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Magic Weapon Enchantments

Page history last edited by KarmaKat 8 years, 4 months ago
Weapons in Monster Mash have a 40% chance of being enchanted when you pick them up. Enchanted weapons offer increased damage as well as other beneficial effects. Enchanted weapons are characterized by visual effects displayed on the weapon or on the character holding the weapon, and by the name displayed when you pick up or switch to a weapon.

 

Tips

Some of the weapon modifiers can be copied among players, for more detail on how to copy weapon see the Copying Weapons section of the General Informations.

 

Monster Mash uses the following weapon modifiers (alphabetical order by http://alphabetizer.flap.tv/):

 

Type Enchantment Name Type Short Description
NonLegacy Chain Lightning General
Lightning bounces to nearby enemies.
  Critical
Disabled
 
Both Damage General
Deals extra damage.
NonLegacy
Legacy is Sturdy
 
Earth General/Elemental
Reduces knockback effects, protects against Titan attacks and falling damage.
Both Energy/Draining General/Elemental

Grants mana/adrenaline each time you deal damage.
NonLegacy Flight General/Elemental

 
Allows you to fly while held.
Both Force/Slow Motion General/Elemental
 
Speeds up projectiles you shoot.
Both Freezing General/Elemental Slows enemies you shoot.
Both Healing General
Restores health to allies you shoot.
  Hover Disabled
 
NonLegacy Hunter's General
Deals extra damage to Dinosaur creatures.
NonLegacy
Legacy is Rage
 
Immolation Disabled

Deals extra fire damage.
Both Infinity General
Cannot run out of ammunition.
Both Knockback General/Elemental

Pushes monsters that you shoot.
Both Lucky General
Creates items you need while you hold it.
NonLegacy Mana Shield Disabled
Prevents damage to health by draining mana/adrenaline.
Both Medic Medic
Special Medic weapon.
Legacy Null Entropy Disabled
 
Functionality identical to Petrification.
Legacy Penetrating Disabled
 
Hits all enemies in the line of effect of a hitscan weapon.
Both Petrification General/Elemental
 
Stops enemies momentarily.
Both Piercing General
Ignores enemies' damage reduction.
NonLegacy Plunder Disabled
 
 
Both Poison General
Poisons enemies you shoot.
Both Protection/Harm General
Reduces damage you take.
Both Quickfoot/Slowfoot Disabled
 
Increases/decreases player speed.
Legacy Rage

General/Elemental

 

Deals high extra damage, but sacrifices health.
Both Reflection General
Reflects energy attacks.
NonLegacy Rejuvenation General/Elemental
 
Restores health, adrenaline/mana, and ammunition for this weapon while held.
NonLegacy Reloading General
Restores ammunition for all weapons while held, restores ammo to allies you shoot.
NonLegacy Retaliation General
Deals damage to enemies that hit you.
NonLegacy Skaarjbane General
Deals extra damage to Skaarj creatures.
Legacy Sturdy Disabled
 
Negates knockback from enemy attacks.
Both Vampiric General
Grants health each time you deal damage.
Both Vorpal General
Chance to instantly kill a monster.

 

 


 

Elemental Weapons

 

Some weapons are classified as Elemental Weapons which means they can be created using the Elemental Weapon Enchantment. Elemental Weapons all have varying effects, but may all be more or less effective against Elementally-attuned monsters. For example, Fire-associated weapons are less effective against Fire-attuned monsters, such as Volcanic Sliths, while Water-associated weapons are more effective against them.

 

This chart displays the four elements and the weapons that are associated with each element below.

 

Fire Water Earth Air
Rage/Immolation
Rejuvenation Earth Flight
  Freezing Petrification Energy

 

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