Difference between revisions of "Artificer weaponry"

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Note that the material of the weapon can have some effect on the difficulty. Trying to use a trillian weapon at low skill may not work properly as the minimum difficulty for trillian may be higher than that stated previously in this page.
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Some wisdom from one of the most skill oriented artificers around, #3 in overall skill as artificer and rising.
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<pre>
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Whitehand says: a forge does its best to fit a skill range for a person
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Whitehand says: but if you forge a mithril rapier for calvin (someone with extremely high skill) for example. its not a great choice
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Whitehand says: where trillian for calvins rapier is ps (perfectly suited)
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Eco asks: so it effects the max range a weapon can be you think?
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Whitehand says: not so much the max range as the skilling rate
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Whitehand says: trillian for 10 skill is still ok for the purpose of hitting
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Whitehand says: since trill is top skill range it would be like having 10 club an swinging with hjem(high skill club)
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Whitehand says: trill is 85+ adamant is 65 mithril is about 55
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</pre>
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...and could go on to theorize that one should use orichalcum before 55, steel before 45, or perhaps even lesser quality materials for more difficult weapons.
  
 
==Spellforges==
 
==Spellforges==
  
 
[[Category:Weapons]] [[Category:Artificers]]
 
[[Category:Weapons]] [[Category:Artificers]]

Revision as of 17:56, 26 July 2014

Artificers have the ability to make many forged weapons from a variety of materials, and then further spellforge those weapons for magical effects. On this page you will find information pertaining to the various weapons they can make, the materials they can be made from, and explanation of the various spellforges. Weapon difficulty evaluations below were conducted in 2013 with very fine steel weapons.


Weapons

One Handed Weapons

Skill Used Weapon Forged Minimum Skill Maximum Skill Material Required
Knife Knife/Scalpel -/- (35-45)/? 2/1
Club Hammer - (45-55) 3
Rapier Rapier - (45-55) 3
Shortsword Shortsword - (45-55) 3
Spear Spear - (45-55) 3
Staff Wand(Staff) - (45-55) 3?
Axe Axe - (55-65) 3
Curved Blade Sabre - (55-65) 3
Flail Flail - (55-65) 3
Longsword Longsword 20? 30? (65-85) 4
Polearm Poleaxe 30? (65-85) 4

Two Handed Weapons

Skill Used Weapon Forged Minimum Skill Maximum Skill Material Required
Club Warhammer 40? (85-100) 6
Flail Chain-mace 30 (85-100) 6
Polearm Polearm 40 (85-100) 7
Spear Pike 30 ? 6
Staff Staff 40? ? 6
Two-Handed Sword Greatsword 50? 85-100? 5
Two-Handed Axe Battleaxe 50? 85-100? 7

Note that the weight of the weapon varies based on the amount of material required and the quality of the forge. Fine and Very fine weigh one less than the amount of material used, while Crude and Very poor(?) weighs one more. All others are equivalent in weight to the amount of material used.

Materials

Metal Quality
lead 1
zinc 2
tin 3
gold 3
copper 3
iron 3
platinum 3
bronze 4
brass 4
silver 4
electrum 4
steel 5
orichalcum 6
mithril 7
adamantite 7
trillian 8

Some wisdom from one of the most skill oriented artificers around, #3 in overall skill as artificer and rising.

Whitehand says: a forge does its best to fit a skill range for a person

Whitehand says: but if you forge a mithril rapier for calvin (someone with extremely high skill) for example. its not a great choice

Whitehand says: where trillian for calvins rapier is ps (perfectly suited)

Eco asks: so it effects the max range a weapon can be you think?

Whitehand says: not so much the max range as the skilling rate

Whitehand says: trillian for 10 skill is still ok for the purpose of hitting

Whitehand says: since trill is top skill range it would be like having 10 club an swinging with hjem(high skill club)

Whitehand says: trill is 85+ adamant is 65 mithril is about 55

...and could go on to theorize that one should use orichalcum before 55, steel before 45, or perhaps even lesser quality materials for more difficult weapons.

Spellforges