Difference between revisions of "Ranged Weapons"

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!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes
 
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Revision as of 00:04, 24 March 2010

Ranged weapons and ammunition

Unlike melee weapons, ranged weapons rely on ammunition. Rifles need bullets to work, while the native blowpipe needs poison darts to work.

Ranged Weapons
Name Base damage Base accuracy Normal trade value Locations Notes
Rifle 5 20% $300 Outsider Weapon Huts, Jungle 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.)
Blowpipe 4 (and some poison damage) 20% $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.
Ammunition
Name Normal trade value Locations Notes
Rifle bullet $15 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.)
Poison dart $10 Native weapon huts, Ruins, Jungle 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.)