Meteor Rod: Difference between revisions
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{{Item | {{Infobox Item | ||
|image= | |image= | ||
{{Media | |||
|Model BotW= File:BotW Meteor Rod Model.png | |||
|Sprite BotW= File:BotW Meteor Rod Icon.png | |||
}} | |||
|caption= | |caption= | ||
|pronunciation= | |pronunciation= | ||
|plural= | |plural= | ||
|type= | |type= | ||
|game= | |game= BotW | ||
|other= | |other= | ||
|cost= | |cost= | ||
|value= | |value= | ||
|location= | |location= {{List|{{Term|BotW|Hebra Mountains|link}}, {{Term|BotW|Hyrule Field|link}}}} | ||
|uses= | |uses= {{List|Attacking {{Plural|BotW|Enemy|link}}, Starting {{Plural|BotW|Fire|link}}, {{Term|BotW|Cold Resistance|link}}}} | ||
|strength= 10 | |strength= 10 | ||
|durability= 32 | |durability= 32 | ||
|comp= | |comp= {{Term|BotW|Fire Rod|link}} | ||
|sample= | |sample= | ||
|theme= | |theme= | ||
}} | }} | ||
{{Term/Store|Meteor Rod|Meteor Rods|Series, BotW|plural}} are | {{Term/Store|Meteor Rod|Meteor Rods|Series, BotW|plural}} are {{Plural|BotW|Item|link}} in {{BotW}}.<ref>{{Cite|{{Big|Meteor Rod}}<br/>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|BotW}}</ref> | ||
==Location and Uses== | ==Location and Uses== | ||
{{BotW Item Properties/Store | |||
|type = Weapon | |||
|strength = 10 | |||
|durability = 32 | |||
|flammable = No | |||
|magnetic = No | |||
|buoyant = Yes | |||
|conductive = No | |||
|guardian = No | |||
|throw = Yes | |||
|throw_effect = Fire ball attack | |||
}} | |||
{{Compendium/Extract|Meteor Rod}} | {{Compendium/Extract|Meteor Rod}} | ||
{{Plural|BotW|Meteor Rod}} are one-handed {{Plural|BotW|Weapon|link}}. They are superior counterparts to {{Plural|BotW|Fire Rod|link}}. {{Plural|BotW|Meteor Rod}} are not made of flammable materials and can safely be used around {{Term|BotW|Fire|link}} or {{Plural|BotW|Scorching Climate|link}}. They also are not made of magnetic materials and cannot be manipulated with {{Term|BotW|Magnesis|link}}. {{Plural|BotW|Meteor Rod}} do not attract {{Term|BotW|Lightning|link}} during {{Plural|BotW|Thunderstorm|link}} or conduct {{Term|BotW|Electricity|link}}, and they will float in sufficiently deep bodies of {{Term|BotW|Water (Terrain)|link}}. | |||
{{Plural|BotW|Meteor Rod}} are imbued with {{Term|BotW|Fire}} elemental energy, generating three balls of {{Term|BotW|Fire}} that bounce around when swung. However, {{Plural|BotW|Meteor Rod}} are fragile and will break easily if they make direct contact with {{Plural|BotW|Object|link}} or {{Plural|BotW|Enemy|link}}. They will also break simply from extended use. If {{Term|BotW|Link}} executes a {{Term|BotW|Spin Attack|link}} while wielding a {{Term|BotW|Meteor Rod}}, he will loose eight blasts at once in different directions. Any attack from a {{Term|BotW|Meteor Rod}} will instantly defeat {{Term|BotW|Ice|link}}-related {{Plural|BotW|Enemy}}, such as {{Plural|BotW|Ice-Breath Lizalfos|link}} and {{Plural|BotW|Ice Wizzrobe|link}}. Finally, they will provide one level of {{Term|BotW|Cold Resistance|link}} when equipped. | |||
When thrown with the R button, {{Plural|BotW|Meteor Rod}} will not leave {{Term|BotW|Link}}'s hand, and they will instead produce three balls of {{Term|BotW|Fire}} that will bounce around in the direction they are thrown. {{Plural|BotW|Meteor Rod}} 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 {{Plural|BotW|Meteo Wizzrobe|link}}, other {{Plural|BotW|Enemy}} like {{Plural|BotW|Fire Wizzrobe|link}} or {{Plural|BotW|Blue Bokoblin|link}} may also wield them. | |||
{{BotW Elemental Weapon Parameters | |||
|ActorName = "Weapon_Sword_048" | |||
|Life = 32 | |||
|Power = 10 | |||
|SpHitActor = "" | |||
|SpHitRatio = 2.0 | |||
|IsHammer = false | |||
|IsWeakBreaker = false | |||
|IsBoomerang = false | |||
|IsLuckyWeapon = false | |||
|IsPikohan = false | |||
|IsThrowingWeapon = false | |||
|IsThrowingBreakWeapon = true | |||
|ThrowRange = 30.0 | |||
|ChemicalEnergyMax = 400 | |||
|ChemicalEnergyAmountUsed = 100 | |||
|ChemicalEnergyRecoverRate = 10.0 | |||
|ChemicalEnergyRecoverInterval = 90 | |||
|ShootBeam = "" | |||
|SharpWeaponAddAtkMin = 6 | |||
|SharpWeaponAddAtkMax = 6 | |||
|SharpWeaponAddLifeMin = 4 | |||
|SharpWeaponAddLifeMax = 7 | |||
|SharpWeaponAddCrit = true | |||
|PoweredSharpAddAtkMin = 7 | |||
|PoweredSharpAddAtkMax = 16 | |||
|PoweredSharpAddLifeMin = 8 | |||
|PoweredSharpAddLifeMax = 16 | |||
|PoweredSharpAddThrowMin = 1.0 | |||
|PoweredSharpAddThrowMax = 1.0 | |||
|ThrowSpeed = 1.0 | |||
|ThrowRotSpeed = 50.0 | |||
|MagicName = "FireRodLv2Fire" | |||
|ChargeMagicNum = 8 | |||
|MagicPower = 20 | |||
|MagicSpeed = 30.0 | |||
|MagicSpeedByThrow = 45.0 | |||
|MagicGravity = 1.0 | |||
|MagicRadius = 1.0 | |||
|MagicRange = 100.0 | |||
|MagicSpeedByEnemy = 12.5 | |||
|MagicGravityByEnemy = 0.075 | |||
|MagicRadiusByEnemy = 0.5 | |||
|MagicRangeByEnemy = 120.0 | |||
|SellingPrice = 18 | |||
|BuyingPrice = 120 | |||
}} | |||
==Nomenclature== | ==Nomenclature== | ||
{{ | {{Nomenclature}} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
File:BotW Meteo Wizzrobe Model.png|A Meteo Wizzrobe wielding a Meteor Rod | File:BotW Meteo Wizzrobe Model.png|A {{Term|BotW|Meteo Wizzrobe}} wielding a {{Term|BotW|Meteor Rod}} | ||
</gallery> | </gallery> | ||
==See Also== | ==See Also== | ||
* | * {{Term|Series|Blizzard Rod|link}} | ||
* | * {{Term|Series|Fire Rod|link}} | ||
* | * {{Term|Series|Great Flameblade|link}} | ||
* | * {{Term|Series|Thunderstorm Rod|link}} | ||
* {{Term|Series|Weapon|link}} | |||
{{Ref}} | {{Ref}} | ||
{{Categories | |||
|Rods, Weapons | |||
|items= BotW | |||
}} |
Latest revision as of 21:05, 18 May 2023
Meteor Rods are Items in Breath of the Wild.[1]
Location and Uses
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.
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 |
Name | Value | Description |
---|---|---|
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 |
- ↑ You can switch weapons to instantly recharge your elemental weapons
Nomenclature
![]() ![]() | ||
---|---|---|
Language | Names | Meanings |
メテオロッド (Meteo roddo) | ||
隕石杖 (Yǔnshí zhàng) | ||
Meteoorstaf[2] | Same as English. | |
Baguette des météores | ||
Meteorstab | ||
Bacchetta delle meteore | Meteor wand | |
메테오 로드 (Meteo rodeu) | ||
Жезл метеоров (Zhezl meteorov) | ||
Cetro abrasador | ||
This table was generated using translation pages. To request an addition, please contact a staff member with a reference. |
Gallery
-
A Meteo Wizzrobe wielding a Meteor Rod
See Also
References
- ↑ "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) - ↑ "Meteoorstaf" — Inventory (Breath of the Wild)