EMP Weapons
From Exiled Kingdoms Wiki
Exiled Kingdoms: Weapons |
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Axe ♦ Bow ♦ Dagger ♦ Greataxe ♦ Greatsword ♦ Hammer ♦ Longsword ♦ Mace ♦ Maul ♦ Off Hand ♦ Shortsword ♦ Staff ♦ Wand |
Weapon: EMP Weapons |
Weapon Table |
Description
EMP (ElectroMagnetic Pulse) grants %8 percent base chance + 4% per rank to spend an Ancient Battery and deal massive shock damage (plus paralyze Robots)
List of EMP Weapons
Icon | Name | Class | Rarity | Cost/Val | Damage | Speed | Crit % | DPS | Attribute |
---|---|---|---|---|---|---|---|---|---|
Ion Recurve | W, R | Uncommon | 1500/375 | 3-7 + 6 | 15 | 5 | 16.8 | EMP 1 | |
Nanocarbon Scalpel | All | Uncommon | 1500/375 | 7-13 + 6 | 12 | 6 | 19.7 | EMP 1 | |
Nanocarbon Sword | W, C | Uncommon | 1500/375 | 11-17 + 8 | 10 | 6 | 22.5 | EMP 2 | |
Pneumatic Mallet | W, C | Uncommon | 1500/375 | 12-22 + 10 | 8 | 4 | 22 | EMP 3 | |
Tesla Emitter | M | Uncommon | 6000/1500 | 7-12 | 11 | 7 | 10.9 | EMP 2 ♦ Arcane 2 | |
Tesla Rod | M | Uncommon | 6000/1500 | 8-16 | 9 | 5 | 11.2 | EMP 3 ♦ Arcane 3 |
Notes
EMP damage is incredibly useful in the fight against killer robots. This has to be balanced by the fact that EMP damage consumes ancient batteries but you also need batteries for other purposes. If you want to use one of these weapons, but you don't want your ancient batteries used, stick the batteries in your bag of holding if you have it. You won't give EMP damage, but you will save your batteries for other uses.