Jump to content

Weapon guide: Difference between revisions

From Arelith Wiki
mNo edit summary
Line 1: Line 1:
Customization of weapons can be also done with [[enchantment basin]]s.
Customization of weapons can be also done with the [[enchantment basin]].
 
== Weapon Changes ==
 
All the below-mentioned changes are in effect; if you classify to wield a weapon in one hand, you will not be able two use it as a two-handed even if you forego the use of a shield. The same way that the quarterstaff will always be considered a two-sided weapon, and will always attack as a two-sided weapon.
 
'''All double-sided and weapons held as two-handed by the character will grant an additional +2 AB'''.
 
:'''Bastard Sword''':
*Can be toggled to one handed/two handed with the [[Console_command#-twohand|-twohand]] command. Bastard swords, however, don't receive the bonus above when they are two-handed using the command.
 
:'''Katana''':
*Can be ''finessed''.
*Size changed from medium to small (thus smaller races can dual-wield them or use them with shield).
*Weigh changed from 10 lbs to 6 lbs.
 
:'''Quarterstaff''':
*Is now a double-sided weapon, like the double-axe and the two-bladed sword.
**The offhand damage is based on your base unarmed damage score (default is 1d3, or 1d4 and above for monks).
**Like other double-sided weapons, its STR damage bonus is 1.0x for the main hand and 0.5 for the offhand attacks.
*Can be ''finessed''
*Benefits from monk's UBAB progression.
**Cannot be used with Flurry of Blows.
 
:'''Shuriken''':
*Benefits from the monk's UBAB progression.
 
:'''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. There's a file to fix this available at [https://drive.google.com/file/d/0B5pQO_nzoHexZFZwQThkRlRqYmc/view Google Drive], just download and install in the Override folder.
 
:'''Throwing Axes''':
*Works along with Arelith's [[Barbarian]] Rage.
 
:'''Trident''':
*Dice changed from 1d8/x2 to 2d6/x3. They are still large weapons, and thus they cannot be wielded with shield.
*Due to a bug, Weapon Focus feat will not work for tridents.
 
''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 [https://drive.google.com/file/d/0B5pQO_nzoHexZFZwQThkRlRqYmc/view same Google Drive file] as above includes the fix.''




Line 8: Line 48:
*[[:Category:Bludgeoning Weapons| Bludgeoning Weapons]]
*[[:Category:Bludgeoning Weapons| Bludgeoning Weapons]]


===Item Level Requirement===
Arelith uses its own system to determine the level necessary to equip weapons, and for now, only weapons. 


By proficiency and type:
Weapons crafted through [[forging]] have their own requirement, but otherwise, all weapons follow these exact price/requirement tiers:
*Simple Weapons
*2000 GP = Level 1
*Martial Weapons
*4000 GP = Level 4
*Exotic Weapons
*7000 GP = Level 7
*Ranged Weapons
*15000 GP = Level 10
 
*30000 GP = Level 13
 
*Higher cost = Level 16
Crafted weapons created by Arelith's [[crafting]] system are described in the article about [[forging]].
 
== Arelith changes ==


Read: [[Misc_Changes#Weapon_Changes|The Weapon Changes section]]
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.


==Weapon visuals guide==
==Weapon visuals guide==
Line 40: Line 79:
*Gloves will never show any visual effects.
*Gloves will never show any visual effects.


Note that when an essence is applied to a weapon, '''all''' previous elemental damage bonuses will be removed from that weapon (Acid, Cold, Divine, Electrical, Fire, Negative, Positive, and Sonic), regardless whether the bonus is original of the item or was added through essences or enchantment.


For more information see the article about [[essence]]s. Note that when an essence is applied to a weapon, '''all''' previous elemental damage bonuses will be removed from that weapon (Acid, Cold, Divine, Electrical, Fire, Negative, Positive, and Sonic), regardless whether the bonus is original of the item or was added through essences or enchantment.
==Weapon Visuals==


==Level requirement guide==
[[Image:acid.gif]] [[Image:Cold.gif]] [[Image:Elec.gif]] [[Image:Fire.gif]] [[Image:Sonic.gif]]
[[Category:Equipment]]
[[Category:Game mechanics]]


== '''All this information is now obsolete since the Level requirement from items was completely removed as of 2017'''. ==
==Arrow Management and Essencing==
 
It is possible to have three types of elemental damage on each stack of arrows. To do this start off with an arrow [[bundles|bundle]] and apply both permanent and temporary essences of different types to it then 'split' the bundle to make the temporary essences become permanent. When using the arrow stacks created from the bundle you may add a temporary essence of a third type of damage to each.  
 
All items on Arelith have a [[level requirement]] you need to meet in order to use them.  The required level is calculated based on the item's value.  Below is a chart listing the required level for each weapon type, based on the value of the weapon.
<center>
{| class="wikitable" style="text-align:center;font-size:90%;"
|- valign="bottom"
! ''Material'' !! ''[[Level_requirement|Required Level]]''<br />(Without Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With +2 Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With 1d4 Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With +3 Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With 1d6 Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With +4 Essence)
|-
! ''Bronze''
|  1  ||  3  ||  3  ||  6 || 5 || 9 
|-
! ''Iron''
|  3  || 7 || 7 || 9 || 8 || 12 
|-
! ''Masterly Iron''
|  5 || 8 || 8 || 10 || 9 || 13 
|-
! ''Steel''
|  7  || 9  || 9  || 12  || 11  || 14 
|-
! ''Greensteel
| 9 ||  11  || 11 ||  14  || 13  ||  16   
|-
! ''Damask''
| 11 ||  13  || 13 ||  15  || 15  ||  17     
|-
! ''Masterly Steel''
|  12 || 14 || 14 ||  16  || 15 || 18 
|-
! ''Masterly Damask''
| 17 || 18 || 18 ||  20  ||  19  ||  21 
|-
|}
</center>
 
====Double Swords====
Please note that the base value of a double sword is twice that of the next most expensive melee weapon and as such the level required to wield this weapon can differ from other weapons.
 
<center>
{| class="wikitable" style="text-align:center;font-size:90%;"
|- valign="bottom"
! ''Material'' !! ''[[Level_requirement|Required Level]]''<br />(Without Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With +2 Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With 1d4 Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With +3 Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With 1d6 Essence) !! ''[[Level_requirement|Required Level]]'' <br />(With +4 Essence)
|-
! ''Bronze''
|  1  ||  3  ||  3  ||  6 || 5 || 9
|-
! ''Iron''
|  3  || 7 || 7 || 10 || 8 || 12 
|-
! ''Masterly Iron''
|  5 || 8 || 8 || 10 || 10 || 13 
|-
! ''Steel''
|  7  || 9  || 9  || 12  || 11  || 14
|-
! ''Greensteel
| 9 ||  12  || 12 ||  14  || 13  ||  16     
|-
! ''Damask''
| 11 ||  13  || 13 ||  15  || 15  ||  17   
|-
! ''Masterly Steel''
|  12 || 14 || 14 ||  16  || 15 || 18 
|-
! ''Masterly Damask''
| 17 || 18 || 18 ||  20  ||  19  ||  21   
|-
|}
</center>
 
==Level requirement guide for Arrows==
It is possible to have three types of elemental damage on each stack of arrows. To do this start off with an arrow [[bundles|bundle]] and apply both permanent and temporary essences of different types to it then 'split' the bundle to make the temporary essences become permanent. When using the arrow stacks created from the bundle you may add a temporary essence of a third type of damage to each. The duration of a temporary essence is 6 in game hours (36 minutes).


If you feel that temporary essences becoming permanent is 'odd' try thinking of it this way; "How much temp essence is needed to coat my sword? A whole lot. So it is thinly coated so it doesn't last long. How much is needed to coat an arrow head?" Another way to look at it, is what has the arrow done to make the essence wear off? On a sword, it is assumed you're using it, ergo the timer. An arrow is a one-time use.
If you feel that temporary essences becoming permanent is 'odd' try thinking of it this way; "How much temp essence is needed to coat my sword? A whole lot. So it is thinly coated so it doesn't last long. How much is needed to coat an arrow head?" Another way to look at it, is what has the arrow done to make the essence wear off? On a sword, it is assumed you're using it, ergo the timer. An arrow is a one-time use.


* For +2 essences read the entries for +1d4 ones since their level requirements are identical. 1d4 however is the superior essence with 2.5 average damage.
When a stack of arrows is emptied, the character will automatically equip another quiver from the inventory, if any. This may seem random, but the quiver selected is always the last one entering the inventory. Knowing this, you may carefully drop and repick which arrows you desire to use next when your current quiver is spent, and thus save other stacks of arrows that you may wish to keep for a different encounter.
* +3 essences are inferior to +1d6 ones (3.5 average damage) but can require a higher level.
* If your character is of insufficient level to use a particular stack of arrows, splitting the stack will allow them to do so.
* Applying a temporary essence to a single stack of arrows is NOT taken into account in calculating level requirement, something which is true of all temporary properties.
 
<center>
{| class="wikitable" style="text-align:center;font-size:90%;"
|- valign="bottom"
! ''Material'' !! ''[[Level_requirement|Required Level]]''<br />Unessenced !! ''[[Level_requirement|Required Level]]'' <br />+1d4 !! ''[[Level_requirement|Required Level]]'' <br />+3 !! ''[[Level_requirement|Required Level]]'' <br />+1d6 !! ''[[Level_requirement|Required Level]]'' <br />+4 !! ''[[Level_requirement|Required Level]]'' <br />+1d4 / +1d4  !! ''[[Level_requirement|Required Level]]'' <br />+1d4 / +3 !! ''[[Level_requirement|Required Level]]'' <br />+1d4 / +1d6 !! ''[[Level_requirement|Required Level]]'' <br />+1d4 / +4!! ''[[Level_requirement|Required Level]]'' <br />+3 / +3 !! ''[[Level_requirement|Required Level]]'' <br />+3 / +1d6 !! ''[[Level_requirement|Required Level]]'' <br />+3 / +4 !! ''[[Level_requirement|Required Level]]'' <br />+1d6 / +1d6 !! ''[[Level_requirement|Required Level]]'' <br />+1d6 / +4 !! ''[[Level_requirement|Required Level]]'' <br />+4 / +4
|-
! ''Iron''
| 1 ||3 || 6 || 5 || 8 || 6 || 8 || 7 || 10 || 10 || 9 ||  11 || 8 || 11 || 13
|-
! ''Steel''
| 1 ||4 || 7 || 6 || 9 || 7 || 9 || 8 || 10 || 10 ||10 ||  12 || 9 || 11 || 14
|-
! ''Damask''
| 4 ||7 || 9 || 8 || 10 || 9 || 10 || 10 || 12 || 12 ||11 || 14 || 11 || 13 || 15
|-
 
|}
</center>
 
===Arrow Administration===
When a stack of arrows is emptied, the character will automatically equip another quiver from the inventory, if any. This may seem random, but the quiver selected is always the last one entering the inventory. Knowing this, you may carefully drop and repick which arrows you desire to use next when your current quiver is spent, and thus save other stacks of arrows that you may wish to keep for a different encounter.  
 
 
==Weapon Visuals==
 
[[Image:acid.gif]] [[Image:Cold.gif]] [[Image:Elec.gif]] [[Image:Fire.gif]] [[Image:Sonic.gif]]
[[Category:Equipment]]
[[Category:Game mechanics]]

Revision as of 13:43, 15 May 2017

Customization of weapons can be also done with the enchantment basin.

Weapon Changes

All the below-mentioned changes are in effect; if you classify to wield a weapon in one hand, you will not be able two use it as a two-handed even if you forego the use of a shield. The same way that the quarterstaff will always be considered a two-sided weapon, and will always attack as a two-sided weapon.

All double-sided and weapons held as two-handed by the character will grant an additional +2 AB.

Bastard Sword:
  • Can be toggled to one handed/two handed with the -twohand command. Bastard swords, however, don't receive the bonus above when they are two-handed using the command.
Katana:
  • Can be finessed.
  • Size changed from medium to small (thus smaller races can dual-wield them or use them with shield).
  • Weigh changed from 10 lbs to 6 lbs.
Quarterstaff:
  • Is now a double-sided weapon, like the double-axe and the two-bladed sword.
    • The offhand damage is based on your base unarmed damage score (default is 1d3, or 1d4 and above for monks).
    • Like other double-sided weapons, its STR damage bonus is 1.0x for the main hand and 0.5 for the offhand attacks.
  • Can be finessed
  • Benefits from monk's UBAB progression.
    • Cannot be used with Flurry of Blows.
Shuriken:
  • Benefits from the monk's UBAB progression.
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. There's a file to fix this available at Google Drive, just download and install in the Override folder.

Throwing Axes:
Trident:
  • Dice changed from 1d8/x2 to 2d6/x3. They are still large weapons, and thus they cannot be wielded with shield.
  • Due to a bug, Weapon Focus feat will not work for tridents.

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.


Types of weapons

By type of damage caused:

Item Level Requirement

Arelith uses its own system to determine the level necessary to equip weapons, and for now, only weapons.

Weapons crafted through forging 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

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.

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, all previous elemental damage bonuses will be removed from that weapon (Acid, Cold, Divine, Electrical, Fire, Negative, Positive, and Sonic), regardless whether the bonus is original of the item or was added through essences or enchantment.

Weapon Visuals

Arrow Management and Essencing

It is possible to have three types of elemental damage on each stack of arrows. To do this start off with an arrow bundle and apply both permanent and temporary essences of different types to it then 'split' the bundle to make the temporary essences become permanent. When using the arrow stacks created from the bundle you may add a temporary essence of a third type of damage to each.

If you feel that temporary essences becoming permanent is 'odd' try thinking of it this way; "How much temp essence is needed to coat my sword? A whole lot. So it is thinly coated so it doesn't last long. How much is needed to coat an arrow head?" Another way to look at it, is what has the arrow done to make the essence wear off? On a sword, it is assumed you're using it, ergo the timer. An arrow is a one-time use.

When a stack of arrows is emptied, the character will automatically equip another quiver from the inventory, if any. This may seem random, but the quiver selected is always the last one entering the inventory. Knowing this, you may carefully drop and repick which arrows you desire to use next when your current quiver is spent, and thus save other stacks of arrows that you may wish to keep for a different encounter.