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>
  • SHAPE <WEAPON> becomes available once you know certain Infusions metaspells.
  • 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
n/a tier 3 Knowing at least one Infusions metaspell best storebought
n/a tier 4 Knowing Reinforced Infusions and the appropriate weaponsmithing technique to the weapon you are summoning or shaping player crafted steel
n/a tier 4 Knowing Reinforced Infusions and holding a very rare metal ingot when summoning or shaping your weapon player crafted steel
n/a 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 Tier Punc Slic Impa Fire Cold Elec FoI Bal Pwr Const Wgt Kron
Small Edged scimitar (me) Basic Bladed 2nd 02- poor 07- mod 03- low 00- not 00- not 00- not ?? 5 6
3rd 02- poor 08- s.heavy 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 6
4rd 03- low 09- heavy 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 6
5rd 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 2nd 04- s.fair 03- low 02- poor 00- not 00- not 00- not ?? 8 3
3rd 05- fair 04- s.fair 02- poor 00- not 00- not 00- not 01- e.weak 9 3
4th 06- s.mod 04- s.fair 02- poor 00- not 00- not 00- not 01- e.weak 9 3
5th 06- s.mod 04- s.fair 02- poor 00- not 00- not 00- not 01- e.weak 9 3
Large Edged broadsword Proficient Bladed 2nd 02- poor 08- s.heavy 04- s.fair 00- not 00- not 00- not 02- v.delicate 5 6
3rd 02- poor 09- heavy 04- s.fair 00- not 00- not 00- not 02- v.delicate 5 6
4th 02- poor 10- v.heavy 05- fair 00- not 00- not 00- not 02- v.delicate 6 7
5th 02- poor 11- great 05- fair 00- not 00- not 00- not 03- q.fragile 6 7
Large Edged (TURNed) nimsha Proficient Bladed 2nd 04- s.fair 06- s.mod 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 5
3rd 04- s.fair 07- mod 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 6
4th 05- fair 08- s.heavy 05- fair 00- not 00- not 00- not 02- v.delicate 6 6
5th 05- fair 09- heavy 05- fair 00- not 00- not 00- not 03- q.fragile 7 6
Twohanded Edged marauder blade Expert Bladed 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd ?? ?? ?? ?? ?? ?? ?? ?? ??
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th ?? ?? ?? ?? ?? ?? ?? ?? ??
Twohanded Edged (TURNed) periperiu sword Expert Bladed 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd ?? ?? ?? ?? ?? ?? ?? ?? ??
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th ?? ?? ?? ?? ?? ?? ?? ?? ??
Small Blunt mallet (mb) Basic Blunt 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 00- none 02- poor 09- heavy 00- not 00- not 00- not 07- a.susceptible 4 8
4th 00- none 02- poor 10- v.heavy 00- not 00- not 00- not 08- m.vulnerable 4 8
5th 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 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 00- none 01- dismal 07- mod 00- not 00- not 00- not 05- p.weak 6 6
4th 00- none 01- dismal 07- mod 00- not 00- not 00- not 06- s.unsound 6 6
5th 00- none 01- dismal 07- mod 00- not 00- not 00- not 06- s.unsound 6 6
Large Blunt hara Advanced Blunt 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 00- none 02- poor 12- v.great 00- not 00- not 00- not 09- average 3 8
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th 00- none 02- poor 13- severe 00- not 00- not 00- not 10- a bit 4 9
Large Blunt (TURNed) heavy mace Advanced Blunt 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 02- poor 03- low 10- v.heavy 00- not 00- not 00- not 07- a.susceptible 4 7
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th 02- poor 03- low 11- great 00- not 00- not 00- not 08- m.vulnerable 5 8
Twohanded Blunt maul Expert Blunt 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 05- fair 02- poor 16- v.extreme 00- not 00- not 00- not 12- q.guarded 3 10
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th 05- fair 02- poor 16- v.extreme 00- not 00- not 00- not 12- q.guarded 3 10
Twohanded Blunt (TURNed) vilks kodur Expert Blunt 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd ?? ?? ?? ?? ?? ?? ?? ?? ??
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th ?? ?? ?? ?? ?? ?? ?? ?? ??
Staves quarterstaff Simple Martial 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 04- s.fair 01- dismal 10- v.heavy 00- not 00- not 00- not 07- a.susceptible 8 6
4th 05- fair 01- dismal 12- v.great 00- not 00- not 00- not 07- a.susceptible 9 6
5th 05- fair 01- dismal 12- v.great 00- not 00- not 00- not 07- a.susceptible 9 6
Staves (TURNed) nightstick Simple Martial 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 00- none 02- poor 07- mod 00- not 00- not 00- not 06- s.unsound 7 6
4th 00- none 02- poor 07- mod 00- not 00- not 00- not 06- s.unsound 8 7
5th 00- none 02- poor 07- mod 00- not 00- not 00- not 06- s.unsound 8 7
Polearms lance (pike) Advanced Pole 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 13- severe 04- s.fair 05- fair 00- not 00- not 00- not 03- q.fragile 6 7
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th 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 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 07- mod 10- v.heavy 04- s.fair 00- not 00- not 00- not 03- q.fragile 6 6
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th 07- mod 11- great 05- fair 00- not 00- not 00- not 03- q.fragile 6 6
Light Thrown bola Advanced Blunt 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 00- none 00- none 07- mod 00- not 00- not 00- not 05- p.weak 5 6
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th 00- none 00- none 07- mod 00- not 00- not 00- not 06- s.unsound 5 6
Light Thrown (TURNed) boomerang Advanced Blunt 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 01- dismal 02- poor 03- low 00- not 00- not 00- not 02- v.delicate 5 6
4th ?? ?? ?? ?? ?? ?? ?? ?? ??
5th 01- dismal 02- poor 03- low 00- not 00- not 00- not 02- v.delicate 5 6
Heavy Thrown javelin Basic Pole 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 08- s.heavy 04- s.fair 04- s.fair 00- not 00- not 00- not 02- v.delicate 7 5
4th 09- heavy 04- s.fair 04- s.fair 00- not 00- not 00- not 03- q.fragile 8 5
5th 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 2nd ?? ?? ?? ?? ?? ?? ?? ?? ??
3rd 10- v.heavy 04- s.fair 04- s.fair 00- not 00- not 00- not 02- v.delicate 6 6
4th 11- great 05- fair 04- s.fair 00- not 00- not 00- not 03- q.fragile 7 6
5th 11- great 05- fair 04- s.fair 00- not 00- not 00- not 03- q.fragile 7 6