Difference between revisions of "Ranged Weapons"

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(New page: == Ranged weapons and ammunition == Unlike melee weapons, ranged weapons rely on ammunition. If a ranged weapon is not loaded, the character will not be able to attack with it. Reloading i...)
 
 
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== Ranged weapons and ammunition ==
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=General Information=
Unlike melee weapons, ranged weapons rely on ammunition. If a ranged weapon is not loaded, the character will not be able to attack with it. Reloading is accomplished for 1 [[AP]] by clicking on name of the ammunition associated with weapon in the inventory list.
 
  
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"
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Range weapons have the best hit percentage in the game in the hands of a [[Warrior]] or a [[Soldier]] when they are leveled in the correct skills.  Rifles have a high damage equivalent to the [[heavy sword]], while blowpipes will poison NPCs and PCs with varying results. 
|-bgcolor="green"
 
!colspan="6"|Ranged Weapons
 
|-bgcolor="seagreen"
 
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes
 
  
|-valign="top"
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=List of Ranged Weapons=
|Rifle
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==Blowpipe==
|align="right"|5
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*[[File:Blowpipe.png|right|Blowpipe]]'''Location Found''' - Natives weapon huts, Jungle
|align="right"|20%
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*'''Base Damage''' - 4 HP
|align="right"|$300
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*'''Base Accuracy''' - 20%
|Outsider Weapon Huts, Jungle
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*'''Special Notes''' - Needs ammo (poison darts). Darts are not loaded into the blowpipe, like the rifle, but poison darts are taken directly from their stack. Uses 2 inventory spaces. ''('''Outsiders require ''[[native knowledge]]'' to use.''')''. Requires 1.5 AP to fire, but the Native skill [[Native Only Skills|Basic Blowpipe Use]] drops this to 1 AP. Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage per action until the poison effect wears off.  No XP is gained from poison damage.<br style="clear:both" />
|Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). ''('''Natives require ''[[outsider knowledge]]'' to use.)''
 
  
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===Poison Darts===
|Blowpipe
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*[[File:Poisondart.png|right|Poison Dart]]'''Location Found''' - Native weapon huts, Jungle
|align="right"|4 (and some poison damage)
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*'''Special Notes''' - Used as ammo for blowpipes. Found as singles or in bundles with up to 9 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. ''('''Outsiders require ''[[native knowledge]]'' to use.''')''<br style="clear:both" />
|align="right"|20%
 
|align="right"|$300
 
|Native Weapon Huts, Jungle
 
|Needs ammo (poison darts). Darts are not loaded into the blowpipe, like the rifle, but poison darts are taken directly from their stack. Uses 2 inventory spaces. ''('''Outsiders require ''[[native knowledge]]'' to use.''')''. Requires 1.5 AP to fire, but the Native skill [[Basic Blowpipe use]] drops this to 1 AP. Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage until they are healed with a healing herb or a first aid kit.  No XP is gained from poison damage. 
 
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==Pistol==
|-bgcolor="Green"
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*[[File:Pistol.png|right|Pistol]]'''Location Found''' - Ghost Ship. Can be found with varying amount of ammo already loaded.
!colspan="4"|Ammunition
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*'''Base Damage''' - 4 HP
|-bgcolor="seaGreen"
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*'''Base Accuracy''' - 20%
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes
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*'''Special Notes''' - Needs ammo (bullets). Holds 4 bullets at a time. Must be loaded 1 bullet at a time, costing 1 AP per bullet loaded. Unloading all bullets from a pistol costs 1 AP. <br style="clear:both" />
  
|-valign="top"
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===Bullets===
|Rifle bullet
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*[[File:Pistolbullet.png‎|right|Pistol Bullet]]'''Location Found''' - Ghost ship.
|align="right"|$15
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*'''Special Notes''' - Used as ammo for rifles (which hold 2 bullets each) or pistols (maximum of 4 bullets each). Requires 1 inventory space per bullet. ''('''Natives require ''[[outsider knowledge]]'' to use.''')''<br style="clear:both" />
|Outsider weapon huts, Jungle''
 
|Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 9 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. ''('''Natives require ''[[outsider knowledge]]'' to use.''')''
 
  
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==Rifle==
|Poison dart
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*[[File:Rifle.png|right|Rifle]]'''Location Found''' - Outsider weapon huts, Jungle.  Can be found with varying amount of ammo already loaded.
|align="right"|$10
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*'''Base Damage''' - 5 HP
|Native weapon huts, Ruins, Jungle''
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*'''Base Accuracy''' - 20%
|Used as ammo for blowpipes. Found as singles or in bundles with up to 9 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. ''('''Outsiders require ''[[native knowledge]]'' to use.''')''
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*'''Special Notes''' - Needs ammo (bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). Must be loaded 1 bullet at a time, costing 1 AP per bullet loaded. Unloading all bullets from a rifle costs 1 AP. ''('''Natives require ''[[outsider knowledge]]'' to use.)''<br style="clear:both" />
|}
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===Bullets===
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*[[File:Bullet.png|right|Bullet]]'''Location Found''' - Outsider weapon huts, shipwreck, jungles.
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*'''Special Notes''' - Used as ammo for rifles (which hold 2 bullets each) or pistols (maximum of 4 bullets each). Found as singles or in boxes with up to 9 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. ''('''Natives require ''[[outsider knowledge]]'' to use.''')''<br style="clear:both" />
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=Ranged Weapons Given Away in Contests=
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==Hunting Rifle==
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*[[File:Huntingrifle.png|right|Hunting Rifle]]'''Base Damage''' - 5
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*'''Base Accuracy''' - 20%
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*'''Holder''' - [http://www.shartak.com/profile.cgi?id=7961 Cold Seether]
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*'''Special Notes''' - Given as a prize for the [[The_Royal_Expedition%27s_Grand_Hunt|The Royal Expedition's Grand Hunt]].  Neil Tathers won the competition, but gave the weapon to Cold Seether because he had no use for it himself.<br style="clear:both" />
  
 
[[category:Items]]
 
[[category:Items]]

Latest revision as of 13:15, 29 September 2019

General Information

Range weapons have the best hit percentage in the game in the hands of a Warrior or a Soldier when they are leveled in the correct skills. Rifles have a high damage equivalent to the heavy sword, while blowpipes will poison NPCs and PCs with varying results.

List of Ranged Weapons

Blowpipe

  • Blowpipe
    Location Found - Natives weapon huts, Jungle
  • Base Damage - 4 HP
  • Base Accuracy - 20%
  • Special Notes - Needs ammo (poison darts). Darts are not loaded into the blowpipe, like the rifle, but poison darts are taken directly from their stack. Uses 2 inventory spaces. (Outsiders require native knowledge to use.). Requires 1.5 AP to fire, but the Native skill Basic Blowpipe Use drops this to 1 AP. Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage per action until the poison effect wears off. No XP is gained from poison damage.

Poison Darts

  • Poison Dart
    Location Found - Native weapon huts, Jungle
  • Special Notes - Used as ammo for blowpipes. Found as singles or in bundles with up to 9 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. (Outsiders require native knowledge to use.)

Pistol

  • Pistol
    Location Found - Ghost Ship. Can be found with varying amount of ammo already loaded.
  • Base Damage - 4 HP
  • Base Accuracy - 20%
  • Special Notes - Needs ammo (bullets). Holds 4 bullets at a time. Must be loaded 1 bullet at a time, costing 1 AP per bullet loaded. Unloading all bullets from a pistol costs 1 AP.

Bullets

  • Pistol Bullet
    Location Found - Ghost ship.
  • Special Notes - Used as ammo for rifles (which hold 2 bullets each) or pistols (maximum of 4 bullets each). Requires 1 inventory space per bullet. (Natives require outsider knowledge to use.)

Rifle

  • Rifle
    Location Found - Outsider weapon huts, Jungle. Can be found with varying amount of ammo already loaded.
  • Base Damage - 5 HP
  • Base Accuracy - 20%
  • Special Notes - Needs ammo (bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). Must be loaded 1 bullet at a time, costing 1 AP per bullet loaded. Unloading all bullets from a rifle costs 1 AP. (Natives require outsider knowledge to use.)

Bullets

  • Bullet
    Location Found - Outsider weapon huts, shipwreck, jungles.
  • Special Notes - Used as ammo for rifles (which hold 2 bullets each) or pistols (maximum of 4 bullets each). Found as singles or in boxes with up to 9 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. (Natives require outsider knowledge to use.)

Ranged Weapons Given Away in Contests

Hunting Rifle

  • Hunting Rifle
    Base Damage - 5
  • Base Accuracy - 20%
  • Holder - Cold Seether
  • Special Notes - Given as a prize for the The Royal Expedition's Grand Hunt. Neil Tathers won the competition, but gave the weapon to Cold Seether because he had no use for it himself.