Weaponry

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Weaponry is a skill available to all. Anyone may use any weapon, and any attack with that weapon. Whether it works or not is another question!

The results you get with weapons are strongly influenced by:

  1. training, which gives you greater weapon effectiveness,
  2. proficiency in that weapon, and
  3. the attack used (e.g. using crush with a longsword).

The skill of Weaponry is a general skill and available to all classes.

Abilities in Weaponry

Proficiencies Gaining proficiencies in individual weapons.
Syntax: PROFICIENCIES
LEARN PROFICIENCY IN <weapon name> FROM <whomever>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you will find yourself able to specialize in specific weapons, such as the longsword, broadsword, javelin, halberd, flail, and many others. In order to gain proficiency, you must first seek out someone with the knowledge to teach you that specific weapon. Once you have located such a person, you must then ensure that you have enough lessons to persuade the teacher to teach you. If you do not have enough, the teacher will inform you how many you need.

After you have given your lessons to the teacher, you must go out and practice with the weapon you are seeking proficiency in. Simply go out and use the weapon as it was intended, and eventually you will master it.

PROFICIENCIES will show you what you are currently proficient in, and what you are practicing to be proficient in.

Below is a partial list of teachers for the various weapon groups:

Straight, edged swords : Swordmaster Colbey, of Delos
Rapier and scimitar : King Tu'eras, of the Tsol'aa
Polearms : Captain Korlosh, of Delos
Maces, flails, etc : Lieutenant Serentesh, of Delos
Battleaxes, Handaxes : Shale Ironrock, of Delos
Spear, Javelin : Etarni the Hunter, of Tomacula
Hammers : Geld, of Hashan
Dagger, Dirk : A shady-looking man in Hashan
Quarterstaff : Seasone
Lance : Lady Lhadia, of Matsuhama's temple
Trident, Whip : Clynalia, of Delos
Note: {{{note}}}
Weaponprobe Learning of venoms or magical effects on weapons.
Syntax: WP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this ability, you will be able to see what venoms or magical effects have been put on an item, and, if it is a weapon, get a general idea of how much damage it can cause, how awkward it is, and how quickly you could use it. The weaponprobe ability also may enhance the detail shown in II (INFO INVENTORY).
Note: {{{note}}}
Targeting Aiming your blows at specific body parts.
Syntax: TARGET <body part>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you will be able to target specific body parts on your opponent. Because this requires more precise timing on your part, the sheer damage you can do is reduced. However, by battering these body parts with either edged or blunt weapons, you can cause damage to them that is more difficult to cure than simple broken bones. For instance, a limb may be able to be beaten into uselessness, which requires a restoration salve to fix (and which does not get fixed immediately). Attacks to the torso will produce internal bleeding, while attacks to the head will produce a concussion. TARGET NOTHING will turn targeting off.

Body Parts: HEAD, TORSO, RIGHT/LEFT ARM, RIGHT/LEFT LEG, NOTHING

Note: {{{note}}}
Parrying The ability to parry attacks.
Syntax: PARRY <body part>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: To use this ability, you must have a weapon capable of parrying wielded. It allows you to automatically stop any physical attack directed specifically at that body part.

Body Parts: HEAD, TORSO, RIGHT/LEFT ARM, RIGHT/LEFT LEG, NOTHING

Note: {{{note}}}
Decapitate Hack the head from an adventurer's corpse.
Syntax: DECAPITATE <corpse>
PIKE <head>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Provided you have an edged weapon in one of your hands, you will be able to decapitate a corpse. You may then do whatever you like with the head, including buying a pike and then PIKEing the head. Note that heads, being organic matter, do not tend to stick around too long, and if put on a pike, the pike will also decay away when the head does.
Note: {{{note}}}
Envenom Coat a weapon in venoms.
Syntax: ENVENOM <weapon> with <venom>
WIPE <weapon>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon. They work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must have the selected venom in a vial in your inventory. In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
Note: {{{note}}}
Throw Greatly improve your chances of hitting when throwing.
Syntax: Passive
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You have now gained skill enough to drastically improve your chances of hitting an opponent with a thrown weapon.
Note: {{{note}}}
Targetthrow The ability to throw at specific body parts.
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Your eagle eye and throwing ability now enable you to throw not just at a target, but at a specific body part on a person. Use the TARGETING ability in conjunction with this.
Note: {{{note}}}
Shatter Deliver a limb-crushing blow.
Syntax: SHATTER <left/right> <arm/leg> <adventurer>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.93 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While wielding a blunt weapon, this ability will allow you to deal out an extraordinary amount of limb damage to the chosen limb, as well as some health damage. It is used as a normal weapon, so the better quality the weapon, the more effective this ability is.

A weapon proficiency is required for your chosen shattering weapon.

Note: {{{note}}}
Behead He was an ugly bugger anyway.
Syntax: BEHEAD <unlucky adventurer target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have an opponent prone (which, for our purposes, includes being on the ground, tied up in any way, paralysed, sleeping, frozen, or otherwise unable to move), you may, if you are wielding a sword or battleaxe, try to behead him. Simply BEHEAD <target> and wait a few seconds. If your opponent is still in the room when you are ready to finish the beheading, he will die, and his head will be separated from his body.
Note: {{{note}}}