Victim becomes a dispossessed spirit affectmale Poison resistance helps against this attack even though the weapon is not poison. Humanoids killed by this weapon will become ghouls scatterĪ missile weapon with this attribute may deviate one square poison This weapon will only affect friendly troops ghoulify This weapon will not affect friendly troops onlyfriend All normal range weapons like bows and slings have this. Use this command for arrows, sling stones and other weapons with an arcing trajectory. Conquest of elysium 5 guide full#The primary target takes full damage and all subsequent targets take a cumulative -1 damage (so the second target takes full damage -1, the third target takes full damage -2 etc). The weapon can continue to kill multiple targets. Most weapons such as swords and spears are mundane. Ethereal units have a 75% chance to be unaffected by the weapon. mundaneīeing Ethereal protects against this weapon. The effects of this weapon can be negated by the Air Shield attribute. flyingįlying and Floating units are immune. The weapon only affects units with the res_convert attribute. The weapon does not affect monsters that are 2x2 tiles or larger in size on the battlefield. The weapon does not affect Lifeless beings. The weapon does not affect Mindless beings. The weapon does not affect Ethereal beings mind replicateĪ victim killed by this weapon becomes the same type of monster as the killer. For example, units killed by a Doppelganger become Doppelspawn, which is the next unit in order from Doppelganger. mutateĪ victim killed by this weapon becomes a monster of the type that immediately follows the killer in the monster list. hardmoraleĪ morale check vs 1d20 negates the effects of this weapon. moraleĪ morale check vs 1d10 negates the effects of this weapon. reanimateĪ victim killed by the weapon becomes a Soulless. Water breathers are immune to this weapon. The weapon is unaffected by damage bonuses from any source drown The weapon causes double damage against undead only affectundead The weapon causes double damage against undead & demons undkill The effects of this weapon can be resisted by a successful strength check. Passing a hard magic resistance check negates the effects of this weapon. Passing a normal magic resistance check negates the effects of this weapon. Passing an easy magic resistance check negates the effects of this weapon. It takes 3 combat rounds to reload this weapon. It takes 2 combat rounds to reload this weapon. It takes 1 combat round to reload this weapon. The weapon can only be used once per battle. drainĭraining damage that will heal the attacker oneshot reloadsnd Ĭlears all special attributes of the weapon. sndvol ĭvol -50 = half volume, 100 = double volume. The sound effect when the projectile starts flying, ranged weapons only. If flymode is 1 a fly sprite (see table Fly Sprites (flyspr)) should be used instead of a look number. The visual effect (see table Visual Effects (look)) of the flying projectile, ranged weapons only. See the table Fly Sprites (flyspr) for possible sprites to use. If using a sprite (flymode 1) then the look value will be used to set the sprite used. Fireball uses this effect to create a single flying fireball, but with a larger aoe explosion. Those marked with an asterisk (*) behave like normal for aoe 1 effects, but with larger aoe they still only create one flying graphical effect. Set this if a projectile should be visible for a ranged attack. The sound effect when the weapon strikes down. Sets the visual effect that occurs where the weapon strikes down, e.g. 30xx must be written as a 4 digit number e.g. There are also many special values that can be used for other kind of areas. A value of x will hit up to x monsters near the target. The default value is 0 (a single monster). Sets the area of effect for the weapon in squares. The special afflictions and benefit effects are listed in table Special Afflictions and table Special Benefits. Note that damage types 12 and 13 require a bitmask value for their special effects. The default value is 0, which makes the weapon a natural weapon whose base damage is determined during monster modding. The default value is 3 (piercing damage). Table Damage Types (dmgtype) contains the list of possible damage types. Some common initiative values are these 1=spell, 2=fist/dagger/bow, 3=club/axe, 4=sword, 6=spear. Initiative value for the weapon, default is 2. See the Target Ranks (trgrank) table for the possible values. Sets the battlefield row where the weapon hits.
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