Upon killing an enemy, instantly dashes 1000 tiles to deal 999. If the player stands still, monsters will treat the Zweihander as an obstacle and will not jump into it. Player can also hit a monster by holding the Zweihander and moving, similarly to Rat Familiar. Press the weapon's current direction to swing 180 degrees counter-clockwise. Player can swing the Zweihander 90 or 180 degrees (clockwise) by a digonal input. The attacked enemy skips its beat to move. Knocks back the enemy instead of dealing damage. This damage cannot be increased.ĭirections of attacks point outward from the player. Cannot attack directly, and will cause to miss a beat if the player tries to do so.ĭeals damage. Attacks monsters adjacent to the player's previous and final position whenever moving, including wind spell or Bounce traps. Cadence can also obtain it on her final boss fight versus The NecroDancer.ĪoE attack. The weapon cannot be throwable or reloadable ones.Ĭonfuses enemy for 8 beats instead of dealing damage.Ĭonfused enemies loses their aggro when unconfused.Īttacking a monster for the first time will drop gold, increase the Groove Chain, and charges the spell cooldown. Fires even if there are no monsters in the range.īroken glass weapons leaves glass shard on the ground. While loaded, attack range is 20 tiles and deals piercing damage. Should be reloaded to charge, up to 3 charges. While unloaded, can only attack adjacent tiles with. Can fire only if there is a monster in the range. While loaded, attacks in a triangular shape and deals piercing damage. While unloaded, can only attack adjacent tiles. While loaded, attack range is 4 tiles and deals piercing damage. When attacking the monster not on the front, attacks all three distant tiles and lunges. Lunges when attacking the monster not on the front.Īttack prioritizes the monster on the front. On tie, prioritizes the monster on the left from the direction the player faces. When attacking the monster in distance, weapon damage is doubled and lunges.Īttack prioritizes the monster on the front, then diagonal ones, then adjacent ones. Non-weapon damages or non-attacks such as explosions, fireballs, spores, grabs, shoves, freezes, or petrifications cannot be parried. If the front tile is a wall, attacks in Broadsword range instead.Īt the beat of attack, parries any weapon damage, preventing the damage and knocked back. Upon attacking, attacks other monsters near the player as well.ĭirections of splash attacks point outward from the player.Įnemies get knocked back 1 tile and loses its turn to move upon hit. When attacking a monster not on the front tile, the attack direction is perpendicular to the key pressed.Ĭan only attack adjacent to the player. Upon attacking, a beam is fired up to 20 tiles away, hitting any monster in the range.Īttack prioritizes the closer monsters. Unlike Axe, the directions of side attacks are diagonal.Ĭan only attack adjacent to the player. When attacking the monster not on the front, attacks all three distant tiles. Jeweled Dagger, Electric Dagger, Phasing Dagger, Frost Dagger are special daggers, having unique effects.Ĭan be thrown to deal damage to three adjacent straight lines.Īttack prioritizes the closer monster. Throwing Charm allows to throw the weapon, but since the weapon cannot leave the player's hand, it results in "shooting" a weapon beam once per floor.Ĭan be thrown to deal damage to a straight line. Some characters have unthrowable locked weapon. Even the unthrowable weapons can be thrown if the player has Throwing Charm. The direction of attack is same with the direction pressed while attacking, unless specifically mentioned. Eating food removes poison.Ĭan only be acquired by using Jade Essence to convert the current weapon into Jade. Poisons enemies on hit making them green for 2 beats and taking 1 damage on the second beat, the enemy then loses the poison status effect. Increases regeneration kill counter by 2 whenever the player kills a monster or another player.Ĭan only be acquired by using Crimson Essence to convert the current weapon to Crimson. This bonus gold is affected by Groove Chain multiplier.ĭamage is amplified to 999 after hit an enemy until the player moves or misses a beat.ĭamage is amplified even if the player hits a monster's armor, but not the crate or barrel. Monsters drop 1 additional gold when killed, even if it wouldn't drop any gold. Passive monsters such as Cauldrons or Mushroom Lights also count.ĭamage is amplified to 999 for a beat after getting gold. Increases regeneration kill counter by 1 whenever the player kills a monster. To damage based on Groove Chain multiplier.īreaks if the player takes damage or throws the weapon, leaving a Glass Shard (Weapon) on the ground.ĭamage is amplified to 999 if the player is at or less ( do not count).
0 Comments
Leave a Reply. |