In Media Res
Lemon Bars of Order

quote:
Adventurer nodrops. Kam says: All have no special, if you are a Guardian then the weapons gain an MC effect of +4.25 BtH on weapon/special attacks. Long Sword and Staff are neutral, Short Sword is +3 BtH lean and 1/3 base lean. Spear is also +3 BtH lean but is 2/3 random lean. All of them scale to PlayerLv 10 (min 0) for Adventurers, they scale to PlayerLv for Guardians, and if using the !!! version they gain a boost equivalent to a Guardian item (minimum of +3 levels). Level 0 10 30 50 70 90 110 130 150
Type         G
PowLvl 0 10 30 50 70 90 110 130 153
Long Sword
Base 3 4 7 9 10 12 13 14 16
Rand 5 9 13 16 21 23 26 30 32
Short Sword
Base 4 6 9 11 14 16 17 19 21
Rand 3 5 9 12 13 15 18 20 22
Spear
Base 2 3 4 6 7 8 9 10 11
Rand 7 11 19 22 27 31 34 38 42
Staff
Base 2 3 5 6 8 9 10 11 12
Rand 4 7 10 14 14 17 19 21 24
BtH 0 1 4 6 9 11 14 16 19 Got these. ~Carandor Awe weapons. Kam says: Scales same as the Adv nodrops, with +3 BtH lean on dagger/spear, dagger has a 1/3 base lean and spear has a 2/3 random lean. Imry says: 10% Proc rate. The MC goes into PWD, but if you align it to have a notrandom weapon special, then your special gets boosted. 40% (30% for Magic) chance of doing a fixed damage attack: # 75%: Guardian Dragon # 25%: PWD 60% (70% for Magic) chance of doing something else: #50% chance of doing a random Vampire #25% chance of Awe Blast #25% chance of Spiral Carve For the random Vampire, it looks at all possible Vampires that can occur, and chooses one. If no Vampires are possible, then it does Spiral Carve. SPIRAL CARVE: Standard special, 3 hits. If you're aligned to this, then it does +25% damage. AWE BLAST: 3 hits, always hits, does *0.85 damage. If you're aligned to this, then it does +25% damage. HEALTH VAMPIRE: If you're at 75% health or higher, then you do Spiral Carve instead. If not: One hit, x0.5 damage. You heal HP equal to the damage inflicted. If you're aligned to this, then you heal damage equal to 150% of the damage inflicted. Healing is divided by the monster's element modifier. MANA VAMPIRE: One hit, 5/6 damage (Magic) or 5/8 damage (otherwise). If it connects, you heal MP equal to [one standard Magic spell]. If you're aligned to this, then you heal MP equal to 1.4*[one standard Magic spell]. At the beginning, it checks whether or not this'll heal you above your max MP; if it does, then you do Spiral Carve instead. SOUL VAMPIRE: One hit, 5/6 damage (Magic) or 5/8 damage (otherwise). If it connects, you heal SP equal to [one standard Magic skill]. If you're aligned to this, then you heal SP equal to 1.4*[one standard Magic skill]. At the beginning, it checks whether or not this'll heal you above your max SP; if it does, then you do Spiral Carve instead. GUARDIAN DRAGON: Deals [17 + ([Your Level]  [MonLvl])/2]% of the monster's max HP as Harm damage. Has a 10% chance of calling Jr. instead, who deals [17 + ([Your Level]  [MonLvl])/2]% of the monster's current HP as [Monster base element] damage, and calls his dad after if the monster's resistance is lower than 50%. If you're aligned to this, then the weapon's proc rate increases to 12% (Magic) or 16% (otherwise). PWD: You know how it works :P If you're aligned to this, then the weapon's proc rate changes to 3% (Magic) or 4% (otherwise).
< Message edited by Carandor  11/24/2018 10:15:54 >
