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Note: this section is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added. For the other significant changes of version 0.3 you should visit the mod's [[Mod-No Name Yet Pixel Dungeon|main page]].
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Note: this section is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added in the section of the ranged missile weapons. For the other significant changes of version 0.3 you should visit the mod's [[Mod-No Name Yet Pixel Dungeon|main page]].
   
 
== General features ==
 
== General features ==
Line 423: Line 423:
 
|}
 
|}
   
== Ranged Weapons ==
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== Ranged Weapons (only Missile) ==
'''Important Note''': Already from version 0.2, in order to simplify the use of ranged weapons, the Sling, all Flintlock weapons, bullets and gunpowder have been removed from the game, but two new bows (Composite - tier 4, good at critical hits, and Long - tier 2, improved critical effects) and a Light Crossbow (tier 3, good at critical hits) have been added to fill the different tiers for ranged weapons. The bow has been renamed to Short Bow, is now a tier 1 weapon and the starting weapon of the Acolyte, but retains its familiar sprite and description. In contrast the Arbalest's tier has been increased to tier 5 and apart from increased critical chance it now also has improved critical effects (it retains its familiar name and sprite). A new rarer type of arrow that stuns, named Blunted Arrow, has also been added. So, in the current version of NNYPD (0.3) the available ranged weapons are:
+
Note: Already from version 0.2, in order to simplify the use of ranged weapons, the Sling, all Flintlock weapons, bullets and gunpowder have been removed from NNYPD, but two new bows (Composite - tier 4 and Long - tier 2) and a Light Crossbow (tier 3) have been added to fill the different tiers for ranged weapons. The bow has been renamed to Short Bow, is now a tier 1 weapon and the starting weapon of the Acolyte, but retains its familiar sprite and description. In contrast the Arbalest's tier has been increased to tier 5 and received increased effects. A new rarer type of arrow that stuns, named Blunted Arrow, has also been added. So, in the current version of NNYPD (0.3) the available ranged weapons are:
 
=== Tier 1 ===
{| class="article-table"
 
 
{{Game description|In the hands of a skilled archer, this weapon can be extremely effective.|width = 100%|image = Bow YAPD.png|heading = Short Bow}}
!
 
 
* Str. req. 9, Dam. 3-8, needs arrows, rarely pierces armor, does not decrease stealth and accuracy, Dam. scaling +1/+1
!Missile
 
!Flintlock
 
|-
 
|Tier 1
 
|Short bow
 
|<nowiki>-</nowiki>
 
|-
 
|Tier 2
 
|Long bow (improved critical effects)
 
|<nowiki>-</nowiki>
 
|-
 
|Tier 3
 
|Liight crossbow (good at critical hits)
 
|<nowiki>-</nowiki>
 
|-
 
|Tier 4
 
|Composite bow (good at critical hits)
 
|<nowiki>-</nowiki>
 
|-
 
|Tier 5
 
|Arbalest (good at critical hits & improved critical effects)
 
|<nowiki>-</nowiki>
 
|}
 
   
 
=== Tier 2 ===
These changes will be soon immersed in the section below, but the removed weapons and items have already been omitted from the page.
 
  +
{{Game description|A long, strong bow carved from a single piece of wood. In trained hands, these bows are lethal weapons that can bring down a foe from afar. This weapon will inflict improved critical effects.
  +
|width = 100%|heading = Long Bow}}Note: the sprite of the long bow will be soon uploaded to the wiki.
  +
* Str. req. 12, needs arrows, WIP
   
=== ''Missile'' ===
+
=== Tier 3 ===
 
{{Game description|This devious mechanism allows shooting quarrels with ridiculous force. This weapon is good at scoring critical hits.
{{Game description|In the hands of a skilled archer, this weapon can be extremely effective.|width = 100%|image = Bow YAPD.png|heading = Short Bow}}
 
  +
|width = 100%|heading = Light Crossbow}}Note: the sprite of the light crossbow will be soon uploaded to the wiki.
* Tier 1, Str. req. 12, Dam. 4-12, needs arrows, rarely pierces armor, without strength penalties decreases stealth and accuracy by 10%, Dam. scaling +1/+2
 
  +
* Str. req. 14, needs quarrels, WIP
{{Game description|This devious mechanism allows shooting quarrels with ridiculous force.|width = 100%|image = Arbalest YAPD.png|heading = Arbalest}}
 
  +
* Tier 5, Str. req. 16, Dam. 5-16, needs quarrels, pierces armor, increased critical chance, without strength penalties decreases stealth and accuracy by 20%, Dam. scaling +1/+3
 
 
=== Tier 4 ===
  +
{{Game description|In the hands of a skilled archer, this weapon can be extremely effective. This weapon is good at scoring critical hits.
  +
|width = 100%|heading = Composite Bow}}Note: the sprite of the composite bow will be soon uploaded to the wiki.
  +
* Str. req. 16, needs arrows, WIP
  +
 
=== Tier 5 ===
  +
{{Game description|This devious mechanism allows shooting quarrels with ridiculous force. This weapon is good at scoring critical hits and will inflict improved critical effects.|width = 100%|image = Arbalest YAPD.png|heading = Arbalest}}
  +
* Str. req. 18, needs quarrels, WIP
 
Loot rates and shop availability for all missile weapons follow the melee weapon tier loot rates.
 
Loot rates and shop availability for all missile weapons follow the melee weapon tier loot rates.
  +
  +
==== ''Consumables'' ====
  +
{{Game description|A wooden shaft with metal tip and basic fletching. Flies fast, strikes true.|width = 100%|heading = Arrow}}Note: the sprite of the arrow will be soon uploaded to the wiki.
  +
  +
''WIP''{{Game description|Originally designed for knocking birds from the air without damaging their meat and feathers, blunted arrows quickly became a staple of thieves and thugs who preferred to take their victims down from a distance.
  +
|width = 100%|heading = Blunted Arrow}}Note: the sprite of the blunted arrow will be soon uploaded to the wiki.
  +
  +
WIP
   
 
=== ''Throwing weapons'' ===
 
=== ''Throwing weapons'' ===
In addition to the new melee weapons, 3 new throwing weapons are also added:
+
In addition to the new melee weapons, 3 new throwing weapons have been also added to those already existing from YAPD:
 
* tier 3: Hammer
 
* tier 3: Hammer
 
* tier 4: Moon Glaive, Throwing Spear
 
* tier 4: Moon Glaive, Throwing Spear

Revision as of 21:43, 3 July 2020

Note: this section is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added in the section of the ranged missile weapons. For the other significant changes of version 0.3 you should visit the mod's main page.

General features

Some of YAPD's weapon mechanics have been more or less changed in NNYPD, so players should not take their knowledge of weapons from YAPD for granted in NNYPD. Nevertheless, if a weapons' feature is not mentioned in this page, that is because it remains the same with YAPD.

Blocking / Parrying

A new attribute is added to shields and melee weapons, Defensive Power, which represents the chance of blocking an incoming attack. Strength also increases the value of defensive power. Guarding will grant an amount of blocking instances (an amount fixed for each shield and weapon) and moving or being hit will consume one instance. After all instances are lost, Guard stance is lost. Guarding with shields will provide more instances than weapons but will reduce dodge at half. On a successful block there is a chance to leave the enemy Exposed. That chance is no longer constant, and it depends on equipment (shield/weapons), self awareness and enemy awareness.

Every weapon can also be used to Block damage / Parry and has different modifiers each, mostly according to their tier, while shields can also be used to slam enemies, dealing some damage and having a chance to push back the enemy (long click/tap on shield to activate). Upgrading them increases defense in both weapons and shields. The hero can equip shields from all tiers along with all weapons, but with a strength penalty for both weapon and shield, if the weapon is heavy two-handed (from +2 for tier 1, and +3 for tier 2, up to +7 for tier 5). As a consequence, in late-game the hero will be able to equip both weapon and shield without a strength penalty only with the tier 4 Sacrificial Blades and Flail, and the tier 5 Greatsword. Ranged weapons cannot be equipped along with shield.

Critical hitting and additional effects

Most weapons have a chance to score critical hits, dealing increased damage and applying additional effects in most cases. Critical chances are affected by both damage done (the stronger the weapon, the bigger the chance) and the hero's awareness.

The critical effect will be based on weapon type (blade, blunt, thrust, flintlock). Blade weapons will have a chance to cause bleeding, while some of the heavier ones may cause serious wounds, crippling their target in addition. Blunt weapons can knock enemies on a critical hit, making them dazed and the heavier ones might even stun them.Thrust weapons will be able to strike unprotected parts of the body causing to completely ignore the target armor (pierce armor) and even causing serious bleeding in addition. Flintlock weapons can cause bleeding, cripple and even push the target.

Lastly, some enemies aren't organic to be affected by bleeding or stunning, but blade and blunt weapons can still cause extra damage on criticals to some of them as well. In particular blade weapons can “slice” through ethereal bodies like wraiths and elementals, while blunt weapons can "crush" solid bodies like skeletons and statues.

Damage Type Regular Effect Improved Effect Notes
Blade / Flintlock Bleeding Cripple instead of Bleeding Won’t affect inorganic targets, with the exception of Ethereal enemies, that will be sliced receiving increased damage.
Blunt Daze Stun for one turn in addition to Daze Won’t affect mindless targets, with the exception of Solid enemies, that will be crushed receiving increased damage.
Thrust Armor Piercing Bleeding in addition to armor piercing Won’t affect enemies that don't have armor class

Most weapons also have different bonuses:

  • Axes: greater critical chances
  • Daggers: greater backstab damage
  • Dual Weapons: better attack speed
  • Flail/Maces: will cause Stun on top of dazing enemies on criticals.
  • Moon blades/Quarterstaff: better blocking modifiers.
  • Polearms: can attack enemies from one tile away.
  • Swords: better counter damage

Dual and Off-hand wielding

Dual wielding is no longer available, but with a ranged weapon on the main hand the hero can equip light one-handed weapons in the offhand slot to be used when enemies get in melee range without a strength penalty and with a strength penalty for heavy one handed (from +2 for tier 1 and +3 for tier 2, up to +7 for tier 5).

Precision

At melee range, throwing weapons have half chance to hit. Ranged attacks can still miss unaware/stunned enemies (chance based on distance). Ranged attacks don't stack combos and don't gain bonus damage from combos.

Strength penalties

Accuracy and Stealth penalties for all weapons get reduced by surpassing the weapons' strength requirement by -2.5% per excess Str. point, but stop decreasing after reaching half of the base penalty. The opposite applies for falling behind the strength requirement (penalties for accuracy, stealth and also attack speed apply and increase per inadequate strength points).

Surprise attacking

Every weapon has a Backstab bonus damage modifier, lower for heavy weapons, higher for light ones, very high for those described as effective against unaware enemies and negative instead for flail, which means that backstabbing with flail usually will not give a damage higher than base non-backstab damage even with a ring of Shadow and high stealth. Awareness now also affects critical chance and expose chance. Backstab / Sneak attack bonus damage is affected by the hero's current Stealth and stealth values lower than 100 will reduce/negate the base modifier from the weapon, while higher stealth will increase it. The backstab bonus is not applied if the hero doesn't see the enemy, like with throwing weapons through grass.

Melee Weapons

Weapons in NNYPD are much more than those in YAPD as 9 new melee weapons are added.

  • tier 1: Short Staff
  • tier 2: Hand Axe, Scimitar
  • tier 3: Assassin's Blade, Moonblades, Twinblades
  • tier 4: Flail, Great Axe, Sacrificial Blades

Also Battle Axe becomes tier 3 from 4, Shortsword tier 2 from 3, Quarterstaff tier 2 from 1.

A complete list of weapons follows (generally light weapons have lower strength penalties but also deal less damage than heavy weapons, and the same applies to one handed weapons compared to two handed). Note that when a weapon is described as new, this means "new for YAPD", as some of the weapons added in NNYPD have already existed at least in name in Original PD or its other mods.

Tier 1

Dagger
Dagger
A simple iron dagger with a well worn wooden handle.
  • Light one-handed, Str. req. 8, Dam 3-8, Def. power 2, starting secondary weapon of Acolyte and starting main weapon of Brigand, effective against unaware enemies, rarely pierces armor, does not decrease stealth and accuracy, Dam. scaling +1/+2, Def. scaling +1
Knuckleduster
Knuckledusters
A piece of iron shaped to fit around the knuckles. This simple design allows attacking with this weapon as fast as with fists, while being almost impossible to knock it out of them.
  • Dual, Str. req. 10, Dam. 2-6, Def. power 2, very fast, daze, does not decrease stealth and accuracy, Dam. scaling +1/+1, Def. scaling +1
Short staff NNYPD
Short staff
A well-carved staff, it allows greater control over magic wands.
  • New weapon, heavy one-handed, Str. req. 10, Dam. 3-10, Def. power 3, starting weapon of Scholar instead of the quarterstaff, increases wands' effectiveness, dazes, without strength penalties decreases stealth and accuracy by 10%, Dam. scaling +1/+2, Def. scaling +1

Tier 1 weapons are common loot and are always sold at the depth 5 shop.

[In the tables that follow, weapons are sorted primarily by strength requirement and for weapons with same strength requrement, first by base damage and second by damage scaling from lower to higher.]

Weapon Str. Req. Base dam.

Dam. Scal.

Def. / Scal. Penal. Dam. Type Special
Dagger 8 3 - 8 +1 / +2 2 +1 - Thrust Better Backstabs
Knuckledusters 10 2 - 6 +1 / +1 2 +1 - Blunt Very fast
Short Staff 10 3 - 10 +1 / +2 3 +1 10% Blunt Incr. wand effect.

Tier 2

Handaxe
Hand axe
A light axe, most commonly used for felling trees, but a decent weapon after all.
  • New weapon, Light one-handed, Str. req. 10, Dam. 4-11, Def. power 3, great critical hit, causes bleeding, without sttrength penalties decreases St. and Acc. by 5%, Dam. scaling +1/+2, Def. scaling +1
Mace
Mace
The iron head of this weapon inflicts substantial damage.
  • Heavy one-handed, Str. req. 12, Dam. 4-14, Def. power 4, improved critical effects, rarely stuns, dazes, without strength penalties decreases stealth and accuracy by 10%, Dam. scaling +1/+3, Def. scaling +1
Quarterstaff NNYPD
Quarterstaff
A staff of hardwood, sturdy enough to efectively block attacks, but also to allow spellcasters to improve mental focus.
  • New weapon, heavy two-handed, Str. req. 12, Dam. 4-12, Def. power 6, increases wands' effectiveness, dazes, without strength penalties decreases stealth and accuracy by 10%, Dam. scaling +1/+3, Def. scaling +2
Scimitar
Scimitar
A thick curved blade.
  • New weapon, heavy one-handed, Str. req. 12, Dam. 4-14, Def. power 4, good counter attack, rarely causes bleeding, without strength penalties decreases stealth and accuracy by 10%, Dam. scaling +1/+3, Def. scaling +1
Shortsword YAPD
Shortsword
It is indeed quite short, just a few inches longer than a dagger.
  • Light one-handed, Str. req. 10, Dam. 4-11, Def. power 3, starting weapon of Warrior, good counter attack, causes bleeding, normally decreases stealth and accuracy by 5%, Dam. scaling +1/+2, Def. scaling +1
Spear
Spear
A slender wooden rod tipped with sharpened iron.
  • Light two-handed, Str. req. 13, Dam. 4-14, Def. power 4, extra range, rarely pierces armor, without strength penalties decreases stealth and accuracy by 20%, Dam. scaling +1/+3, Def. scaling +1

Tier 2 weapons are regular loot and are always sold at the depth 10 shop.

Weapon Str. Req. Base dam. Dam. Scal. Def. / Scal. Penal. Dam. Type Special
Hand Axe 11 4 - 11 +1 / +3 4 +1 5% Blade Increased Crit. chance (x3)
Shortsword 11 4 - 11 +1 / +3 4 +1 5% Blade Better Counter damage
Quarterstaff 12 4 - 12 +1 / +3 6 +2 10% Blunt Better Defense
Mace 12 4 - 14 +1 / +3 4 +1 10% Blunt Improved Crits.
Scimitar 12 4 - 14 +1 / +3 4 +1 10% Blade Better Counter Damage
Spear 13 4 - 14 +1 / +3 4 +1 20% Thrust Extra Reach

Tier 3

Assassin blade NNYPD
Assassin blade
A finely crafted dagger, its wavy blade is great for piercing through armors, and deadly against unaware foes.
  • New weapon, light one-handed, Str. req. 12, Dam. 4-12, Def. power 4, improved critical effects, very effective against unaware enemies, pierces armor and causes bleeding, without strength penalties decreases stealth and accuracy by 10%, Dam. scaling +1/+3, Def. scaling +1
Battle axe NNYPD
Battle axe
This axe is specifically designed for combat.
  • New weapon, heavy one-handed, Str. req. 14, Dam. 5-18, Def. power 5, great critical hit, causes bleeding, without strength penalties decreases stealth and accuracy by 15%, Dam. scaling +1/+4, Def. scaling +1
Broadsword
The razor-sharp length of steel blade shines reassuringly.

Note: the sprite of the broadword has been recently changed and will be soon uploaded to the wiki.

  • Heavy one-handed, Str. req. 14, Dam. 5-18, Def. power 5, good counter attack, rarely causes bleeding, without strength penalties decreases stealth and accuracy by 15%, Dam. scaling +1/+4, Def. scaling +1
Glaive YAPD
Glaive
A polearm consisting of a sword blade on the end of a pole. Deadly and graceful.
  • Light two-handed, Str. req. 15, Dam. 5-18, Def. power 5, extra range, good scoring criticals, causes bleeding, without strength penalties decreases stealth and accuracy by 20%, Dam. scaling +1/+4, Def. scaling +1
Moon blades
Moon blades
A pair of spiked curved blades, these exotic weapons are great to parry attacks and counter attack with a quick strike.
  • New weapon, dual, Str. req. 14, Dam 4-12, Def. power 8, fast, great counter attack, improved blocking, rarely cause bleeding, without strength penalties decreases stealth and accuracy by 15%, Dam. scaling +1/+3, Def. scaling +2
Twinblades NNYPD
Twinblades
Twinblades are wielded with an unusual technique, allowing to attack in every direction with a single strike. Very handy when fighting multiple opponents.
  • New weapon, light two-handed, Str. req. 14, Dam 4-12, Def. power 8, damage all nearby enemies, improved counter attack, cause bleeding, without strength penalties decrease stealth and accuracy by 20% Dam. scaling +1/+3, Def. scaling +2

Tier 3 weapons are infrequent loot but are always sold at the depth 15 shop.

Weapon Str. Req. Base Dam. Dam. Scal. Def. / Scal. Penal. Dam. Type Special
Assassin Blade 12 4 - 12 +1/+3 4 +1 10% Thrust Better Backstab

Improved Crits.

Moonblades 14 4 - 12 +1/+3 8 +2 15% Blade Fast. Better Counter damage. Better Defense
Battle Axe 14 5 - 18 +1/+4 5 +1 15% Blade Increased Crit. chance (x3)
Broadsword 14 5 - 18 +1/+4 5 +1 15% Blade Better Counter damage
Glaive 15 5 - 18 +1/+4 5 +1 20% Blade Extra Reach.

Increased Crit. chance (x2)

Twinblades 15 5 - 18 +1/+4 5 +1 20% Blade Hit all nearby enemies. Better Counter damage

Tier 4

Flail NNYPD
Flail
A spiked ball attached to a handle by a length of chain. Very unwieldy, but devastating if it lands a solid hit.
  • New weapon, heavy one-handed, Str. req. 16, Dam. 7-24, Def. power 3, good scoring criticals, improved critical effects, stuns, dazes, no backstab bonus damage, without strength penalties decreases stealth and accuracy by 20%, Dam. scaling +1/+5, Def. scaling +1
Great axe
The enormous steel head of this battle axe puts considerable heft behind each stroke.

Note: the sprite of the great axe has been recently changed and will be soon uploaded to the wiki.

  • New weapon, heavy two-handed, Str. req. 16, Dam. 7-25, Def. power 6, great scoring criticals, causes bleeding, without strength penalties decreases stealth and accuracy by 20%, Dam. scaling +1/+5, Def. scaling +1
Sacrificial blades NNYPD
Sacrificial blades
A pair of curved blades made from snippets of finely chipped obsidian. Commonly used by gnolls in their sacrifice rituals, but also deadly weapons.
  • New weapon, dual, Str. req. 16, Dam. 5-16, Def. power 6, fast, very effective against unaware enemies, cause bleeding, without strength penalties decrease stealth and accuracy by 15%, Dam. scaling +1/+4, Def. scaling +1

Tier 4 weapons are rather rare loot, but the Dwarven Metropolis shop at depth 20 might either sell one or a tier 5 one, both at a very high price.

Weapon Str. Req. Base Dam. Dam. Scal. Def. / Scal. Penal. Dam. Type Special
Sacrificial Blades 16 5-16 +1/+4 6 +1 15% Blade Fast. Better Backstab
Flail 16 7-24 +1/+5 3 +1 20% Blunt No backstab bonus damage. Improved Crits. Increased Crit. chance (x2)
Great Axe 16 7-25 +1/+5 6 +1 20% Blade Increased Crit. chance (x3)

Tier 5

Greatsword YAPD
Greatsword
This towering blade inflicts heavy damage by investing its heft into every cut.
  • Heavy one-handed, Str. req. 18, Dam. 7-26, Def. power 7, good counter attack, causes bleeding, normally decreases stealth and accuracy by 25%, Dam. scaling +1/+6, Def. scaling +1
Halberd YAPD
Halberd
Some day, someone had a brilliant idea about combining reach of the spear with brutality of an axe.
  • Heavy two-handed, Str. req. 18, Dam. 8-30, Def. power 7, extra range, improved critical effects, causes bleeding, cripples, without strength penalties decreases stealth and accuracy by 30%, Dam. scaling +1/+6, Def. scaling +1
War hammer
War hammer
Few creatures can withstand the crushing blow of this towering mass of lead and steel, but only the strongest of adventurers can use it effectively.
  • Heavy-two handedl, Str. req. 18, Dam. 8-30, Def. power 7, improved critical effects, stuns, dazes, without strength penalties decreases stealth and accuracy by 30%, Dam. scaling +1/+6, Def. scaling +1

Tier 5 weapons are rather rare loot, but the Dwarven Metropolis shop at depth 20 might either sell one or a tier 4 one, both at a very high price.

Weapon Str. Req. Base Dam. Dam. Scal. Def. / Scal. Penal. Dam. Type Special
Greatsword 18 7 - 26 +1 / +6 7 +1 25% Blade Better Counter damage
Halberd 18 8 - 30 +1 / +6 7 +1 30% Blade Extra Reach.

Improved Crits.

Warhammer 18 8 - 30 +1 / +6 7 +1 30% Blunt Improved Crits.

Generally the loot chance of weapons of each tier follows the chapter numbers: tier 1 weapons are common in chapter 1 - the sewers, tier 2 weapons in chapter 2 - the prison etc. but tier 4 and especially tier 5 weapons are infrequent loot even in demon halls.

Melee Weapons by type

T1 T2 T3 T4 T5
Dual Knuckl. Moonbl. Sacr. Blad.
Light one-handed Dagger Hand axe

Shortsw.

Assass. Bl.
Light two-handed Spear Glaive

Twinblad.

Heavy one-handed Sh. Staff Mace

Scimitar

Batt. Axe

Broadsw.

Flail Greatsword
Heavy two-handed Quarterst. Great Axe Halberd

Warhammer

Ranged Weapons (only Missile)

Note: Already from version 0.2, in order to simplify the use of ranged weapons, the Sling, all Flintlock weapons, bullets and gunpowder have been removed from NNYPD, but two new bows (Composite - tier 4 and Long - tier 2) and a Light Crossbow (tier 3) have been added to fill the different tiers for ranged weapons. The bow has been renamed to Short Bow, is now a tier 1 weapon and the starting weapon of the Acolyte, but retains its familiar sprite and description. In contrast the Arbalest's tier has been increased to tier 5 and received increased effects. A new rarer type of arrow that stuns, named Blunted Arrow, has also been added. So, in the current version of NNYPD (0.3) the available ranged weapons are:

Tier 1

Bow YAPD
Short Bow
In the hands of a skilled archer, this weapon can be extremely effective.
  • Str. req. 9, Dam. 3-8, needs arrows, rarely pierces armor, does not decrease stealth and accuracy, Dam. scaling +1/+1

Tier 2

Long Bow
A long, strong bow carved from a single piece of wood. In trained hands, these bows are lethal weapons that can bring down a foe from afar. This weapon will inflict improved critical effects.

Note: the sprite of the long bow will be soon uploaded to the wiki.

  • Str. req. 12, needs arrows, WIP

Tier 3

Light Crossbow
This devious mechanism allows shooting quarrels with ridiculous force. This weapon is good at scoring critical hits.

Note: the sprite of the light crossbow will be soon uploaded to the wiki.

  • Str. req. 14, needs quarrels, WIP

Tier 4

Composite Bow
In the hands of a skilled archer, this weapon can be extremely effective. This weapon is good at scoring critical hits.

Note: the sprite of the composite bow will be soon uploaded to the wiki.

  • Str. req. 16, needs arrows, WIP

Tier 5

Arbalest YAPD
Arbalest
This devious mechanism allows shooting quarrels with ridiculous force. This weapon is good at scoring critical hits and will inflict improved critical effects.
  • Str. req. 18, needs quarrels, WIP

Loot rates and shop availability for all missile weapons follow the melee weapon tier loot rates.

Consumables

Arrow
A wooden shaft with metal tip and basic fletching. Flies fast, strikes true.

Note: the sprite of the arrow will be soon uploaded to the wiki.

WIP

Blunted Arrow
Originally designed for knocking birds from the air without damaging their meat and feathers, blunted arrows quickly became a staple of thieves and thugs who preferred to take their victims down from a distance.

Note: the sprite of the blunted arrow will be soon uploaded to the wiki.

WIP

Throwing weapons

In addition to the new melee weapons, 3 new throwing weapons have been also added to those already existing from YAPD:

  • tier 3: Hammer
  • tier 4: Moon Glaive, Throwing Spear

Tier 1

Throwing knife YAPD
Throwing knife
These simple metal blades are weighted to fly true and sting their prey with a flick of the wrist.
  • Light, Str. req. 9, Dam. 2-7, effective against unaware enemies, pierces armor
Javelin YAPD
Javelin
These lightweight spears are weighted to keep the spike at their tip foremost as they sail through the air.
  • Heavy, Str. req. 12, Dam. 4-12, good scoring critical hits, pierces armor
Poison dart SPSPD
Poison dart
Stings of these vicious little darts are covered in some kind of toxin, poisoning their targets with a deadly venom.
  • Special, Str. req. 8, Dam. 1-5, poisons

Tier 2

Shuriken
Shuriken
Star-shaped pieces of metal with razor-sharp blades do significant damage when they hit a target.
  • Light, Str. req. 11, Dam. 4-10, effective against unaware enemies
Tomahawk
Tomahawk
This throwing axe is not that heavy, but it still requires significant strength to be used effectively.
  • Heavy, Str. req. 14, Dam. 6-16, good scoring critical hits, causes bleeding
EMP Bola
Bolas
Bolas are mostly used for hunting and they usually don't do much damage but they can ensnare the target, leaving it helpless and motionless for some time.
  • Special, Str. req. 10, Dam. 2-8, roots

Tier 3

Chakram YAPD
Chakram
This razor-edged missile is made in such a curious way that it returns to the hands of a skilled thrower on succesful hit.
  • Light, Str. req. 13, Dam. 6-13, return to hero, effective against unaware enemies, causes bleeding
Throwing Hammer
Hammer
These hefty hammers are designed to be thrown at an enemy.
  • New weapon, Heavy, Str. req. 16, Dam. 8-20, improved critical hit, stuns, dazes
Boomerang
Boomerang
These flat curved wooden missiles will return to the hands of their thrower when they missed their target. Their blunt edges do not deal significant damage, but precise throw of a boomerang can stun the target.
  • Special, Str. req. 12, Dam. 3-11, returns to the hero, dazes

Tier 4

Moon glaive NNYPD
Moon glaive
This sharp three-bladed missile is made in such a curious way that it can hit multiple enemies and return to the hands of a skilled thrower.
  • New weapon, Light, Str. req. 15, Dam. 8-16, returns to the hero, hits multiple enemies, causes bleeding
Throwing spear NNYPD
Throwing spear
Larger throwing spears with with a deadly serrated blade at the end. They are quite heavy, but can inflict serious wounds.
  • New weapon, Heavy, Str. req. 18, Dam. 10-24, good scoring critical hits, causes bleeding, cripples
Harpoon YAPD
Harpoon
Harpoons can be used to pull your targets towards you, but only for enemies weaker than you.
  • Special, Str. req. 14, Dam. 4-14, pulls enemy to the hero, very useful in piranha vaults and with enemies that have a strong ranged attack

Loot rates and shop availability for throwing weapons follow the melee weapon tier loot rates.

Appendix: In-game tutorial

Only the part of the tutorial relevant to NNYPD's weapons is displayed here. For the rest of the tutorial you should visit the mod's main page.

III.

  • [Image of a dagger] Melee weapons are separated into different categories. The most basic of them are Light one-handed weapons which do not have any penalties and can be used as off-hand weapons without strength penalties. Offhand weapons can be used in combination with a ranged weapon on your main hand, allowing you to perform melee attacks with them instead of using a ranged weapon which have several penalties at melee range,
  • [Image of a broadsword] Heavy one-handed weapons are very similar to light one-handed weapons, but they have a Strength penalty if used as offhand weapons.
  • [Image of a glaive] Light two-handed weapons are basically different kinds of polearms, most of them have extra reach. They cannot be used as offhand weapons. However, they can be used with shields just fine.
  • [Image of a great axe] Heavy two-handed weapons are not intended to be used with shields and will require additional strength if you want to use them in this way. But those are the most powerful weapons.
  • [Image of sacrificial blades] Dual weapons are intended to be used with both hands, and attack faster than any other weapon, they can still be used with shields, but only one of them, so the attack speed bonus is negated if used this way.
  • [Image of a moon glaive] Throwing weapons can be equipped in your ammo slot. They can't be upgraded, but they allow you to attack from distance while keeping your melee weapon equipped. They have a chance to break on use (same applies for ammunition as well).
  • [Image of a bow] Ranged weapons require both hands to use - meaning they cannot be equipped with shields and very unreliable at melee distance, but you still can use your offhand slot to equip a wand or a melee weapon to fight in melee range. Without ammunition, you will attack as if you had no weapon at all. Every kind of ranged weapon requires specific kind of ammunition in you ammo slot.
  • [Image of an arbalest] Crossbows are the strongest ranged weapons, but require to reload after each attack, consuming half of a turn, but you can reload while moving for free.