Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Vanilla item labels generally had two-degrees of variance and I added a third degree giving either an opposite effect or a progressive one depending on what the attribute was such as mass, hardness, surface friction, etc.
So Tao sword is Sword/Sharp/Smooth2 - +0.2AttP, -0.4Qi, +0.8FlySpd, +0.8RotSpd, -0.6Knocbackadd, -0.4knockbackress, -0.5trailL
Katana - Katana/sharp/Elastic - +0.2AttP, -0.3Qi, +0.5Qireq, +0.5Flyspd, +0.4RotSpd, -0.4Knocbackadd, -0.5trailL
Spear Spear/sharp/elastic - +0.4AttP, -0.0Qi, +0.4QiRec +0.2FlySpd, +0.2RotSpd, +0.8knockbackress, +0.6TailLenght +0.5Scale
Qi sword have only sword/sharp labes so worse then regular sword and tao sword.
Best option for Attack power is mace now +0.8 in summ from labels.