Difference between revisions of "Weapons"

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Game play offers a number of different weapon types for each weapon skill. Some are harder to find than others, and there may or may not be mechanical differences between weapon types. To get an idea of how one weapon compares to the others, '''examine''' it. You can also use '''weapons''' to generate a list of all weapons on your person along with a brief readout of their current state of repair, even if they're in closed containers or sheathed.
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Game play offers a number of different weapon types for each weapon skill. Some are harder to find than others, and there may or may not be mechanical differences between weapon types. To get an idea of how one weapon compares to the others, <code>examine</code> it. You can also use <code>weapons</code> to generate a list of all weapons on your person along with a brief readout of their current state of repair, even if they're in closed containers or sheathed.
 
 
Note that there is no one weapon to render all others obsolete. If one weapon is better at parrying then it likely does less damage, has fewer strikes per attack, etcetera.
 
  
 
==Examining Weapons==
 
==Examining Weapons==
When you '''examine''' a [[Weapons|weapon]], you will be able to determine the following:
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When you <code>examine</code> a weapon, you will be able to determine the following starting from the second line (below item description):
* which weapon [[:Category:Skills|skill]] its effectiveness is based on
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* Weapon size and primary weapon material.
* how many hands are required to wield it (in the case of one and a half-handed weapons, they can be used for more damage if you keep a free off-hand, but can also be wielded one-handed for less damage while you hold, say, a shield or secondary weapon in your other hand)
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* Additional flags such as if it is able to be used to spear fish or be hurled in combat.
* how many strikes per attack it can land (melee weapons only)
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* What skill it uses in combat, how many hands it requires to wield and its [[Reach]].
* the weapon's balance, determining how easy it is to land multiple strikes and how effectively you can use it with dual-wielding (melee weapons only)
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* The weapon's requisite effort to swing, dictating its energy requirement per attack.
* whether it will grant a bonus/penalty to parrying, dodging, or blocking (melee weapons only)
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* A sectioned read out of what kind of attacks the weapon can be used for based on damage type (DmgType), RT ([[Roundtime]]) and their amount of armor chink potential (ArmorChink).
* how heavy a draw a bow has (bows only - light draw = less damage, more speed, heavy draw = more damage, less speed, average draw = balanced)
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* Its physical condition. Weapons slowly break through use.
 
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* The item's [[Quality]] which effects various things.
 
See help on [[Weapon Types]] if you need some examples of various weapons by skill.
 
See help on [[Weapon Types]] if you need some examples of various weapons by skill.
  
 
[[Category:Combat]]
 
[[Category:Combat]]

Latest revision as of 13:04, 21 September 2024

Game play offers a number of different weapon types for each weapon skill. Some are harder to find than others, and there may or may not be mechanical differences between weapon types. To get an idea of how one weapon compares to the others, examine it. You can also use weapons to generate a list of all weapons on your person along with a brief readout of their current state of repair, even if they're in closed containers or sheathed.

Examining Weapons

When you examine a weapon, you will be able to determine the following starting from the second line (below item description):

  • Weapon size and primary weapon material.
  • Additional flags such as if it is able to be used to spear fish or be hurled in combat.
  • What skill it uses in combat, how many hands it requires to wield and its Reach.
  • The weapon's requisite effort to swing, dictating its energy requirement per attack.
  • A sectioned read out of what kind of attacks the weapon can be used for based on damage type (DmgType), RT (Roundtime) and their amount of armor chink potential (ArmorChink).
  • Its physical condition. Weapons slowly break through use.
  • The item's Quality which effects various things.

See help on Weapon Types if you need some examples of various weapons by skill.