Difference between revisions of "Items"

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(Weapons)
(Weapons)
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*'''Polearms''': Halberd, spear
 
*'''Polearms''': Halberd, spear
 
*'''Axes''': Axe, hatchet, tomahawk
 
*'''Axes''': Axe, hatchet, tomahawk
 +
*'''Unarmed''': Neko-de, brass knuckles
  
 
All of the above weapon types are Melee weapons, with the exception of ranged.
 
All of the above weapon types are Melee weapons, with the exception of ranged.
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*dragons: vulnderable to piercing damage
 
*dragons: vulnderable to piercing damage
  
===Weapon & damage types, and how stats influence bonus damage===
+
===Unarmed-Combat Weapons===
 +
This oxymoron actually describes a class of weapons that while equipped, will increase your skill in unarmed combat. While these weapons increase the average non-critical damage per hit, your attacking speed may be slowed somewhat, and the rate of criticals will be reduced.
  
 +
===Weapon & damage types, and how stats influence bonus damage===
 
High stats give damage bonuses to attacks. Which stat gives the bonus depends on the weapon skill employed. Extra damage when using a mace for example is derived purely from your strength, while bonus damage when using a foil is derived purely from dexterity. Longswords, for example, get stat-damage bonuses from both dexterity and strength.
 
High stats give damage bonuses to attacks. Which stat gives the bonus depends on the weapon skill employed. Extra damage when using a mace for example is derived purely from your strength, while bonus damage when using a foil is derived purely from dexterity. Longswords, for example, get stat-damage bonuses from both dexterity and strength.
  

Revision as of 19:50, 24 August 2005

Weapons

The weapon types correlate exactly with the weapon skills. The weapon types with some example weapons are:

  • Ranged: Bows, crossbow, sling
  • Longswords: Longsword, broadsword, bastard sword, claymore
  • Shortswords: Dagger, shortsword, main gauche
  • Foils: Rapier, kryss, epee
  • Maces: Club, mace, morning star
  • Polearms: Halberd, spear
  • Axes: Axe, hatchet, tomahawk
  • Unarmed: Neko-de, brass knuckles

All of the above weapon types are Melee weapons, with the exception of ranged.

When you find a weapon, or are buying one, the weapon type (ie the weapon skill) is displayed with all the other weapon information, such as required strength, damage range, damage type, speed, etc.

Different weapons have not only different damage ranges, but also different speeds. Just because a halberd does more damage than a dagger, doesn't neccessarily make it a better weapon: as the dagger is faster (this statement also does not imply the dagger is better than the halberd, it is purely an example).

Different weapons also do different damage types: ie slashing, piercing & bludgeoning damage. Some monsters are vulnerable to certain damage types.

  • undead: vulnerable to bludgeoning damage
  • hellspawn: vulnerable to slashing damage
  • dragons: vulnderable to piercing damage

Unarmed-Combat Weapons

This oxymoron actually describes a class of weapons that while equipped, will increase your skill in unarmed combat. While these weapons increase the average non-critical damage per hit, your attacking speed may be slowed somewhat, and the rate of criticals will be reduced.

Weapon & damage types, and how stats influence bonus damage

High stats give damage bonuses to attacks. Which stat gives the bonus depends on the weapon skill employed. Extra damage when using a mace for example is derived purely from your strength, while bonus damage when using a foil is derived purely from dexterity. Longswords, for example, get stat-damage bonuses from both dexterity and strength.

The following table shows how stats influence weapon damage, as well as what type of damage each weapon family does.

maces           (100% str)          (bludgeoning)
polearms        (75% str 25% dex)   (mostly piercing)
axes            (75% str 25% dex)   (slashing)
long swords     (50/50)             (slashing)
unarmed         (50/50)             (bludgeoning)
short swords    (25% str 75% dex)   (slashing)
bows            (25% str 75% dex)   (piercing)
foils           (100% dex)          (piercing)

Armour

Armour can be equipped in the following slots:

  • Head: caps, helms
  • Body: mail, gi
  • Legs: leggins, gi
  • Hands: gloves, gauntlets
  • Feet: boots

There are 4 basic armour weights:

  • Unarmoured: cloth (or not wear anything at all)
  • Light: leather
  • Medium: ring, chain
  • Heavy: splint, plate

In general, the more armour you are wearing, the higher your defense. Wearing armour is subject to strength requirements.

For unarmoured fighters (monks), they must be fully wearing nothing or armour of the unarmoured grade in order to receive attack & defense bonuses.

Armour weights and classes

Gaining defense by wearing medium or heavy armour is subject to having skill points in fighter. Light requires points in rogue or fighter.

Rings and Neckwear

Apart from being decorative, rings and neckware are often enchanted with magical effects such as nightvision enhancement, stat boosts and defence enhancements.

Provisions

  • Torches: useful for creating light in a dark place
  • Keys: usualy obtained for quests - used for unlocking doors
  • Gem: view a gem to see a birds eye view of your location
  • Pocket watch: useful for telling the time
  • Pocket knife: use on logs to carve items (see thread on woodworking)
  • Mining pick: used for mining ore
  • Fishing pole: fishing
  • Smiths hammer: blacksmithing (see thread on smithing)
  • Tongs: used for making metal items (see thread on smithing)
  • Woodsman's axe: chopping trees to obtain logs
  • Lockpick: picking locks on doors and chests (not all locks are pickable) (press j)
  • Probe: used for disarming traps (press J)
  • Sextant: will inform you of your position on the current map - if you are outdoors (press x)
  • Grapple (grappling hook): use to climb mountains (press k). Mountain climbing is dangerous!
  • Raft: for water travel.
  • Sewing kit: for tailoring
  • Mortar and pestle: for making potions and other alchemy
  • Magnifying glass: used to identifiy objects: requires skill in item identification

Potions

Stock up on plenty of yellow (healing) potions. Blue potions restore mana, and red potions cure poison. All potions are used via the p key, but it might be a good idea to bind them to one of the numeric hot keys.

  • Yellow : restores health
  • Blue : restores mana
  • Red: cures poison

Scrolls

These are scrolls that any type of player can use, & which are invaluable to you surviving EUO. They are as follows:

Town Portal Scroll: Creates a town portal at your location which will transport you back to your chosen bind town if walked into. Useful for restocking during adventuring & allowing people to travel to you to party with. You can set your 'home town' by typing /bind in many of the towns around the land of EUO. Nordhausen, Izumi, & others further afield can be used as your home base (including some hard-to-reach, but familiar, Island havens!).

The player who creates them determines their life-span: they exist for a two-way trip only (in and back in) before disappearing- thus if you are partied, you should always go last if you created the portal!

Identify Scroll: Unless you invest in the identify skill, these scrolls allow you to identify unknown (orange) magical items. Drop the item on the floor, (u)se the scroll in its direction.

Resurrection Scroll: Unless you have a high level mage with you, this is the best way to restore lost party members! Bear in mind that the freshly risen character will be very weak, and prone to returning to the grave if they are in a dangerous area!

Uncurse Scroll: Obvious, really- uncurses magical items. The item has, like with the identify scroll, to be on the ground!

Unweld Scroll: This is for when you either wield a cursed item by mistake, or have your items cursed (it can happen!). Using this scroll removes any cursed items from being (R)eadied- it does not, however, uncurse the item.

There are quite a few more scrolls to be aware of. See the Inscription page for more information.

Tomes

When you want to learn a new spell (ie, gain the ability to cast that spell), go to a Scribe Shop (the shops marked with a scroll like sign) and buy a tome containing that spell.

To learn that spell press shift-c, select the tome and the spell will be learned. You only need to learn a spell once.

To see the success of casting that spell, press z until you see the your known spells screen - success rates of all the spells you know will be listed here.

Food

Food can be found or bought. Food includes meat, cheese, bread and fish.

Reagants

Knowlege of reagants is not necessary unless you have an interest in alchemy. Some reagants can be bought, and some can only be found. Reagants include blood moss, ash, black pearl, ginseng, garlick, spiders' slik, mandrake and nightshade.

Other Ingredients

Vial, glass, jar, monster bits, etc.