Difference between revisions of "Weapons"

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Finally, weapons may possess additional effects. Among these are included: Reliable, Precise, Focused, Poison, Enervation, Exhaustion, Panic, Fear, Illusion and None. Only one modifier may be applied per weapon, and in the case of Poison, Enervation, Exhaustion, Panic, Fear, Illusion, the effect is at 1-odds.
 
Finally, weapons may possess additional effects. Among these are included: Reliable, Precise, Focused, Poison, Enervation, Exhaustion, Panic, Fear, Illusion and None. Only one modifier may be applied per weapon, and in the case of Poison, Enervation, Exhaustion, Panic, Fear, Illusion, the effect is at 1-odds.
  
Reliable: A weapon with this effect is more likely to strike home. This effect may not be applied to Accurate weapons; they already receive its benefit and the effect does not stack.
+
'''Reliable''': A weapon with this effect is more likely to strike home. This effect may not be applied to Accurate weapons; they already receive its benefit and the effect does not stack.
  
Precise: A weapon with this effect is more likely to land a critical hit. This effect may not be applied to Quick weapons; they already receive its benefit and the effect does not stack.
+
'''Precise''': A weapon with this effect is more likely to land a critical hit. This effect may not be applied to Quick weapons; they already receive its benefit and the effect does not stack.
  
Focused: A weapon with this effect is more likely to deal extra damage. This effect may not be applied to Heavy weapons; they already receive its benefit and the effect does not stack.
+
'''Focused''': A weapon with this effect is more likely to deal extra damage. This effect may not be applied to Heavy weapons; they already receive its benefit and the effect does not stack.
  
Poison: A weapon with this effect has a chance of adding the Poison status effect, dealing small damage to their HP over time.
+
'''Poison''': A weapon with this effect has a chance of adding the Poison status effect, dealing small damage to their HP over time.
  
Enervation: A weapon with this effect has a chance of adding the Enervation status effect, lowering all their stats slightly.
+
'''Enervation''': A weapon with this effect has a chance of adding the Enervation status effect, lowering all their stats slightly.
  
Exhaustion: A weapon with this effect has a chance of adding the Exhaustion status effect, dealing small damage to their SP over time.
+
'''Exhaustion''': A weapon with this effect has a chance of adding the Exhaustion status effect, dealing small damage to their SP over time.
  
Panic: A weapon with this effect has a chance of adding the Panic status effect, raising their ability costs.
+
'''Panic''': A weapon with this effect has a chance of adding the Panic status effect, raising their ability costs.
  
Fear: A weapon with this effect has a chance of adding the Fear status effect, lowering their damage some and raising the critical hit chance against them slightly.
+
'''Fear''': A weapon with this effect has a chance of adding the Fear status effect, lowering their damage some and raising the critical hit chance against them slightly.
  
Illusion: A weapon with this effect has a chance of adding the Illusion status effect, lowering their accuracy and damage slightly.
+
'''Illusion''': A weapon with this effect has a chance of adding the Illusion status effect, lowering their accuracy and damage slightly.
  
None: This weapon does not have any added effect. A weapon with this modifier is raised to a power level of 4.
+
'''None''': This weapon does not have any added effect. A weapon with this modifier is raised to a power level of 4.
  
 
[[category:Newsfiles]] [[Category:Combat]]
 
[[category:Newsfiles]] [[Category:Combat]]

Revision as of 05:05, 21 August 2011

"You can't fight something empty-handed, so find something you like. Officer Kurosawa has connections... But, these things still cost money.

With very few exceptions, everyone has something they can use as a weapon. Some weapons may be more 'typical', consisting of things like knives, bows or even one's bare hands. Others may be more unusual, such as coins, flowers and fans. Regardless of the type, everyone who has a weapon has the ability to switch between the weapons they may have available to them. This is reflected through PersonaMUSH's weapon system.


Contents

Overview

Everyone receives three weapon slots, although only one can be activated at a time. As a rule, you switch to your equipped weapon before combat begins; carrying many additional weapons on your person is not encouraged. Your list of weapons can be viewed by typing +weapon/list and activated by typing +weapon # where # refers to which weapon slot is being equipped. Weapons generally reflect one of the three physical elements, but there are some exceptions on a case-by-case basis.

Your weapon list can be changed through +weapon/acquire slot#="Name" Element Type Modifier, which will be explained in depth later in this newsfile. When setting weapon names, please use common decency. Also, please don't set firearms as weapons unless they are your weapon class or you have received permission to do so from admin.

Weapons generally share the same basic power level, with variances depending on their added effects, if any. Some weapons have powers that only Persona-users or the Shadow-Possessed can notice. Such a weapon could have the ability to inflict a status ailment on an enemy, even if there is no obvious 'natural' reason for this to be the case--a perfectly dry sword inflicting poison, for instance.

Some weapons exist purely as jokes, termed 'gag weapons'. These may have a low attack power, or have some strange quality that makes them different from a normal weapon of a character's weapon class, but they're generally not something you'd bring to a serious fight. Or at least, maybe not.

Finally, some weapons can be earned. Going on a quest can end up with someone receiving a weapon beyond what can be set by +weapon/acquire alone, but achieving this requires sufficient effort.

Acquiring a Weapon

The syntax for weapon acquisition is +weapon/acquire slot#="Name" Element Type Modifier, as stated earlier. We'll be discussing Element, Type and Modifier further.

Element

All weapons align to one of the three physical elements, Pierce, Strike and Slash. Your character's weapons should generally align to the element that's you've chosen as their base 'type' for their weapon; that is, if your character currently uses swords with the Slash element, the weapons you set should be swords of the Slash element. This is by no means required for all of your weapons, of course.

Type

Even among a given physical element, not all weapons are the same. A Strike weapon might be light and quick to bring to hand, or it might be slow and deal fearsome damage. This is where the concept of 'type' comes in. There are three weapon types: Quick, Accurate and Heavy. Each of these has their own advantages.

A Quick weapon is a weapon that is generally light or otherwise easily handled. The advantage of an Accurate weapon is that they are more likely to produce a critical hit. Examples: Knives, rapiers and other light swords, rods, coins, fans

An Accurate weapon is a weapon that relies primarily on reach or on accuracy. The advantage of a Quick weapon is that they tend to strike home more reliably. Examples: Light spears, other light polearms, small firearms, bows, swords

A Heavy weapon is a weapon that gets results through an application of brute force. The advantage of a Heavy weapon is that they are more likely to do extra damage. Examples: Heavy polearms, axes, warhammers, shotguns, heavy swords

As with elements, your character's weapons should mainly be of the same type. Some exceptions may exist, again.

Modifier

Finally, weapons may possess additional effects. Among these are included: Reliable, Precise, Focused, Poison, Enervation, Exhaustion, Panic, Fear, Illusion and None. Only one modifier may be applied per weapon, and in the case of Poison, Enervation, Exhaustion, Panic, Fear, Illusion, the effect is at 1-odds.

Reliable: A weapon with this effect is more likely to strike home. This effect may not be applied to Accurate weapons; they already receive its benefit and the effect does not stack.

Precise: A weapon with this effect is more likely to land a critical hit. This effect may not be applied to Quick weapons; they already receive its benefit and the effect does not stack.

Focused: A weapon with this effect is more likely to deal extra damage. This effect may not be applied to Heavy weapons; they already receive its benefit and the effect does not stack.

Poison: A weapon with this effect has a chance of adding the Poison status effect, dealing small damage to their HP over time.

Enervation: A weapon with this effect has a chance of adding the Enervation status effect, lowering all their stats slightly.

Exhaustion: A weapon with this effect has a chance of adding the Exhaustion status effect, dealing small damage to their SP over time.

Panic: A weapon with this effect has a chance of adding the Panic status effect, raising their ability costs.

Fear: A weapon with this effect has a chance of adding the Fear status effect, lowering their damage some and raising the critical hit chance against them slightly.

Illusion: A weapon with this effect has a chance of adding the Illusion status effect, lowering their accuracy and damage slightly.

None: This weapon does not have any added effect. A weapon with this modifier is raised to a power level of 4.

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