Items
Contents
Weapon types
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, claymore
- Maces: Club, mace, morning star
- Axes: Axe, hatchet, tomahawk
- Polearms: Halberd, spear
- Rogue class weapons
- Ranged: Bows, crossbow, sling
- Shortswords: Dagger, shortsword, main gauche
- Foils: Rapier, kryss, epee
- Unarmed class weapons
- Unarmed-Combat: Bare Hands, Neko-de, brass knuckles
All of the above weapon types are Melee weapons, with the exception of ranged. The staff and the sling are exceptions that have no corresponding skill.
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).
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: vulnderable 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.
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 your strength and dexterity stats influence bonus 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% str / 50% dex (slashing) unarmed 50% str / 50% dex (bludgeoning) short swords 25% str / 75% dex (slashing) ranged 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, or classes:
- 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.
Armour skills and Alpha NG
On the Alpha NG server, there are four separate armour skills corresponding to each of the basic armour weights above. Your defense is directly proportional to the skill and armour weights. Thus, wearing heavy armour with no heavy armour skill will be of no benefit.
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, 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 (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 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.
Tomes
When you want to learn a new spell (ie, 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 press shift-c, 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.
Food
Food can be found or bought. Food includes meat, cheese, bread and fish.
Reagents
Knowledge of reagents are 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.
Other Ingredients
Vial, glass, jar, monster bits, etc.