weapons

Contents:
  1. Weapons Overview
  2. Weapon NW Allowance
  3. List: 1-Hand Weapons
  4. List: 2-Hand Weapons
  5. List: Ranged Weapons

Weapons Overview

Weapons are described as Weapon [base x damage modifier] (+ to-hit), e.g., A Dagger [4x1] (+0). Damage modifier and to-hit values can be increased for a cost using the Blacksmith or the forge (Forging). There are two main categories of weapons that can be broken down into five specialized types.

Ranged weapons can be used in the first 5 (or 6, see below HoC) rounds of a battle (ranged combat), and come in three different varieties: slings, bows, and crossbows.

  • All ranged weapons fire in all ranged rounds.
  • Bows have a severe miss chance (80%) without training the Archery skill, but have the highest damage.
  • Crossbows have less damage, but focus on draining stats.
  • Slings have less damage as well, but gain the option to hit multiple targets per round.
  • The penalties to ranged weapons used during melee combat are 80% for Slings, 60% for Bows and 40% for Crossbows.
  • One can have 6 rounds of missile if a Helm of Clearsight is used.

After the first 5 (or 6) ranged rounds of a battle, your minions will switch to their melee weapons if they have one (melee combat) for the remaining 25 (or 24 with HoC) rounds of battle. If a minion has both a ranged and a melee weapon equipped, there is a one round penalty during which the minion will not attack in order it to "switch" weapons (this does not affect UC when using ranged weapons). The two types of melee weapons are 1-handed and 2-handed weapons. 2-handed weapons are generally more damaging, but when used with a shield the minion will suffer additional DX penalties. 1-handed weapons do suffer a smaller penalty when used with a shield. As of the Changelog of March/April 2008, the one round penalty no longer applies when switching from a ranged weapon to a 1-handed weapon.

Weapons will hit your opponent based on your total To-hit chance, an amalgamation of several factors.

Weapon NW Allowance

Weapons up to a certain net worth will not add to your Power. This is called the weapon allowance. The weapon allowance is calculated on a per-character basis, not per-minion or per-weapon (e.g. if you have three weapons equipped on a character, their net worth is summed before the weapon allowance is subtracted).

The official calculation of the Weapon NW Allowance is about 2/3 of all the XP your Character has trained.

Dissenting view 1
roy7 believes 2/3 of XP is inaccurate and that your allowance is actually calculated by taking combined weapon NW, converting that to a PR amount, and subtracting your MPR. If the weapons' PR is less than or equal to your MPR, your PR will not increase. Otherwise, your PR goes up by the difference in weapon PR and minion PR. Posts explaining why with examples are in the forums [1], [2].)
Dissenting view 2
The Weapon NW Allowance is .8475 times all the XP your Character has trained.

If you exceed your weapon allowance, the weapon's allowance is subtracted from weapon net worth, and remaining net worth adds to your power.

This allowance is now halved, as per the changeweek in the beginning of April

As such, it is approximately 16 times your Max Tattoo Level.

List: 1-Hand Weapons

List: 2-Hand Weapons

List: Ranged Weapons

Bows (affected by Archery skill)

Crossbows

Slings


    last edited by Corn on the Cube at Jul 16 - Edit weapons

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