Difference between revisions of "Weapons"

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(Created page with "Weapons use for the skills Archery, Fencing, Mace Fighting, Swordsmanship and Wrestling. There are one and two handed weapons, while two handed weapons mus...")
 
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Weapons use for the skills [[Archery]], [[Fencing]], [[Mace Fighting]], [[Swordsmanship]] and [[Wrestling]]. There are one and two handed weapons, while two handed weapons must be held in both hands to be used, such as the [[War Hammer]]. Shields and potions cannot be used while wielding a two handed weapon.
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Weapons are any items that can be equipped in a character's hands and then used to do either melee or ranged damage to another target (this does not include [[Spellbooks]], which make use of the [[Wrestling]] skill when held).  
  
The damage-ranges below take neither Tactics/STR bonuses to damage nor the AR of the defender into account. The greater the Speed #, the faster the rate at which you attack w/ the weapon (affected by DEX). Items listed are assumed to be in perfect condition (undamaged). HP= The damage capacity of the weapon before breakage occurs. Below average quality weapons do listed-4 damage, exceptional quality weapons do listed+4 damage.  
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Weapon skills include [[Archery]], [[Fencing]], [[Mace Fighting]], [[Swordsmanship]]. There are both one and two-handed weapons, while two-handed weapons must be held in both hands to be used, such as the [[War Hammer]].  
  
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[[Shields]] and [[Potions]] cannot be used while wielding a two-handed weapon.
  
=Axes =
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== [[Archery]] ==
Weapon Name            STR Req.    Damage    Speed    HP  Skill
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Axe(2-H)                35    3d10+3 (6-33)  37    31-100 Swords
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Battle Axe(2-H)          40    2d17+4 (6-38)  30    31-80  Swords
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Double Axe(2-H)          45    1d31+4 (5-35)  37    31-110 Swords
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Executioner's Axe(2-H)  35    3d10+3 (6-33)  37    31-90  Swords
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Hatchet(2-H)            15    1d16+1 (2-17)  40    31-80  Swords
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Large Battle Axe(2-H)    40    2d17+4 (6-38)  30    31-110 Swords
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Pickaxe                  25    1d15  (1-15)  35    31-60  Swords
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Two-handed Axe(2-H)      35    2d18+3 (5-39)  30    31-70  Swords
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War Axe                  35    6d4+3  (9-27)  40    31-80  Mace *
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=Bows=
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Archery weapons feature ranged attacks using expendable ammunition. Some examples are [[Bows]] and [[Heavy Crossbows]].
Weapon Name        STR Req.   Damage      Speed    HP  Skill
+
Bow (2-H)            20    4d9+5 (9-41)    20    31-60  Archery
+
Crossbow (2-H)        30    5d8+3 (8-43)    18    31-80  Archery
+
Crossbow, Heavy (2-H) 40    5d10+6 (11-56)  10    31-100 Archery
+
  
=Knives & Daggers= 
 
Weapon Name    STR Req.    Damage  Speed    HP  Skill
 
Butcher Knife    5      2d7    (2-14) 40    31-40 Swords
 
Cleaver          10    1d12+1 (2-13) 40    31-50 Swords
 
Dagger          1      3d5    (3-15) 55    31-50 Fencing
 
Skinning Knife  5      1d10  (1-10) 40    31-40 Swords
 
  
=Maces & Hammers=
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== [[Fencing]] ==
Weapon Name    STR Req.      Damage    Speed    HP  Skill
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Club            10      4d5+4  (8-24)  40    31-40  Mace *
+
Hammer Pick      35      3d10+3 (6-33)  30    31-70  Mace *
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Mace *          20      6d5+2  (8-32)  30    31-70  Mace *
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Magic Wand      0        2d3    (2-6)  35    31-70  Mace *
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Maul            20      5d5+5  (10-30) 30    31-70  Mace *
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Smith's Hammer  30      6d3    (6-18)  30    31-60  Mace *
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War Hammer (2-H) 40      7d5+1  (8-36)  31    31-110 Mace *
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War Mace *      30      5d5+5  (10-30) 32    31-110 Mace *
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=Pole Arms=
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Fencing weapons are generally bladed and are designed to deal quick, stabbing strikes. Some examples are [[Krysses]] and [[Short Spears]].
Weapon Name  STR Req.   Damage    Speed    HP    Skill
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Bardiche(2-H)  40    2d20+3 (5-43)  26  31-100  Swords
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Halberd(2-H)  45    2d23+3 (5-49)  25  31-80  Swords
+
  
=Spears & Forks= 
 
Weapon Name      STR Req.    Damage    Speed  HP    Skill
 
Pitchfork (2-H)    15    4d4    (4-16)  45  31-60  Fencing
 
Short Spear (2-H)  15    2d15+2 (4-32)  50  31-70  Fencing
 
Spear (2-H)        30    2d18  (2-36)  46  31-80  Fencing
 
War Fork            35    1d29+3 (4-32)  45  31-110 Fencing
 
  
=Staves=  
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== [[Mace Fighting]] ==
Weapon Name          STR Req.    Damage  Speed    HP  Skill
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Black Staff (2-H)      35      5d6+3 (8-33)  35  31-70 Mace *
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Gnarled Staff (2-H)    20      5d5+5 (10-30) 33  31-50 Mace *
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Quarterstaff (2-H)    30      5d5+3 (8-28)  48  31-60 Mace *
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Shepherd's Crook (2-H) 10      3d4  (3-12)  30  31-50 Mace *
+
  
=Swords=
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Mace Fighting weapons are heavy and are designed for bashing opponents to deal blunt force damage and drain opponent stamina. Some examples are [[Maces]] and [[Quarter Staffs]].
Weapon Name    STR Req.     Damage    Speed    HP  Skill
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Broad Sword      25    2d13+3 (5-29)  45  31-100 Swords
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Cutlass          10    2d12+4 (6-28)  45  31-70  Swords
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Katana            10    3d8+2  (5-26)  58  31-90  Swords
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Kryss            10    1d26+2 (3-28)  53  31-90  Fencing
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Longsword        25    2d15+3 (5-33)  35  31-90  Swords
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Long Sword (thin) 25    2d15+3 (5-33)  35  31-90  Swords
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Scimitar          10    2d14+2 (4-30)  43  31-90  Swords
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Viking Sword      40    4d8+2  (6-34)  30  31-90  Swords
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=Unarmed=
 
Weapon Name  STR Req.    Damage  Speed    HP    Skill
 
Bare Fists      -- 1d8    (1-8)    ??    --    Wrestling
 
* Maces do an extra damage of 3 to 5 points to the victims stamina if a hit is made. Maces also do damage to armor everytime the armor absorbs damage. The amount of damage done to armor is half that of the damage points absorbed by the armor and typically lies in the 1 - 7 points range.
 
  
[[Category:Lore]]
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== [[Swordsmanship]] ==
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Swordsmanship weapons favor bladed weapons that are designed for slashing at opponents. Some examples are [[Katanas]] and [[Halberds]].
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== Practice Weapons ==
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Practice weapons are [[Blessed Items]] that are obtained during character creation. Selecting certain [[Skills]] and [[Weapon Skills]] will provide you with specific practice items:
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{| class="wikitable" style="width: 35%;"
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|-
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! Skill
 +
! Weapon
 +
|-
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| style="width: 50%" | Archery
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| style="width: 50%" | Practice Bow
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|-
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| Cooking
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| Practice Skinning Knife
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|-
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| Animal Lore, Animal Taming, Herding
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| Practice Crook
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|-
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| Lumberjacking
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| Practice Hatchet
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|-
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| Fencing
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| Practice Spear
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|-
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| Mace Fighting
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| Practice Mace
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|-
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| Item Identification, Begging
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| Practice Gnarled Staff
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|-
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| Swordsmanship
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| Practice Longsword
 +
|}
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Practice weapons are blessed to your character, even if you become a [[Murderer]]. Practice weapons can also be destroyed if they are not repaired after use.
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{| class="wikitable" style="text-align:center; width: 35%;"
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|-
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! colspan="7" | Practice
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|-
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| colspan="2" | Type
 +
| Strength Required
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| Damage
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| Speed
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| Hits
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| Skill
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|-
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| image
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| Practice Hatchet
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| 10
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| 2d4+0
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| 40
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| 81-80
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| Swordsmanship
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|-
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| image
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| Practice Skinning Knife
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| 5
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| 2d4+0
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| 40
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| 31-40
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| Swordsmanship
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|-
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| image
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| Practice Longsword
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| 10
 +
| 2d4+0
 +
| 35
 +
| 31-110
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| Swordsmanship
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|-
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| image
 +
| Practice Crook
 +
| 10
 +
| 2d4+0
 +
| 30
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| 31-50
 +
| Mace Fighting
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|-
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| image
 +
| Practice Gnarled Staff
 +
| 10
 +
| 2d4+0
 +
| 33
 +
| 31-50
 +
| Mace Fighting
 +
|-
 +
| image
 +
| Practice Mace
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| 10
 +
| 2d4+0
 +
| 30
 +
| 31-70
 +
| Mace Fighting
 +
|-
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| image
 +
| Practice Spear
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| 10
 +
| 2d4+0
 +
| 46
 +
| 31-80
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| Fencing
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|-
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| image
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| Practice Bow
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| 0
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| 2d4+0
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| 25
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| 31-60
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| Archery
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|}
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== Notes==
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''Mace fighting weapons do an extra damage of 3 to 5 points to the victims stamina if a hit is made. Maces also do damage to armor everytime the armor absorbs damage. The amount of damage done to armor is half that of the damage points absorbed by the armor and typically lies in the 1 - 7 points range.''
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== See Also ==
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[[Shields]] - [[Armor]]

Latest revision as of 22:33, 24 January 2023

Weapons are any items that can be equipped in a character's hands and then used to do either melee or ranged damage to another target (this does not include Spellbooks, which make use of the Wrestling skill when held).

Weapon skills include Archery, Fencing, Mace Fighting, Swordsmanship. There are both one and two-handed weapons, while two-handed weapons must be held in both hands to be used, such as the War Hammer.

Shields and Potions cannot be used while wielding a two-handed weapon.

Archery

Archery weapons feature ranged attacks using expendable ammunition. Some examples are Bows and Heavy Crossbows.


Fencing

Fencing weapons are generally bladed and are designed to deal quick, stabbing strikes. Some examples are Krysses and Short Spears.


Mace Fighting

Mace Fighting weapons are heavy and are designed for bashing opponents to deal blunt force damage and drain opponent stamina. Some examples are Maces and Quarter Staffs.


Swordsmanship

Swordsmanship weapons favor bladed weapons that are designed for slashing at opponents. Some examples are Katanas and Halberds.


Practice Weapons

Practice weapons are Blessed Items that are obtained during character creation. Selecting certain Skills and Weapon Skills will provide you with specific practice items:

Skill Weapon
Archery Practice Bow
Cooking Practice Skinning Knife
Animal Lore, Animal Taming, Herding Practice Crook
Lumberjacking Practice Hatchet
Fencing Practice Spear
Mace Fighting Practice Mace
Item Identification, Begging Practice Gnarled Staff
Swordsmanship Practice Longsword

Practice weapons are blessed to your character, even if you become a Murderer. Practice weapons can also be destroyed if they are not repaired after use.

Practice
Type Strength Required Damage Speed Hits Skill
image Practice Hatchet 10 2d4+0 40 81-80 Swordsmanship
image Practice Skinning Knife 5 2d4+0 40 31-40 Swordsmanship
image Practice Longsword 10 2d4+0 35 31-110 Swordsmanship
image Practice Crook 10 2d4+0 30 31-50 Mace Fighting
image Practice Gnarled Staff 10 2d4+0 33 31-50 Mace Fighting
image Practice Mace 10 2d4+0 30 31-70 Mace Fighting
image Practice Spear 10 2d4+0 46 31-80 Fencing
image Practice Bow 0 2d4+0 25 31-60 Archery

Notes

Mace fighting weapons do an extra damage of 3 to 5 points to the victims stamina if a hit is made. Maces also do damage to armor everytime the armor absorbs damage. The amount of damage done to armor is half that of the damage points absorbed by the armor and typically lies in the 1 - 7 points range.

See Also

Shields - Armor