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Two-Handed Use: updated Two-Hand Use to include the utter destruction of Double Sided Weapon usefulness.
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:: ''Large'' weapons wielded by ''medium'' sized races
:: ''Large'' weapons wielded by ''medium'' sized races
:: ''Large'' weapons wielded by ''large'' sized races (without holding anything in the offhand slot), using the [[Console_command#-twohand|-two hand]] console command.
:: ''Large'' weapons wielded by ''large'' sized races (without holding anything in the offhand slot), using the [[Console_command#-twohand|-two hand]] console command.
:: Some [[Weapons#Weapon_Changes|special weapons]] which have been customized to use in a one or two handed fashion.
:This explicitly excludes:
:This explicitly excludes:
:: Double sided weapons
:: Double sided weapons

Revision as of 23:10, 16 October 2020

Weapons

A forging workstation

Crafting on Arelith:
Alchemy
Art Crafting
Carpentry
Herbalism
Smithing
Tailoring
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison


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.

Drow may equip Whips without penalty, but they cannot invest in whip feats without having Exotic Proficiency first.

Weapon Changes

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

Club now benefits from Monk UBAB Progression and can be used with Flurry of Blows.

Dire Mace has had its critical rating increased from 20/x2 to 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 to 1d12.

Greataxe damage changed from 1d10 to 3d4.

Heavy Flail damage changed from 1d10 to 3d6 and critical threat range changed from 19-20/x2 to x2.

Kama size changed from Small to Tiny, and now works with Flurry of Blows.

Katana is affected by Weapon Finesse. Weight is reduced from 10 lbs to 6 lbs. It can now be used with the -twohand command.

Light Hammer size changed from Small to Tiny, critical threat range changed from x2 to x3.

Light Flail size changed from Medium to Small, critical threat range changed from x2 to x3.

Light Pick added to Rogue Proficiency weapons, base damage increased from 1d4 to 1d6.

Magic Staff size changed from Medium to Small.

Naginata benefits from the monk's UBAB progression, works with Flurry of Blows, and has critical threat range changed from x3 to x2.

Quarterstaff 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. It benefits from monk's UBAB progression, and it can be used with Flurry of Blows on Arelith.

Sai benefits from the monk's UBAB progression and works with Flurry of Blows.

Shuriken benefits from the monk's UBAB progression and works with Flurry of Blows.

Sling size changed from Small to Tiny.

Spear damage lowered from 1d8/x3 to 1d6/x3. Size changed from Large to Medium, thus they can be wielded with a shield. Smaller characters, such as halfings and kobolds may use them as two-handed weapons.

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 dice 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))

War Mace Base damage decreased to 1d10 and critical multiplier increased from x2 to x3. War Mace can be toggled to one handed/two handed with the -twohand command. Wielder does not receive the bonus below when they are two-handed using the command.

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 +2 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
Large weapons wielded by large sized races (without holding anything in the offhand slot), using the -two hand console command.
Some special weapons which have been customized to use in a one or two handed fashion.
This explicitly excludes:
Double sided weapons

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

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 Ranger 'Archer Path'
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 Blunt for example, the Weapon Focus Feat applied to all the weapons below flagged as 1H Blunt. In the case of weapons with 2 groupings, either weapon feat on either grouping will affect the weapon.

Weapon Size Damage Critical Damage Type Proficiency 1H Concussion 1H Edged 2-Handed Polearm Missile Thrown
Light Flail S 1d8 19-20x2 Bludgeon Martial *
Warhammer M 1d8 x3 Bludgeon Martial *
Mace (Light Mace) S 1d6 x2 Bludgeon Simple, Rogue *
War Mace M 1d10 x3 Bludgeon Exotic *
Club M 1d6 x2 Bludgeon Simple, Druid, Monk, Rogue, Wizard *
Light Hammer T 1d4 x3 Bludgeon Martial *
Morningstar M 1d8 x2 Bludgeon-Pierce Simple, Rogue *
Magic Staff S 1d6 x2 Bludgeon Simple, Druid, Monk, Rogue, Wizard *
Whip S 1d2 x2 Slash Exotic *
Light Pick T 1d6 x3 Pierce Martial, Rogue *
Heavy Pick M 1d8 x3 Pierce Martial *
Short Sword S 1d6 19-20/x2 Pierce Martial, Rogue *
Longsword M 1d8 19-20/x2 Slash Martial, Elf *
Battleaxe M 1d8 x3 Slash Martial *
Dagger T 1d4 19-20/x2 Pierce Simple, Druid, Monk, Rogue, Wizard *
Handaxe S 1d6 x3 Slash Martial, Monk, Rogue *
Kama T 1d6 x2 Slash Exotic, Monk *
Kukri T 1d4 18-20/x2 Slash Exotic *
Rapier M 1d6 18-20/x2 Pierce Martial, Elf, Rogue *
Scimitar M 1d6 18-20/x2 Slash Martial, Druid *
Sickle S 1d6 x2 Slash Simple, Druid *
Dwarven Waraxe M 1d10 x3 Slash Exotic, Dwarf *
Sai T 1d4 x2 Bludgeon Exotic, Monk *
Wakizashi S 1d6 19-20/x2 Slash Exotic, Monk *
Katana M 1d10 19-20/x2 Slash Exotic, Monk * *
Bastard Sword M 1d10 19-20/x2 Slash Exotic * *
Two-Bladed Sword L 1d8/1d8 19-20/x2 Slash Exotic *
Greatsword L 2d6 19-20/x2 Slash Martial *
Greataxe L 3d4 x3 Slash Martial *
Dire Mace L 1d8/1d8 x3 Bludgeon Exotic *
Double Axe L 1d8/1d8 x3 Slash Exotic *
Falchion L 2d4 18-20/x2 Slash Exotic *
Heavy Flail L 3d6 x2 Bludgeon Martial *
Maul L 2d6 x3 Bludgeon Martial *
Great Club L 1d10 x2 Bludgeon Simple *
Quarterstaff L 1d6/1d6 x2 Bludgeon Simple, Druid, Monk, Rogue, Wizard * *
Halberd L 1d12 x3 Pierce-Slash Martial *
Scythe L 2d4 x4 Pierce-Slash Exotic *
Spear M 1d6 x3 Pierce Simple, Druid *
Lance M 1d8 x3 Pierce Martial *
Lance (Small) S 1d6 x3 Pierce Martial *
Trident L 1d10 x3 Pierce Martial *
Naginata L 1d10 x2 Pierce-Slash Exotic, Monk *
Light Crossbow S 1d8 19-20/x2 Pierce Simple, Monk, Rogue, Wizard *
Heavy Crossbow M 1d10 19-20/x2 Pierce Simple, Monk, Rogue, Wizard *
Shortbow M 1d6 x3 Pierce Martial, Elf, Rogue *
Longbow L 1d8 x3 Pierce Martial, Elf *
Sling T 1d4 x2 Bludgeon Simple, Druid, Monk, Rogue * *
Dart S 1d4 x2 Pierce Simple, Druid, Rogue *
Throwing Axe S 1d8 x2 Slash Martial *
Shuriken T 1d3 x2 Pierce Exotic, Monk *