Valence Weapon ranged
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Valence Weapon ranged weapons are part of the Valence armaments script set. They were introduced alongside other new varieties of Valence armaments at Duskruin Arena in August 2023. They were designed by GM Kenstrom and GM Mestys. Valence Weapons of all types synergize when used with Valence Armor. There are several varieties of Valence Weapons. The original Valence Weapons were exclusively edged weapons, such as swords and daggers. Additional Valence Weapon types were introduced in 2023, with blunt, ranged, and runestaff varieties. Each variety uses similar traps but has slightly different flavor messaging. Valence armaments are sold at the Beyond Barriers shop. Tier 1A Tier 1 Valence Weapon has a standard chance to flare with disintegration damage on successful attacks. They have access to one ability, plus a second special ability if used with Valence Armor. Shroud of Shien'tyr: An AoE SMR attack to debuff enemies. Cooldown: 6 minutes (-1 per tier above 1, minimum 3 minutes). Barbs of Lorae'tyr: Special ability only available when used in conjunction with Valence Armor. An SMR attack with multiple waves of damage. Cooldown: 30 minutes.AnalyzeThis section has not been added yet; please add to it now! Usage
Tier 2At Tier 2, Valence Weapons have a 20% chance for a second flare when the tier 1 flare activates. They gain a new ability and two more fluff verb traps. Winds of War: An AoE SMR attack to knock down foes. Cooldown: 5 minutes (-1 per tier above 2, minimum 3 minutes).Usage
Tier 3At Tier 3, Valence Weapons have a 10% for a third flare when the second flare activates. They gain a new ability. Grip of the Vishmiir: An SMR attack to do cold damage and root a foe in place. Cooldown: 5 minutes (-2 per tier above 3, minimum 3 minutes).Usage
Tier 4At Tier 4, Valence Weapons have a 5% chance for a fourth flare when the third flare activates. They gain one final ability, plus a boost to extraplanar bane affinity. The Bringer of Death: Increase AS/CS per successful attack for 30 seconds, costing health. Cooldown: 30 minutes. Extraplanar Bane Affinity: Increases potency of extraplanar bane by +10 AS.AnalyzeThis section has not been added yet; please add to it now! Usage
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