Witchhunter Handgonne |
| Vendor Value | 1,263,400  |
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| Rarity | Epic |
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| Level | 75 Range |
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| Enchantment Slots | 7 |
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| Slot | Weapon |
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| Attack Speed | 3.2s |
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| Crit Chance | 6.667% |
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| Crit Multiplier | 1.33x |
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A weapon that combines the ranged prowess of the elves with the technical ingenuity of the dwarves. A true breakthrough! Can technically be fired one handed. |
The Witchhunter Handgonne is an epic one-handed ranged weapon that can only be obtained as a rare transformation when Researching certain ranged weapons. This firearm requires ammunition.
Researching the Witchhunter Handgonne also has a chance to transform it into the Personal Cannon.
Abilities
- Fire Handgonne: This ranged ability costs ammunition. It increases maximum damage multiplier 1.1x, blunt and and piercing damage 1.4x, and blunt and piercing accuracy 1.1x.
- Artillery: Artillery fires a barrage of explosive projectiles at multiple enemy combatants. This ranged ability increases blunt damage and blunt accuracy 1.15x and maximum damage multiplier scales 2x. Diminishing AOE (Damage Loss per subsequent targets) Damage Multiplier scales 0.25x while accuracy scales 0.75x.
- Mortar: Mortar lobs an indirect explosive shot into the midst of an enemy party. The shrapnel makes it hard to miss, but damage might be spread thin. This ranged ability costs ammunition. It increases maximum damage multiplier 1.35x, blunt damage and blunt accuracy 1.33x. Accuracy scales 1.15x, while the minimum damage scales 0.5 and the dinishing aoe damage scales 0.1x.
- Grapeshot: Grapeshot fires a spray of smaller projectiles. Hard to miss, but lots of variance in damage. The smaller pellets can easily cause bleeds even if they do not deal a ton of up front damage. Blunt and piercing damage and accuracies scale 1.33x. Accuracy scales 1.75x, minimum damage scales 0.25x, maximum damage by 1.5x while diminishing AOE damage scales 0.1x.
- Hot Shot: It uses an excessive amount of powder to overcharge this shot to a single target, increasing maximum damage multiplier 1.75x, minimum damage 1.25x, blunt and piercing damage 1.75x, blunt and piercing accuracy 1.33x and accuracy 1.1x. This ranged ability costs ammunition.
- Prepare Volley: This ability deals no damage. Instead it sets up the player for 3 stacks of Sniping Stance 5 which decreases agility and increases dexterity by 125.
Acquisition
There are currently three ranged weapons that can transform into the Witchhunter Handgonne through Researching. Using a higher tier weapon for researching increases the base chance of a transform occurring. These weapons and their respective crafting recipes are:
| Icon | Name | Skill: Level | Experience | Recipe |
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 | Reinforced Crossbow | Crafting (Range): 43 | 19,350 | x1,500, x9, x300 |
 | Arbalest | Crafting (Range): 53 | 26,000 | x300, x10, x1,500 |
 | Elder Crossbow | Crafting (Range): 63 | 33,600 | x300, x1,500, x12 |
Enchanting
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Scroll of Weakening | helm, body, legs, shield, weapon | 1 | 25 | 10 | Air, Fire, Mind | Decreases the level requirements of the item by 1. |
Scroll of Overhealing | weapon | 11 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. |
Scroll of Elemental Accuracy | weapon | 28 | 400 | 40 | Blood, Chaos, Death | Increases accuracy for all elemental affinities by 5% multiplicatively. |
Scroll of Physical Accuracy | weapon | 28 | 400 | 40 | Earth, Blood, Death | Increases accuracy for all physical affinities by 5% multiplicatively. |
Scroll of Accuracy | weapon | 28 | 400 | 40 | Blood, Mind, Death | Increases accuracy for all three combat styles by 2.5% multiplicatively. |
Scroll of Endless Ammo | cape, weapon | 29 | 400 | 40 | Mind, Chaos, Nature | Gain a 17% chance to not consume ammo (resulting in 20% more uses from each ammo piece on average). Works on ranged projectiles, melee whetstones, and magic charms. |
Scroll of Rune Reserves | cape, weapon | 35 | 500 | 50 | Water, Mind, Chaos | Gain a 33% chance to not consume runes when using abilities (resulting in 50% more ability uses for the same rune cost). |
Scroll of Critical Strike | weapon | 52 | 600 | 60 | Cosmic, Blood, Chaos, Death | Increases critical chance by an additive +1.5% and critical multiplier by an additive +0.03x. |
Scroll of DOT Dealer | shield, weapon | 53 | 900 | 80 | Blood, Chaos, Death | Increases Damage over Time tick damage by 5%, capping at +50 damage per tick. |
Scroll of Finesse | shield, weapon | 79 | 900 | 80 | Blood, Chaos, Death | Gain 1% of your agility as dexterity. Reduces agility by half of the gained dexterity. Caps at 100% |
Scroll of Force | shield, weapon | 79 | 900 | 80 | Blood, Chaos, Death | Gain 1% of your protection as strength. Reduces protection by half of the gained strength. Caps at 100%. |
Scroll of Convergence | shield, weapon | 79 | 900 | 80 | Blood, Chaos, Death | Gain 1% of your resistance as intellect. Reduces resistance by half of the gained intellect. Caps at 100% |
Scroll of Poisoning | weapon | 100 | | | | Apply poison for 1 damage per second. |
Scroll of Acrobatics | weapon | 100 | | | | Has a 3% chance to speed up attack speed by 33%. |
See Also