- "This scythe-like blade grows in power with each successive strike the wielder delivers without taking damage. However, at maximum power, being hit drops Stamina to 0."
Striking foes with the Force Hatchet (without the user being struck) gradually increases the wielder's attack power.
The attack power boost is lost if the user changes the primary weapon, gets struck by an enemy attack, uses a Ferrystone, or enters another map area (which requires loading).
There are a three stages of intensity of the attack power boost, indicated by a blue glow on the user's arms and upper body.
The intensity of the glow directly corresponds with the weapon's increase in attack power.
Upon reaching each higher stage of attack power, a distinct "chime" will sound.
- Stage 1 activates after hitting an enemy once, indicated by blue glowing wrists.
- Stage 2 activates after hitting an enemy a further four times (five total), indicated by blue glowing arms and torso.
- Stage 3 (Final stage) activates after hitting an enemy a further five times (ten total), indicated by a blue glowing upper body and head.
Being hit causes the charge to dissipate back to Stage zero (no charge).
Being hit at Stage 3 (the highest charge) also completely drains the user's stamina, causing gasping and temporary vulnerability.
Power and damage increases with charging.
For an enemy with weak defences the first stage boosts damage only slightly; the second increases damage by a half, and the final stage at least doubles damage.
For creatures with strong defense the higher stages can break through the creature's defense - thus for creatures with high defense the damage increase is much greater than double.
- eg During testing versus the Gazer it took two swings of Full Moon Slash to drop a tentacle at 1,506 Strength, but only half a Full Moon Slash at the highest power.
The damage from secondary weapons is also boosted:
- eg A Mighty Bend to the eye of the Gazer removed 3/20 of a Health bar with 1617 Strength. A second shot, at the highest charge power removed around half (10/20) of a bar - more than doubling the damage output of the secondary weapon.
Weapon effects stack with Conqueror's Periapts, and similar strength boosting potions, increasing damage thresholds. Magick damage such as from Magick Shields is not increased.
- Purchased as a part of Weapon Pack: The Debilitator DLC. Received for free, and can then be purchased at The Black Cat.
- In Dark Arisen, this must be purchased from The Black Cat.
| 0|| 1|| 2|| 3|
|N/A||20,200 G|| 69,400 G|
Conqueror's Periapt x5
| 211,600 G|
Tagilus's Miracle x5
| Click here for|
| 5,200 RC|
Fiendish Essence x4
| 7,200 RC|
Fiendish Extract x4
Enhancement Item Location
- Conqueror's Periapt
- Sold by Fournival in Gran Soren.
- Sold by Madeleine at Madeleine's Shop in Gran Soren (and before she sets up shop too).
- Can be stolen from Gran Soren Soldiers using Master Thief.
- Can be stolen from Skeleton Knights using Master Thief.
- May be found in chests at various locations in Gransys, including those in the small 'pagodas' in the gardens of the Duke's Demesne.
- Tagilus's Miracle
- May be found in chests in various Gransys locations, most notably within the Post-Game Everfall.
- Can be stolen from the Chimera, Gorechimera, Wolf and Direwolf with the Pilfer/Master Thief skill.
- Sold by:
- Can be stolen from Armored Cyclops using Master Thief.
- Can be stolen from Cyclops using Master Thief.
- Fiendish Essence
- Fiendish Extract
- The augment stability does not prevent the loss of charge from wind buffets.
- In Dark Arisen, this weapon can be gifted to another Pawn.
- Liquid Vim negate any stamina loss incurred by being hit while using this weapon.
- This weapon is particularly efficient for Assassins who use bows as the Strength bonus directly effect bows, allowing enemies to be killed from afar and thus avoiding most chances of being hit.
- Grappling or Kicking NPC's such as pawns or guards will also give charges.
- The archistaff Caged Fury has a similar effect for magic.