Roblox hours how to get hint

Roblox hours how to get hint

Overclock

Overclock, frequently abbreviated as OC, is a modifier that will power up your Tempos to become much powerful than before. You must own Hands of Time, and have beaten the game with the tempo you are attempting to Overclock before being able to use it.

Take a look at the Tempos page to see the un-Overclocked Tempos; the page also includes all of the Overclocked and non-overclocked variants of the Tempos.

Contents

Tempos

Invader

Halt : Duration increased to 10 seconds and cooldown reduced to 10 seconds.

Star : Overclock: Cooldown reduced to 3 seconds.

Dive : Duration increased to 30 seconds.

Gold : Time is completely stopped. Activate to move up to 3 seconds during stopped time. Recharges in 10 seconds.

Prophet

Omit : Infinite duration and cooldown is reduced to 5 seconds.

Zero : Takes effect continuously over a 5 second duration.

Rule : Time is not skipped for enemies. Duration is increased to 1 second, cooldown is reduced to 1 second.

Iris : Cooldown reduced to 2 seconds.

Witness

Undo : Blow away 5 seconds of time. Cooldown reduced to 6 seconds.

Gate : Time repeats itself once more. Cooldown reduced to 10 seconds.

Mood : Replay your actions without pause. Delay reduced to 2 seconds.

Dust : Rewind 15 seconds of time.

Artisan

Rush : Time acceleration increased by 50%. Cooldown reduced to 6 seconds.

Zion : Triples speed of time instead and speed of time is passively increased by 25%

Path : Holds 2 extra charges and cooldown is reduced to 24 seconds.

Mass : Radius is increased by 50% and effect is stronger. Cooldown reduced to 10 seconds.

Vestige

Swap : Cooldown reduced to 1 second and is no longer affected by distance travelled.

Dirt : Spawn 1 extra clone, duration increased to 15 seconds.

Rail : Now recharges after 60 seconds and upgrades can be shuffled without limit.

Disc : Cooldown reduced to 2 seconds.

Visitor

Clip : Cooldown reduced to 2 seconds. Gain an extra charge.

Subject

Loch: Cooldown reduced to 3 seconds. Damage taken while active is reflected.

Parting

Home: Cooldown reduced to 1 second.

Dreamer

Anti: Duration increased to 9 seconds. Damage dealt by you is repeated instead of delayed.

Miscellaneous

Page: Switch hosts and upgrades. Recharges after 5 seconds.

Cast: Cooldown reduced to 1 second and is no longer affected by distance travelled.

Tear: Cooldown reduced to 5 seconds and duration increased to 10 seconds.

Secret

Sand: The charge time is reduced to 1 second, and can be held indefinitely.

Word: Cooldown reduced to 1.25 seconds.

Hint: Respawn time is reduced to 1 second. Summon an extra ghost.

Resident Mind

Resident Mind

Spawns In

Health

The final boss of HOURS.

Contents

Appearance

Resident Mind is a glowing white, with gray eyes. It floats a few inches from the ground.

Moves

Phase 1: (Intro)

During Phase 1, Resident Mind is unable to be damaged, does not have a health bar, and is almost invulnerable. Surviving all of the attacks, deflecting with Overclocked Loch, or killing him with the Cheat menu from Hands of Time and Donation gamepasses will cause Phase 2 to begin.

(Note: You can kill him with OC Loch by reflecting the damage of the attacks.)

Orb Summon

Resident Mind will appear and pull in orbs from around the arena. Touching the orbs deal 4 damage each.

Tip for Orb Summon: Get a good distance from a solid, not glowing, part of the wall. Dodge orbs accordingly, making sure to turn sideways for a smaller hitbox.

Light Beam

Resident Mind will repeatedly attempt to cut the player by running laser beams at their position, one at a time and with a pause in between. Deals 6 damage each hit.

Tip for Light Beam: The only two things that can be done are dodging and blocking. Resident Mind will initially fire at the ground near you before attempting to slice you with it, therefore attempt to go crosswise from where you would expect the laser to go once you see it appear. Tempos or abilities that allow you to avoid direct damage for a duration are helpful at this time.

Light Vortex

Resident Mind will fire 2 beams from each hand and spin at extreme speeds, damaging everything in the center of the room for 10 each hit.

Tip for Light Vortex: Make sure you’re in the corner of the room, or at least on the walls. Immediately flee from the area once the attack is over.

Light Orbs

After completing Light Vortex, Resident Mind will throw 2 big orbs at the sides of the player. Deals 10 damage+ knockback.

Tip for Light Orbs: Once Resident Mind throws the orbs, move toward him and allow them to explode behind you. Do not use movement abilities unless your character is incredibly slow.

Homing Eruptions

2 lines of eruptions appear from the center of each orb and start to predict the player’s movement in a circular pattern. Deals 5 damage per hit.

Tip for Homing Eruptions: Continue moving forward. Do not stop moving. If you’re playing a host that is too fast/slow, try to adjust your speed, but stay consistent. Use wide turns in order to avoid walls rather than turning immediately. (Note: You can spin in circles)

Laser Barrage

Resident mind summons multiple orbs from the ceiling from where the homing eruption once were to shoot lasers at the player after 1 second of delay. Deals 5 damage each.

Tip for Laser Barrage: Turn your camera downward, walk forward, and keep track of the aiming lasers. If you notice one cross your feet, quickly move in another direction to avoid it.

Eruptions

Resident Mind will summon a circle of Eruptions then a single Eruption in the middle, causing stun before finishing with the Signature Move in the center. Deals 8 damage each.

Tip for Eruptions: This attack is incredibly difficult to dodge cleanly without any kind of mobility move or tempo. The easiest way to predict it is to note when the music gets dramatic and there are only a few laser barrage circles in the ceiling remaining. Once this occurs, immediately attempt to rush away from your current position. Alternatively, if no such tools are available, it should be noted that it is almost always preferable to be hit by one of the outer eruptions rather than the center one in order to dodge Signature Move. In this case, walk and attempt to get away from the expected epicenter of the attack once you know it is coming.

Signature Move

Resident Mind will slam a grand piano into the center of the ring of eruptions, dealing 25% of your health and massive stagger. He will then vanish and move on to phase 2.

Successfully parrying the grand piano slam using any blocking move will grant the Hint tempo.

Tip for Signature Move: It is relatively easy to dodge compared to Eruptions, since the only way you can get hit by it is by getting nailed by the center eruption in the previous attack. Stay clear of the general area.

Phase 2: (Intermezzo)

During Phase 2, Resident Mind will transform into a white neon version of the player’s host and copies all attacks, upgrades, and abilities from the player, apart from their Tempo. Upon spawning, it will be in the same state as you (e.g.: if you are in the middle of an attack when the clone spawns, the clone will spawn in the middle of the same attack). After defeating the clone, it plays the death animation of your host as it proceeds to Phase 3.

Note: This clone also mirrors your playstyle so it will copy how you play, try to find weaknesses in the way you play and exploit them to beat your clone. If this fails, spam your tempo. That’s the only way.

Phase 3 (Finale)

Resident Mind will rise up from the ground as itself and begin furiously attacking.

Nova Swarm

Sprays small orbs of energy around himself in a wavelike pattern, dealing 4 damage each. Each orb will go a certain amount of distance before reversing direction.

Tip for Nova Swarm: Get as far away as possible.

Hyper Beam

Rapidly fires a beam towards the player, dealing 1 damage per tick for a few seconds. During this, Resident Mind will circle around the player in a random direction.

Tip for Hyper Beam: Move in the opposite direction as Resident Mind (i.e.: if Resident Mind moves to your right, run to your left and vice-versa).

Mega Beam

Fires a large beam that sweeps over a wide area dealing 10 damage. If Resident mind is attacked during the attack he will turn his beam to you (does not apply to stun or stagger moves)

Tip for Mega Beam: Use any shield options or attempt to dodge using a jumping ability. It comes out incredibly quickly, however.

Coalescence

Fires a large, constantly exploding orb of energy that will constantly bounce off walls and home onto the player, dealing 5 damage if hit with an explosion, and 10 damage if hit with the orb itself.

Tip for Coalescence: Run in a straight line and once the sphere of light passes you run the other way. It is also recommended to pan your camera to keep an eye on the sphere to know where it is.

Oscillating Spheres

Fires 7 orbs of energy that deal 6 damage and will bounce off walls, homing onto the player and split into 3 smaller orbs that also arc towards the player dealing 4 damage each.

Tip for Oscillating Spheres: Run in a medium-tight circle while panning your camera around to look for incoming orbs.

Upheaval

Creates multiple eruptions chaotically in a large area for 8 damage each.

Tip for Upheaval: Get away from where you are fast. If you find yourself in a beam then use either I-frames or a mobility move. (Example for I-frames: Blink, Example for mobility: Dash Slash)

Upheaval (Circle)

Summons a circle of 6 eruptions 8 times on a target, dealing 8 damage each eruption. The center of the circle will be offset from the target in a random direction.

Tip for Upheaval (Circle): Either attempt to cancel the attack by hitting Resident Mind or turn your camera downward and attempt to stay within the center of the eruptions. These blasts can be inaccurate, so stand still and move about 2 studs every time a new circle is cast.

Beam Barrage

Fires 3 beams from its hands towards the player, causing a burst of 3 beams to fire from the room every 0.5 seconds, deals 1 damage each beam.

Tip for Beam Barrage: Keep walking in one direction. When hitting a wall, use a movement or i-frame ability to cross over the beams or carefully time your reversal to ensure you do not get hit.

Power Smash

Rises up into the air then slams down onto the player, creating an explosion that deals 10 damage.

Tip for Power Smash: This is the only move where Resident Mind flies up into the air before using it. Due to this, there is plenty of time to walk away before Resident Mind crashes downward. Reserve movement abilities for slow characters or if you are late in reacting.

Power Slam

Charges up a punch in the form of a large sphere before dashing at the player and punching them, knocking them back, and dealing 10 damage.

Tip for Power Slam: Run left or right, DO NOT run away from Resident Mind.

Power Charge

Rapidly charges at the player before creating a large eruption, dealing 10 damage.

Tip for Power Charge: Use your tempo, or simply move to Resident mind’s direction. There is very little warning when this move is about to come out, so constantly remain on the move in the event that it is use.

Triple Eruption

Fires 2 lines of eruptions on beside the player, pauses briefly, then fires another line of eruptions in the middle, each dealing 8 damage.

Tip for Triple Eruption: Because there is almost no warning, allow the two lines of eruptions to pass you before moving sideways to dodge the third eruption rather than attempt to dodge the entire thing. Distance from Resident Mind is incredibly helpful. Fast hosts or Prophets dash can completely negate this attack.

Dodge (Passive)

Resident Mind will quickly dash to the left or right when an attack is about to land. Cannot dodge while using an attack.

Tip for countering Dodge: Long and wide ranged melee moves such as Stab/Heavy strike. Otherwise use time-stop/time acceleration tempos.

Hover

Resident Mind will hover and move at high speed in a large circle when telegraphing his attack.

Resident Mind includes all three phases of the epilogue stage. He is incredibly dangerous to the unprepared.

At the start of phase two, a clone of the player’s Host is created in the center of the map, copying all their upgrades and abilities. The only differences between the Host and this clone are the increased health and lack of a Tempo. The clone’s AI was originally based on your movements during Mirai Mirror, however a recent update changed this to learning from every stage. Once it is defeated, phase three begins where the clone died.

During phase three, Resident Mind will use randomly selected attacks based on which one would work best in his given scenario. (This used to be a pattern but in the Parting update it changed.) dodging the player’s attacks and projectiles when not dashing around the room or using attacks of its own. It can, fire a spray of orbs that go out from where they were fired, then back inward, launching themselves towards you, or he’ll fire a beam from his right arm that always tracks you, but can be avoided by simply moving left from his body, or he’ll dash towards you with a ball of light, emulating a punch. He might raise his arm, creating many light pillars in a large area randomly, then he’ll fire 8 orbs which bounce around the arena, which then split into 3 smaller orbs that launch themselves towards you, after which he’ll fire 3 lasers that fire off the walls and track you, then he’ll fly up and slam down at your location, then create a line of light pillars in a V, then another line aiming straight at you in rapid succession, then he’ll fire a large orb that launches itself towards you 4 times, and after that he’ll fire a near unavoidable laser that sweeps through the arena in front of him, which can only be avoided with omit or standing behind him. After that he’ll kneel and create circles of light pillars around you several times, and finishing off by dashing towards you and slamming the ground, creating a light pillar. After using that attack, he’ll repeat the entire pattern.

Phase 1

Stay near the middle, but not too close to the middle. Keep dodging the pellets and move in random directions while avoiding the beam. You will need to stay near the corners when doing this. After it does a laser beam spin, simply stay in the corners then when it is about to launch the attack at you, move forward or walk in a tight circle. Keep doing this until the eruptions disappear. Then run into the middle, dodging the lasers. If you are on low health and you get staggered right at the end of the laser barrage, use time-freezing tempos if you can, to maximize your survival chances. You can also use Overclocked Omit, as the Overclocked version is infinite.

Phase 2

This phase can depend on which host you are playing as. Regardless of your choice, however, you cannot beat your clone in a head-on battle as it has the same damage output as you but with more health. If locked in constant attacks, try to disengage as fast as you can.

Here is a list of host-dependent tips.

Keep in mind that the clones’ movements and attacks are based off how you play in previous stages.

Phase 3

Resident Mind can dodge your attacks, so try to use an overwhelming amount of attacks to prevent him from dodging.

He plays similarly to Drifter, but instead of parrying, he dodges your attacks. Most M1 attacks will only work during an attack. It’s better to attack only when Resident Mind is in one place during his attack. But, keep in mind, attacks still exist, so try to dodge them as well.

Resident Mind will arise from the where the clone died. He will cycle through attacks he thinks are appropriate.

Obviously, you should attack whenever you have the chance. The best chances to attack are when Resident Mind finishes using Hyper Beam or Beam Barrage. You may use whichever attack patterns that suits you best. He cannot dual-attack. (e.g. while Coalescence is active, he cannot use Nova Swarm.)

His eyes leave a trail before he uses an attack so look out

Donation

Donation

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Purpose

Donation is a gamepass that you can buy from the game’s store, costing a large amount of 1000 robux. Despite being named «Donation», there are extra functionalities.

Contents

Perks

The Donation gives you access to the cheat menu (AKA the extended menu) if you also own Hands of Time. In the cheat menu, you can, among other things, unlock any Host or Tempo, give yourself any of your host’s talents, kill any enemy on screen, and become immortal. Donation explains how it works in its description.

Just play around with it.

How to use Cheat Menu

While in the tutorial or battle, press M to open the cheat menu. Note that all codes are case-sensitive.

If you’re wondering what the numbers are for Upgrades and Moves, check the Host’s wiki page for it (Some do not have the number sheet).

You also have other options such as:

Host unlocks:

Type «Class», then the number for the Host, no spaces.

Tempo unlocks:

Type «Time», then the number for the Tempo, no spaces.

Adding «Win» after the code unlocks the Overclock or Turbocharge for the Tempo and Host, respectively- e.g. Class7Win unlocks Subject turbocharge.

If you’re doing a Hosts or Tempos unlock, press the «Unlock» button after you typed the command.

If you’re trying to give yourself upgrades:

Type ONLY the number for the upgrade.

(Example: 23 for Burning Gaze if playing as Vestige)

If you’re getting upgrades, press the «Talent» button after you typed the command.

Host IDs

Second page

Class8

Tempo IDs

Second page

Time22

Debug/Testing commands

Note: To use the Debug/Testing commands you must put the command in the text bar and press talent for it to work. it also must be exact, putting in the command in the wrong way by any means makes it not work.

Enemy summons

Bosses

Sinking Sands

Peacock Peaks

Downcast Days

Mirai Mirror

Others

Note: All summons are hostile.

Bloxxer

Bloxxer (Host)

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Unlocked By

Hint phrase: «Pedestrian crossing.»

True Name

Were you looking for Bloxxerman?

«You thought you were going to get a true name but it was I, Dio!»

Bloxxer boasting about his nails

The Bloxxer is one of the fifteen Hosts featured in HOURS.

Description

Bloxxer is an exceptional tank host. He moves very slowly, but gets by on the battlefield with his powerful attacks. Obtainable by tripping every wire of Bloxxerman’s 20 Meter Radius Nail Splash. This is easier to do by setting your graphics to 1, to lower the amount of wires. He has no true name.

Appearance

The Bloxxer takes the same appearance as Bloxxerman, hence his name.

Playstyle

Bloxxer is the slowest host in the game, which hinders his ability to avoid attacks by conventional means. His best defense is his own offense, using his powerful projectiles to keep enemies at bay.

Nail Splash (M1) fires a burst of nails that deal extremely low damage individually, but provide decent knockback to repel enemies.

Impale (M2) is Bloxxer’s only melee attack, but its range is quite long and has almost no delay, and stuns enemies on hit for a considerably long time. This can be used to initiate a combo attack with Super Nail Splash! or Nail Rain. For maximum effectiveness, this should be timed to cancel an enemy’s attack.

Sink (SHIFT) teleports Bloxxer to a random location on the field. The lower his HP, the more additional effects this will provide; below 60% HP, it summons a clone of Bloxxer at a random location which attacks with a Nail Splash before disappearing (2 clones below 20%), and below 40% HP, Bloxxer gains a 20 HP Shield that reflects projectiles and grants immunity to most negative effects, and staggers a melee attacker that breaks the shield. Due to the unpredictable nature of this skill, it’s best used only when necessary to keep distance. While Bloxxer is immune to crowd control effects while this skill is active, he will still take damage if he is hit while sinking into or emerging from the ground.

Super Nail Splash! (Q) is an empowered version of Nail Splash which lasts longer, has stronger knockback, and can be continually aimed. The angling of this attack has a very slow turning speed, so it should be timed for when an enemy is not moving too fast in order to stagger them and allow the full attack to connect.

Nail Rain (E) drops nails onto the nearest enemy’s location when activated. The rain follows the target as they move. This attack has a small windup and lingering time, so it is not recommended to use this attack when enemies are too close.

With the exception of Impale, which stuns, and Nail Splash, which does not inflict any form of Crowd Control, all of Bloxxer’s attacks stagger enemies, even on Seconds Difficulty. This in combination with Sink and the knockback of his projectiles prevents enemies from getting too close.

Abilities

HP: 75 (Increases by 25 per upgrade)

Speed: Extremely slow

Nail Splash (M1): Fire a burst of nails dealing 1.125 damage per nail, with each nail being able to push enemies back slightly. [3s CD]

Impale (M2): Turns the blueprint in Bloxxer’s hand into a large nail, then thrusts the nail forward. Stuns for 2 seconds with a base damage of 10 if it lands and 5%EnemyMaxHP damage. [8s CD]

Sink (SHIFT): Sink into the floor and reappear at a random location. At around 60% max health, summon a clone to use Nail Splash once. At around 40% max health, gain a 20 health shield which reflects projectiles and staggers melee attackers upon breaking. At around 20% max health, summon a second clone. [12s CD]

Super Nail Splash! (Q): Fire multiple nails from both of Bloxxer’s arms. [12s CD]

Nail Rain (E): Rain nails upon an opponent. [16s CD]

(Passive) Pwning: When spawning into combat Bloxxer falls from the sky and creates a massive shockwave when he hits the ground, dealing up to 25 damage depending how close enemies are to Bloxxer when he drops. All of Bloxxer’s attacks which Stagger will still do so on Seconds difficulty. (Note that Bloxxer will only perform this ground pound when spawning into Sunken Sands, appearing in Multiplayer mode, or selected by the Overclocked Page Tempo.

Unlock tips

-A host with a high movement speed such as Equinox or Parting combined with a speed enhancing tempo like Rush or Zion is well suited to tripping every wire.

— Having your quality set to the lowest setting reduces the number of wires that are needed to be tripped towards unlocking Bloxxer. This is meant to improve performance for those who need it, but can be used to make this challenge easier.

— When used with his Aspect of God upgrade, Buffoon can trivialize the process of tripping the wires due to the projectile deflection this upgrade provides.

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(Increase your nail damage by 0.75, Impale’s damage by 10, and HP by 25)

Subject

Subject

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Unlocked By

True Name

«He defies the laws of reality, making energy and matter from nothing. He truly is, the ultimate lifeform.»

The Subject is one of the fifteen Hosts featured in HOURS.

Description

Subject is unlocked after completing the game on Seconds Difficulty on PC or Minutes Difficulty on Mobile. He is a mainly ranged host that is known for creating potions with key combos, creating a unique play experience from other hosts.

Appearance

The Subject appears as a gray humanoid with pink transparent body parts. He wears a gas mask and wields a lightsaber-esque sword. His icon represents his face, gas mask in all. It also looks like a potion.

Playstyle

Subject relies on a unique mechanic for survival: Potions. Potions come in two forms: Imbued and thrown. Imbued potions are used to coat Subject’s sword, providing special boosts to his Strike, and thrown potions affect Subject or enemies directly. There is both an imbued and thrown version of every potion.

Strike (M1) is Subject’s basic attack which deals decent damage. This damage is increased both directly and indirectly by imbuement from potions.

Consume (M2) allows Subject to use one of his brewed potions, either coating the sword (imbuement) or throwing the potion either at his feet or at enemies, depending on the thrown potion’s effect. Note that Subject can only have 3 active imbuements at a time.

Blink (SHIFT) Teleports Subject forward in the direction he is facing, during which time he is immune to damage and crowd control effects. This skill is unaffected by Auto-Aim.

Brew (Q) Is used to brew one of Subject’s many potions. Once pressed, Subject will become stationary, and the ability keys are used as a code input for the desired potion.

All potion codes are four presses in length, always beginning with either the left or right mouse button for 3 presses and ending in either one of these mouse buttons or Q. If the first button in the code is the left mouse button, the potion will be an imbuement, whereas if the first button is the right mouse button, the potion will be thrown. After this initial mouse button is pressed, the remaining 3 inputs of the potion code are identical to their imbued or thrown counterpart.

Alternative to inputting a full code, You can begin the input with Q to quickly brew the last potion you made, or E to brew a random potion.

For more information on Potion mechanics, see the Abilities and Potions and Upgrades sections below.

Abilities

Default

Health Regen: 0.33/s

Speed: 16 studs/s

Strike (M1): Strike for 14 damage. Damage is increased by 4 for each active imbue.

Consume (M2): Use a stored potion. Thrown potions will apply 1x their effect in an area. Imbued potions will apply 0.25x their effect to the next 5 hits of Strike.

Blink (SHIFT): Become invulnerable and teleport in the direction of which you are currently facing. (3 second cooldown).

Brew (Q): Brew a wide array of potions with varying effects by posing using Lmb, Rmb, and Q. Pressing E will brew a random potion. Pressing Q before the final pose will brew your previous potion (6 second cooldown, holds 3 charges).

Brewable Potions

Imbue

L L R Q = Imbue Blood, +12 dmg

L R L Q = Imbue Lightning, +4 dmg, Stun

L L L L = Imbue Life, +4 dmg, Lifesteal

L L L R = Imbue Water, +4 dmg & regen on hit

L L R R = Imbue Wind, +4 dmg & speed on hit

L R R R = Imbue Frost, +4 dmg & slow enemy

L R L R = Imbue Poison, 5 dmg poison (10 dmg DoT) +4 dmg

L R L L = Imbue Fire, +4 dmg & 8 dmg explosion on Strike hit

L L R L = Imbue Earth, +4 dmg

L R R L = Imbue Shadow, +4 dmg, 1st hit lands a weakness effect (24 dmg)

L L L Q = Imbue Crystal, 7 shield on hit

L R R Q = Imbue Nether, reduces enemy power on hit

Throw

(note: positive effects are thrown at the ground and negative effects are thrown as a projectile)

R L R Q = Blood, +7 dmg

R R L Q = Lightning, 24 dmg & stun

R L L L = Life, Heal 20 (default)

R L L R = Water, Regen

R L R R = Wind, Speed

R R R R = Frost, Slow

R R L R = Poison, 5 dmg poison (40 DoT)

R R L L = Fire, Explosion (30 dmg default)

R L R L = Earth, +2 dmg & explosion hit (8 dmg)

R R R L = Shadow, +7 dmg (weakens enemy)

R L L Q = Crystal, 25 shield

R R R Q = Nether, reduces enemy power

Potion Changes

Blood

Fermented Spider Eye: Blood’s damage bonus is increased by 6.25% per second of duration left, up to 150%.

Vampiric Blood: Blood grants 15% lifesteal to melee attacks when active. Blood’s bonus damage is increased proportionally to your missing health, up to 150%.

Lightning

Ionized Plasmavine: Lightning’s damage is increased proportionally to the target’s remaining health, up to 100%. Lightning removes all shields from the target.

Storm Dangleroot: Lightning deals 5% of the target’s maximum health as damage and stuns for twice the duration.

Phoenix Pheather: Life heals 20% of missing health.

Still Spirits: Life heals again 5 seconds later for 50% of health healed.

Water

Atlantic Dust: Water amplifies healing received by 50% while active.

Inverted Rainwater: Water heals 100% more when health is above 50%.

Pressurized Ether: Increase Wind’s speed bonus by 25%. This bonus increases to 100% over 3 seconds and resets when attacking or getting staggered.

Tempest Cloud: Cooldowns recharge 50% faster while Wind is active. Wind grants an additional 50% speed bonus that decays over 2 seconds after attacking or getting staggered. Passively increase Wind’s speed bonus by 25%.

Frost

Biting Frostweed: Frost deals 4 damage for every second its duration is increased.

Rising Icicles: Frost’s duration is increased by 1 second every time damage is taken. Frost’s slow is increased by 3% for every second it is active, up to 25%.

Poison

Nettleberry Extract: Poison’s damage is increased by 0.33 every time it deals damage.

Rose of the Reaper: Poison deals damage 100% more frequently when the target’s health is below 50%.

Essence of Dynamite: Fire deals up to 100% bonus damage and knockback the closer the targets are to the centre of the explosions.

Molten Timber: Fire has 50% increased radius, damage, and knockback.

Earth

Ashen Bone: Earth reduces damage taken by 5 while active. Gain knockback resistance and reduce the duration of stuns, silences, and disarms by 75% while active.

Slateskin Lotion: Increase Earth’s armor bonus by 25. Gain stagger resistance while active.

Shadow

Lily of the Void: Enemies afflicted with Shadow degenerate 8 health over 0.5 seconds whenever damage is taken. Prevent healing while active.

Valley Noonshade: Shadow’s armor reduction is increased by 50. Afflicted targets are staggered every 5 times damage is taken.

Crystal

Crystal Glowpetal: Taking damage while Crystal is active will give shields equal to 40% of the damage taken.

Fractal Growth: While Crystal is active, gain 2.5 shields per second up to 50. Increase the number of shields granted by 20%.

Nether

Crumbling Iron: When Nether ends, deal damage equal to 5 times its active duration.

Liquid Curse: Enemies afflicted with Nether are periodically disarmed and silenced. Increase Nether’s power reduction by 25%.

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