Vicious Sickle

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Vicious Sickles are recurring Items in The Legend of Zelda series.[1][2]

Location and Uses

Breath of the Wild

Hyrule Compendium Entry
239 (244) Vicious Sickle
BotW Hyrule Compendium Vicious Sickle.png
Description
A grim weapon favored by the Yiga. The half- moon shape of the blade allows for the rapid delivery of fatal wounds and serves as a symbol of their terror. Its durability is low.
Common Locations
Gerudo Highlands
Gerudo Desert
Properties
Atk 16

Vicious Sickles are the primary Weapon wielded by Yiga Footsoldiers, who either randomly attack Link on his journey or pose as Travelers to lure him in. Their crescent shape allows the wielder to quickly deliver injuries to their target, but they have a low durability.[1] They belong to the Yiga Clan Gear equipment archetype, which is a series of Weapons used by the Yiga Clan.[3]

Since they are made of metal, Vicious Sickles will conduct Electricity and attract Lightning if they are equipped during a Thunderstorm. They also will not burn if exposed to Fire or a Scorching Climate, will sink if they are dropped in Water, and can be picked up with the Magnesis Rune.

Weapon Parameters
Name
ActorName
Value
"Weapon_Sword_053"
Description
Internal name
Name
Life
Value
14
Description
Durability of the weapon
Name
Power
Value
16
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
true
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
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
4
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
2
Description
Minimal value for level 1 durability up modifier
Name
SharpWeaponAddLifeMax
Value
3
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
13
Description
Maximal value for level 2 attack up modifier
Name
PoweredSharpAddLifeMin
Value
4
Description
Minimal value for level 2 durability up modifier
Name
PoweredSharpAddLifeMax
Value
7
Description
Maximal value for level 2 durability up modifier
Name
PoweredSharpAddThrowMin
Value
1.5
Description
Minimal value for throw distance up modifier
Name
PoweredSharpAddThrowMax
Value
2.0
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
SellingPrice
Value
12
Description
Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons
Name
BuyingPrice
Value
50
Description
Unused value for the weapons, probably a leftover from a dev build where you could buy weapons
NameValueDescription
ActorName
"Weapon_Sword_053"
Internal name
Life
14
Durability of the weapon
Power
16
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
true
Whether or not the weapon can be thrown
IsThrowingBreakWeapon
true
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
4
Minimal value for level 1 attack up modifier
SharpWeaponAddAtkMax
6
Maximal value for level 1 attack up modifier
SharpWeaponAddLifeMin
2
Minimal value for level 1 durability up modifier
SharpWeaponAddLifeMax
3
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
13
Maximal value for level 2 attack up modifier
PoweredSharpAddLifeMin
4
Minimal value for level 2 durability up modifier
PoweredSharpAddLifeMax
7
Maximal value for level 2 durability up modifier
PoweredSharpAddThrowMin
1.5
Minimal value for throw distance up modifier
PoweredSharpAddThrowMax
2.0
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
SellingPrice
12
Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons
BuyingPrice
50
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

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LanguageNames
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Gallery

See Also

References

  1. 1.0 1.1 "Vicious Sickle
    A grim weapon favored by the Yiga. The half-moon shape of the blade allows for the rapid delivery of fatal wounds and serves as a symbol of their terror. Its durability is low.
    " — Inventory (Breath of the Wild)
  2. "Vicious Sickle
    A grim weapon favored by the Yiga. The half-moon shape of the blade allows for the rapid delivery of fatal wounds and serves as a symbol of their terror.
    " — Allies (Hyrule Warriors: Age of Calamity)
  3. Creating a Champion, Dark Horse Books, pg. 171