(even if you aren't vegan)
Difference between revisions of "Grounded/Weapons"
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Revision as of 19:15, 4 March 2014
Weapons are the tools of the trade in Grounded, as most everyone from simple merchants and builders to the mightiest of warriors and mages use weaponry to fortify themselves. Every character is given an array of either melee or ranged weapons to use against the enemies they encounter in the world as they try to settle the new frontier.
Melee Weapons
Melee combat is the most common form of combat found in the game. The downside to melee weaponry is that it lacks the range possible with ranged, but often scores more damage. In combat, the basic attack function goes on cooldown every few hits, determined by both how many hits the character can make and how fast the attacks take to execute. Ranged combatants make less attacks but can attack from further range, and often with an added level of safety. Detrimental Skills are factored off of the weapon's base damage. A character that runs towards a target before landing can score a charge hit, which adds bonus damage on the hit, and end the run at the enemy's square.
Melee weapons have four factors that they are graded on, based on a set scale of points. Damage determines how powerful a hit is when an attack connects. Knockback is the force behind a hit, from 0-2, that knocks the target hit away that distance. Knockback can be further increased on charges. Speed is the relative speed in the weapon attack. The more speed the weapon has, the faster it attacks. This will allow a character to quickly utilize their attacks. Reach determines how far out the weapon can reach in hexes, from 1-3. Weapons with reach can strike enemies within reach with their regular attacks, allowing for further safety.
Melee weaponry varies in power based on what materials are used to make the weaponry. Melee weapons have a certain durability, and when that durability is used up, the weapon will break, turning into a broken version of the item. These items must be repaired in order to regain functionality.
Every melee weapon provides to it's wielder two common Weapon Tricks. These are Active abilities that cost no resource. One-Handed Melee weapons provide one additional Trick each and a passive ability, while Two-Handed Melee weapons provide two additional Tricks. One-Handed Weapons can be dual-wielded to people with the Ambidextrous trait.
- Disarm - A Disarm attack reduces damage from enemies when successful, until they deal a certain amount of damage. Disarming does not work on targets who have no weapons.
- Grapple - A Grappled character cannot move away from you until they deal a certain amount of damage. The grappler can control the movement of the main target, albeit slowed.
The following is a list of the melee weapons, along with the additional abilities they provide, divided into two categories; One-Handed and Two-Handed.
Damage | Knockback | Speed | Reach | |
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Sword | |
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Scythe | |
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Club | |
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Knuckles | |
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Buckler | |
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Mace | |
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Fan | |
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Rapier | |
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Sickle | |
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Dagger | |
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Halberd | |
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Whip | |
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Spear | |
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Hammer | |
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Claws | |
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Axe | |
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Staff | |
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Flail | |
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Standard | |
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Ranged Weapons
Ranged weaponry is a formidable alternative to melee combat for the safety-conscious. Ranged combat is slightly different from melee combat in respects that ranged combatants aren't limited by cooldowns or limited attacks, but their attacks are pitiful if they don't charge them. Ranged combatants do not gain the benefit of charging into combat like melee counterparts, but a ranged combatant can hold their weapon and better prepare the shot to increase range, and if they take enough time to prep their weapon for a shot, it will gain increased damage, akin to charge attacks with melee weapons.
The four factors of Ranged Weapons work similarly to their melee counterparts. Damage is the damage the weapon does on a shot that isn't fully charged. Knockback is the force the weapon exudes when a hit connects, and is unaffected by charge shots. Range is how far the weapon can reach, ranging with quality and with charge, and Charge is how long you can charge the weapon, the charge score representing how many stages the weapon takes to charge, from 1-3. Weapons with less charge score less bonus range and damage, but are oft more powerful in other parameters. Weapons with high charges can score more bonus range and damage. Each charge increases the range by two hexes and adds several points of damage(dependent on the damage range of the weapon).
Ranged weaponry usually only comes in one incarnation, as opposed to being made of various other materials. This is because a single ranged weapon has a more diverse damage pool than melee weaponry of certain classes. There are certain variants therein of ranged weaponry, somewhat dependent on the weapon in question.
Every ranged weapon provides to it's wielder two common Weapon Tricks. These are Active abilities that cost no resource. All Ranged weapons provide two additional Tricks. All Ranged Weapons are two-handed, and there is no way to dual-wield ranged weaponry.
- Tag - A Tagged target takes physical damage as they move. Tag lasts until the target takes 100% of the weapon's base damage or if they heal beyond the damage they've already taken at any point during the Tag.
- Volley - A Volley deals the weapon's damage to all targets in a cone. The damage from this ability can critically strike and confers all applicable weapon and passive ability effects.
The following is a list of the ranged weapons, along with the additional abilities they provide.
Damage | Knockback | Range | Charge | |
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Bow | |
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Gun | |
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Javelin | |
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Bombs | |
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Balls | |
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Bolas | |
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Crossbow | |
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Knife | |
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Chakram | |
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Shuriken | |
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Fire Lance | |
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Slingshot | |
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Tomahawk | |
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Shotgun | |
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Harpoon | |
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Hand Cannon | |
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Net | |
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Boomerang | |
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Blowdart | |
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