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, <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. | 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. | ||
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==Examining Weapons== | ==Examining Weapons== |
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.