Meteor Rod

From Zelda Wiki, the Zelda encyclopedia
Jump to navigation Jump to search

Meteor Rods are Items in Breath of the Wild.[1]

Location and Uses

Hyrule Compendium Entry
234 (239) Meteor Rod
BotW Hyrule Compendium Meteor Rod.png
Description
A magical rod that can cast three fireballs at once, crafted by an ancient magician. It will break upon running out of magical energy, so make it last!
Common Locations
Hyrule Field
Hebra Mountains
Properties
Atk 10

Meteor Rods are one-handed Weapons. They are superior counterparts to Fire Rods. Meteor Rods are not made of flammable materials and can safely be used around Fire or Scorching Climates. They also are not made of magnetic materials and cannot be manipulated with Magnesis. Meteor Rods do not attract Lightning during Thunderstorms or conduct Electricity, and they will float in sufficiently deep bodies of Water.

Meteor Rods are imbued with Fire elemental energy, generating three balls of Fire that bounce around when swung. However, Meteor Rods are fragile and will break easily if they make direct contact with Objects or Enemies. They will also break simply from extended use. If Link executes a Spin Attack while wielding a Meteor Rod, he will loose eight blasts at once in different directions. Any attack from a Meteor Rod will instantly defeat Ice-related Enemies, such as Ice-Breath Lizalfos and Ice Wizzrobes. Finally, they will provide one level of Cold Resistance when equipped.

When thrown with the R button, Meteor Rods will not leave Link's hand, and they will instead produce three balls of Fire that will bounce around in the direction they are thrown. Meteor Rods will temporarily lose their magical properties if used excessively, requiring a brief cooldown period before they can be used again. Whilst they are primarily used by Meteo Wizzrobes, other Enemies like Fire Wizzrobes or Blue Bokoblins may also wield them.

Elemental Weapon Parameters
Name
ActorName
Value
"Weapon_Sword_048"
Description
Internal name
Name
Life
Value
32
Description
Durability of the weapon
Name
Power
Value
10
Description
Damage dealt with the weapon
Name
SpHitActor
Value
""
Description
Objects that receive additional damage from the weapon
Name
SpHitRatio
Value
2.0
Description
Damage multiplier appplied to SpHitActor objects
Name
IsHammer
Value
false
Description
Whether or not the weapon can break ore deposits in one hit
Name
IsWeakBreaker
Value
false
Description
Unknown use, maybe was used during dev to one hit kill weaker enemies ?
Name
IsBoomerang
Value
false
Description
Whether or not the weapon comes back to the player if they throw it
Name
IsLuckyWeapon
Value
false
Description
Unknown use, maybe was used to have random crits during dev ?
Name
IsPikohan
Value
false
Description
Whether or not the weapon launches the enemies at the end of a combo or after a charged attack (Spring-Loaded Hammer behavior)
Name
IsThrowingWeapon
Value
false
Description
Whether or not the weapon can be thrown
Name
IsThrowingBreakWeapon
Value
true
Description
Whether or not the weapon breaks instantly when thrown to an enemy
Name
ThrowRange
Value
30.0
Description
After being thrown, travelled distance of the weapon before getting affected with gravity
Name
ChemicalEnergyMax
Value
400
Description
The maximal amount of energy elemental weapons have. If it falls to zero, the weapon is uncharged and you have to wait until it's charged again [a]
Name
ChemicalEnergyAmountUsed
Value
100
Description
The energy cost elemental weapons have when using their power
Name
ChemicalEnergyRecoverRate
Value
10.0
Description
Speed, in unit/frame, of the energy recovery of the weapon
Name
ChemicalEnergyRecoverInterval
Value
90
Description
Frames you have to wait, after your last attack, before the weapon starts to recharge itself
Name
ShootBeam
Value
""
Description
If specified, what actor to launch when throwing the weapon
Name
SharpWeaponAddAtkMin
Value
6
Description
Minimal value for level 1 attack up modifier
Name
SharpWeaponAddAtkMax
Value
6
Description
Maximal value for level 1 attack up modifier
Name
SharpWeaponAddLifeMin
Value
4
Description
Minimal value for level 1 durability up modifier
Name
SharpWeaponAddLifeMax
Value
7
Description
Maximal value for level 1 durability up modifier
Name
SharpWeaponAddCrit
Value
true
Description
Whether or not the weapon can get the critical hit modifier
Name
PoweredSharpAddAtkMin
Value
7
Description
Minimal value for level 2 attack up modifier
Name
PoweredSharpAddAtkMax
Value
16
Description
Maximal value for level 2 attack up modifier
Name
PoweredSharpAddLifeMin
Value
8
Description
Minimal value for level 2 durability up modifier
Name
PoweredSharpAddLifeMax
Value
16
Description
Maximal value for level 2 durability up modifier
Name
PoweredSharpAddThrowMin
Value
1.0
Description
Minimal value for throw distance up modifier
Name
PoweredSharpAddThrowMax
Value
1.0
Description
Maximal value for throw distance up modifier
Name
ThrowSpeed
Value
1.0
Description
Initial speed of the weapon when thrown
Name
ThrowRotSpeed
Value
50.0
Description
Rotation speed, in radian per second, of the weapon when thrown
Name
MagicName
Value
"FireRodLv2Fire"
Description
Type of actor to spawn if the weapon has elemental properties
Name
ChargeMagicNum
Value
8
Description
How many actors are spawned when doing a charged attack with the weapon
Name
MagicPower
Value
20
Description
Damage of the spawned actor
Name
MagicSpeed
Value
30.0
Description
Multiplier affecting the base speed of the spawned actor when attacking with Y
Name
MagicSpeedByThrow
Value
45.0
Description
Multiplier affecting the base speed of the spawned actor, if spawned with the R button cast
Name
MagicGravity
Value
1.0
Description
Multiplier affecting the vertical acceleration of the spawned actor
Name
MagicRadius
Value
1.0
Description
Multiplier affecting the size of the spawned actor
Name
MagicRange
Value
100.0
Description
Distance where the spawned actor will despawn, from the weapon that spawned it
Name
MagicSpeedByEnemy
Value
12.5
Description
Multiplier affecting the base speed of the spawned actor when an enemy uses the weapon
Name
MagicGravityByEnemy
Value
0.075
Description
Multiplier affecting the vertical acceleration of the spawned actor when an enemy uses the weapon
Name
MagicRadiusByEnemy
Value
0.5
Description
Multiplier affecting the size of the spawned actor when an enemy uses the weapon
Name
MagicRangeByEnemy
Value
120.0
Description
Distance where the spawned actor will despawn, from the weapon that spawned it if an enemy uses it
Name
SellingPrice
Value
18
Description
Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons
Name
BuyingPrice
Value
120
Description
Unused value for the weapons, probably a leftover from a dev build where you could buy weapons
NameValueDescription
ActorName
"Weapon_Sword_048"
Internal name
Life
32
Durability of the weapon
Power
10
Damage dealt with the weapon
SpHitActor
""
Objects that receive additional damage from the weapon
SpHitRatio
2.0
Damage multiplier appplied to SpHitActor objects
IsHammer
false
Whether or not the weapon can break ore deposits in one hit
IsWeakBreaker
false
Unknown use, maybe was used during dev to one hit kill weaker enemies ?
IsBoomerang
false
Whether or not the weapon comes back to the player if they throw it
IsLuckyWeapon
false
Unknown use, maybe was used to have random crits during dev ?
IsPikohan
false
Whether or not the weapon launches the enemies at the end of a combo or after a charged attack (Spring-Loaded Hammer behavior)
IsThrowingWeapon
false
Whether or not the weapon can be thrown
IsThrowingBreakWeapon
true
Whether or not the weapon breaks instantly when thrown to an enemy
ThrowRange
30.0
After being thrown, travelled distance of the weapon before getting affected with gravity
ChemicalEnergyMax
400
The maximal amount of energy elemental weapons have. If it falls to zero, the weapon is uncharged and you have to wait until it's charged again [a]
ChemicalEnergyAmountUsed
100
The energy cost elemental weapons have when using their power
ChemicalEnergyRecoverRate
10.0
Speed, in unit/frame, of the energy recovery of the weapon
ChemicalEnergyRecoverInterval
90
Frames you have to wait, after your last attack, before the weapon starts to recharge itself
ShootBeam
""
If specified, what actor to launch when throwing the weapon
SharpWeaponAddAtkMin
6
Minimal value for level 1 attack up modifier
SharpWeaponAddAtkMax
6
Maximal value for level 1 attack up modifier
SharpWeaponAddLifeMin
4
Minimal value for level 1 durability up modifier
SharpWeaponAddLifeMax
7
Maximal value for level 1 durability up modifier
SharpWeaponAddCrit
true
Whether or not the weapon can get the critical hit modifier
PoweredSharpAddAtkMin
7
Minimal value for level 2 attack up modifier
PoweredSharpAddAtkMax
16
Maximal value for level 2 attack up modifier
PoweredSharpAddLifeMin
8
Minimal value for level 2 durability up modifier
PoweredSharpAddLifeMax
16
Maximal value for level 2 durability up modifier
PoweredSharpAddThrowMin
1.0
Minimal value for throw distance up modifier
PoweredSharpAddThrowMax
1.0
Maximal value for throw distance up modifier
ThrowSpeed
1.0
Initial speed of the weapon when thrown
ThrowRotSpeed
50.0
Rotation speed, in radian per second, of the weapon when thrown
MagicName
"FireRodLv2Fire"
Type of actor to spawn if the weapon has elemental properties
ChargeMagicNum
8
How many actors are spawned when doing a charged attack with the weapon
MagicPower
20
Damage of the spawned actor
MagicSpeed
30.0
Multiplier affecting the base speed of the spawned actor when attacking with Y
MagicSpeedByThrow
45.0
Multiplier affecting the base speed of the spawned actor, if spawned with the R button cast
MagicGravity
1.0
Multiplier affecting the vertical acceleration of the spawned actor
MagicRadius
1.0
Multiplier affecting the size of the spawned actor
MagicRange
100.0
Distance where the spawned actor will despawn, from the weapon that spawned it
MagicSpeedByEnemy
12.5
Multiplier affecting the base speed of the spawned actor when an enemy uses the weapon
MagicGravityByEnemy
0.075
Multiplier affecting the vertical acceleration of the spawned actor when an enemy uses the weapon
MagicRadiusByEnemy
0.5
Multiplier affecting the size of the spawned actor when an enemy uses the weapon
MagicRangeByEnemy
120.0
Distance where the spawned actor will despawn, from the weapon that spawned it if an enemy uses it
SellingPrice
18
Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons
BuyingPrice
120
Unused value for the weapons, probably a leftover from a dev build where you could buy weapons
  1. You can switch weapons to instantly recharge your elemental weapons

Nomenclature

ZW Nomenclature Asset.png Names in Other Regions ZW Nomenclature Asset 2.png
LanguageNames
This table was generated using translation pages.
To request an addition, please contact a staff member with a reference.

Gallery

See Also

References

  1. "Meteor Rod
    A magical rod that can cast three fireballs at once, crafted by an ancient magician. It will break upon running out of magical energy, so make it last!
    " — Inventory (Breath of the Wild)