How does the nox relic work on dexxers?

MZ3K

Grandmaster
I heard that you can put the nox relic on the berserker tali.
  1. Can you actually do that or is it just for meta pets?
  2. Do weapons need to be poisoned in order for it to work? If so, do the poison charges on weapons wielded by players with the nox relic deplete as they do on weapons wielded by players without the relic?
  3. Is the poison skill relevant if you have the nox relic maxed out? If so, how do the relic and the skill interact?
Thank you
 

Afro Man

Grandmaster
Totem of the Berserker
Provides offensive bonuses in exchange for an armor penalty. The more armor you wear, the less experience you gain for damaging creatures at a rate of 1% per AR. There is also a distance penalty of 20% per tile beyond 1.5 tiles. There are ten levels of the talisman and on average you gain 5% damage per level.

  • Double Strike - does an instant swing following a normal swing provided you are within 5 tiles and starts with a 25% chance to activate with a 30 second cooldown. The damage is recalculated for the second strike so the damage number will almost certainly differ. Leveling this skill lowers the cooldown and increases the chance of activation.
  • Infected Wounds - if the user is carrying poison potions they have a chance to use that level of poison to infect creatures that they are attacking. This works with any weapon including two handed weapons. The poisoning skill gives a bonus to the number of infections per poison potion consumed. It also gives a chance that the poison is upgraded one level making lethal poison a possibility.
  • Phase Shift - allows the activator to teleport to a creature or multiple creatures from a distance and hit them. The cooldown starts at 60 seconds but has a guaranteed activation on attack. The target must reside on a tile that can be walked on and more than 7 tiles away. The skills receives an additional phase jump for every other level gained for a maximum of 3 and each shift consumes 10 stamina. The damage per creature is lowered by dividing by the number of phase jumps being performed. Each level lowers the cooldown. 100 hiding and stealth will provide 50% bonus damage when phase shifting while hidden.
  • Tread - damages creatures when pushing them out of the way. The more weight a character is holding, the more damage is done. 300 stone is considered full weight. The standard pushing mechanic remains which means this skill requires full stamina. The damage can be quite good at top level with a maximum of 300. The cooldown starts at 30 seconds and lowers while the chance to activate starts at 20% and increases.
 

MZ3K

Grandmaster
  • Infected Wounds - if the user is carrying poison potions they have a chance to use that level of poison to infect creatures that they are attacking. This works with any weapon including two handed weapons. The poisoning skill gives a bonus to the number of infections per poison potion consumed. It also gives a chance that the poison is upgraded one level making lethal poison a possibility.
Gotcha. Thanks.
 

Afro Man

Grandmaster
Never tried it myself but others have said that it does indeed work with archery but you need to be pretty damn close to the target
 
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