WELCOME TO MURO'S ARCANUM WEAPON DATABASE TABLE OF CONTENTS: I. What is this thing and what is it for? to choose the most effective weapon(s) for your character and/or any of his other useful knowledge about Arcanum's weapons. II. Game version of the game up to date. If you're playing a game version without the UAP, some parameters of some w for it, but as far as I know, there weren't any changes to weapon parameter your weapons may be different (for example - out of the top of my head - I and the Hand Cannon in one of the earlier patches). Additional weapons and/or balancing changes to already exiting ones appeari weapons but changes the parameters of quite some already existing ones as w additional database for Arcanum 1.0.7.4 + A:WIP 6.0 (or whatever will be th III. How do I use it? I. What is this thing and what is it for? II. Game version III. How do I use it? IV. Miscellaneous V. What properties of weapons were omitted and why? VI. Abbreviations VII. Ammo types VIII. Semi-available weapons IX. Unarmed weapons X. Shocking Staff XI. Throwing Dagger XII. Harrow XIII. Weapons with magickally adjusted speed XIV. Weapons with magickally adjusted MSR XV. Thanks XVI. A few last words The DATABASE sheet of this here Excel file is a database containing data abo strongest/fastest/most magickal/most whatever-else-interests-you weapon in the gam The README sheet, on the other hand, contains all of the info needed to effe The database has been created for Arcanum version 1.0.7.4 with Unofficial A or not - the differences are explained in VIII. Semi-available weapons), be the ones I described in VIII. Semi-available weapons). If you're playing 1. bad news for A:WIP (a.k.a. "Forgotten Places of Arcanum" by rroyo) players , To switch between the readme and the database, click on the README and DATA Basically, what you want to do is make the database calculate the weapon st
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WELCOME TO MURO'S ARCANUM WEAPON DATABASE VERSION 1.0 13 DECEMBER 2010
TABLE OF CONTENTS:
I. What is this thing and what is it for?
to choose the most effective weapon(s) for your character and/or any of his followers or simply want to find out what's the weakest/
other useful knowledge about Arcanum's weapons.
II. Game version
of the game up to date.
If you're playing a game version without the UAP, some parameters of some weapons may be different for you. Don't take my wordfor it, but as far as I know, there weren't any changes to weapon parameters between vanilla 1.0.7.4 and 1.0.7.4 + UAP (other than
your weapons may be different (for example - out of the top of my head - I recall some changes happening to the Looking Glass Rifleand the Hand Cannon in one of the earlier patches).
Additional weapons and/or balancing changes to already exiting ones appearing in some mods aren't included. That is especially
weapons but changes the parameters of quite some already existing ones as well. On the plus side, I'm considering creating anadditional database for Arcanum 1.0.7.4 + A:WIP 6.0 (or whatever will be the latest version at the time) some time in the future.
III. How do I use it?
I. What is this thing and what is it for?II. Game versionIII. How do I use it?IV. MiscellaneousV. What properties of weapons were omitted and why?VI. AbbreviationsVII. Ammo typesVIII. Semi-available weaponsIX. Unarmed weaponsX. Shocking StaffXI. Throwing DaggerXII. HarrowXIII. Weapons with magickally adjusted speedXIV. Weapons with magickally adjusted MSRXV. ThanksXVI. A few last words
The DATABASE sheet of this here Excel file is a database containing data about all weapons that one can find in Arcanum. If you want
strongest/fastest/most magickal/most whatever-else-interests-you weapon in the game, the database should prove useful for you.
The README sheet, on the other hand, contains all of the info needed to effectively understand and use the database plus some
The database has been created for Arcanum version 1.0.7.4 with Unofficial Arcanum Patch v091225or not - the differences are explained in VIII. Semi-available weapons), because of it being arguably the most polished & fixed version
the ones I described in VIII. Semi-available weapons). If you're playing 1.0.7.0 or an even earlier version, the parameters of some of
bad news for A:WIP (a.k.a. "Forgotten Places of Arcanum" by rroyo) players
To switch between the readme and the database, click on the README and DATABASE
Basically, what you want to do is make the database calculate the weapon stats for a certain character and
data by multiple conditions, too. You can arrange the weapons alphabetically or, say, tell he database to only display magickal axesand daggers from highest to lowest AvD/AP. And then return everything to default and sort in a new way. It's all up to you.
The possibilities are numerous and arranging the data should be quite intuitive.
IV. Miscellaneous
A few things which are important enough to be said at the beginning of the readme but too hard to classify to fit any other category:
between maces and hummers because it is quite artificial (there aren't any real differences from the game's point of view, plus the
a Staff), because it acts exactly like one - it's a ranged weapon requiring the Firearms skill to be used correctly, taking two hands andshooting projectiles while using up ammo.
common variant(s) in inequality signs to distinguish them (this applies to the rewards given by Doc Roberts, three weapons from thePit of the Isle of Despair and the Blade of Xerxes).
V. What properties of weapons were omitted and why?
Short answer: Everything that doesn't affect dealing direct damage. Long answer:
any effect at all, no matter how great the enemy's poison level. Not a factor worth mentioning.
In other words, one could say that it provides the damage values for a theoretical situation in which the chance to hit is 100% without no possibility for dodging nor missing.
of those bonuses have nothing to do directly with the damage dealing properties of a weapon. Strength bonuses may be an exception, but if you are a STR 15 character with an Axe of Strength with MPA = 100%, simply set the database to STR = 16 and be done with it.
The first thing to do is typing in or choosing the Strength, Aptitude and Trainingthe info - be it your own character or any of his followers - in the six white cells (to prevent any mistakes, the database will make itimpossible to type in any invalid values there. Also, those six white cells are the onlydiscouraged to edit any non-white cells, for it can potentially screw up the whole database
The second thing to do is arranging the data in any way you please by clicking on the arrows in the lower right corners of thepurple category cells. Browse through the menu that opens and do whatever you fancy. Nothing stands in the way of sorting the
Sadly, it is not possible to sort descendingly/ascendingly with OpenOffice.org Calc - or at least I wasn't able to do so in the versionI was testing it on - but it works like a charm in Microsoft Office Excel, though the options may be easy to skip if the list is long,seeing how you may have to scroll the menu upwards to notice them.
Weapon types: Most of them are quite intuitive, the only possibly surprising one being
Oak Axe Handle and Large Pipe wouldn't really fit in any of those categories). Also, the
Note that if there are two or more weapons in the game with different stats but identical names
Also, if there is a single weapon changing properties under different conditions, the weapon has been split into two or more entriesin the database while the conditions were placed in parentheses (this situation applies to Schreck's Pistol and the Levered Machine Gun, as explained in VIII. Semi-available weapons
Fatigue Damage - because this database is about harming enemies rather than exhausting them.
Poison Damage - because poison works so slow, in most cases the enemy will die before the poison will have enough time to bring
To Hit bonuses and penalties - because this database is about how hard it hits when it hits, not about the chance for it to hit at all.
Special bonuses (such as the stat boosts of the Axe of Strength or the Mysterious Dwarven Gauntlets for dwarves) - because most
example the fatigue draining properties of the Tranquilizer Gun), but they have one thing in common - they cannot be measured and expressed in the manner all other weapon parameters were expressed in the database.
manner all other weapon parameters were expressed in the database. It will be up to you to know which weapons cast spells and decide which is better: a weapon with a higher AvD/AP or a weapon with lower AvD/AP randomly casting, say, Harm.
VI. Abbreviations
These are the meanings and explanations (if needed) of the abbreviations used both in the database itself and in this readme. Ifyou don't understand anything in this file, check this section and you will probably find the explanation you need.
those weapons which can only be wielded with both hands (bows, rifles and staves).
weapons have positive complexity, tech weapons have negative complexity and neutral weapons have a complexity of zero.
Now, if a magick/hexed weapon has a complexity of X, it means that it's MPA will be 100% for a character with Aptitude = X, 0% for a character with Aptitude = -X and about 50% for a character with Aptitude = 0. MPA increases +/- linearly from 0% to 100% as Aptitude increases from -X to X.
If a tech weapon has a complexity of -Y, it will have no critical failure adjustment for a character with Aptitude = 0 or lower, but have a Critical Failure +Z% adjustment for a character with positive Aptitude, where Z is (Cplx * 100)/Aptitude, rounded down to the nearest integer. Few tech items also have an invisible TPA (equivalent for MPA working in a similar way) for their special properties (like the DX boost from Charged Rings), but that doesn't apply for any of the tech weapons.
(also known as cursed = not-so-good magick, providing both advantages and disadvantages)
Tech spells - some of them translate into direct damage (for example the area damage of the Grenade Launcher), some don't (for
Damage dealing spells cast by weapons - because they are cast randomly and their damage is hard to measure and express in the
Non-damage dealing spells cast by weapons - because they don't directly affect dealing damage.
1H - MSR when wielded with just one hand (while there is a shield or a device in another hand). The value of this parameter is "-" for
2H - MSR when wielded with both hands (no shield nor device in another hand)
AL - Alignment
AmU/Att - Ammo Units per Attack
AP - Action Point
AP/Att - Action Points per Attack
AvD/AmU - Average Damage per Ammo Unit. One of the two most important parameters of pistols, rifles and bows, next to AvD/AP.
AvD/AP - Average Damage per Action Point. The one true parameter showing how effective in damage dealing a weapon is.
Cplx - Weapon's complexity. The bigger (or lower when negative) the number, the more magick/tech the weapon. Magick and hexed
EC - Extra Content (a module of the UAP)
M/T - Weapon's affinity towards magick or technology. The possible affinities are tech, neutral, magick (=good magick) and hexed
MA/TA - Magick/Tech Aptitude
MaxD - Maximal Damage
MinD - Minimal Damage
of Arcanum without any mods, hacks nor unofficial patches applied.
VII. Ammo types
Ammo Type is a parameter which was initially included in the database, only to end up being deleted at the very end. Why? Becauseit turned out to be a waste of space, seeing how the rules are short and simple - pistols and rifles use bullets, bows use arrows.
Are there any exceptions? Indeed, yet only five of them can be found in the game:
Weapon Ammo Type
Bronwyck's Gun FuelFlame Thrower Fuel
Grenade Launcher FuelTesla Gun BatteryTesla Rod Battery
VIII. Semi-available weapons
I decided to include those weapons in the database which - while impossible to be found in Arcanum normally - are present in thegame files and can be added to the game via means of modding or creating a custom background, just in case anyone would wishto do so and was curious just how good those weapons are.
Turns out there are only five such weapons, namely:
they were such semi-available weapons in vanilla Arcanum and they can be such weapons in the UAP too, depending on whetheryou the Extra Content of the UAP installed or not.
Drog Black Tooth, the creator of the UAP, changed the stats of the two above-mentioned weapons and restored them (among other things) in the Extra Content. In other words, if you have the Extra Content installed with your UAP, you will be able to normally findthese two weapons in your game:
MPA - Magickal Power Available
MSR - Minimal Strength Required (to be used without accuracy penalties)
UAP - Unofficial Arcanum Patch made by Drog Black Tooth
vanilla Arcanum - while not an abbreviation, it is a term which may need to be explained for some. It refers to the official version
The Balanced Boomerang was such a weapon in vanilla Arcanum, but it was added to the stock of Quality Smiths in the UAP.
This whole semi-available thing is also partially true for Schreck's Pistol and the Levered Machined Gun
If not, you have these two more weapons belonging to the not-normally-present-in-the-game-but-present-in-the-game-files
Levered Machine Gun (without EC)
Schreck's Pistol (without EC)
Both versions of those two weapons are included in the database.
IX. Unarmed weapons
Unarmed weapons (gloves, gauntlets and your very own fists) are used only if you do not have any actual weapons equipped.Being technically armor, they don't have any MSR nor do they have visible Speed. An attack with all unarmed weapons always costs5 APs (training doesn't affect this), which means that their Speed = 10 +/- 1. In the database all unarmed weapons were givenSpeed = 10 for simplicity.
X. Shocking Staff
as MinD, MaxD or AvD/AP aren't static for this weapon. That is so because the Shocking Staff acts more like an item than a weaponmost of the time. Allow me to explain:
When a successful hit is done with the Shocking Staff, it deals 1-6 normal and 1-3 fatigue damage (+ the bonuses from Strength),which means the first hit acts like a standard melee attack. After that the weapon "takes over" and 100% successfully deals 1-10electrical damage (using up 2 batteries per hit) with each hit and doesn't stop until - Turn Based combat speaking - it runs out of theuser's APs in the round, kills the enemy or uses up all of the user's batteries.
Sometimes the Shocking Staff acts like a vaccine, by which I mean that it deals electrical damage until the user runs out of APs andthen, in the following rounds, it just acts like a normal staff against that enemy. Then again, sometimes it doesn't. I'm not yet surewhat does this depend on.
In Real Time combat, where there are no APs, the only things that can stop the Shocking Staff's effect after the first successful hitare using up the supply of batteries, the enemy's death and the user's death.
To be perfectly honest, the weapon is dreadfully bugged even in the UAP. Why do I say so? Because casting some spells (forexample Harm, Jolt, Bolt of Lightning, Stone Throw or Stun) on an enemy while holding the Shocking Staff for some reason turnson the Shocking Staff's electric damage dealing effect on that enemy, no matter the distance. Crazy.
XI. Throwing Dagger
The Throwing Dagger doesn't work properly even with the latest UAP and when equipped as a weapon it will never hit a target. If itis thrown manually, though, it will work more or less properly, in the way described in the database. Acting more like a thrown itemthan a weapon, it has no MSR and static speed, but its damage does increase with Strength.
Truth be said, all melee weapons deal their proper damage when manually thrown, but the Throwing Dagger is the only one which
XII. Harrow
Harrow is an exception among weapons is so many ways. It is so because the damage it deals - as well as some othercharacteristics of its behaviour - are all dependent on a script exclusive to this axe.
First of all, the damage it deals depends on the user's race and alignment. The values aren't shown in the game, so here you go:
Race and Alignment Damage Fatigue Damage
Harrow (Dwarf: -100 <= AL <= -50) 1 - 5 1 - 2
Levered Machine Gun (with EC)
Schreck's Pistol (with EC)
The Shocking Staff is the only weapon from Arcanum not present in the database. Why was it omitted? Because parameters such
(Because of the above shown Harrow's changeability, it was split into those exact eleven entries in the database)
Another unusual thing about Harrow is that it doesn't have a damage cap, as opposed to all other weapons in the game which have
On the amusing plus side, because of the game's inability to recognise Harrow's wielder as the one responsible for kills performedwith it, guards in cities won't attack him for murders committed with the axe even if he is standing right next to the body of therecently slaughtered citizen (with the exception of guards which have witnessed the act of murder).
XIII. Weapons with magickally adjusted speed
These adjustments are calculated by the database, but they're being listed so that everyone can know where to expect the changes.
Dagger of Speed + 4Enchanted Sword <Doc Roberts> + 2
Lingering Sword - 6Staff of Xoranth + 25
Torian Kel's Ancestral Sword + 20
If the Speed Adjustment is positive, Speed rises with the increase of MPA. If it's negative, it decreases with the increase of MPA.
XIV. Weapons with magickally adjusted MSR
These adjustments are calculated by the database, but they're being listed so that everyone can know where to expect the changes.
There are only two weapons witch magickally adjusted MSR in the game, namely:
Weapon MSR AdjustmentGrack's Burdensome Staff - 6
Torian Kel's Ancestral Sword + 5
Sword. One would expect it to be the other way around, seeing how the Staff is a hexed weapon and the Sword is a magick one,but the creators thought otherwise.
a damage cap of "Max Damage without bonuses from Strength or Magick x 3"
Additionally - and this is rather disappointing - damage dealt and kills performed with Harrow provide Points, plus the enemies killed with Harrow aren't noted in the Log Book.
Meaning: The greater the MPA, the smaller the MSR of Grack's Burdensome Staff and the
XV. Thanks
Special thanks for directly helping make this database as good and complete as possible go to:
direction a few times
XVI. A few last words
Hope you will find this database useful for your characters, concepts and cogitations. I sure will.
I did my best to include every single weapon from the game and do so flawlessly, but mistakes happen. If you spot such a mistake
will be answered, the mistake checked and - if confirmed - corrected and the database updated.
Well, so much from my side. Now sit back and have fun with the database.
Cheerio,
Muro
THERE IS NO SECRET MESSAGE HERE, GO AWAY.
RunAwayScientist - for the help with solving out the properties of Harrow
Viktor_Berg - for expressing just the right unsettling questions and pertinent suggestions that helped push this project in the right
or notice that I forgot to include some weapon, please contact me on the terra-arcanum.com
WELCOME TO MURO'S ARCANUM WEAPON DATABASE VERSION 1.0 13 DECEMBER 2010
TABLE OF CONTENTS:
CLICK ON A
SECTION TITLE
TO BE REDIRECTED
TO THAT SECTION
I. What is this thing and what is it for?
to choose the most effective weapon(s) for your character and/or any of his followers or simply want to find out what's the weakest/
II. Game version
If you're playing a game version without the UAP, some parameters of some weapons may be different for you. Don't take my wordfor it, but as far as I know, there weren't any changes to weapon parameters between vanilla 1.0.7.4 and 1.0.7.4 + UAP (other than
your weapons may be different (for example - out of the top of my head - I recall some changes happening to the Looking Glass Rifle
Additional weapons and/or balancing changes to already exiting ones appearing in some mods aren't included. That is especially
weapons but changes the parameters of quite some already existing ones as well. On the plus side, I'm considering creating anadditional database for Arcanum 1.0.7.4 + A:WIP 6.0 (or whatever will be the latest version at the time) some time in the future.
III. How do I use it?
[BACK TO TABLE OF CONTENTS]
sheet of this here Excel file is a database containing data about all weapons that one can find in Arcanum. If you want
weapon in the game, the database should prove useful for you.
sheet, on the other hand, contains all of the info needed to effectively understand and use the database plus some
[BACK TO TABLE OF CONTENTS]
Arcanum version 1.0.7.4 with Unofficial Arcanum Patch v091225 (with installed Extra ContentVIII. Semi-available weapons), because of it being arguably the most polished & fixed version
). If you're playing 1.0.7.0 or an even earlier version, the parameters of some of
bad news for A:WIP (a.k.a. "Forgotten Places of Arcanum" by rroyo) players, seeing how the mod not only introduces new
[BACK TO TABLE OF CONTENTS]
README and DATABASE sheets at the bottom left corner of the screen.
the weapon stats for a certain character and sort the received data.
data by multiple conditions, too. You can arrange the weapons alphabetically or, say, tell he database to only display magickal axesand daggers from highest to lowest AvD/AP. And then return everything to default and sort in a new way. It's all up to you.
IV. Miscellaneous
A few things which are important enough to be said at the beginning of the readme but too hard to classify to fit any other category:
between maces and hummers because it is quite artificial (there aren't any real differences from the game's point of view, plus the
a Staff), because it acts exactly like one - it's a ranged weapon requiring the Firearms skill to be used correctly, taking two hands and
common variant(s) in inequality signs to distinguish them (this applies to the rewards given by Doc Roberts, three weapons from the
V. What properties of weapons were omitted and why?
any effect at all, no matter how great the enemy's poison level. Not a factor worth mentioning.
In other words, one could say that it provides the damage values for a theoretical situation in which the chance to hit is
of those bonuses have nothing to do directly with the damage dealing properties of a weapon. Strength bonuses may be an exception, but if you are a STR 15 character with an Axe of Strength with MPA = 100%, simply set the database to STR = 16
Aptitude and Training levels of the character for which you are gatheringsix white cells (to prevent any mistakes, the database will make it
impossible to type in any invalid values there. Also, those six white cells are the only cells one should ever change - it is stronglyscrew up the whole database).
in any way you please by clicking on the arrows in the lower right corners of thecategory cells. Browse through the menu that opens and do whatever you fancy. Nothing stands in the way of sorting the
possible to sort descendingly/ascendingly with OpenOffice.org Calc - or at least I wasn't able to do so in the versionMicrosoft Office Excel, though the options may be easy to skip if the list is long,
[BACK TO TABLE OF CONTENTS]
Most of them are quite intuitive, the only possibly surprising one being Bludgeon. It was created to omit the division
Oak Axe Handle and Large Pipe wouldn't really fit in any of those categories). Also, the Tesla Rod is classified as a Rifle (rather than
with different stats but identical names, I put the origin of the less
under different conditions, the weapon has been split into two or more entriesin the database while the conditions were placed in parentheses (this situation applies to Harrow, as explained in XII. Harrow, and
VIII. Semi-available weapons).
[BACK TO TABLE OF CONTENTS]
- because this database is about harming enemies rather than exhausting them.
- because poison works so slow, in most cases the enemy will die before the poison will have enough time to bring
- because this database is about how hard it hits when it hits, not about the chance for it to hit at all.
(such as the stat boosts of the Axe of Strength or the Mysterious Dwarven Gauntlets for dwarves) - because most
example the fatigue draining properties of the Tranquilizer Gun), but they have one thing in common - they cannot be measured and expressed in the manner all other weapon parameters were expressed in the database.
manner all other weapon parameters were expressed in the database. It will be up to you to know which weapons cast spells and decide which is better: a weapon with a higher AvD/AP or a weapon with lower AvD/AP randomly casting, say, Harm.
VI. Abbreviations
These are the meanings and explanations (if needed) of the abbreviations used both in the database itself and in this readme. Ifyou don't understand anything in this file, check this section and you will probably find the explanation you need.
those weapons which can only be wielded with both hands (bows, rifles and staves).
weapons have positive complexity, tech weapons have negative complexity and neutral weapons have a complexity of zero.
Now, if a magick/hexed weapon has a complexity of X, it means that it's MPA will be 100% for a character with Aptitude = X, 0% for a character with Aptitude = -X and about 50% for a character with Aptitude = 0. MPA increases +/- linearly from 0% to
If a tech weapon has a complexity of -Y, it will have no critical failure adjustment for a character with Aptitude = 0 or lower, but have a Critical Failure +Z% adjustment for a character with positive Aptitude, where Z is (Cplx * 100)/Aptitude, rounded down to the nearest integer. Few tech items also have an invisible TPA (equivalent for MPA working in a similar way) for their special properties (like the DX boost from Charged Rings), but that doesn't apply for any of the tech weapons.
(also known as cursed = not-so-good magick, providing both advantages and disadvantages)
- some of them translate into direct damage (for example the area damage of the Grenade Launcher), some don't (for
- because they are cast randomly and their damage is hard to measure and express in the
- because they don't directly affect dealing damage.
[BACK TO TABLE OF CONTENTS]
- MSR when wielded with just one hand (while there is a shield or a device in another hand). The value of this parameter is "-" for
- Average Damage per Ammo Unit. One of the two most important parameters of pistols, rifles and bows, next to AvD/AP.
- Average Damage per Action Point. The one true parameter showing how effective in damage dealing a weapon is.
- Weapon's complexity. The bigger (or lower when negative) the number, the more magick/tech the weapon. Magick and hexed
- Weapon's affinity towards magick or technology. The possible affinities are tech, neutral, magick (=good magick) and hexed
VII. Ammo types
Ammo Type is a parameter which was initially included in the database, only to end up being deleted at the very end. Why? Becauseit turned out to be a waste of space, seeing how the rules are short and simple - pistols and rifles use bullets, bows use arrows.
Are there any exceptions? Indeed, yet only five of them can be found in the game:
VIII. Semi-available weapons
I decided to include those weapons in the database which - while impossible to be found in Arcanum normally - are present in thegame files and can be added to the game via means of modding or creating a custom background, just in case anyone would wish
they were such semi-available weapons in vanilla Arcanum and they can be such weapons in the UAP too, depending on whether
Drog Black Tooth, the creator of the UAP, changed the stats of the two above-mentioned weapons and restored them (among other things) in the Extra Content. In other words, if you have the Extra Content installed with your UAP, you will be able to normally find
- while not an abbreviation, it is a term which may need to be explained for some. It refers to the official version
[BACK TO TABLE OF CONTENTS]
[BACK TO TABLE OF CONTENTS]
was such a weapon in vanilla Arcanum, but it was added to the stock of Quality Smiths in the UAP.
Schreck's Pistol and the Levered Machined Gun. Why partially? Because
Unarmed weapons (gloves, gauntlets and your very own fists) are used only if you do not have any actual weapons equipped.Being technically armor, they don't have any MSR nor do they have visible Speed. An attack with all unarmed weapons always costs5 APs (training doesn't affect this), which means that their Speed = 10 +/- 1. In the database all unarmed weapons were given
X. Shocking Staff
as MinD, MaxD or AvD/AP aren't static for this weapon. That is so because the Shocking Staff acts more like an item than a weapon
When a successful hit is done with the Shocking Staff, it deals 1-6 normal and 1-3 fatigue damage (+ the bonuses from Strength),which means the first hit acts like a standard melee attack. After that the weapon "takes over" and 100% successfully deals 1-10electrical damage (using up 2 batteries per hit) with each hit and doesn't stop until - Turn Based combat speaking - it runs out of the
Sometimes the Shocking Staff acts like a vaccine, by which I mean that it deals electrical damage until the user runs out of APs andthen, in the following rounds, it just acts like a normal staff against that enemy. Then again, sometimes it doesn't. I'm not yet sure
In Real Time combat, where there are no APs, the only things that can stop the Shocking Staff's effect after the first successful hit
To be perfectly honest, the weapon is dreadfully bugged even in the UAP. Why do I say so? Because casting some spells (forexample Harm, Jolt, Bolt of Lightning, Stone Throw or Stun) on an enemy while holding the Shocking Staff for some reason turnson the Shocking Staff's electric damage dealing effect on that enemy, no matter the distance. Crazy.
XI. Throwing Dagger
The Throwing Dagger doesn't work properly even with the latest UAP and when equipped as a weapon it will never hit a target. If itis thrown manually, though, it will work more or less properly, in the way described in the database. Acting more like a thrown itemthan a weapon, it has no MSR and static speed, but its damage does increase with Strength.
Truth be said, all melee weapons deal their proper damage when manually thrown, but the Throwing Dagger is the only one which
XII. Harrow
Harrow is an exception among weapons is so many ways. It is so because the damage it deals - as well as some othercharacteristics of its behaviour - are all dependent on a script exclusive to this axe.
First of all, the damage it deals depends on the user's race and alignment. The values aren't shown in the game, so here you go:
[BACK TO TABLE OF CONTENTS]
[BACK TO TABLE OF CONTENTS]
in the database. Why was it omitted? Because parameters such
[BACK TO TABLE OF CONTENTS]
[BACK TO TABLE OF CONTENTS]
(Because of the above shown Harrow's changeability, it was split into those exact eleven entries in the database)
Another unusual thing about Harrow is that it doesn't have a damage cap, as opposed to all other weapons in the game which have
On the amusing plus side, because of the game's inability to recognise Harrow's wielder as the one responsible for kills performedwith it, guards in cities won't attack him for murders committed with the axe even if he is standing right next to the body of therecently slaughtered citizen (with the exception of guards which have witnessed the act of murder).
XIII. Weapons with magickally adjusted speed
These adjustments are calculated by the database, but they're being listed so that everyone can know where to expect the changes.
If the Speed Adjustment is positive, Speed rises with the increase of MPA. If it's negative, it decreases with the increase of MPA.
XIV. Weapons with magickally adjusted MSR
These adjustments are calculated by the database, but they're being listed so that everyone can know where to expect the changes.
Sword. One would expect it to be the other way around, seeing how the Staff is a hexed weapon and the Sword is a magick one,
"Max Damage without bonuses from Strength or Magick x 3" ("x 2" instead of "x 3" for unarmed weapons).
Additionally - and this is rather disappointing - damage dealt and kills performed with Harrow provide absolutely no Experience
[BACK TO TABLE OF CONTENTS]
[BACK TO TABLE OF CONTENTS]
the MSR of Grack's Burdensome Staff and the higher the MSR of Torian Kel's Ancestral
XV. Thanks
Special thanks for directly helping make this database as good and complete as possible go to:
XVI. A few last words
Hope you will find this database useful for your characters, concepts and cogitations. I sure will.
I did my best to include every single weapon from the game and do so flawlessly, but mistakes happen. If you spot such a mistake
will be answered, the mistake checked and - if confirmed - corrected and the database updated.
THERE IS NO SECRET MESSAGE HERE, GO AWAY.
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- for expressing just the right unsettling questions and pertinent suggestions that helped push this project in the right
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or notice that I forgot to include some weapon, please contact me on the terra-arcanum.com forums or via email. The message