211226, 115, 13,099
39121751, 3144410, 156, 17,433
412142161, 4186613, 186, 122,895
516182671, 5228817, 257, 149,725
620223171, 726101021, 327, 195,714
724253782, 931121226, 388, 1169,595
828294282, 1135141432, 478, 1283,759
932334793, 1440161639, 579, 1453,996
10363653104, 1744181848, 729, 1703,128
11404058104, 2149202053, 8110, 11,061,223
12444463115, 2553222261, 9110, 12,065,870
13484868126, 3058242468, 9911, 12,507,110
14525174128, 3662262673, 11211, 12,573,731
15555478139, 4266282883, 12412, 17,611,351
165857821310, 4870303089, 13612, 113,437,908
176160861412, 5574323299, 14813, 125,052,147
186462901513, 62783434108, 15913, 143,869,436
196765941515, 71823636115, 17314, 1242,081,178
207068981617, 801003838126, 18414, 1
21721719, 861003939130, 19015, 1
22741720, 921004040134, 19615, 1
23761821, 991004141138, 20216, 1
24781922, 1061004242142, 20816, 1
25801924, 1141004343146, 21417, 1
26822026, 1221004444150, 22017, 1
27842028, 1311004545155, 22718, 1
28862129, 1401004646160, 23418, 1
29882231, 1491004747165, 24119, 1
30902233, 1591004848170, 24819, 1
31912334, 1631004949175, 25520, 1
32922334, 1681005050180, 26320, 1
33932336, 1721005151185, 27121, 1
34942436, 1761005252191, 27921, 1
35952437, 1801005353197, 28722, 1
36962438, 1851005454203, 29622, 1
37972539, 1891005555209, 30523, 1
38982539, 1941005656215, 31423, 1
39992541, 1981005757221, 32324, 1
401002541, 2031005858228, 33324, 1
屬性 /8

幻化武器

KeyValue
CostiLvl 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
ItemTypeMetadata/Items/Gems/SkillGemAnimateWeapon
Referencepoe.ninja, Community Wiki
Patchnotes /18
Title描述
Affliction
  • 幻化武器:品質不再給予召喚生物的移動速度提高 0-20%,現在給予最大幻化武器數量 +0-2 。
  • 瓦爾.幻化武器:品質不再給予召喚生物的移動速度提高 0-20%,現在給予 +0-2 最大幻化武器數量。
  • Crucible
  • 新增 9 個新的瓦爾技能:瓦爾.赦免瓦爾.幻化武器瓦爾.極地裝甲瓦爾.霸氣瓦爾.烈炎風暴瓦爾.冰霜射擊瓦爾.閃電箭矢瓦爾.回春圖騰瓦爾.收割
  • 幻化武器在移動或攻擊時不再隨機暫停。作為這一變化的結果,我們調整幻化武器寶石提供的攻擊速度和傷害,幻化武器現在使召喚物在 1 級時額外造成 0% 傷害(之前為 10%),在 20 級時增加至 38%(之前為 48%)。它現在還使召喚物在 1 級時的攻擊速度增加 0%(之前為 10%),在 20 級時增加至 38%(之前為 48%)。
  • Kalandra
  • 召喚物傷害和生命的倍率被調整了,這影響所有的召喚物除了喚醒幽魂幻化守衛幻化武器閃現射擊魅影射擊的傷害。總體而言,前期召喚物的生命和傷害沒有改變,到達A5-A6時較比之前低 30%,20 級技能寶石比較之前低 20%,30 級技能寶石時較比之前低 10%。除了艾爾卡莉之牙的蜘蛛,其他和技能寶石無關的召喚物的基礎傷害和生命都做了對應的改動。
  • 幻化武器: 現在 1 級時消耗 5 魔力(原 4), 20級時消耗 20 (原 12)。
  • 神諭之殿地圖頭目遭遇戰時不會掉落白色武器了因為幻化武器現在不需要他們了。
  • Necropolis
  • 幻化武器.反射:現在最多幻化6個幻靈武器(之前為5個)
  • Sanctum
  • 精神守護若範圍內含有 40 點敏捷,「幻化武器」可以幻化最多 20 把遠端武器。(以前是12把)。現有版本可以用神聖石更新。
  • 20210129 版本 3.13.1
  • 幻化武器商城道具現在可以套用由傳奇身體護甲統帥之鏈幻化的武器。
  • 20200421 版本 3.10.1D
  • 更新幻化武器和幻化守衛的敘述,更明確說明無法被陷阱或地雷使用。
  • 20200331 版本 3.10.1B
  • 修正一個有時會使幻化武器的生命條顯示位置不正確的狀況。
  • 20200319 版本 3.10.0
  • 幻化武器重製並優化了特效外觀。
  • 幻化武器的傷害加成沒有套用至召喚物傷害上。基於這個改動,整個技能重新平衡了一次。
  • 現在釋放輔助和施放迴響輔助可以支援幻化武器了。
  • 基本持續時間調整為 40 秒(原為 37.5 秒)。
  • 現在等級 1 時幻化武器上限為 5,隨等級提升至等級 20 時上限為 14(原為全等級 50 )。
  • 現在基本施放時間為 0.6 秒(原為 0.8 秒)。
  • 等級 1 時魔力消耗為 4(原為 7),等級 20 時魔力消耗為 12(原為 26)。
  • 等級 1 時使你的召喚物攻擊造成 5 至 8 額外物理傷害(原為 4 至 6),等級 20 時造成 126 至 184 額外物理傷害(原為 38 至 56)。
  • 等級 1 時召喚物造成 10% 更多傷害,等級 20 石造成 48% 更多傷害。需要注意的是過去雖然也擁有相似(且數值更高)的加成,但現在已經失效了。
  • 等級 1 時召喚物有 10% 更多攻擊速度,等級 20 時有 48% 更多攻擊速度。原本的效果是增加而非更多。
  • 現在每 1% 品質增加召喚物移動速度 1%(原為每 1% 品質增加 4%)。
  • 現在會留下劍刃。劍刃可被幻化武器幻化或是被劍刃爆破引爆。劍刃有 6 秒的持續時間。
  • 現在會留下劍刃。劍刃可以被幻化武器幻化或是被劍刃爆破引爆。劍刃有 6 秒的持續時間。
  • 統帥之鏈:從該物品獲取的技能跟幻化武器一致了。等級 18 的技能將為幻化的召喚物攻擊附加 108 至 159 點物理傷害,召喚上限為 13 個。等級 20 的技能現在使該物品幻化的召喚物攻擊附加 126 至 184 點物理傷害,召喚上限為 14 個,它們的基礎持續時間都為 20 秒。
  • 喬赫黑鋼:該武器上的擊殺時施放技能現在跟幻化武器一致了。
  • 20190312 版本 3.6.0
  • 等級 1 時魔力消耗為 7(原為 9),等級 20 時魔力消耗為 26(原為 36)。
  • 20181025 版本 3.4.3F
  • 修正 3.4.0 出現的異常,暴怒的幻化武器在你穿過傳送點後仍會跟著你的狀況。
  • 20170831 版本 3.0.1C
  • 在神諭之殿的怪物現在會掉落道具,使用幻化武器的流亡者可以更換他們的召喚物。
  • 20170808 版本 3.0.0
  • 狂舞德爾維希:優化召喚物幻化武器的行為。
  • 20170309 版本 2.6.0
  • 「幻化武器」,現在同時只能存在 50 把「幻化武器」
  • 喬赫黑鋼」:新增詞綴,擊殺時有 25% 機率施放等級 20 的幻化武器。
  • 20161026 版本 2.4.1
  • 幻化武器
  • 20160629 版本 2.3.1
  • 修正喬赫黑鋼的幻化武器持續時間詞綴未正常作用之異常現象。
  • 20160616 版本 2.3.0
  • 幻化武器幻化守衛的距離調整。原先存在的一個無視距離的異常被修復。距離從原本的 25 單位增加為 75。
  • 修正按住 Shift 鍵可以使你無視幻化武器和幻化守衛的範圍之異常。
  • 20150804 版本 2.0.0i
  • 修正「幻化武器」所造成斷線的異常。
  • 商城道具 /4 ⍟
    幻化武器.絢麗眾星
    將技能「幻化武器」的特效替換為絢麗眾星。
    幻化武器.善.仁慈
    將技能「幻化武器」的特效替換為善.仁慈。
    幻化武器.機甲戰士
    將技能「幻化武器」的特效替換為機甲戰士。
    幻化武器.極光
    將技能「幻化武器」的特效替換為極光。
    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 ⍟
  • 主動類型: 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
  • 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。
    商店配方
    傳奇 物品 Recipe /1
    獎勵你的物品Note
    精神守護
    1x 幻化武器 20Q
    1x 弓 普通
    1x 弓 魔法
    1x 弓 稀有
    1x 弓 傳奇
    弓要相同基底
    3.23配方已失效
    幻化武器 傳奇 /3 ⍟
    幻化守衛擊殺敵人時觸發等級 20 的幻化守衛武器
    幻化武器擊殺敵人時,有 10% 機率觸發等級 18 的幻化守衛武器
    增加 (150–190)% 護甲與能量護盾
    +(60–90) 最大生命
    每個幻化武器增加 5% 幻化守衛造成傷害
    幻化召喚物的近戰攻擊對目標附近造成擴散傷害
    幻化召喚物的近戰攻擊,對附近敵人造成 50% 更少擴散傷害
    你不能獲得非幻化的召喚物
    animate guardian and weapon track on kill [2]
    增加 45% 敵人暈眩時間
    擊殺時有 25% 機率觸發等級 20 的幻化武器
    增加 (150–200)% 物理傷害
    增加 (8–12)% 攻擊速度
    增加 (8–12)% 施放速度
    30% 更少幻化武器時間
    你幻化的武器將額外複製出 1 把
    召喚物增加 (8–12)% 傷害
    若範圍內含 40 點敏捷,幻化武器可以幻化最多 20 把遠程武器
    幻靈武器
    生物
    emerge speed +% [100]
    Animated Weapon
    幽魂N
    標籤construct, fast_movement, ghost_armour, is_unarmed, medium_height, melee, physical_affinity
    生命
    400%
    異常狀態臨界值
    400%
    抗性
    40 40 40 20
    傷害
    0%
    命中
    340%
    暴擊率
    +5%
    暴擊加成
    +130%
    攻擊距離
    6 ~ 6
    攻擊間隔
    1 秒
    傷害分佈
    ±0%
    經驗值
    100%
    Model Size
    100%
    類型
    AnimatedWeapon
    Metadata
    AnimatedWeapon
    IsSummoned
    Y
    等級
    68
    生命
    25,733
    護甲
    28,790
    閃避
    4,739
    能量護盾
    0
    傷害
    0
    法術傷害
    0
    命中
    986
    攻擊間隔
    1
    經驗值
    10,255
    異常狀態臨界值
    25,733
    冰緩
    81
    感電
    81
    易碎
    460
    焦灼
    81
    殘喘
    225
    Melee
    攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 攻擊可重複, 近戰, 玩家投射物
    普通攻擊
    暴擊率: 5%
    攻擊間隔: 1 秒
    用強大的攻擊擊倒敵人。
    skill can fire arrows [1]
    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]
    IdEmergeSpeedLow
    FamilyVariableEmergeSpeed
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • emerge speed +% Min: 100 Max: 100 全域
  • Community Wiki

    Edit

    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

    VersionChanges
    3.19.0
  • The damage and life scaling values for minions have been adjusted. This affects all minions other than Raise Spectre, though the damage of Animate Guardian, Animate Weapon, Blink Arrow and Mirror Arrow minions is also unaffected as they gain base damage from items instead. Generally speaking, minion life and damage is unchanged in the very early game, roughly 30% lower in mid acts, roughly 20% lower at level 20 of the minion skill, and roughly 10% lower at level 30 of the minion skill.
  • Now costs 4 mana at gem level 1 (unchanged), up to 16 at gem level 20 (previously 12).
  • 3.10.1d
  • Updated the gem descriptions of Animate Weapon and Animate Guardian to clarify that they cannot be used by Traps or Mines.
  • 3.10.0
  • Now has the Physical tag.
  • Now animates a weapon in an area around where you are targetting (you don't have to target a specific item).
  • Animate Weapon has been reworked and undergone some cosmetic upgrades as well.
  • The damage multiplier on Animate Weapon was not applying to the minion's damage at all. Whoops! Because of this, the skill has been rebalanced.
  • Can now be supported by Unleash Support and Spell Echo Support.
  • Now has a base duration of 40 seconds (from 37.5 seconds) at all gem levels.
  • Now allows a maximum of 5 Animated Weapons at gem level 1, up to 14 at gem level 20 (from 50 at all gem levels).
  • Now has a base cast speed of 0.6 seconds (from 0.8).
  • Now costs 4 mana at gem level 1 (from 7), up to 12 at gem level 20 (from 26).
  • Now grants your minions' attacks 5 to 8 additional Physical Damage at gem level 1 (from 4 to 6), up to 126 to 184 at gem level 20 (from 38 to 56).
  • Minions now deal 10% more damage at gem level 1, up to 48% more at gem level 20. Note that there was previously similar (but numerically higher) bonus listed on the skill gem that, as it turns out, did nothing.
  • Now grants your minions 10% more attack speed at gem level 1, up to 48% more at gem level 20. Previously the gem granted increased attack speed rather than more.
  • Now gains 1% increased Minion Movement Speed per 1% gem quality (from 2% increased Minion Movement Speed).
  • 3.6.0
  • Mana Cost at gem level 1 is now 7 (was 9).
  • Mana Cost at gem level 20 is now 26 (was 36).
  • 2.6.0
  • Now has a maximum of 50 animated weapon minions that can be active at once.
  • 2.3.0
  • Animate Weapon and Animate Guardian have had their range modified. Previously there was a bug where you could bypass the range. Now that this is fixed, the range has been tripled from 25 to 75 units.
  • 1.0.6
  • The Animate Weapon skill now adds a flat physical damage to the weapon. The animated weapon has had its innate elemental resistance values increased.
  • Immortal Call, Blood Rage, Conversion Trap, Animate Weapon and Frost Wall have had their base duration increased by 25%.
  • 1.0.1
  • Fixed an issue with key pickup and the Animate (Weapon and Guardian) skills.
  • 1.0.0b
  • Fixed a problem where an Animated Weapon would pause for too long when summoned.
  • 1.0.0
  • Animate Weapon has been added to the game.

  • Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.