Weapons

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Manasword.jpg

Weapons are items that characters can 'wield' to change how they attack enemies. Their use is governed by Weapon Skills, which you choose during character creation.

Usage

When a character attacks, the amount and type of damage depend on the wielded weapon. Unarmed characters use a simplified 'Punch' attack which deals a low amount of bashing damage, dependent on level. Lobstermen, however, use a medium-damage 'Claw' attack, also based on character level.

If a character has any Damroll, a percentage of it, the same as their skill in that weapon type, will then be added to the damage calculations, before armor and resistances/vulnerabilities.

Weapons only function when they are in a character or mobile's "Wield" wear slot. This slot is similar to the "Held" and "Shield" slots, but two-handed weapons don't allow the use of Held or Shield items unless the character is a Giganto.

Weapon-type items can be equipped in other locations, and other types of items can be equipped in the Wield slot, but in neither of these cases will a character's attacks change! Builders must ensure that weapons are built correctly, or they will be useless.

Weapons can also be given a proc chance (Programed Random OCcurrence) by setting v6 to a number above zero. A spell will be cast, or a mobprog will execute, at the end of each round of autoattacks by the wielder.

Mobiles

Mobiles can either wield weapons like players, in which case they function identically, or have their damage types and amounts built into their template. Innate weapons cannot have weapon flags, but builders can have mobiles load and unload temporary weapons, even invisible ones, before or during combat, so *you never know*.

Like most skills, a mobile's effective weapon skill is usually 75%, unless flagged as Adept or Inept (+/- 25%). Exotic weapons are treated as if the wielder has 100% skill.

Item Values

  • [v0] Weapon Class: The Weapon Skill associated with this weapon's use.
  • [v1] Number of Dice: The number of virtual dice used to determine weapon damage.
  • [v2] Type of Dice: The size of the virtual dice used to determine weapon damage.
  • [v3] Type: Sets the verb the weapon uses for combat messages and, by extension, what type of damage the weapon deals. There is a list of verbs, selectable by the builder, and it is large.
  • [v4] Special Type: Also known as Weapon Flags
  • [v5] Proc spell: If the proc chance succeeds, and extra3 eventitem is not set, this spell will be cast. When using set or mob oset, use the spell's sn (from the slook command) and not the spell's name.
  • [v6] Proc chance: If this is above zero, the weapon will attempt to execute a spell or prog at the end of each round of attacks from the wielder.
  • [v7] Proc level, OR mobprog vnum if extra3 eventitem is set

Weapon Classes

Weapon classes have no attached properties, and only serve to determine which Weapon Skill is used to determine hit chance and percentage of damroll bonus. They are chosen at character creation, with the number determined by the character's chosen class.

  • 0: Exotic - always treated as if the wielder has 100% skill.
  • 1: Shortslashing - Swords and sabres. Vzzt!
  • 2: Shortpiercing - Daggers and knives. Snik!
  • 4: Shortbashing - Maces and hammers. Tonk!
  • 6: Longbashing - Rods and staves. Whump!
  • 7: Longslashing - Whips and chains. Ching!
  • 8: Longpiercing - Spears and pikes. Thuk!
  • 9: Projectile - Bows and slingshots. Zing!
  • 10: Melee - Gloves and claws. Biff!

Weapon class 3 is the now-defunct stock 'spear' type, which was distinct from polearm. Weapon class 5 is the mostly-defunct 'axe' type, called 'outdated' in oedit.

Although some skills care what weapon type a character is wielding, weapon types do not have any inherent attributes. The fact that different weapon types tend to have different properties (such as being two-handed or having low weight) is merely collusion by the game's builders.

The Reploid race's Armcannon ability uses its own weapon skill, for the armcannon weapon only.

Weapon Flags

Any number of these flags can be set on any weapon:

  • flaming: Deals (1 to [weapon level/4]+2) extra fire damage per attack. May blind targets briefly.
  • frost: Deals (1 to [weapon level/4]+2) extra cold damage per attack. May slow targets briefly.
  • vampiric: Deals ([total damage/5]+1) extra draining damage per attack and restores half that to the attacker. Only works on opponents with blood.
  • sharp: has a skill/8% chance to do extra damage up to double.
  • vorpal Causes bleeding for two pulses. Can be resisted as the weapon's damage type. Only works on opponents with blood.
  • twohands: Fills both hands when equipped. Giganto ignore this flag in the main hand but can't dual-wield twohanded weapons.
  • shocking: Deals (1 to [weapon level/4]+2) extra electric damage per attack. May daze targets briefly.
  • poison: Weapon tries to apply the poison affect for two pulses.
  • leaf: Damages the opponent's mana per attack (([total damage/5]), and restores half that much mana to the attacker.
  • holy: Procs ([victim alignment x -1] x [weapon level] / 2000) extra Holy damage - Does more vs foes of evil alignment, doesn't work vs foes of good alignment
  • unholy: Procs ([victim alignment] x [weapon level] / 2000) extra Negative damage - Does more vs foes of good alignment, doesn't work vs foes of evil alignment
  • barotraumatic: Damages the opponent's Movement points per attack (1 to [weapon level/12]+3). Has a small chance to drain movement completely (AKA Sprain).
  • enfeebling: Temporarily lowers the foe's damroll with successive hits.
  • empowering: Temporarily raises the attacker's damroll with successive hits.
  • featherweight: The weapon's weight is halved for the purposes of whether you can wield it (but not for determining second attacks, etc). Applied by Espers' Ferre Potest spell.
  • nervewracking: Does (1 to [weapon level/4]+2) extra mental damage per attack with a chance to confuse for 2 to 4 pulses, depending on weapon level.
  • acidic: Deals (1 to [weapon level/4]+2) extra acid damage per attack. May osmose the target briefly.
  • disrupting: Causes (1 to [weapon level/3]+2) extra non-elemental damage to mobs with the undead form flag or the Zombify affect.
  • earthy: Deals (1 to [weapon level/3]+2) extra earth damage per attack.
  • soulblade: Deals extra holy or dark damage (equivalent to a full extra attack without multi-hit penalties) depending on the wielder's alignment.
  • tracer: Temporarily raises the attacker's hitroll with each attack, even misses.
  • measuring: Altered damage output.
  • squeaky: Makes noise on critical hits.
  • loud: Combat occurs in UPPERCASE.
  • mystery: No numerical damage display to player or victim.
  • runic: Wielder takes no damage from magic spells -- only absorbs one spell when applied by the runic skill.
  • mystic: Wielder's damage will use magroll (as a multiplicative bonus) instead of damroll.
  • critical: has triple (i.e. 15% vs the usual 5%) chance to cause a critical hit.