Lizalfos Arm

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Lizalfos Arms are recurring Items in The Legend of Zelda series.(BotW | HWAoC)[1][2]

Location and Uses

Breath of the Wild

Hyrule Compendium Entry
242 (247) Lizalfos Arm
BotW Hyrule Compendium Lizalfos Arm.png
Description
The arm of a Stalizalfos that continues to struggle even in death. It can be used as a weapon, but it's very brittle. You can feel it wiggling when you strap it to your back...
Common Locations
Greater Hyrule
Properties
Atk 12

Lizalfos Arms are the severed arms of Stalizalfos, and they can only be acquired by defeating them. When thrown, they will act as Boomerangs, and they will eventually loop back around to return to Link.[3] They continue to move and struggle, even after being disconnected, and they are very brittle.[1]

Being made of bone, Lizalfos Arms will float if they are dropped in the Water. They also do not attract Lightning during Thunderstorms or conduct Electricity, nor will they burn if exposed to Fire or equipped in a Scorching Climate.

Weapon Parameters
Name
ActorName
Value
"Weapon_Sword_020"
Description
Internal name
Name
Life
Value
8
Description
Durability of the weapon
Name
Power
Value
12
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
true
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
true
Description
Whether or not the weapon can be thrown
Name
IsThrowingBreakWeapon
Value
false
Description
Whether or not the weapon breaks instantly when thrown to an enemy
Name
ThrowRange
Value
5.0
Description
After being thrown, travelled distance of the weapon before getting affected with gravity
Name
ChemicalEnergyMax
Value
0
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
0
Description
The energy cost elemental weapons have when using their power
Name
ChemicalEnergyRecoverRate
Value
0.0
Description
Speed, in unit/frame, of the energy recovery of the weapon
Name
ChemicalEnergyRecoverInterval
Value
60
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
1
Description
Minimal value for level 1 attack up modifier
Name
SharpWeaponAddAtkMax
Value
5
Description
Maximal value for level 1 attack up modifier
Name
SharpWeaponAddLifeMin
Value
2
Description
Minimal value for level 1 durability up modifier
Name
SharpWeaponAddLifeMax
Value
5
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
6
Description
Minimal value for level 2 attack up modifier
Name
PoweredSharpAddAtkMax
Value
8
Description
Maximal value for level 2 attack up modifier
Name
PoweredSharpAddLifeMin
Value
6
Description
Minimal value for level 2 durability up modifier
Name
PoweredSharpAddLifeMax
Value
8
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
1500.0
Description
Rotation speed, in radian per second, of the weapon when thrown
Name
SellingPrice
Value
1
Description
Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons
Name
BuyingPrice
Value
1
Description
Unused value for the weapons, probably a leftover from a dev build where you could buy weapons
NameValueDescription
ActorName
"Weapon_Sword_020"
Internal name
Life
8
Durability of the weapon
Power
12
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
true
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
true
Whether or not the weapon can be thrown
IsThrowingBreakWeapon
false
Whether or not the weapon breaks instantly when thrown to an enemy
ThrowRange
5.0
After being thrown, travelled distance of the weapon before getting affected with gravity
ChemicalEnergyMax
0
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
0
The energy cost elemental weapons have when using their power
ChemicalEnergyRecoverRate
0.0
Speed, in unit/frame, of the energy recovery of the weapon
ChemicalEnergyRecoverInterval
60
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
1
Minimal value for level 1 attack up modifier
SharpWeaponAddAtkMax
5
Maximal value for level 1 attack up modifier
SharpWeaponAddLifeMin
2
Minimal value for level 1 durability up modifier
SharpWeaponAddLifeMax
5
Maximal value for level 1 durability up modifier
SharpWeaponAddCrit
true
Whether or not the weapon can get the critical hit modifier
PoweredSharpAddAtkMin
6
Minimal value for level 2 attack up modifier
PoweredSharpAddAtkMax
8
Maximal value for level 2 attack up modifier
PoweredSharpAddLifeMin
6
Minimal value for level 2 durability up modifier
PoweredSharpAddLifeMax
8
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
1500.0
Rotation speed, in radian per second, of the weapon when thrown
SellingPrice
1
Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons
BuyingPrice
1
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

Other Appearances

Hyrule Warriors: Age of Calamity



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. 1.0 1.1 "Lizalfos Arm
    The arm of a Stalizalfos that continues to struggle even in death. It can be used as a weapon, but it's very brittle. You can feel it wiggling when you strap it to your back...
    " — Inventory (Breath of the Wild)
  2. "Lizalfos Arm
    The arm of a Stalizalfos that continues to struggle even in death. It can be used as a weapon, but it's very brittle. You can feel it wiggling when you strap it to your back...
    " — Allies (Hyrule Warriors: Age of Calamity)
  3. The Legend of Zelda: Breath of the Wild—The Complete Official Guide, Piggyback Interactive Limited, pg. 349