Monster Mash Wiki

Check out Death Warrant's Invasion Server
DW_KarmaKat
Site Admin
Posts: 2003
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

d2frob wrote:i would, however i can't get into the admin account :/
Rob? You built the house and lost the keys??? ;)

KKat
:flower:
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

There's gotta be some way to get or reset the admin password from configuration files.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Any chance you can try this out Rob?

http://kb.siteground.com/article/How_to ... sword.html
40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

A couple of recent topics which may be useful on the wiki:
Monsters Level Damage
(Sticky) Points Breakdown
Edit: How to copy a weapon

+ Update
(Sticky) Customizations/Options
Image
I love the smell of UnrealEd crashing in the morning.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Well,

I noticed that Rob's hosting right now seems to be screwed up. Either he took it down or there's some kind of problem.

At the same time, the old wiki was getting absolutely flooded by spammers. So I decided maybe it's a good idea to make a wiki which is controlled by the regulars of this community and not by Rob (who I haven't seen around in awhile).

I'm hoping Rob's wiki comes up again at some point so we don't lose all the content that was posted there...

Anyway, link to the new wiki is : http://dwmonstermash.pbwiki.com/FrontPage

Due to the spam issue with the old wiki the accounts all have to be approved, so don't worry if you can't immediately edit it.
Inspector
1337 Haxor
Posts: 157
Joined: Sat Jun 09, 2007 11:00 pm

Ug, rob's wiki had some great info on it. I have some free time tonight. I can start updating whenever I'm approved.
Adrenaline Master - Inspector lvl 232
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

Hopefully it'll be back online soon, idk if you need it but I have some info from cached pages...
DWRPG wrote:DWRPG
From DWMonsterMash

DWRPG is the Death Warrant Clan's special extension and expansion of UT2004RPG and DruidsRPG.


-DWRPG 100 -Added Earth, Plunder, Critical, Mana Shield, and Retaliation weapons

-DWRPG 101

-DWRPG 102

-DWRPG 103

-DWRPG104 -Added Skaarjbane weapons, removed Critical weapons -Added Flight weapons (Disabled due to major error)

-DWRPG 105 -Reloading weapon superweapon reloading fixed. -Released revision of Flight weapon -Added Medic Healing Blast artifact
Retrieved from "http://robhodson.co.uk/monstermash/inde ... itle=DWRPG"

* This page was last modified 00:41, 8 August 2008.
* This page has been accessed 22 times.
Medic - DWMonsterMash wrote:Medic
From DWMonsterMash
Contents

* 1 Medic
* 2 Medic Specific Abilities
* 3 Abilities
* 4 Abilities to Ignore
* 5 See Also
* 6 External Links

Medic

Medics are armored tanks with the ability to heal themselves extremely efficiently. If you play them correctly they are unbreakable. Their chief enemies are Titans, because their boulders are the only attack capable of killing a high level medic in one hit*. Medics are also highly useful to have around because they can heal their teammates. Medics can also summon monsters as pets. You can tell a Medic apart from other classes by the blue + over their heads and the shiny, blue (Medic) weapon or transparent, pink (Infinity) weapon in their hands. And the amount of teammates crowding around them.

For a thread containing a complete guide, go here. Read the whole thread, BrainPan's modifications increase it's effectiveness.


Medic Specific Abilities

Advanced Damage Reduction
Experienced Healing
Loaded Medic
Loaded Monsters
Monster Health Bonus
Monster Intelligence
Monster Points


Abilities

Adrenal Drip
Advanced Damage Reduction
Airmaster
Awareness
Cautiousness
CounterShove
Experienced Healing
Ghost
Iron Legs
Loaded Medic
Loaded Monsters
Monster Points
Monster Intelligence
Monster Health Bonus
Power Jump
Quickfoot
Regeneration
Shields Up!
Smart Healing
Speed Switcher
Ultima


Abilities to Ignore

Airmaster**
Cautiousness**
Countershove
Experienced Healing**
Iron Legs**
Loaded Monsters***
Monster Points***
Monster Intelligence***
Monster Health Bonus***
Power Jump**
Regeneration**
Quickfoot**
Shields Up!**
Smart Healing
Speed Switcher
Ultima


* Lucifer Flames kill anyone in one hit.
** Initially, ignore these abilities. Only buy them at high levels when you have the skills you need.
*** Only buy Monster Abilities once you have MAXED your other stats. Monster are very weak,
but they take on your stats, so if you have them all maxed your Monsters may actually do some good.


Redeemer's Petless Medic guide
Death Warrent Job build discussion
Retrieved from "http://robhodson.co.uk/monstermash/inde ... itle=Medic"

* This page was last modified 20:14, 28 February 2008.
* This page has been accessed 421 times.
Rules - DWMonsterMash wrote:Rules
From DWMonsterMash

1. No racial comments.
2. No team killing, or bad behavior.
3. No text spamming.
4. Don't spam the voice chat. Doing so will get you muted (you can't talk or hear anyone except admins.)
5. No glitching. (going under the map, or places where mapper didn't intend)
6. No disconnecting and reconnecting for better weapons. ( Ask an Adrenmaster to max your weapons instead!)
7. Have fun! Thats what the server is for.
8. Use common sense on everything else, thats all we ask.

Rules are subject to changes and modifications.

Here is our remedy to a player who is causing trouble:

We can now give a player a slap, which is a 10 second freeze and a message telling them what they are doing wrong. If a player continues to be unruly, we can kick them for a certain number of maps, where they will be kicked from the server and not allowed back on until the number of maps (under the discretion of the admin) has played. Too often a player may do something that placing a ban would have been too harsh, and a plain kick is too little, and all too often they may not see a message telling them to stop their behavior, now with the ability of a slap, they will see a message that they cannot miss, and with a kick for X number of maps, they will know they are not banned and probably will be a better player from then on.

Every player with a DW> tag has admin powers.


Fastest Way to Get Banned

1. 1. Find the players DW>KarmaKat or DW>Nutcracker and call them a stupid #$## then wait for 3 seconds while they dive for the bann button. (in no way is this recommended if you want to keep your life)

Retrieved from "http://robhodson.co.uk/monstermash/inde ... itle=Rules"

* This page was last modified 14:31, 18 October 2007.
* This page has been accessed 150 times.
FAQ - DWMonsterMash wrote:FAQ
From DWMonsterMash
General FAQ

General Questions about Monster Mash.

Q: What is Monster Mash?
A: Monster Mash is an Invasion server run by Death Warrant that runs the Druids RPG update mutator.

Q: How do I buy abilities/skills?
A: Press L to access the L Menu. Abilities require you to have purchased a Character Class. Once you have purchased a Character Class, simply highlight the ability you want and click Buy.

Q: What does an Adrenaline Master do?
A: The purpose of an Adrenaline Master is to utilize it's magical Artifacts to their maximum capabilities. They can enchant weapons, triple their damage output, or become completely invulnerable while their adren lasts.

Q: What does a Weapon Master do?
A: Weapon Masters have spent their entire lives gaining knowledge of their weapons. They can do a possible 10% extra damage, and use the Vampirism ability to regain their health very quickly while doing severe damage to their enemies.

Q: What does a Medic do?
A: Medics have the ability to turn one on their weapons into a Medic Weapon of Infinity, which has unlimited ammunition and does 6% extra damage. Attacks from this weapon heal friendly units. Medics have the ability to resist high amounts of damage. Medics can also summon monsters as pets.

Q: I'm a Monster Master, heal me!
A: The Medic class includes both the ability to heal and the ability to summon monsters - you don't have to be just one. So buy Loaded Medic, you tard.

Q: What happens when we win?
A: All in game players get 1500 Experience.

Q: How many waves are there?
A: There are 16 waves. 15 Normal waves which increase in difficulty and one Boss wave, where all of the players team up to kill Lucifer.

Q: What are the max stats?
A: See MaxAttributes
See Also

QuickStart
Satore Monsters
Wail Lords
Retrieved from "http://robhodson.co.uk/monstermash/index.php?title=FAQ"

* This page was last modified 02:45, 12 October 2007.
* This page has been accessed 203 times.
Abilites - DWMonsterMash wrote:Abilities
From DWMonsterMash

Abilities are what makes your player better. You access them be leveling up and spending the Stat Points in the L Menu.

The Abilities:
Adrenal Drip
Adrenal Surge
Advanced Damage Bonus
Advanced Damage Reduction
Airmaster
Awareness
Cautiousness
CounterShove
Denial
Energy Leech
Experienced Healing
Ghost
Iron Legs
Loaded Artifacts
Loaded Medic
Loaded Monsters
Loaded Weapons
Monster Points
Monster Health Bonus
Monster Intelligence
Power Jump
Quickfoot
Regeneration
Resupply
Retaliation
Shields Up!
Smart Healing
Speed Switcher
Ultima
Vampirism


See Also

Stat Points
Stats
Retrieved from "http://robhodson.co.uk/monstermash/inde ... =Abilities"

* This page was last modified 02:31, 11 October 2007.
* This page has been accessed 254 times.
I know most of this is here anyway, but if you need anything else I might be able to find some more. :faroah:
Image
I love the smell of UnrealEd crashing in the morning.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Thanks 40.

Made some small updates to the site based on that info. Also approved the people who registered.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Every player with a DW> tag has admin powers.
This line is not technically correct, new DW members can''t be admins right away....
40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

Well, I went through the pages in my cache and I found a little more than I expected...
Weapon Master - DW Monster Mash wrote:Weapon Master
From DWMonsterMash
Contents

* 1 Weapon Master
* 2 Weapon Master Specific Abilities
* 3 Important Stats
* 4 Abilities
* 5 Abilities to Ignore
* 6 Overall Info
* 7 See Also

Weapon Master

Weapon Masters are fighters who have spent their entire lives learning about their weapons. They know their enemies, and are capable of dealing

more damage than any other class. They can steal life from their enemies to sustain themselves.

The original class description is defined here.


Weapon Master Specific Abilities

Advanced Damage Bonus
Loaded Weapons
Vampirism
Important Stats

Weapon Speed
Damage Bonus
Max Ammo Bonus
Abilities

Advanced Damage Bonus
Airmaster
Awareness
Cautiousness
CounterShove
Denial
Ghost
Iron Legs
Loaded Weapons
Power Jump
Quickfoot
Regeneration
Shields Up!
Smart Healing
Speed Switcher
Ultima
Vampirism


Abilities to Ignore

Airmaster**
Cautiousness**
Countershove
Iron Legs**
Power Jump*
Quickfoot*
Shields Up!**
Smart Healing**
Ultima
Overall Info

Strategy: Know your enemies. Live so you can return to fight another day. If you find medics make sure to keep them alive. They will let you remain

in the fray a whole lot longer. Protect the main camp, then mash the monsters out in the wild.

Buy 50 ammo bonus and resupply lvl 1 right away. Get a lot of damage bonus and weapon speed. Distribute evenly between the two for maximum

effect. If you want to fight tougher monsters get damage reduction and health.

Full guide comming soon...

** Ignore these initially. Once you have everything you NEED, feel free to buy these.

* These are the most importent skills of the extra ones. Once you have all the skills you need these

are the first ones to get.
See Also

Stats
Abilities
Weapon Modifier
Retrieved from "http://robhodson.co.uk/monstermash/inde ... pon_Master"
Teleporter - DWMonsterMash wrote:Teleporter
From DWMonsterMash

Teleports the user to a random location at the cost of 20 Adrenaline.

Will post screenshots when the wiki allows it. -Desko

Back to Artifacts.


Remember if you have one of these and are stuck for example in the bottle in ping pong, dont kill yourself, just use the teleporter and get out of

there. this course of action is not often taken.
Retrieved from "http://robhodson.co.uk/monstermash/inde ... Teleporter"
Energy Modifier - DWMonsterMash wrote:Energy Modifier
From DWMonsterMash

Weapons with this enchantment do additional damage, and grant the user adrenaline for each successful hit on an enemy.

Energy Modifier weapons are designated by a Weapon Suffix "of Energy." E.G. Flak Cannon of Energy +1. Cursed or Negative Modifier Damage

Modifier weapons are designated by the Weapon Prefix "Draining." E.G. Draining Flak Cannon -1.

Weapon Effects:
Damage Bonus per Modifier Level: 3%
Energy Gain Modifier Per Level: 1%

Back to Weapon Modifiers
Retrieved from "http://robhodson.co.uk/monstermash/inde ... y_Modifier"
Zen Coders MP5 - DWMonsterMash wrote:Zen Coders MP5
From DWMonsterMash

The Zen Coders MP5 is a weapon in Monster Mash that replaces the Assault Rifle. It's primary fire is a powerful, rapid stream of bullets, and it's

secondary firing mode fires rockets. If you hold secondary fire you can shoot up to three grenades. The grenades bounce around then detonate after

3 seconds or when it hits a monster or other player.

This weapon is debatably one of the best medic wepons.

Primary Fire Fire Rate: 0.166 (approximately 6 shots per second) Damage per Shot: 18 to 20 Spread: 0.01 Ammo per Fire: 1 per bullet Damage Per

Second (Maximum): 114.45

Secondary Fire [Rockets] Fire Rate: Varies Velocity: 1350.0 Damage per Rocket: 90 Splash Radius: 220.0


Secondary Fire [Grenades] Fire Rate: Requires 2 seconds of hold to activate grenade mode Velocity: 1000.0 to 1500.0 Damage per Grenade: 100

Splash Radius: 300.0
Retrieved from "http://robhodson.co.uk/monstermash/inde ... Coders_MP5"
Power Jump - DWMonsterMash wrote:Power Jump
From DWMonsterMash

Description:
Increases your jumping height by 10% per level. The Speed adrenaline combo will stack with this effect.

Classes:
Weapon Master
Adrenaline Master
Medic

Prerequisites:
Level 1: Character Level 10
Level 2: Character Level 20
Level 3: Character Level 30

Cost:
Level 1: 15
Level 2: 20
Level 3: 25
Retrieved from "http://robhodson.co.uk/monstermash/inde ... Power_Jump"
Experience - DWMonsterMash wrote:Experience
From DWMonsterMash

To Level Up, you must gain a certain amount of experience. You get experience from damaging monsters, killing monsters, and completing the map.
Retrieved from "http://robhodson.co.uk/monstermash/inde ... Experience"
Awareness - DWMonsterMash wrote:Awareness
From DWMonsterMash

Description:
Displays a health bar over the heads of your enemies.
Level 1: Colored Indicator (Green, Yellow, or Red)
Level 2: Colored Health Bar and Shield Bar

Classes:
Weapon Master
Adrenaline Master
Medic

Prerequisites:
Health Bonus: 5
Weapon Speed: 5
Damage Bonus: 5
Damage Reduction: 5
Adrenaline Bonus: 5
Ammo Bonus: 5

Cost:
Level 1: 20
Level 2: 25
Retrieved from "http://robhodson.co.uk/monstermash/inde ... =Awareness"
Manta - DWMonsterMash wrote:Manta
From DWMonsterMash

Manta

Like the Pupae this is a weak pet and is recommend not to be used on later waves. Unlike the pupae the manta is a flying creature.

Attacks

A manta attacks from melee range

Image:Manta.JPG

Loaded Monsters

--Unreality 02:21, 31 December 2007 (PST)
Retrieved from "http://robhodson.co.uk/monstermash/inde ... itle=Manta"
Level Up - DWMonsterMash wrote:Level Up
From DWMonsterMash

After you have gained a certain amount of Experience you will "level up." When you level up, you gain 10 Stat Points to spend on Stats and

Abilities.
Retrieved from "http://robhodson.co.uk/monstermash/inde ... e=Level_Up"
Zen Coders Weapons - DWMonsterMash wrote:Zen Coders Weapons
From DWMonsterMash

Zen Coders weapons are weapons from a modification for UT2004

Zen Coders MP5
Beneilli Shotgun


Back to All Weapons
Retrieved from "http://robhodson.co.uk/monstermash/inde ... rs_Weapons"
Weapon Modifier - DWMonsterMash wrote:Weapon Modifier
From DWMonsterMash

Weapons in Monster Mash have a 33.33% 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 various weapon shaders.

Druids RPG v.200 comes with the following weapon modifiers:

Damage Modifier
Energy Modifier
Force Modifier
Freezing Modifier
Healing Modifier
Infinity Modifier
Knockback Modifier
Lucky Modifier
Medic Modifier
Null Entropy Modifier
Piercing Modifier
Poison Modifier
Protection Modifier
Quickfoot Modifier
Rage Modifier
Reflection Modifier
Sturdy Modifier -- This modifier is currently disabled (Replaced by the Earth modifier).
Vampiric Modifier
Vorpal Modifier

DWRPG adds the following modifiers...

Critical Modifier - This modifier is currently disabled.
Earth Modifier
Flight Modifier
Mana Shield Modifier
Plunder Modifier - This modifier is currently disabled.
Rejuvenation Modifier
Reloading Modifier
Retaliation Modifier
Skaarjbane Modifier
Retrieved from "http://robhodson.co.uk/monstermash/inde ... n_Modifier"
Lightning Rod - DWMonsterMash wrote:Lightning Rod
From DWMonsterMash

Shoots lightning bolts at everything enemy in the vicinity. Each lightning bolt drains an amount of Adrenaline depending on how much damage you do

to the monster.

Will post screenshots when the wiki allows it. -Desko

Back to Artifacts.
Retrieved from "http://robhodson.co.uk/monstermash/inde ... htning_Rod"
Vorpal Modifier wrote:Vorpal Modifier
From DWMonsterMash

This weapon type is very powerful. It does great amounts of damage with a chance to instantly kill a target that it hits.

The Vorpal Modifier can only be applied to the following weapons: Shield Gun, Sniper Rifle or Lightning Gun, Classic Sniper Rifle, Shock Rifle, and

Avril.

The chance for an instant kill is determined by the weapon's modifier level. A minimum modifier level Vorpal weapon has a 1% chance of triggering

the instant kill effect. For every modifier level over the minimum modifier level, the weapon gains an additional 1% chance of triggering the instant

kill effect. Thus a Vorpal Weapon +6 has a 1% chance of instantly killing its target, a Vorpal Weapon +10 has a 5% chance of instantly killing its

target, and so on.

Weapon Effects:
Damage Bonus per Modifier level: 10%
Minimum Modifier: +6
Maximum Modifier: +10

Back to Weapon Modifiers
Retrieved from "http://robhodson.co.uk/monstermash/inde ... l_Modifier"
Denial - DWMonsterMash wrote:Denial
From DWMonsterMash

Description:
Level 1: You don't drop the weapon you are holding when you die.
Level 2: You Respawn with the weapon you were holding when you died.
Level 3: You Respawn with all of the weapons you had when you died.

Note: This skill doesn't work for self-inflicted deaths.

Classes:
Weapon Master
Adrenaline Master

Prerequisites:
-none-

Cost:
Level 1: 15
Level 2: 20
Level 3: 20 (Adrenaline Masters only)
Retrieved from "http://robhodson.co.uk/monstermash/inde ... tle=Denial"
Razor Fly - DWMonsterMash wrote:Razor Fly
From DWMonsterMash

Razor Fly

Like the manta and pupae a fairly weak pet. Also as the name implies this pet can fly (i prefer this one over the manta myself)

Attacks

A razorfly attacks from melee range

Image:Razorfly.JPG

Loaded Monsters

--Unreality 02:30, 31 December 2007 (PST)
Retrieved from "http://robhodson.co.uk/monstermash/inde ... =Razor_Fly"
Elite Krall - DWMonsterMash wrote:Elite Krall
From DWMonsterMash

Elite Krall

A tougher version off the krall like the krallhis legs have a chance to break and become immobile

Attacks

Range: Energy zaps with staff.

Melee: Hits with staff

Image:Elite_Krall.JPG

Loaded Monsters

--Unreality 02:34, 31 December 2007 (PST)
Retrieved from "http://robhodson.co.uk/monstermash/inde ... lite_Krall"
Loaded Artifacts - DWMonsterMash wrote:Loaded Artifacts
From DWMonsterMash

Description:
Level 1: You spawn with: Boots of Flight, Teleporter, and ElectroMagnet.
Level 2: Additionally, you spawn with: Globe of Invulnerability, Triple Damage, Lightning Rod, Max Magic Modifier, Magic Modifier +1, and a

breakable Magic Weapon Maker.
Level 3: Your Magic Weapon Maker is now unbreakable.

Classes:
Adrenaline Master

Prerequisites:
Adrenaline Master Class.

Cost:
Level 1: 2
Level 2: 9
Level 3: 16
Retrieved from "http://robhodson.co.uk/monstermash/inde ... _Artifacts"
Shield Gun - DWMonsterMash wrote:Shield Gun
From DWMonsterMash

The shield gun has the ability to reflect, stop, or reduce damage from projectiles via the secondary fire, and causes damage to others with primary

fire.


UT2004 - The primary fire is not commonly used but if fully charged it can do a good deal of damage. The fact that it automatically triggers when a

target is directly in front of you is a nice bonus. Also the secondary fire is commonly used in assault when on an objective or while someone is

retreating.

Monster Mash - In most cases the primary fire is useless since it doesn't do much damage to big monsters (unless your high lv but if you are why

are you reading this?) and for the fact that monsters melee you when you get up close to shield gun them. Also for small monsters other people will

shoot and kill the monster before you can shield gun it. Monster are probably firing at you when your walking up to shield gun them ergo its not

useful. The secondary fire is used more often in monster mash such as: when falling it absorbs some impact if not all, It can deflect SOME monster

projectiles, and the primary reason for the shied gun... to act as a shield and absorb damage.

TIPS - If you have good dodging skills this weapon can be very useful. The shield has a limited charge so keep it off when you don't need it. When a

splash damage non-energy projectile comes at you the shield doesn't stop damage it absorbs as much as it can, so you still get hurt. Also don't think

you can survive anything even if you have a infinite shield gun. Jumping in front of titan rocks with shield gun is a big no no.

Back to UT2004 Weapons
Retrieved from "http://robhodson.co.uk/monstermash/inde ... Shield_Gun"
Loaded Weapons - DWMonsterMash wrote:Loaded Weapons
From DWMonsterMash

Description:
When you spawn:

Level 1: You are granted all regular weapons with the default percentage chance for magic weapons.
Level 2: You are granted onslaught weapons and all weapons with max ammo.
Level 3: You are granted super weapons (Invasion game types only).
Level 4: Magic weapons will be generated for all your weapons.
Level 5: You receive all positive magic weapons. NOTE: This does not apply to shield guns or the Zen Coders MP5, which are "standard"

equipment.

Classes:
Weapon Master

Prerequisites:
Level 2: 40
Level 3: 55

Cost:
Level 1: 10
Level 2: 15
Level 3: 20
Level 4: 25
Level 5: 30
Retrieved from "http://robhodson.co.uk/monstermash/inde ... ed_Weapons"
Summoning Charm - DWMonsterMash wrote:Summoning Charm
From DWMonsterMash
Summoning Charm
aka "Fluffy Maker"

Summons a friendly monster depending on how much Adrenaline you use. Finding out which monsters you will summon with different amounts of

Adrenaline is up to you.

Will post screenshots when the wiki allows it. -Desko

Back to Artifacts.
Retrieved from "http://robhodson.co.uk/monstermash/inde ... ning_Charm"
Damage Modifier - DWMonsterMash wrote:Damage Modifier
From DWMonsterMash

Weapons with this enchantment do additional damage. These weapons may also be known as "Damage" weapons, "Enhanced Damage" weapons,

or "Vanilla" weapons. This enchantment provides no additional benefit beyond advanced damage.

Damage Modifier weapons have no Weapon Prefix or Weapon Suffix designations. Cursed or Negative Modifier Damage Modifier weapons have

no special Weapon Prefix or Weapon Suffix designations.

Weapon Effects:
Damage Bonus per Modifier level: 10% (0.10)
Minimum Modifier: -4
Maximum Modifier: +4


Back to Weapon Modifiers
Retrieved from "http://robhodson.co.uk/monstermash/inde ... e_Modifier"
Hopefully I haven't repeated any :P

Some of the info obviously needs going through before it's put up, and I'll probably create an account on the Wiki tomorrow (once I have a new email address). I found all this by typing "site:http://robhodson.co.uk" (without quotes) into Google and clicking on 'Cached' by the links, so if you haven't cleared your cache in a while there might be a few more pages we can recover :D

Btw has anyone tried contacting Rob or are we on our own for the moment?
Image
I love the smell of UnrealEd crashing in the morning.
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