Weapons

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While there are 18 skills in the Weapon Skillset, only 13 are associated with specific kinds of weaponry. Each skill can be trained by hundreds of different weapons. Most information regarding any given weapon is found by use of appraisal, but hopefully the following will help make things clearer. Below you will find information regarding the most basic of weapon properties: Weapon Class, Damage, Force of Impact, Balance, and Suitedness/Power, and Weight.

Weapon Classes and Skills

The class to which a weapon belongs determines everything about the weapon, from the basic template of damage distribution to the weight of the weapon. Weapon skills usually coincide with their respective weapon class, Light and Medium Edged are combined under Small Edged skill, while Light and Medium Blunt are combined into the Small Blunt skill. You can see what class a weapon belongs to, and what skill it trains by appraising the weapon. Below is a quick rundown of these most basic of weapon properties along with links to a crafted prototype of each class.

Melee Weaponry

Edged Weapons

Within each of these three bladed weapon classes there are two possible styles, dependent upon their damage profile – thrusting blades and cutting blades. Thrusting blades favor puncture damage and are better suited for jabbing, thrusting, and lunging. Cutting blades favor slice damage and are better suited for feinting, slicing, and chopping.
Weapon Class Example Slicer Example Jabber Typical weight Crafted via
1 - Light Edged Katar Stiletto 10-15 stones Carving and Weaponsmithing
2 - Medium Edged Scimitar Thrusting Blade 20-35 stones Carving and Weaponsmithing
3 - Heavy Edged Broadsword Cinqueda 25-50 stones Weaponsmithing
4 - Two-handed Edged Claymore Estoc (rare) 40-100+ stones Weaponsmithing

Blunt Weapons

Blunt weapons are used to jab, bash, sweep and chop, favoring impact damage over the other two damage types. As a result, due to armor and defenses, certain creatures can take more damage from blunt than edged weapons, or vice versa. It is good to train a variety of weapons for this purpose.
Weapon Class Example Typical weight Crafted via
1 - Light Blunt Club 15-30 stones Carving and Weaponsmithing
2 - Medium Blunt Mace 20-45 stones Carving and Weaponsmithing
3 - Heavy Blunt Greathammer 35-60 stones Carving and Weaponsmithing
4 - Two-handed Blunt Akabo 50-100+ stones Carving and Weaponsmithing

Pole Weapons

Staves include staffs of varying lengths (including nightsticks and quarterstaffs), while polearms include bladed weapons like pikes and halberds. These weapons are often too long to fit in weapon containers or packs and often require a weapon strap of some sort to be carried. Note also that the edged/blunt distinction does play a role in which attacks are most effective with each kind of weapon. It should be noted that some polearms appraise as heavy thrown (as in the case of the Javelin).
Weapon Class Example #1 Example #2 Typical weight Crafted via
1 - Staves Nightstick Quarterstaff 40-60 stones Shaping and Weaponsmithing
2 - Polearms Halberd Spear 35-100+ stones Carving and Weaponsmithing

Missile Weaponry

Aimable Weapons

The bow skill includes short bows, long bows, and composite bows. The crossbow skill includes light and heavy crossbows. There are also regular slings and staff slings, though slings are no longer very common. Each of these weapons use their own ammunition: bows use arrows, crossbows use bolts, and slings use projectiles such as rocks or shards. (Stonebows are a special type of light crossbow that fire stones instead of bolts.) Bows and crossbows are usually shoulder-worn weapons, though some may fit into large containers such as backpacks.
Weapon Class Typical Loading RT Most Important Stat Crafted via
1 - Short bows 1-2 Agility Shaping
2 - Long bows 3-5 Agility Shaping
3 – Composite bows 6-9 Strength Shaping
4 – Light Crossbows / Stonebows 7-10 Agility Tinkering
5 – Heavy Crossbows / Arbalests 10-18 Strength Tinkering

Thrown Weapons

Each skill includes both edged and blunt varieties that can be thrown, lobbed, or hurled. Weapons that inflict puncture or slice damage will often lodge when used with the basic Throw command, while pure-impact weapons will not. Anything used with the Lob command will never lodge in the enemy, while anything thrown with the Hurl command may lodge, whether bladed or not. Anything lodged in a creature can be retrieved upon death via looting. To retrieve a lodged weapon from a living creature requires skill in brawling.
Weapon Class Example Blunt Example Edged Typical Weight Crafted via
1 – Light Thrown Bola Throwing Dagger 10-30 stones Carving and Weaponsmithing
2 – Heavy Thrown Throwing Hammer Javelin 20-45 stones Carving and Weaponsmithing

Mastery Skills

Melee Mastery skill and Missile Mastery skill work in conjunction with the standard weapon skill to improve one's use with the general class of melee or missile weaponry. This aids greatly in backtraining – the training of lower skilled weapons – so that one might not have to hunt too far below their maximum in order to effectively learn.

The Offhand Weapon skill governs your ability to attack with a weapon in the left hand; it is weighted about 30%. This skill can be trained by wielding a weapon in your left hand and adding the word LEFT to your attack commands (for example, SLICE LEFT, or THROW LEFT).

Weapon-tertiary guilds (Traders, Necromancers, Moon Mages, Empaths, and Commoners) are limited to offhand use of light or medium weapons. Weapon-secondary guilds (Paladins, Rangers, Thieves, Clerics, Warrior Mages, and Bards) can also use medium weapons in the left hand. Weapon-primary guilds (Barbarians) can use light, medium, or heavy weapons in the offhand.

Weapon Stats

Damage

All weapons can inflict one or more types of physical damage: puncture, slice, and impact. While all attacks will utilize all of these elements to determine the overall damage done in any given attack, some attack commands are better suited for particular damage types. For example, a jab is weighted to utilize puncture damage more heavily than slice or impact. On the other hand, a weapon high in slice and impact will do more damage with a chop than with a bash, and a weapon high in impact damage will be better utilized to bash than to thrust.

Please see Appraisal:Weapons for a listing of the various values associated with these three damage types.

Balance, Suitedness, and Force of Impact

Force of impact determines likelihood of stunning, unbalancing, and knocking back the enemy.

Balance determines how well a weapon takes advantage of your agility when attacking and parrying, such as improving your chance to hit the enemy and to fatigue less.

Suitedness determines how well a weapon takes advantage of your strength when attacking, such as adding a bonus to damage.

Both a weapon's balance and suitedness contribute to your "effective strength" calculations to determine your attack speed.

Weight

The weight of a weapon is generally relative to its weapon class. Light is lighter than Medium, which is lighter than Heavy, which is lighter than Two-handed, for instance. The barrier between classes varies greatly, however. It is entirely possible to have a two-handed weapon that is lighter than a heavy weapon, depending on material and weight. Some weapons like bastard swords can be swapped to train more than one skill.

Generally speaking, the primary impact of weight is upon the roundtime associated with each attack. Please see Roundtime for more detail. Strength and agility are used to determine roundtime of an attack, while Stamina determines one's fatigue.

As a general reference: light edged/light blunt are usually 10-20 stones, heavy edged/heavy blunt from 30-45, and two-handed edged/two-handed blunt from 40-80, with greatswords and the like can tipping the scales at 100+ in some cases.

Often the lower weight weapons are preferred for novice adventurers, while those with high strength and stamina usually prefer heavier weapons that hit harder with each strike.

Crafted Weaponry

Crafted weapons are generally superior to store-bought weaponry. Steel weapons are often crafted from a mixture of High Carbon Steel ('HCS' - see Steel) and oravir to create light weight, high quality weaponry for the masses, while individuals with greater strength and stamina may prefer kertig or haralun weaponry that is heavier and more powerful. Glaes is also common for rare, high-quality weaponry, but it is also much lighter than kertig or haralun and thus serves a slightly different purpose due to the difference in the final weight of the weapon.

That said, store-bought weaponry, especially that sold by the updated shops in Crossing and the Zoluren clans, is perfectly serviceable. In order to be superior to store-bought goods, crafted goods must usually be masterfully-crafted, and of appropriate materials (ideally MCS or superior).

Melee weapons can be crafted via Weaponsmithing, Shaping or Carving, while bows are crafted via Shaping and crossbows via Tinkering. It is important to note that it is common for multiple crafted weapons to utilize the same template. For instance, if you look at the Foil (Crafted) page, you'll see a note that the pasabas, rapier, and thrusting blade all utilize the same template as the foil itself, making each of these four weapons identical in final stats and performance.

Weapons Strength

Order Damage Min Value Max Value
0 no 0 0
1 dismal 1 5
2 poor 5 10
3 low 10 15
4 somewhat fair 15 20
5 fair 20 25
6 somewhat moderate 25 30
7 moderate 30 35
8 somewhat heavy 35 40
9 heavy 40 45
10 very heavy 45 50
11 great 50 55
12 very great 55 60
13 severe 60 65
14 very severe 65 70
15 extreme 70 75
16 very extreme 75 ??
17 mighty
18 very mighty
19 bone-crushing
20 very bone-crushing
21 devastating
22 very devastating
23 overwhelming
24 annihilating
25 obliterating
26 demolishing
27 catastrophic
Order Balance/Power/FOI Min Value Max Value
0 not
1 terribly
2 dismally
3 poorly
4 inadequately
5 fairly
6 decently
7 reasonably
8 soundly
9 well
10 very well
11 extremely well
12 exellently
13 superbly
14 incredibly
15 amazingly
16 unbelievably
17 perfectly

The numerical values for damage were derived from Copernicus' Storebought Guide. Copernicus derived the weapon values through an intensive process of comparing storebought weapons with forged weapons having known values of damage, balance, and power. Some information is still missing or incomplete.

Draw Strength Shortbow Longbow Composite Bow
extremely low
very low
somewhat low
average 3 4 5
somewhat high
very high
exceptionally high
extremely high
Brawling Gear Damage Min Value Max Value
no 0 0
a little 1 1
some 2 2
quite a bit 3 3
a lot 4 4

There are two types of brawling damage.

  • If the damage stat does not end in "increase," it replaces the standard stat-based damage and uses the brawling weapon scale.
  • If the damage stat ends in "increase," the weapon adds a percentage-based bonus to the standard stat-based damage and uses the same scale as standard weapons. According to GM Kodius, this model is being phased out, because these weapons "don't seem to do much of anything."