

Every time you kill an enemy with the shot gun this ability recharges instantly. With your shotgun equipped, continuously spam the special Y attack (the Aimed Shot). In this first courtyard you will fight about 13 spiders. It is signified by a red crosshair beneath the target. This, if done correctly will guarantee a Vulnerable effect, which can be effective in defeating bigger enemies from long range. You basically just press X once per shot and immediately after it cools down.

The dummies are a good place to practice your Split-Timed Shots. You will have to kill them twice, unless you Overkill them (it will say by the damage above them). The Voice will ask you to open a box for him. In this building, you will be taught about combat and consumables. When you reach the gate, you will have to head around to the left and enter the next area, The Fallen Keep. Go to the bridge, then turn right, between the fence and the building and you will find another chest. After that, if you head away from the checkpoint, you can find some spider eggs that will hatch if not killed quickly and a chest you can wall jump to. He’s here to stay (unfortunately) regardless of if you listen to him.
#VICTOR VRAN TRANSMUTE PERFECT WEAPON HOW TO#
After you learn how to wall jump (you can it twice), you’ll be introduced to The Voice. When you gain control, you will be walked through a closed course explaining the basic controls, and fighting the basic enemy class in the game, spiders. Basically, you want to find your friend Adrien, a fellow hunter. 14 Charging methods and 5 effects per rarity.As you start the game there will be a cutscene which explains the back story of the game. Based on the random properties the Talismans can receive, this gives a total of 210 possible talismans, with 70 per rarity.*Doesn't affect Champions, Bosses or Tyrants.Ĭharge with (100-340) Energy per Special Weapon attackĬharge with (50-110) Energy per Deflected AttackĬharge with (0.10-0.28) Energy per 1 Damage DealtĬharge with (100-460) Energy per Positive Condition GainedĬharge with (15-51) Energy per Critical HitĬharge with (500-1100) Energy per Loot Picked UpĬharge with (3-11) Energy per ***1% Of Maximum Health*** Points of Health RestoredĬharge with 200 Energy per second While Having (3-1) Positive ConditionsĬharge with (25-55) Energy per Basic Weapon attackĬharge with 200 Energy per second While Below (40%-76%) HealthĬharge with (50-110) Energy per Split-timed AttackĬharge with (200-320) Energy per Demon Power usedĬharge with (350-530) Energy per Consumable Used A number of ball lightnings appear and start targeting Electrocuted enemiesĪll enemies within (5-11) m radius and in line of sight turn into dancing skeletons and then die. Each explosion deals (~22% of weapon damage) damage to each monster in 3 m radius.Īll enemies within 10 m radius become Electrocuted for (10-34) sec. Teleport to another place causing fierce explosions on both ends. Doesn't affect Champions, Bosses or Tyrants.Īll attacks are critical hits for the next (15-33) sec. Each hit is an instan kill for the next (7-13) sec. Lightning strike hit nearby Electrocuted enemies.Īll attacks Daze enemies for (20-68) sec.įull heal. Gain several positive conditions for (20-44) secĬauses a fierce explosion, dealing (~68% of weapon damage) damage and inflict Burning condition to all enemies in 5 m radius.Īll enemies in 10 m radius become Electrocuted for (10-34) sec. Each fireball creates fiery explosion on hit dealing (~22% of weapon damage) damage.Īll enemies in 10 m radius become Electrocuted for (20-44) sec.Īpplies the Slow condition to all enemies in 10 m radius for (20-44) sec. Releases 5 fireballs towards the nearest enemies. Killed enemies leave exploding pumpkins damaging other enemies for the next (15-33) sec. The Trigger rate is random when the Uncommon/green Talisman transmutes into a Rare/yellow or the Rare/yellow transmutes into a Legendary/purple.ģ of the same Trigger Rate keeps the same Trigger rate. Talismans may be received by gambling at the transmutation station:ģ Uncommon/green gives an Uncommon/green Talisman or a chance for a Rare/yellow Talisman.ģ Rare/yellow gives an Uncommon/green Talisman or a chance for a Legendary/purple Talisman. The Talismans themselves don't drop as loot but the recipe for Talismans are dropped as regular loot.
