Boosting it to Ruby takes you collecting 1200 resources the damage boost is still 18%, but the weapon will also inflict bleeding damage (or poisoning, if you somehow levelled up McGrabby in this manner). Afterwards, the weapons can be levelled to Diamond by gathering 7000 total with them, which boosts the combined damage by 18%.slower movement speed/swing speed due to carrying something made out of one of the heaviest metals in existence.) This raises the weapon's damage by 10%, with no drawbacks (i.e. Gold-Colored Superiority: Gathering 3000 units of the game's resources (wood, stone and food) while wielding a weapon will upgrade it to a gold version.While this will result in a kick as soon almost as soon as this is noticed, crafty players can nevertheless wreak true havoc in that manner, before leaving the tribe themselves and attacking everyone. However, it is still possible for them to destroy the structures their tribemates placed down.Spikes will not harm either the one who deployed them, or a member of their tribe. Friendly Fireproof: Members of the same in-game Tribe cannot harm each other.However, they have basically no reach, and so other good players can often just knock their wielders back, especially if they are using a Spear. Their users move faster than anybody else without speed-boosting accessories, and they have the fastest speed out of melee weapons, and hence the fastest gathering speed. Dual Wielding: One of the level 2 weapon options is dual-wielding daggers.However, it deals a whole 70 damage per hit to the structures, and so is a highly specialised tool, even if using it deprives you of the ability to shoot or block. It is actually weaker against human or animal targets than the default Tool Hammer, dealing 10 damage rather than 25. Then, you can choose to wield a Great Hammer as your secondary at Age 6.(Though, some players have stuck with it and upgraded it to Gold and beyond, mostly for bragging rights.) It is obviously the worst thing one can wield (with the possible exception of resource-oriented stick) and so you should replace it for one of the Tier 2 options as soon as possible. Drop the Hammer: The default weapon is a Tool Hammer.Potentially justified by said Musket being obviously primitive, and only firing stone bullets. Concealment Equals Cover: Literally any structure or object tall enough will block Musket's bullets, even if it's a bush or a cactus.Collision Damage: While Wolves have to bite the player to damage them, Bulls and Bullies deal contact damage to simulate them charging at the player.Same goes for the Turret Gear,which is a Hat that acts like a Turret, and even deals the same damage. Played straight with the Turrets, which will be able to fire indefinitely once placed down.Wearing Musketeer Hat halves the resource cost of each shot, but it hardly makes them free. Firing an Arrow requires 4 Wood if it's a Bow, and 10 Wood for either of the Crossbows. ![]() It does the most damage per hit out of the Age 2 starting melee weapons, and has the longest reach, but is also swung at the slowest rate, making resource gathering more difficult. It does less damage than the other options (besides the Stick), but it gets a great bonus to Knockback, and can be swung at a good speed as well. ![]() Batter Up!: The Bat is one of the Age 2 melee weapons, though it is no baseball bat, and is instead basically a club with metal spikes at the end.It can literally fire four arrows per second! Though, each shot will cost you 10 Wood, so better stack up on that first! Automatic Crossbows: Repeater Crossbow, available at Age 9 if you have chosen to obtain a Crossbow at a previous Age.Artificial Stupidity: The pathfinding AI of animals and other creatures is pretty poor, and can easily get stuck on obstacles like trees or stones while you are attacking them.Many of them are purely cosmetic, but there are a lot of hats with game-changing effects. And Your Reward Is Clothes: Purchased Hats and Accessories are the only things that'll stay in your inventory even after you get killed and respawn. ![]()
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