The weapon types correlate exactly with the weapon skills. The weapon types with some example weapons are:
- Fighter class weapons
- Longswords: longsword, broadsword, bastard sword, scimitar, falchion, claymore
- Maces: club, flail, mace, morning star, war hammer, great maul, lucern hammer
- Axes: cleaver, axe, hatchet, tomahawk, labrys, 2-headed axe
- Polearms: halberd, spear, scythe, glaive, hoe, trident
- Rogue class weapons
- Ranged: short bow, long bow, crossbow, sling
- Shortswords: dagger, shortsword, main gauche, rondel, machete
- Foils: rapier, kryss, epee
- Monk class weapons
- Unarmed: bare hands, gloves, neko-de, katar, brass knuckles
- Unclassed weapons
- Staves: crooks, staves, gnarled staves and shillelaghs
All of the above weapon types are Melee weapons, with the exception of ranged.
When you look at a weapon in your inventory, or are buying one, the weapon type (ie the weapon skill) is displayed in the window 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 necessarily 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).
Weapon damage types
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: vulnerable to piercing damage
Also, The fighter class weapons (axes, swords, maces and polearms) as well as unarmed attacks can be used to bash open locked doors or chests, but watch out for traps. See Chests, Locks and Traps for more.
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.
Armour can be equipped in the following slots:
- Head: caps, helms, coifs
- Body: mail, gi
- Waist: belt
- Legs: greaves, leggins, gi
- Hands: gloves, gauntlets
- Feet: boots
There are 4 basic armour weights, or classes:
- Unarmoured: cloth (or not wear anything at all)
- Light: padded, leather
- Medium: ring, chain, scale
- Heavy: splint, plate
In general, the more armour you are wearing, the higher your defence. 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 & defence bonuses.
Armour weights and classes
Gaining defence by wearing medium or heavy armour is subject to having skill points in fighter. Light requires points in rogue or fighter.
Eg, if your highest fighter skill is say 50%, and you have 10 def worth of medium and heavy armour on, then you only gain 50% x 10 def = 5 points worth of defence. If you had 100% in a fighter skill, then you would get the full 10 points of defence from that armour. For light armour, you need 100% in either a rogue skill or a fighter skill to get the full defence from that armour.
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.
Sigils are semi-permanent tattoo-like runes that add 3 extra +stat slots to your character. They are Sigils of Mind, Body and Spirit. They are not craftable, and only come from drops/chests. Unlike equipment items you cannot unequip them - once you apply a Sigil of that slot you cannot remove or replace it with another Sigil of that type without first using a Destroy Sigil scroll (available from your local Scribe NPC). Wands of transferrance can be used on them, and there are special scrolls in the addy coin shop that can remove them without destroying them.
- Torches: useful for creating light in a dark place, torches will be automatically extinguished when you enter the daylight
- 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, if you have one the current in-game time will appear in the status area
- 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
- 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 identify objects: requires skill in item identification
- Skull key: used to open locked doors (key is destroyed after one use)
- Polypile wand: put 3 items of similar type on the ground and zap them with the wand. Maybe something will happen, maybe something won't.
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. Press CTRL+number when in the potion menu to bind the selected potion to the selected number key.
- Yellow : restores health
- Blue : restores mana
- Red: cures poison
- Green: poisons target
- Brown: Increases your speed
- Orange: puts the target to sleep
- Purple: adds extra attack strength
- Lime: full nightvision
- Pink: cures disease
- Black: invisibility
- Cyan: blinks
- White: transparent sight
- Clear: bottled fountain water
- Khaki: 10 seconds of full rage bar
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 when 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 New Sosaria. Nordhaven, Izumi, & other Townes further afield can be used as your home base . The player who creates the portal determines its life-span: it exists for a two-way trip only 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.
When you want to learn a new spell (i.e., gain the ability to cast that spell), go to a Scribe Shoppe (the shops marked with a scroll like sign) and buy a Tome containing that spell.
To learn that spell read the tome like any other book with r, select the Tome and the spell will be learned. You only need to learn a spell once. To then see the chance of casting that spell, press z until you see the list of your known spells - success rates of all the spells you know will be listed here.
More on Magic and Spellcasting here.
Books are scattered throughout the world of EUO. For the most part they cannot be bought - however after some particular quests, there is a set volume of written articles that can be purchased as reprints from the Library. After obtaining a book, it can be read at any time by pressing r.
Here are a couple of visual examples of works that may be seen in the world.
Roughly a year ago (January 10, 2010 to be exact), Egg held a forum-competition for writing literature for euo to be read in game. Many members participated. The winner was Grue, who wrote an epic tale of a "Journal of Gunter the Lost," divided into several parts. The competition had many other books and writers that were accepted, but there was only one winner.
Food can be found or bought. Food includes meat, cheese, bread and fish.
Knowledge of reagents is not necessary unless you have an interest in Alchemy. Some reagents can be bought, and some can only be found. Reagents include blood moss, sulphurous ash, black pearls, ginseng, garlic, spider's silk, mandrake and nightshade. More on reagents here.
Weapons and Armour
|Melee Weapon||Where Sold||# of Hands||Skill||Weight||Req. Strength||Speed||Damage Type||Base Damage||Price||Resale Value|
|Main Gauche||Weaponsmith||1*||Short Swords||2.0||16.8||1.5||P||1-5||350gp||116gp|
|Short Sword||Weaponsmith||1*||Short Swords||3.0||25.2||2.0||S||1-6||550gp||183gp|
|Long Sword||Weaponsmith||1||Long Swords||4.0||33.6||2.2||S||1-8||400gp||133gp|
|Bastard Sword||Weaponsmith||1||Long Swords||4.5||37.8||2.4||S||1-9||550gp||183gp|
|Broad Sword||Weaponsmith||1||Long Swords||5.5||46.2||2.1||S||1-9||750gp||250gp|
A weapon with a 1* Indicates weapon can be dual wielded.
B is Bludgeoning, S is Slashing, and P is Piercing
|Item||Where Sold||Protected Area||Weight||Req. Strength||Grade||Defense||Price||Resale Value|
|Chain Coif||Armoury||Head||1.5||12.6||Medium||1.5||150 gp||50gp|