Many friends are not familiar with the weapon attributes in the Lost Castle game, but don’t worry, the editor below will explain all the weapon attributes in Lost Castle.
Long guns
The basic attack is a three-stage attack with a huge attack range, faster attack speed, and faster body breaking speed. The jumping slash is a jumping stab, with a large range. When walking towards the remote monster, it can interrupt the forward movement of the remote monster. The attack displacement of the spear is the largest among all weapons. You can use this to avoid some skills when attacking. On the other hand, it is harder to control the distance. Generally speaking, it is an attribute that has more advantages than disadvantages.
The special skill is jumping after slashing. The direction of the jump can be adjusted freely. It can be used to reset the number of basic attack combos. However, its maximum effect can be used to deal with groups of dryads, large beetles, and centaurs (beetles and centaurs have a higher melee delay and are unmatched). Null judgment, you can jump behind him and continue attacking when a special attack hits) This is a large slow-moving monster. In fact, this skill is a relatively useless skill in the editor's opinion, because in a normal combo we can also stop and jump to avoid attacks. Its existence is to maximize the output. In my opinion, it is not necessary to use it. place. It can only be the icing on the cake, not help in times of need.
Most of the skills of the spear are quite satisfactory. Personally, I think the three enchantments of ice, fire, and evil are more prominent. The CDs of enchanted weapons are short and the weapon attributes are excellent. The magic explosion skill is also very good, and its effect is outstanding when fighting BOSS.
In summary, it is an outstanding weapon whether it is running maps or boss battles. Especially when the monsters in the second round are faster and the monster pile is more complex, the advantages of quick knockdown and super large attack range become more prominent.
Greatsword
The basic attack is divided into four stages, and the last stage of some greatsword weapons can cause two damage. The attack range is huge, the attack speed is slow, and the body breaking speed is slow. Jump slash is a jump slash, with a super large attack range. When walking towards a remote monster, it can interrupt the forward movement of the remote monster. The Y-axis judgment of the greatsword is the highest among all weapons, so take advantage of this.
The special skill is whirlwind after charging. This skill is newly modified after 0.06b, and the infinite skill BUG is fixed at the same time. This skill is quite good. It can block the ground in the skeleton map and push the map in a wretched manner. It is especially effective in dealing with the most difficult double knights of gun and sword (both on the spot at the same time).
In terms of skills, the giant sword type is also powerful, with large-scale high-damage AOEs such as Shock Wave Level 3, Iai Slash, Judgment of Justice (Great Sword Sun and Earth), and Sickle Rolling, all of which are outstanding. The Butcher's Sword's madness skill is also very powerful, and it is particularly effective against BOSSes such as Big Head Flower and Chariot! The Fire Shock Wave of the Big Hammer and the Venom Shock Wave of the Venom Fang are slightly worse than the above, but they are already the best that the blacksmith can give. The most powerful weapon.
The giant sword can basically move sideways in the first round, but when the speed of the monsters in the second round is accelerated, the shortcoming of being slower to break the hegemonic body is exposed, and more skills are required. However, due to its excellent performance against gun and sword cavalry, it is still the most widely used melee weapon.
Sword and shield
It has 3 levels of basic attack, normal attack range, super fast attack speed and knockdown speed (faster than a spear). Jump slash is a jump slash, with a normal range. After version 0.09b, the third attack of Sword and Shield has a certain probability of not knocking down the monster, which is considered a major weakening of Sword and Shield.
The special skill is shield holding, which has been slightly strengthened in 0.06b. When holding a shield, the movement speed is faster than 0.05, but it still cannot be completely blocked, and it is still stiff when hit. There is no need to block in the first round, but most of the time in the second round you will not be able to withstand it. However, when supplies are sufficient, you can use a shield to resist some BOSS attacks. The position is still rather embarrassing. I once saw someone posting a suggestion to change it to a certain chance of complete blocking. I think this suggestion is a direction for improvement that can be considered. My personal opinion is to change it so that the shield cannot be held continuously. Pressing it can completely block for a short period of time, limiting the maximum number of blocks, and adding a short CD of 1 second when holding the shield.
In terms of skills, the Holy Judge of the Holy Sword deserves to be the first choice (having this is almost equivalent to opening Wushuang. As for the CD being too long, CD streaming is not impossible if you are willing). In addition, the Mad Sword and Shield and the Explosive Sword and Shield are also good choices.
The performance of Sword and Shield depends on the composition of the monster pile. The excellent attack speed and closing speed can outlast most melee monsters, but you need to be careful in maps with many long-range monsters and avoid being greedy. The sword and shield have built-in defense, and the Y-axis judgment is excellent. The attack is closed quickly and the knockdown is also fast. Although it is mediocre, it can still adapt to most environments.
Double knives
There are seven stages of normal attack (press the keyboard 4 times, and the first 3 times are one-press and double-click), with ultra-short attack range, fast attack speed and slow body-breaking speed. Jump Slash is a 360-degree Armstrong Thomas full spin in the air, causing a two-stage attack in the air.
Special skills, sprint, and the sprint process are immune to projectiles and traps (not confirmed whether it is immune to melee combat, confirmed not to be immune to chandeliers), and can be used in combos to forcefully interrupt combos, so it has excellent mobility. Can easily avoid charging monsters.
The enchantments among the dual sword skills are equally outstanding, including ice and fire enchantments and evil charge. The magic explosion is still outstanding. Special mention is made of the invincible double swords. Since the double swords have the highest explosive power in a short period of time, but are greatly limited by their attack range, the invincible skills can help the double swords to quickly solve dangerous targets, and can also be used to fight head-on. BOSS, so I think the improvement of invincibility to double swords is more obvious than other invincible weapons.
Although it's short, it's fast, flexible, and can spin. However, due to the short problem, a more climactic approach is required and the error tolerance is lower. In the editor's opinion, the simple and violent Jumugen is more suitable for most people. The double-knife jump slash is a double-stage attack. The conventional jump-slash style often cannot deal enough damage in both stages, and the efficiency of the jump-cut flow is lower than that of other weapons.
Muskets
The basic attack is divided into three stages, but it takes six attacks to knock it down. The attack range is the shortest among long-range weapons (but it is definitely much longer than melee weapons) and can kill all units within the range. The attack speed is average. Jump slash is a jump shot, similar to basic attack. The Musket is the only one that has no special attack in charging state.
The special skill is jumping back. Super powerful special skills, able to dodge multiple types of attacks, and with excellent range, can easily defeat almost all melee monsters.
In terms of skills, the musket's skills focus on continuous output, but continuous skills cannot be canceled. When used, they are equivalent to wooden stakes, which greatly limits the use of such skills. So the crystal gun and magic blaster are the most useful skills in my opinion so far. At present, the editor feels that there are flaws in the design of continuous skills (more obvious in the second round). Not only muskets, but also bows and arrows have similar problems, causing some skills that are very good in themselves to be eliminated by players due to low usage rates.
Although the musket does not have very powerful skills, the quality of the weapon itself is too outstanding and is enough to cope with most situations. The editor thinks it is the best long-range weapon.
Bows and arrows
The basic attack is divided into three stages, with a longer range, faster shooting speed, and arrows that cannot penetrate (it seems that one arrow can hit two enemies when they overlap). Jump slash is a melee attack with a very short range. The dash attack is a piercing arrow.
Special skill Penetrating Arrow. With its ultra-long range, bows and arrows still rely more on penetrating arrows in maps with complex monster piles, but they are more afraid of maps with more charging monsters. Moreover, in the second level of the Double Beetle BOSS, you can use penetrating arrows to attack the two BOSS stuck behind the chandelier. I personally recommend this as the weapon type when entering the final BOSS field.
In terms of skills, the most outstanding ones are definitely energy arrows and sacred arrow rain. The Magic Explosive Bow is definitely a big improvement for bows and arrows that are not very powerful in BOSS battles.
After optimizing the basic attack combo in version 0.06b, it is already very good. However, I am afraid of a large number of monsters that attack the face. The charging time of special skills is still a big problem. It is crucial to adjust the shape of the monster pile. You need better technical support to go further.
Wands
The basic attack is divided into three stages, firing 1, 2, and 3 missiles respectively. The missiles cause AOE damage in a very small range. The attack speed is fast and the range is average. Jump slash is a melee attack with a very short range. The dash attack fires three missiles at the same time.
Special skills, teleportation. Teleportation involves forward and backward shaking. Especially the back sway is huge, so be careful not to get in the monster's face. It can be used to dodge some charge attacks, and is very effective against dinosaur BOSS.
Skills, meteorite, and icicle impact are all very good, and the dog-headed staff can turn into a dog's head to restore health. The summoning staff can also be used, which is not too bad. The staff's skills are generally pretty good.
The staff has undergone a transformation after the 0.06b revision. The combination of excellent basic attacks and powerful skills can cope with most situations. But one thing to pay special attention to is that its basic attack level is very low, and it cannot interrupt charging monsters, so remember to dodge in time and control the distance from charging monsters.
special skills
The Ancient Scythe's scythe rotation (called Harvest in the game) is invincible while airborne.
The Demon Sword's Iai Slash will move a short distance and send out an air slash. It is invincible while moving. And skills can cancel combos.
The sword spirit attack and body attack summoned by the Justice Judge of the Holy Sword are calculated separately. That is to say, if you slash the enemy at close range, you will suffer double damage from the sword spirit and the body. It is extremely efficient when fighting BOSS.
Magic Explosion is a very powerful skill against the BOSS, especially against the Scythe Death (when attacking in melee) and the Demon King's first form (when landing), it can deal full damage. When running the map, you can target remote mobs with low blood volume.
Ice, Fire and Poison Charge can be triggered continuously for a fixed period of time, while Evil Charge is calculated based on the number of attack hits.
The evil god weapon (slot machine exclusive weapon) will consume your own blood when using skills.
If you drop weapons that you don't use, such as Mithril series (adds shield), Branch series (drops apples), Summoning series (Skeleton Slime, etc.), you can pick them up and use them before leaving. You will naturally take advantage of them.
The Great Sword Sun and Earth (Justice Judgment) skill can be judged multiple times at the center.
Don’t you guys know all the weapon attributes in Lost Castle? Then don’t miss this guide brought by the editor.