Thunderstorm Rod
Thunderstorm Rods are Items in Breath of the Wild.[1]
Location and Uses
238 (243) Thunderstorm Rod |
Description |
Common Locations Hyrule Ridge | |
Properties |
Thunderstorm Rods are one-handed Weapons that are superior counterparts to Lightning Rods, commonly wielded by Thunder Wizzrobes. Their gems contain Electricity from the Hyrule Ridge.[1] Thunderstorm Rods are not made of flammable materials, and they can safely be used around Fire or Scorching Climates. They are also not made of magnetic materials and cannot be manipulated with Magnesis. Thunderstorm Rods do not attract Lightning during Thunderstorms or conduct Electricity, and they will float in sufficiently deep bodies of Water.
Thunderstorm Rods are imbued with the elemental energy of Electricity, generating three balls of Lightning that advance when swung. However, Thunderstorm Rods are fragile and will break easily if they make direct contact with Objects or Enemies. Thunderstorm Rods will also break simply from extended use.[1] If Link executes a Spin Attack while wielding a Thunderstorm Rod, he will loose eight blasts at once in different directions. When thrown with the R Button, Thunderstorm Rods will not leave Link's hand, and they will instead produce three balls of Lightning that will advance in the direction they are thrown. They will temporarily lose their magical properties if used excessively, requiring a brief cooldown period before they can be used again.
Name | ActorName |
---|---|
Value | "Weapon_Sword_050" |
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 | 5 |
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 | "ThunderRodLv2Thunder" |
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 | 30 |
Description | Damage of the spawned actor |
Name | MagicSpeed |
Value | 10.0 |
Description | Multiplier affecting the base speed of the spawned actor when attacking with Y |
Name | MagicSpeedByThrow |
Value | 10.0 |
Description | Multiplier affecting the base speed of the spawned actor, if spawned with the R button cast |
Name | MagicGravity |
Value | 0.001 |
Description | Multiplier affecting the vertical acceleration of the spawned actor |
Name | MagicRadius |
Value | 0.4 |
Description | Multiplier affecting the size of the spawned actor |
Name | MagicRange |
Value | 60.0 |
Description | Distance where the spawned actor will despawn, from the weapon that spawned it |
Name | MagicSpeedByEnemy |
Value | 14.0 |
Description | Multiplier affecting the base speed of the spawned actor when an enemy uses the weapon |
Name | MagicGravityByEnemy |
Value | 0.01 |
Description | Multiplier affecting the vertical acceleration of the spawned actor when an enemy uses the weapon |
Name | MagicRadiusByEnemy |
Value | 0.4 |
Description | Multiplier affecting the size of the spawned actor when an enemy uses the weapon |
Name | MagicRangeByEnemy |
Value | 30.0 |
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 |
Name | Value | Description |
---|---|---|
ActorName | "Weapon_Sword_050" | 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 | 5 | 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 | "ThunderRodLv2Thunder" | 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 | 30 | Damage of the spawned actor |
MagicSpeed | 10.0 | Multiplier affecting the base speed of the spawned actor when attacking with Y |
MagicSpeedByThrow | 10.0 | Multiplier affecting the base speed of the spawned actor, if spawned with the R button cast |
MagicGravity | 0.001 | Multiplier affecting the vertical acceleration of the spawned actor |
MagicRadius | 0.4 | Multiplier affecting the size of the spawned actor |
MagicRange | 60.0 | Distance where the spawned actor will despawn, from the weapon that spawned it |
MagicSpeedByEnemy | 14.0 | Multiplier affecting the base speed of the spawned actor when an enemy uses the weapon |
MagicGravityByEnemy | 0.01 | Multiplier affecting the vertical acceleration of the spawned actor when an enemy uses the weapon |
MagicRadiusByEnemy | 0.4 | Multiplier affecting the size of the spawned actor when an enemy uses the weapon |
MagicRangeByEnemy | 30.0 | 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 |
- ↑ You can switch weapons to instantly recharge your elemental weapons
Nomenclature
Names in Other Regions | ||
---|---|---|
Language | Names | |
This table was generated using translation pages. To request an addition, please contact a staff member with a reference. |
Gallery
-
A Thunder Wizzrobe wielding a Thunderstorm Rod
See Also
References
- ↑ 1.0 1.1 1.2 "Thunderstorm Rod
A magical rod that can hurl three balls of electricity at once. Its gem contains electricity from the Hyrule Hills, and the rod will break when that electricity runs out." — Inventory (Breath of the Wild)