SC-Weaponry

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Weaponry Explained

There are many different categories of weaponry in Southern Cross. What I'm going to do here is explain the bare fundamentals that make those categories different, and what you need to fully utilize a given weapon. More detailed differences are available through the +weapon/list and +rpinfo commands.

Brawling

The cheapest category of weaponry, available to everyone. Brawling can always be used but is not always safe. You can injure yourself while brawling without a brawling weapon or a job feature that protects you from the risk. It can be directly enhanced by Martial Arts, amongst other things.

Melee

Stick a sword in it, club it over the head. The art of using something other than your own body while up close and personal. Melee weapons can be one-handed or two-handed, and people can learn to dual-wield in melee as well. Remember that you are only as good as your weapon, and if you are deprived of it for whatever reason it can be a serious problem. Many things enhance melee, it is a highly diverse category.

Thrown

Stick it to them, from a safe distance. Your ability to kill someone with items launched by your own hands, a thing to be feared. While things that will enhance thrown abilities are far between, they are each quite potent.

Ranged

Everything from guns to bows, ranged combat is for those people who would rather fire and forget. While several magical enhancements exist for bows, guns are almost purely technological, and do not mix well with magical characters.

Attribute Choices

  • Strength - Used by Melee and Brawl to help determine attack damage.
  • Dexterity - Used by ALL combat skills to help determine accuracy.
  • Perception - Used by Thrown and Ranged to help determine attack damage.
  • No other stats directly effect your weaponry. For elemental rods, see their +Rpinfo entry.

Subcategories of subcategories

You may notice that many weapons don't use just one subskill. A sword may use Melee/Swords AND Melee/Long Swords, for example. The +Attack code factors in all subskills when determining your accuracy, with the heaviest weight on the most specific. This means that to be a true master, you need to know every skill in the +rpinfo entry on your weapon, but learning the specific first will be more valuable.