Doomslayer
From MazeWorld
You may be looking for other types of chainsaws.
Navigation: | Main Page → Weapons → Class 5 Long weapons → Doomslayer |
"An Angelic combat chainsaw, painted light blue rather than the typical black or yellow livery. It is said to have belonged to the most badass marine in the history of ever, and that he used this weapon to battle the forces of Hell (Inc.) for countless eons. Legend says that only similar badasses may use this weapon to its full effectiveness. It is hungry for demons. Feed it." |
— Hebizuka (quote written by Tempest) |
Doomslayer is an artifact exotic melee weapon.
Obtaining this weapon
This weapon is referred to as an artifact weapon; it cannot be normally found in the Mazes, nor can it be crafted or built.
Doomslayer can be obtained by completing the Villa explorable area during the daytime (8:00 AM to 7:59 PM) and reaching the loot room.
This weapon is unique. Only one instance of this artifact weapon should exist. It cannot be sold, and if it is lost or abandoned, it will return to its original location.
Stats
This weapon has only one mode available, Slash. This weapon allows for up to 2 attacks per turn.
Slash
Damage type | LDV | Pain (C1) | Pain (C2) | Pain (C3) | Pain (A1) | Pain (A2) | Pain (A3) | Pain (A4) | Pain (A5) |
---|---|---|---|---|---|---|---|---|---|
Sharp | +11 | 186% | 177% | 167% | 140% | 112% | 84% | 37% | 9% |
- Demonic creatures cannot equip or use this weapon, and would hurt themselves if they tried or were forced to touch it. This extends to dark maidens.
- Heavens Gift effect: For every Demonic creature killed with this weapon, the weapon gains one "Charge" point, up to a maximum of 30. For every 5 Charge points, the user of this weapon may attempt 1 additional attack per turn; at the maximum of 30 points, this means a maximum of 8 attacks per turn. At any given moment, if the weapon has at least one Charge point, the user may use a special ability called Divine Invlunerability. Upon activating this ability, the user takes no damage from any kind of attack or weapon (existing effects that they may already be afflicted with, e.g. bleeding from wounds, will still work), for as many turns as there were Charge points upon activating. Once the effects of Divine Invulnerability end, Charge points are reset to 0.