| Type | To-Hit Modifier | Range of Damage | Disarm Bonus | Spell "Penalty" | Reach of Weapon |
|---|---|---|---|---|---|
| Bludgeon | Mid | Mid | Low | High | Low |
| Thrust | High | Low | High | Mid | High |
| Slash | Low | High | Mid | Low | Mid |
To-Hit modifier is the bonus a wielder has with the weapon. This helps compensate for low skill in a weapon, or helps skilled players hit harder monsters.
Range of Damage indicates the general amount of damage a weapon will do.
Disarm Bonus indicates the bonus a player with the disarm skill receives to his or her disarm attempts. A higher bonus gives a better chance for the skill to work and a better chance to make the opponent drop his or her weapon. Note that this does not affect people without the disarm skill.
Spell "Penalty" refers to the amount a weapon interferes with spellcasting. A high value in this category is good, meaning that it will interfere with spellcasting less. With a few exceptions, wielding a weapon will decrease a player's spellcasting ability.
Reach of Weapon is how far the weapon can reach. This needs to be tweaked a bit due to the wierd way that Meridian calculates "distance".
| Value | To-Hit Modifier | Range of Damage | Disarm Bonus | Spell "Penalty" | Reach of Weapon |
|---|---|---|---|---|---|
| Low | 0 | 3-8 | -5 | -30 | 2 |
| Mid | 75 | 4-8 | 0 | -10 | 2 |
| High | 175 | 4-9 | 20 |
0 | 3 |
Ideally, these would be the only numbers we would have to tweak in order to balance weapons again.
Originally, the values for Reach were- Low: 3, Mid: 4, High: 5. This made the ranges for mid and high MUCH too long. These values will be tweaked in the future as the combat system is reworked.
| Quality | Hits (Durability) | To-Hit Modifier | Range of Damage | Disarm Bonus | Spell "Penalty" | Reach of Weapon |
|---|---|---|---|---|---|---|
| Lower | -50 | 0 | -1 | -5 | +5 | 0 |
| Normal | 0 | 0 | 0 | 0 | 0 | 0 |
| Higher | +100 | +50 | +1 | +5 | -5 | 0 |
| Nerudite | +200 | +5 | +1 | 0 | +5 | 0 |
Base number of hits: 250-300
Ideally, it would be nice to have lower quality weapons have a -1 to reach, but this would make the mace a weapon with a range of one. It sucks bad enough already....
Normal quality is just that, "normal". It's the baseline for the weapon type.
Note that nerudite can be considered a "quality" of weapon. This way, we can add new material types which give bonuses and penalties to these areas. Examples are magic hating materials that give large penalties to spell casting (and perhaps do extra damage vs. spellcasters), magic-aiding weapons (that give bonuses to spellpower, extra to-hit to compensate for low weapon skills, etc).
| Type | Quality | Lower | Normal | Higher | Nerudite |
|---|---|---|---|---|
| Bludgeon | Mace | Hammer | Spiritual Hammer | |
| Thrust | Short Sword | Long Sword | Mystic Sword | Nerudite Sword |
| Slash | Axe | Scimitar |
| Name | Damage Type | Base Damage | To-Hit Bonus | Range |
|---|---|---|---|---|
| Acid Touch | ATCK_SPELL_ACID | 4-8 | 10 | 2 |
| Touch of Flame | ATCK_SPELL_FIRE | 4-9 | 25 | 2 |
| Holy Touch | ATCK_SPELL_HOLY | 3-6 | 15 | 2 |
| Icy Fingers | ATCK_SPELL_COLD | 5-8 | 60 | 2 |
| Zap | ATCK_SPELL_SHOCK | 3-8 | 50 | 3 |
Touch attacks use the base damage above, picks a value between the two values, inclusive. The attack then does (50 + (Spell Power/2))% of that damage. Spell Power ranges from 0 to 100 and is determined when the spell is cast.
Note that Holy Touch does a bonus of -(Target's Karma)% in damage. So, a target with -100 Karma will suffer an extra 100% damage, while someone with a 50 Karma will take 50% less damage. It also does 50% more damage to Undead (including Necromancers).
| Weapon | Hits (Durability) | To-Hit Modifier | Damage | Range | Disarm Bonus | Spell "Penalty" |
|---|---|---|---|---|---|---|
| Longbow | 200-250 | 100 | 0 | 100 | -90 | -20 |
| Battle bow | 200-250 | 0 | 2 |
20 | -90 | -30 |
| Practice bow | 400-500 | 200 | -3 | 30 | -90 | -10 |
| Nerudite bow | 100-150 | 0 | 2 | 20 | -90 | 0 |
Arrows do 1-5 points of damage.
Nerudite Arrows do 2-5 points of damage, 3-7 points of damage 10%
of
the time (the arrowhead "shatters");
Silver Arrows do 2-5 points of damage, 5-10 points if the target
is
undead.
Swords of the Hunt are high-quality thrusting weapons.
Riija swords are high-quality thrusting weapons but only require Short Sword Fighting as a skill. They give a bonus to Riija spells (about +10, and only -10 to non-Riija spells instead of the normal -15). They are also MUCH more durable, having 600-650 hits instead of the normal amount. Reasonable for a quest item.
Gold swords are normal quality thrusting weapons, just like longswords, except they only do 2-5 points of damage normally, but do +7 extra points of damage in Arenas.