Revision as of 03:21, 2 May 2014 by Mdsimmo(Message Wall | contribs)(moved melee/missile specific info from overview to subsections + updated enchanting info)
Weapons are your main source of damage. There are two categories of weapons; Melee weapons and Ranged weapons.
If the required strength is less than the hero's, an additional damage uniformly distributed between 0 and heroStrength-requiredStrength is applied to the attack.
That bonus only happens:
A weapon will become identified after 20 successful hits.
Melee weapons
The Melee weapons are rated on a tier system which determines how powerful the weapon is. When a Scroll of Upgrade is used on a weapon, the damage goes up and the strength requirement goes down but The tier, accuracy and delay values will remain the same.
A simple iron dagger with a well worn wooden handle.
This Dagger is tier-1 melee weapon.
Its typical average damage is 4 points per hit; and it usually requires 10 points of strength.
This is a rather accurate weapon.
A piece of iron shaped to fit around the knuckles.
This Knuckleduster is tier-1 melee weapon.
Its typical average damage is 3 points per hit; and it usually requires 10 points of strength.
This is a rather fast weapon.
This Spear is tier-2 melee weapon.
Its typical average damage is 10 points per hit; and it usually requires 12 points of strength.
This is a rather slow weapon.
The iron head of this weapon inflicts substantial damage.
This Mace is tier-3 melee weapon.
Its typical average damage is 7 points per hit; and it usually requires 14 points of strength.
This is a rather fast weapon.
The enormous steel head of this battle axe puts considerable heft behind each stroke.
This Battle axe is tier-4 melee weapon.
Its typical average damage is 11 points per hit; and it usually requires 16 points of strength.
This is a rather accurate weapon.
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.
This War hammer is tier-5 melee weapon.
Its typical average damage is 15 points per hit; and it usually requires 18 points of strength.
This is a rather accurate weapon.
Enchantments can be found on melee weapons or the boomerang. However, the piercing and wild enchantments cannot be applied to the boomerang.
Upgrading enchanted weapons
When using a standard Scroll of Upgrade on a +N enchanted weapon, the weapon has a probability 1/N (1 if N=0) to keep its enchantment while becoming a +(N+1) weapon (still enchanted or not).
Consequently, using a standard Scroll of Upgrade:
a +0 or a +1 enchanted weapon will never lose its enchantment,
a +2 enchanted weapon has a 50 % probability to lose its enchantment when becoming a +3 weapon,
a +3 enchanted weapon has a 66.66… % probability to lose its enchantment when becoming a +4 weapon,
As a Warrior you can reforge your upgradedShort sword in order to upgrade (+1) another melee weapon (the Short sword will be destroyed). If any of the other classes obtain a short sword through a hero's remains, then they too will be able to reforge the sword.
You can safely upgrade an enchanted weapon by reforging an upgraded Short sword, the enchantment cannot be lost during that upgrade (but, in contrary to a Scroll of Weapon Upgrade, a new enchantment won’t be added to a non-enchanted weapon).
As a Mage you can disenchant your upgradedWand of Magic Missile in order to upgrade (+1) another wand (the Wand of Magic Missile will be destroyed). Like the short sword reforing, the other classes can disenchant the wand of magic missile if they are passed it through a hero's remains.
If you plan to later reforge/disenchant your Short sword/Wand of Magic Missile, do not upgrade it above +1, as the melee weapon/wand you upgrade this way will only gain +1, and the additional levels of upgrade will be wasted.
Weapon generation
Weapon generation follows three steps:
two weapons are created, their type being randomly and independently selected from the table at Weapon/probabilities,
each weapon is randomized according to its type:
a melee weapon has its level randomized following the table at Weapon/random, then acquires an enchantment with a 1/(level+10) probability, following the table at Enchantment/probabilities,
a missile weapon has its quantity randomized,
the weapon which required strength is closest to 10 + numberOfGeneratedPotionsOfStrength (theoretical Herostrength, except for Warriors) is selected and dropped on the floor (75 %), put in an unlocked chest (20 %) or hidden in skeletal remains (5 %).