Difference between revisions of "Ranged Weapons"

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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.   
 
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.   
  
===Ranged Weapons Table===
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=List of Ranged Weapons=
 +
==Blowpipe==
 +
*[[File:Blowpipe.png|right|Blowpipe]]'''Location Found''' - Natives weapon huts, Jungle
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*'''Base Damage''' - 4 HP
 +
*'''Base Accuracy''' - 20%
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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" />
  
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"
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===Poison Darts===
|-bgcolor="green"
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*[[File:Poisondart.png|right|Poison Dart]]'''Location Found''' - Native weapon huts, Jungle
!colspan="6"|Ranged Weapons
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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" />
|-bgcolor="LimeGreen"
 
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes
 
  
|-valign="top"
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==Pistol==
|Rifle
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*[[File:Pistol.png|right|Pistol]]'''Location Found''' - Ghost Ship. Can be found with varying amount of ammo already loaded.
|align="right"|5
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*'''Base Damage''' - 4 HP
|align="right"|20%
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*'''Base Accuracy''' - 20%
|align="right"|$300
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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" />
|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.)''
 
  
|-valign="top"
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===Bullets===
|Blowpipe
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*[[File:Pistolbullet.png‎|right|Pistol Bullet]]'''Location Found''' - Ghost ship.
|align="right"|4 (and some poison damage)
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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" />
|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 [[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. 
 
|}
 
  
==Ranged Weapons Ammunition==
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==Rifle==
Unlike melee weapons, ranged weapons rely on ammunitionRifles need bullets to work, while the native blowpipe needs poison darts to work. Rifle bullets need to be manually loaded, and cause high damage. Poison darts do not need to be loaded, and cause slightly lower damage and poison.
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*[[File:Rifle.png|right|Rifle]]'''Location Found''' - Outsider weapon huts, JungleCan 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.)''<br style="clear:both" />
  
===Ammunition Table===
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===Bullets===
 +
*[[File:Bullet.png|right|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.''')''<br style="clear:both" />
  
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"
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=Ranged Weapons Given Away in Contests=
|-bgcolor="Green"
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==Hunting Rifle==
!colspan="4"|Ammunition
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*[[File:Huntingrifle.png|right|Hunting Rifle]]'''Base Damage''' - 5
|-bgcolor="LimeGreen"
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*'''Base Accuracy''' - 20%
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes
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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" />
|-valign="top"
 
|Rifle bullet
 
|align="right"|$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.''')''
 
 
 
|-valign="top"
 
|Poison dart
 
|align="right"|$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.''')''
 
|}
 
  
 
[[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.