Weapons

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Weapons
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[The Astrolabe]


Weapons are any item that causes physical damage when wielded by a creature. These range from melee and ranged weapons to projectiles and ammunition.

Most weapons can be created with Smithing.


See Melee Weapons and Ranged Weapons for stats and crafting recipes.



Level Requirement

Arelith uses its own system to determine the level necessary to equip most gear crafted through the crafting system.

Weapons crafted through smithing have their own requirement, but otherwise, all weapons follow these exact price/requirement tiers:

  • 2000 GP = Level 1
  • 4000 GP = Level 4
  • 7000 GP = Level 7
  • 15000 GP = Level 10
  • 30000 GP = Level 13
  • Higher cost = Level 16
  • Increased UMD flagged items= Level 21

The cost of an item is determined the moment it is generated. Even if the item is enchanted, upgraded, essenced, or changes owner, the requirement will remain exactly the same.

Proficiency

Weapons can now be freely equipped without having the corresponding proficiency. However, if you equip a weapon which you normally wouldn't be able to hold, you:

  • Will receive a -8 AB penalty
  • Won't be able to use the special abilities of said weapon, such as integrated spells.

Weapon Changes

Bastard Sword can be toggled to one handed/two handed with the -twohand command. Bastard swords, however, don't receive the bonus AB when they are two-handed using the command.

Calvary Weapons (Axe/Hammer/Sword) can be toggled to one handed/two handed with the -twohand command. They, however, don't receive the bonus AB when they are two-handed using the command.

Dire Mace damage changed from 1d8/1d8 (20/x2) to 1d12/1d12 (20x3).

Double Axe damage changed from 1d8/1d8 (20/x3) to 3d4/3d4 (20/x3).

Dwarven Waraxe can be used by Dwarves (NOT Derro, Wild Dwarves) without taking the Exotic Weapon Proficiency feat. Dwarves can also -twohand this weapon.

Halberd damage changed from 1d10 (20/x3) to 1d12 (20/x3).

Greataxe damage changed from 1d10 (20/x3) to 3d4 (20/x3).

Heavy Flail damage changed from 1d10 (19-20/x2) to 1d12 (19-20/x2).

Kama size changed from Small to Tiny. Damage changed from 1d6 (20/x2) to 1d6 (19-20x2)

Note: Monk UBAB and Flurry of Blows have been removed from Kama.

Katana is affected by Weapon Finesse for medium and small races. Weight is reduced from 10 lbs to 6 lbs. It can now be used with the -twohand command. Katanas, however, don't receive the bonus AB when they are two-handed using the command.

Light Hammer damage changed from 1d4 (20/x3) to 1d6 (20/x3). Size changed from Small to Tiny.

Light Flail damage changed from 1d8 (20x2) to 1d8 (19-20/x2). Size changed from Medium to Small. Is affected by Weapon Finesse.

Light Mace damage changed from 1d6 (20/x2) to 1d6 (20/x3).

Light Pick Damage increased from 1d4 to 1d6. Added to Rogue Proficiency weapons, Is affected by Weapon Finesse.

Longsword added to Rogue Proficiency weapons and is affected by Weapon Finesse.

Mace (Light Mace) size changed from Small to Tiny.

Magic Staff size changed from Medium to Small.

Morningstar damage changed from 1d8 (20/x2) to 1d6 (20/x3).

Nodachi is finessable by medium creatures and is considered a rogue and swashbuckler weapon.

Quarterstaff damage changed from 1d6 (20/x2) to 1d6/1d6 (19-20/x2). Is now a double-sided weapon, like the double-axe and the two-bladed sword. Like other double-sided weapons, its STR damage bonus is 1.0x for the main hand and 0.5 for the offhand attacks. It is affected by Weapon Finesse.

Sai damage changed from 1d6 (20/x2) to 1d6 (19-20/x2).

Scimitar added to Rogue Proficiency weapons is affected by Weapon Finesse.

Sickle damage changed from 1d6 (20/x2) to 1d4 (20/x3).

Sling size changed from Small to Tiny.

Spear damage lowered from 1d8/x3 to 1d6/x3. Size changed from Large to Small, thus they can be wielded with a shield. It can also be used with the -twohand command. Spears, however, don’t receive the bonus AB when they are two-handed using the command.

Note that due to a bug, a spear with shield may not be quickslotted, nor they will display the correct values in the sheet. There's a file to fix this available at Google Drive, just download and install in the Override folder.

Throwing Axes work along with Arelith's Barbarian Rage. Also, they have weight reduced from 1 pound to 0.2 pounds.

Trident damage changed from 1d8/x2 to 1d10/x3. They are still large weapons, and thus they cannot be wielded with shield. Weapon Focus feat will work for tridents. (Note that this is due to a work around in NWNX but it is unknown if this is a soft (i.e. counts towards +20 cap) or hard (as per normal weapon focus))

Two-Bladed Sword damage changed from 1d8/1d8 (19-20/x2) to 1d6/1d6 (18-20/x2). Is affected by Weapon Finesse.

War Mace War Mace can be toggled to one handed/two handed with the -twohand command. Wielder does not receive the bonus AB when they are two-handed using the command.

Whip Can be used by Drows without taking the Weapon Proficiency (Exotic) feat.

Note: This merely allows use of whips it does not qualify for any selection of Proficiency dependant feats/skills.


Note that some modified weapons will not be displayed correctly in the character sheet (the information displayed will not affect the performance of the weapon), such as the spear and trident. The same Google Drive file as above includes the fix.

Two-Handed Use

All Weapons held as two-handed by the character will grant an additional +1 Attack Bonus (AB).

If you wield a weapon in one hand, you will generally not be able to use it in a two-handed fashion, even if you forego the use of a shield. There are several specific weapon exceptions to this which can be found under Weapon Changes.

This includes:
Medium weapons wielded by small sized races
Large weapons wielded by medium sized races
Colossal weapons wielded by large sized races.
This explicitly excludes:
Double sided weapons (Two-Bladed Sword/Dire Mace/Double Axe/Quarterstaff)
One handed weapons that are used in a Two-Handed fashion using the -twohand command
Large weapons wielded by large sized races, using the -twohand command, do not gain a bonus.

Weapon visuals guide

With Essences:

  • Standard Weapons with enhancement bonuses such as a +1, +2, +3, will all show an essence's effect.
  • Visuals will show on a crafted weapon of Greensteel, Masterly Steel or Masterly Damask.
  • The only essences to grant visual effects are +4 and +1d6.
  • Acid, Cold, Electrical, Fire and Sonic will all grant visual effects to these weapons.
  • Divine, Positive and Negative will not show any visual effects.
  • Gloves will never show any visual effects.

Note that when an essence is applied to a weapon, previous elemental damage bonuses will be removed from that weapon (Acid, Cold, Divine, Electrical, Fire, Negative, Positive, and Sonic). The exception is damage bonuses added through Dweomercrafting. Damage bonuses not added by the player through the basin will be removed. Physical damage bonuses (Slash, etc) are not removed when adding an essence.

Weapon Visuals

Acid.gif Cold.gif Elec.gif Fire.gif Sonic.gif

Arrow Management and Essencing

To get improved ammunition, you can either find them or craft bundles that can be used with assemble templates.
Bundles of ammunition can be crafted or created via the Craft Ammunition feat.
You use the bundles on the template to transfer the stored properties onto the ammunition.

  • Stable Slots will store Permanent Essences onto the Template.
  • Unstable slots will store Temporary Essences (10 uses) or certain spells (5 uses)

Assemble Templates

See Assembly Template for much more detail.

Name ID DC Craft
Points
Value Materials Properties Reusability
Basic Template 1033 5 20 500 1 Softwood
1 Aventurine
1 Ingot (Tin)
1 Unstable Slot Permanent
Simple Template 1036 15 20 2000 2 Hardwood
1 Amethyst
1 Ingot (Tin)
1 Brass Gears
2 Glass Vials
1 Stable Slot
1 Unstable Slot
Permanent
Standard Template 1039 25 50 10000 2 Hardwood
1 Fire Agate
1 Ingot (Silver)
2 Brass Gears
3 Glass Vials
3 Unstable Slots Consumable
Stable Template 1042 35 80 25000 2 Hardwood
1 Garnet
2 Brass Gears
3 Glass Vials
1 Small Seed Balm
2 Stable Slots
1 Unstable Slot
Repairable

Permanent Templates will not degrade, while Repairable ones can break if not maintained.
Consumable Templates are not repairable and will break after so many uses.

Spells for Unstable Slots

See Unstable Slots for a table of weapon magic spells for Assembly Templates.

Crafting

In Arelith, most weapons and armor are divided in two types - standard, that follow a strict style, and 'special', that have unique characteristics, greater power, as well as crafting requirements.

All standard weapons respect these rules:

Type Bonus Level Requirement
Bronze N/A
Iron Attack Bonus + 1 Level 2
Damage Bonus + 1
Masterly Iron Attack Bonus + 1 Level 2
Damage Bonus + 2
Steel Attack Bonus + 2 Level 2
Damage Bonus + 2
Masterly Steel Attack Bonus + 2 Level 2
Damage Bonus + 4
Greensteel Attack Bonus + 3 Level 13
Keen (green light)
Damask Attack Bonus + 3 Level 13
Damage Bonus + 3
Masterly Damask Attack Bonus + 3 Level 16
Damage Bonus + 6


Recipes

See Melee Weapons and Ranged Weapons for stats and crafting recipes.

General Notes:

  • Most weapons share similar recipes.
  • Greensteel is divided in three size tiers; small (2 coal, 1 greensteel ingot), medium (4 coals, 2 ingots), large (6 coals, 3 ingots).
  • Very rarely, some recipe may require something more (Some spears need a quarterstaff for crafting).
  • All masterly damask recipes are identical.


Weapon Grouping Summary Chart

In Arelith weapon feats have been customized into groupings. This means when you select Weapon Focus 1H Concussion for example, the Weapon Focus Feat applied to all the weapons below flagged as 1H Concussion. In the case of weapons with 2 groupings, either weapon feat on either grouping will affect the weapon.

Weapon Finesse Size Damage Critical Damage Type Proficiency 1H Concussion 1H Edged 2-Handed Polearm Unarmed Missile Thrown
Cavalry Hammer No M 2d4 x3 Bludgeon-Pierce Exotic, Cavalier *
Light Flail Yes S 1d6 19-20x2 Bludgeon Martial *
Warhammer No M 1d8 x3 Bludgeon Martial *
Mace (Light Mace) Yes T 1d6 x3 Bludgeon Simple, Rogue *
War Mace No M 1d10 x3 Bludgeon Exotic, Cavalier *
Club No M 1d6 x2 Bludgeon Simple, Primitive, Druid, Monk, Rogue, Wizard *
Light Hammer Yes T 1d6 x3 Bludgeon Martial *
Morningstar No M 1d6 x3 Bludgeon-Pierce Simple, Rogue *
Magic Staff No S 1d6 x2 Bludgeon Simple, Druid, Monk, Rogue, Wizard * *
Dire Macuahuitl No L 2d6 x3 Bludgeon Exotic, Primitive * *
Macuahuitl No M 2d4 x3 Slash Exotic, Primitive * *
Whip Yes S 1d2 20x2 Slash Exotic, Rogue, Drow * *
Cavalry Axe No M 2d4 x3 Slash-Pierce Exotic, Cavalier *
Cavalry Sword No M 2d3 18-20/x2 Slash-Pierce Exotic, Cavalier *
Light Pick Yes T 1d6 x3 Pierce Martial, Rogue *
Heavy Pick No M 1d8 x3 Pierce Martial *
Short Sword Yes S 1d6 19-20/x2 Pierce Martial, Rogue *
Longsword Yes M 1d8 19-20/x2 Slash Martial, Elf, Rogue *
Battleaxe No M 1d8 x3 Slash Martial *
Dagger Yes T 1d4 19-20/x2 Pierce Simple, Druid, Monk, Rogue, Wizard *
Handaxe Yes S 1d6 x3 Slash Martial, Monk, Rogue *
Kama Yes T 1d6 19-20x2 Slash Exotic, Assassin, Monk *
Kukri Yes T 1d4 18-20/x2 Slash Exotic *
Rapier Yes M 1d6 18-20/x2 Pierce Martial, Elf, Rogue *
Scimitar Yes M 1d6 18-20/x2 Slash Martial, Druid, Rogue *
Sickle Yes S 1d6 x3 Slash Simple, Druid *
Dwarven Waraxe No M 1d10 x3 Slash Exotic, Dwarf *
Sai Yes T 1d4 19-20x2 Bludgeon Exotic, Assassin, Monk *
Wakizashi Yes S 1d8 19-20/x2 Slash Exotic, Monk, Cavalier *
Katar Yes T 2d2 19-20/x2 Slash-Pierce Exotic, Assassin, Monk * *
Katana Yes
M and S
M 1d10 19-20/x2 Slash Exotic, Monk, Cavalier * *
Bastard Sword No M 1d10 19-20/x2 Slash Exotic, Cavalier * *
Nodachi Yes
L and M
L 3d4 19-20/x2 Slash Exotic, Cavalier, Monk *
Greatsword No L 2d6 19-20/x2 Slash Martial *
Greataxe No L 3d4 x3 Slash Martial *
Falchion No L 2d4 18-20/x2 Slash Exotic *
Heavy Flail No L 1d12 19-20x2 Bludgeon Martial * *
Maul No L 2d6 x3 Bludgeon Martial * *
Great Club No L 1d10 x2 Bludgeon Simple, Primitive, Druid *
Colossal Axe No H 2d8 x3 Slashing Martial *
Colossal Hammer No H 2d8 x3 Bludgeoning Martial *
Colossal Sword No H 2d8 19-20x2 Slashing Martial *
Dire Mace No L 1d12/1d12 x3 Bludgeon Exotic * *
Double Axe No L 3d4/3d4 x3 Slash Exotic * *
Quarterstaff Yes L 1d6/1d6 19-20/x2 Bludgeon Simple, Druid, Monk, Rogue, Wizard * *
Two-Bladed Sword Yes
L (1H) and M
L 1d6/1d6 18-20/x2 Slash Exotic * *
Halberd No L 1d12 x3 Slash-Pierce Martial *
Scythe No L 2d4 x3 Slash-Pierce Simple, Druid, Cavalier *
Spear Yes S 1d6 x3 Pierce Simple, Primitive, Druid, Aquatic Elf *
Lance No M 1d8 x3 Pierce Martial *
Lance (Small) No S 1d6 x3 Pierce Martial *
Trident No L 1d10 x3 Pierce Martial, Aquatic Elf *
Pike No L 1d8 20/x3 Pierce Simple, Primitive, Sea Elf *
Naginata Yes
L and M
L 1d10 20/x3 Bludgeon-Pierce Exotic, Monk, Cavalier *
Light Crossbow N/A S 1d8 19-20/x2 Pierce Simple, Monk, Rogue, Wizard *
Heavy Crossbow N/A M 1d10 19-20/x2 Pierce Simple, Monk, Rogue, Wizard *
Shortbow N/A M 1d6 x3 Pierce Martial, Primitive, Elf, Rogue, Aquatic Elf *
Longbow N/A L 1d8 x3 Pierce Martial, Elf, Aquatic Elf *
Sling N/A T 1d4 x2 Bludgeon Simple, Primitive, Druid, Monk, Rogue * *
Dart N/A T 1d4 x2 Pierce Simple, Primitive, Druid, Rogue *
Shuriken N/A T 1d3 x2 Pierce Exotic, Monk *
Throwing Axe N/A S 1d8 x2 Slash Martial *
Throwing Dagger N/A S 1d4 x2 Pierce Simple, Primitive, Druid, Rogue *