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m (Raw Salad moved page Centaurs Madness to Centaur's Madness: Spelling fix.)

Revision as of 23:35, 13 March 2024

Centaur's Madness.png
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Physical Base Weapon Damage 37
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Armor Penetration 15%
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Move Speed -40
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Required Class:
Weapon Type:
Bow
Slot Type:
Main-Hand
Hand Type:
Two Handed
Quiver Size:
8
Hitbox:
70.24x35.45x19.56
1x3InvSlot.jpg
Inlaid with fragments of a centaur's horn, harnessing pure power.

Bows

Bows are ranged weapons used for long-distance combat. They deal moderate to high damage and have a moderate attack speed, allowing players to take down enemies from a safe distance.

Projectile

Initial speed: ?

Damage Falloff

Centaur's Madness has damage falloff depending on the airtime of the projectile.

Projectile falloff damage chart:
X: Air time (seconds)
Y: % Damage


Learn more at Projectile Falloff.

Projectile falloff damage chart:

  • X: Air time (seconds)
  • Y: % Damage

Stays at 30% after 4 seconds.

Hitbox


Height: 70.24
Width: 35.45
Depth: 19.56
Impact Power of Centaur's Madness: 3
Impact power helps with breaking crates, barricades or any other breakables in game. Higher the power faster something breaks. Impact power also affects shield blocking. If attacking weapon's impact power is higher than shield's impact power, shield holder staggers, and vice versa. Impact zone scaling affects impact power.



Action Movement Slow

When a player performs certain actions, such as attacking or defending themselves, they move slower.
List of slows for Centaur's Madness:

Primary Attack 1
Always: 65%

Reload
Always: 50%

QuickShot
Always: 65%

MultiShot
Always: 65%

References

Weapons
Swords
Arming Sword • Crystal Sword • Falchion • Fulgor • Kuma's Claw • Kuma's Fang • Longsword • Rapier • Short Sword • Viking Sword • Viola • Zweihander
Maces
Daggers
Polearms
Bardiche • Cinder • Halberd • Spear
Axes
Bows
Crossbows
Magical Weapons
Musical Instruments
Shields
Aegis • Buckler • Delirium • Heater Shield • Pavise • Round Shield