Boost, Transfer and Dragon Shot¶
The Boosted Gear's core: build up power with Boost, then spend it in an Explosion, a Transfer or a Dragon Shot. All numbers on this page are the defaults; a server can change them in the configuration.
Boost¶
First press: charging. Every 10 seconds you gain a stack, and each stack doubles your power: ×2, ×4, ×8 and on. Each stack costs magicules, doubling each time. If you can't pay, the stacks wait until you can. While charging, the power is only stored: it gives no bonus yet.
Second press: "Explosion!" For 15 seconds your direct, bare-handed melee hits deal ×2ⁿ damage, where n is your stacks. The stacks are locked while it runs.
When it ends: "Reset." The stacks go back to 0 and Boost goes on a 30 second cooldown.
A second press with 0 stacks just stops charging.
Bare hands only
The Explosion multiplies your fist, nothing else. A held weapon, or any item in your main hand, gets no Boost. The gold power on the panel dims while your hand isn't empty. The one exception is Ascalon's blade coming out of the gauntlet, which counts as your fist.
Stacks at a glance¶
| Stack | Power | Magicules for this stack | Dragon Shot damage | Reached by |
|---|---|---|---|---|
| 1 | ×2 | 100 | 10 | every form |
| 2 | ×4 | 200 | 20 | Initial form's cap |
| 3 | ×8 | 400 | 40 | |
| 4 | ×16 | 800 | 80 | |
| 5 | ×32 | 1,600 | 160 | Base form's cap |
| 6 | ×64 | 3,200 | 320 | Boosted Gear Gift's cap |
| 7 | ×128 | rage burst | 640 | the Gift in the Scale Mail, after a rage burst |
| 8 | ×256 | free | (the Smasher instead) | the Gift in Juggernaut Drive |
Body strain¶
Power has a price. Every stack you hold, while charging or exploding, takes 5% of your max health, easing to 2.5% as your mastery grows. It never takes more than 75%. Your max health comes back when the power is released, but health you already lost doesn't refill. The Scale Mail has no body strain.
Releasing the power¶
Releasing your stored power always starts the 30 s Boost cooldown. That happens when:
- the Explosion ends;
- a Transfer or a Dragon Shot uses your stacks;
- you dismiss the gauntlet or die during an Explosion.
Dismissing or dying while still charging just clears the stacks, with no cooldown.
Transfer¶
Unlocks with the Boosted Gear Gift.
Gives your held stacks to the creature or player under your crosshair, up to 8 blocks away. Allies are fine. They get Transferred Boost at level n for 30 seconds: everything they damage takes ×2ⁿ.
- If they also have their own Boost running, the higher of the two applies, never both multiplied.
- It spends your stacks and starts your Boost cooldown.
- A green-gold stream flows from your jewel into them and wraps them in green light, and TRANSFER! floats over them.
Transfer into Ascalon
With Ascalon's blade out, sneak and Transfer to put your stacks into the blade instead.
Dragon Shot¶
Unlocks in the Base form.
A straight, fast red energy ball that deals 5 × 2ⁿ magic damage. Magic damage ignores armour. That is 160 at the Base form's 5 stacks and 320 at the Gift's 6.
- It costs 500 magicules and has its own 5 second cooldown.
- With stacks, it spends them and starts the Boost cooldown.
- At 0 stacks it still fires (5 damage), and a charge that is running keeps going.
- It explodes where it lands. The blast grows with the stacks and hurts everything around the impact except you: half the shot's damage at the centre, a quarter at the edge, and less behind cover. The creature it struck takes only the shot itself.
- It breaks blocks in a blast of 1.5 blocks plus 0.5 per stack, at most 6 (about as big as TNT's at 5 stacks). It
follows the
mobGriefinggame rule, and a server can turn it off (dragonShotBreaksBlocks).
In Juggernaut Drive, the Dragon Shot key fires the Longinus Smasher instead.