Elemental weapon

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Wm thumb.jpgWarrior Mage Guild
Elemental weapon
Requirements: None
Difficulty: None
Type / Skill: other / summoning
Path: Earth
Description: A ritual that summons a weapon made of stone.
Effect: , , , , Create a tier 2 elemental weapon
Messaging: Closing your eyes, you grunt briefly in effort as you sense a small earthen ethereal fissure open in front of you. Thrusting your hand through, you draw out a crude stone scimitar. As you open your eyes, the fissure closes.

Roundtime: 17 sec.

You reach out with your will and reshape your scimitar into a crude stone short sword. Roundtime: 9 sec.

Focusing your will, you rip the stone short sword asunder, returning it to the Elemental planes.


Syntax

  • SUMMON WEAPON will create a Tier 2 weapon that is a template of your highest melee skill.
  • You may SUMMON WEAPON <SKILL> if you know Expansive Infusions.
  • You may SUMMON WEAPON <ICE/ICY> if you know Icy Infusions.
  • You may SUMMON WEAPON <ELECTRIC> if you know Shocking Infusions.
  • You may SUMMON WEAPON <FIRE/FIERY> if you know Fiery Infusions.
  • You can combine a skill and element by using SUMMON WEAPON <SKILL> <ELEMENT> or <ELEMENT> <SKILL>
  • You may SHAPE <WEAPON> TO <SKILL> if you know Expansive Infusions.
  • You may SHAPE <WEAPON> TO <STONE/EARTH/EARTHEN> if the weapon is currently shaped to ICE, ELECTRIC, or FIRE.
  • You may SHAPE <WEAPON> TO <ICE/ICY> if you know Icy Infusions.
  • You may SHAPE <WEAPON> TO <ELECTRIC> if you know Shocking Infusions.
  • You may SHAPE <WEAPON> TO <FIRE/FIERY> if you know Fiery Infusions.
  • You can combine a skill and element by using SHAPE <WEAPON> TO <SKILL> <ELEMENT> or <ELEMENT> <SKILL>
  • TURN <WEAPON> to swap between two templates for the weapon's skill
  • BREAK <WEAPON> dismisses the weapon

Notes

  • Available to all WMs immediately after joining the guild.
  • This uses elemental charge, and is an Earth ability.
  • Roundtime for all verbs scales down fairly quickly with summoning skill.
  • The weapon cannot be GIVEN to another person.
  • The weapons crumble a short period after being dropped.
  • The weapon will move out of reach if someone else tries to pick it up.
E.g. As you reach for the broadsword, it slides quickly out of reach.
  • There are six metaspells that modify this ability, one in each book.
  • Knowledge of any metaspell raises the base weapon to Tier 3.
  • The Air metaspell (Quick Infusions) reduces the RT of SUMMON, SHAPE, and TURN by 4 seconds.
  • The Aether metaspell (Expansive Infusions) allows you to create weapons for any melee or thrown weapon skill.
  • The Earth metaspell (Reinforced Infusions) allows the user to get additional Tier bumps from Crafting Techniques and holding a very rare metal ingot.
  • The Electricity metaspell (Shocking Infusions) allows the user to create weapons that do electric damage.
  • The Fire metaspell (Fiery Infusions) allows the user to create weapons that do fire damage.
  • The Water metaspell (Icy Infusions) allows the user to create weapons that do cold damage.
  • Shaping to an elemental type will transfer the highest damage type of the weapon into that element.

Templates

  • Conjured weapons are of the form <quality> <element> <template>.
  • Quality is determined by the metaspells and weaponsmithing templates known.
quality tier requirement equivalency
crude tier 2 Not knowing any Infusions metaspells below average storebought
<no adjective> tier 3 Knowing at least one Infusions metaspell best storebought
<???> tier 4 Knowing Reinforced Infusions and the appropriate weaponsmithing technique to the weapon you are summoning or shaping player crafted steel
<???> tier 4 Knowing Reinforced Infusions and holding a very rare metal ingot when summoning or shaping your weapon player crafted steel
<???> tier 5 Knowing Reinforced Infusions and the appropriate weaponsmithing technique to the weapon you are summoning or shaping while also holding a very rare metal ingot when summoning or shaping your weapon player crafted rare metal
  • Possible elements are stone (default), fiery (Fiery Infusions), icy (Icy Infusions), and electric(Shocking Infusions.)
  • The templates are all standard crafting templates.
  • Weight appears to be constant across tiers within each template.
Skill Template W/S Tech 2nd tier 3rd tier 4th tier 5th tier
Small Edged scimitar (me) Basic Bladed 02- poor 07- mod 03- low 00- not 00- not 00- not ?? 5 6 02- poor 08- s.heavy 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 6 03- low 09- heavy 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 6
Small Edged (TURNed) short sword (le) Basic Bladed 04- s.fair 03- low 02- poor 00- not 00- not 00- not ?? 8 3 05- fair 04- s.fair 02- poor 00- not 00- not 00- not 01- e.weak 9 3 06- s.mod 04- s.fair 02- poor 00- not 00- not 00- not 01- e.weak 9 3
Large Edged broadsword Proficient Bladed 02- poor 09- heavy 04- s.fair 00- not 00- not 00- not 02- v.delicate 5 6 02- poor 10- v.heavy 05- fair 00- not 00- not 00- not 03- q.fragile 6 7
Large Edged (TURNed) nimsha Proficient Bladed 04- s.fair 07- mod 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 6 05- fair 08- s.heavy 05- fair 00- not 00- not 00- not 03- q.fragile 6 6
Twohanded Edged claymore Advanced Bladed 05- fair 13- severe 07- mod 00- not 00- not 00- not 04- r.flimsy 3 10 06- s.mod 14- v.severe 07- mod 00- not 00- not 00- not 04- r.flimsy 3 11
Twohanded Edged (TURNed) greatsword Advanced Bladed 03- low 15- extreme 10- v.heavy 00- not 00- not 00- not 05- p.weak 3 9 03- low 17- mighty 11- great 00- not 00- not 00- not 06- s.unsound 3 10
Small Blunt mallet (mb) Basic Blunt 00- none 02- poor 09- heavy 00- not 00- not 00- not 07- a.susceptible 4 8 00- none 02- poor 10- v.heavy 00- not 00- not 00- not 08- m.vulnerable 4 8
Small Blunt (TURNed) cudgel (lb) Basic blunt 00- none 01- dismal 07- mod 00- not 00- not 00- not 05- p.weak 6 6 00- none 01- dismal 07- mod 00- not 00- not 00- not 06- s.unsound 6 6
Large Blunt hara Advanced Blunt 00- none 02- poor 12- v.great 00- not 00- not 00- not 09- average 3 8 00- none 02- poor 13- severe 00- not 00- not 00- not 10- a bit 4 9
Large Blunt (TURNed) heavy mace Advanced Blunt 02- poor 03- low 10- v.heavy 00- not 00- not 00- not 07- a.susceptible 4 7 02- poor 03- low 11- great 00- not 00- not 00- not 08- m.vulnerable 5 8
Twohanded Blunt maul Expert Blunt 05- fair 02- poor 16- v.extreme 00- not 00- not 00- not 12- q.guarded 3 10 05- fair 02- poor 16- v.extreme 00- not 00- not 00- not 12- q.guarded 3 10
Twohanded Blunt (TURNed) heavy sledgehammer Expert Blunt 05- fair 02- poor 16- v.extreme 00- not 00- not 00- not 12- q.guarded 3 10 05- fair 02- poor 16- v.extreme 00- not 00- not 00- not 12- q.guarded 3 10
Staves quarterstaff Simple Martial 04- s.fair 01- dismal 10- v.heavy 00- not 00- not 00- not 07- a.susceptible 8 6 05- fair 01- dismal 12- v.great 00- not 00- not 00- not 07- a.susceptible 9 6
Staves (TURNed) nightstick Simple Martial 00- none 02- poor 07- mod 00- not 00- not 00- not 06- s.unsound 7 6 00- none 02- poor 07- mod 00- not 00- not 00- not 06- s.unsound 8 7
Polearms lance (pike) Advanced Pole 13- severe 04- s.fair 05- fair 00- not 00- not 00- not 03- q.fragile 6 7 15- extreme 04- s.fair 06- s.mod 00- not 00- not 00- not 04- r.flimsy 6 8
Polearms (TURNed) bardiche (halberd) Advanced Pole 07- mod 10- v.heavy 04- s.fair 00- not 00- not 00- not 03- q.fragile 6 6 07- mod 11- great 05- fair 00- not 00- not 00- not 03- q.fragile 6 6
Light Thrown bola Advanced Blunt 00- none 00- none 07- mod 00- not 00- not 00- not 05- p.weak 5 6 00- none 00- none 07- mod 00- not 00- not 00- not 06- s.unsound 5 6
Light Thrown (TURNed) boomerang Advanced Blunt 01- dismal 02- poor 03- low 00- not 00- not 00- not 02- v.delicate 5 6 01- dismal 02- poor 03- low 00- not 00- not 00- not 02- v.delicate 5 6
Heavy Thrown javelin Basic Pole 08- s.heavy 04- s.fair 04- s.fair 00- not 00- not 00- not 02- v.delicate 7 5 09- heavy 04- s.fair 04- s.fair 00- not 00- not 00- not 03- q.fragile 8 5
Heavy Thrown (TURNed) spear Basic Pole 10- v.heavy 04- s.fair 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 6 11- great 05- fair 04- s.fair 00- not 00- not 00- not 03- q.fragile 7 6