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= Introduction =
Weapons in Icesus do more than swing. The kind of weapon, what it's made from, and how well it's made all change how it feels in combat. This page is the overview; deeper topics have their own pages.
Generally, lighter and smaller weapons are faster, but heavier and larger weapons do much more damage. Heavier weapons hit harder but slower, so it is up to each player to decide whether to use large or small weapons; larger races tend to use larger weapons, the biggest ones even use greatswords one-handed. However, balance is usually the key here.


It is usually a good idea to use one weapon for offense and a shield for defense, or two offensive weapons if you think you can take a few hard hits and still fight effectively - or if you happen to be a ranger.
Lighter and smaller weapons are faster, but heavier and larger weapons hit harder. Larger races tend to use larger weapons — the biggest can swing greatswords one-handed. Balance is usually the key. A common pattern is one weapon for offense and a [[Shields|shield]] for defense, or two offensive weapons if you can take the hits.


= Weapon types =
= Weapon families =
Help weapon types shows you the type and size of all the weapons available for the players on Icesus. The longer the weapon is, the more damage it does, but also the slower it is.


== Slashing weapons ==
Every weapon belongs to one of three families.


=== Swords ===
== Bludgeoning ==
Swords are excellent weapons for both offense and defense. They are fairly easy to use, and are quite readily available. Every possible type of sword can be obtained, sooner or later. Very good in skilled hands.


=== Axes ===
Easiest to learn, dependable damage. Forgiving for new fighters and crushing in the hands of one who's trained the family.
Axes are a bit harder to use than swords, and are not as suitable for parrying. However, they deal a good amount of damage. Not many good ones exist, but the best ones are very good. Good choice for the more experienced players.


== Bludgeoning weapons ==
* '''Hammers''' — the easiest of all to use, especially mauls. Common, cheap, and good for low-level players as well as veterans.
* '''Maces''' — solid one-handed weapon for a beginner. Few magical maces exist, so many fighters move to mauls later.
* '''Flails''' — hard to use and harder to find a good one. Bad at defence.
* '''Staves''' — great for parrying. Defensive, low damage, fairly common.
* '''Shields''' — mainly defensive but can bash. Low damage; works with the [[Shield rush|shield rush]] maneuver.


=== Hammers ===
== Slashing ==
The most easily used weapons on Icesus are hammers, especially mauls. They are fairly common and cheap to buy, excluding the absolutely best ones. Excellent for low-level players, as well as for the more experienced ones.


=== Flails ===
Harder to wield well, devastating once mastered. The favourite of trained warriors.
Flails are hard to use and even harder to find a good one, bad at defense.


=== Maces ===
* '''Swords''' — excellent for both offence and defence. Easy to find, easy to use, and very strong in skilled hands.
Good one-handed weapon for a beginning character, but not many magical ones exist, so you might wish to switch to mauls later on.
* '''Axes''' — harder to use than swords, less suitable for parrying, but they hit hard. Not many great ones exist; the best ones are very good.
* '''Whips''' — a slashing weapon with its own niche. Specialised use.


=== Shields ===
== Piercing ==
Although mainly used for defense, they can also be used to bash enemies. Fairly low damage, but you can use shield rush with them. Fairly common, though the best ones are not always available.


=== Staves ===
Middle ground. Good for setting up bleeds and reaching through gaps in armour.
Very good for a defensive fighter, great for parrying. They don't offer much offensive power, and are fairly common, even the best ones are sold quite often.


= Piercing weapons =
* '''Spears''' — the most common and worthwhile piercing weapon. Cheap to start; the best ones are expensive and rare. Excellent for centaurs.
* '''Polearms''' — heavy reach weapons.
* '''Daggers and shortswords''' — small, fast, low damage. Nice for a weakling, beginner, or assassin. Very common.


== Spears ==
The weapon family also decides which '''hit styles''' your combat style produces — the actual swings (slash, thrust, pound, etc.) that drive the combat messages. See [[Combat styles]] for the full mapping.
The only worthwhile piercing weapons, excluding small swords. Common and cheap, but the best ones are very expensive and hard to get. Excellent for centaurs who are naturally proficient in the use of spears.


== Swords ==
= Weapon Skills =
A few swords, such as daggers and shortswords are piercing weapons. Low damage, very fast, nice weapons for a weakling or a beginner. Very common, even the best ones are available from time to time.


== Other Weapons ==
Use a weapon well, and you need three layers of skill:
The rest of the weapons you either cannot easily find, or they are not intended to be used in real combat - if you wish, you can test them, but I don't think it's worth your time. Make your choice and stick with it, or reinc if you feel like a change. See the following help-files for more information: 'help eqdamage', 'help weapon types', 'help materials'.


= Equipment Damage =
* '''melee''' — the basics of swinging at things
One of the newer additions to the system is eqdamage. If you are hit hard, regardless of the source of the damage, your equipment can get damaged. Only spells and area-effects can damage non-hit-slot equipment. Marking a piece of equipment for you greatly reduces the chances of eqdamage. Naturally, the better quality and material, the less likely the equipment is to get damaged - so a set of fine steel full plate armours should last years before getting damaged so much that it is no longer usable. Also, magical glow reduces the chances of eqdamage, so magical weapons are even less likely to be damaged than conventional ones. Also, the type of the damage matters a great deal, fire burns bone and wood very nicely, but has little effect on mithril. Acid, on the other hand, damages almost everything quite easily. Check out 'help eqdamage' for further details. At the moment it is not possible to repair the damage, but that might change in the future.
* The family skill — '''slashing weapons''', '''piercing weapons''', or '''bludgeoning weapons'''
* The specific weapon skill — '''swords''', '''axes''', '''maces''', '''spears''', etc.


= Useful Skills =
All three matter. A character with no melee and no family skill will struggle even with a fine weapon. Most combat guilds teach the relevant skills as you level — see [[Guilds]] and your guild's training rooms.
In addition to the usual melee, weapongroup and weapontype skills, you might wish to train 'compare weapons'. While it is not very accurate, it is still the only way to compare two weapons directly, without spending a few days testing their performance.


= Useful Commands =
= Materials and Quality =
Some of the more useful commands related to weapons and armours are:


{| class="wikitable"
Weapons are made of materials ranging from wood and bone up through bronze, steel, and rare alloys. The material plus the smith's craft (its quality) decides how well the weapon cuts and how reliably it does so. A well-made steel sword beats a sloppy mithril one most days. Rare-material weapons (mithril, adamantium, titanium and their peers) drop in the world rather than being forged from raw stock by player smiths.
|-
! Command !! Description
|-
| slots || In addition to showing your armour, it also lists the weapons you are using, as well as the skills required for their effective use.
|-
| eq || Tells you what equipment you are wearing, including the weapons you are wielding.
|-
| eq check || Lists the condition of your equipment, including weapons.
|}


= Final Words =
Heavier materials hit harder but cost more combat points to swing. Lighter materials swing fast.


Naturally, magically enchanted weapons can greatly differ from they mundane counterparts. They also have a better chance of resisting damage, so acquiring magical weapons should be one of the main goals of every player. Not only do they look good, they can really make a difference in combat, especially against monsters who are naturally resistant to physical damage.
See [[Materials]] and [[Weapon types]] for the full list.


[[category:player's handbook]]
= Hands and wielding =
 
When you wield a weapon it goes into your primary hand by default. A second weapon goes to the secondary hand and swings less often. Some races have more than two arms; some have none. Type <code>eq</code> to see what you're wearing and wielding.
 
Empty primary hand = bare-fisted strikes. Fine for [[Monks|monks]], weak for everyone else.
 
Two-handed grip is stronger (fewer fumbles), and lets smaller characters manage larger weapons more cleanly. Wield in two hands explicitly with <code>wield <item> in right hand,left hand</code>.
 
= Wear and Repair =
 
Weapons take damage from hard hits and certain spells, and lose quality over time. A worn weapon performs worse than a fresh one. Repairs are handled by:
 
* '''City smiths''' (NPCs) — common materials, small fee, always open. Enough for most everyday gear.
* '''Player smiths''' — Pro Smiths from the Artisan guild offer repair, reforge, refit, sharpen, finalize, and engrave. Often at better quality than NPCs. Ask on the [[Channels|wanted]] channel.
* '''Province workshops''' — heavy work and rare-material repair. The bigger the province workshop, the more it can take on. Mithril, adamantium and other rare materials usually need a piece of the original to mend.
 
Full details at [[Equipment damage]]. See also [[Markets]] and [[Sales]].
 
= Glow =
 
Magical weapons glow. The glow tells you a weapon is enchanted, but doesn't reveal what without identification. See [[Glowing equipment]].
 
= See Also =
 
* [[Weapon types]] — full list of weapon subtypes
* [[Materials]] — what weapons are made from
* [[Combat]] — combat overview
* [[Combat styles]] — how style picks the hit
* [[Combat points]] — attack/defence/casting split
* [[Glowing equipment]]
* [[Ranged weapons]] — bows, slings, crossbows
* [[Equipment damage]] — wear and repair
* [[Bows]]
 
[[category:Player's_Handbook]]

Latest revision as of 03:50, 23 April 2026

Weapons in Icesus do more than swing. The kind of weapon, what it's made from, and how well it's made all change how it feels in combat. This page is the overview; deeper topics have their own pages.

Lighter and smaller weapons are faster, but heavier and larger weapons hit harder. Larger races tend to use larger weapons — the biggest can swing greatswords one-handed. Balance is usually the key. A common pattern is one weapon for offense and a shield for defense, or two offensive weapons if you can take the hits.

Weapon families

Every weapon belongs to one of three families.

Bludgeoning

Easiest to learn, dependable damage. Forgiving for new fighters and crushing in the hands of one who's trained the family.

  • Hammers — the easiest of all to use, especially mauls. Common, cheap, and good for low-level players as well as veterans.
  • Maces — solid one-handed weapon for a beginner. Few magical maces exist, so many fighters move to mauls later.
  • Flails — hard to use and harder to find a good one. Bad at defence.
  • Staves — great for parrying. Defensive, low damage, fairly common.
  • Shields — mainly defensive but can bash. Low damage; works with the shield rush maneuver.

Slashing

Harder to wield well, devastating once mastered. The favourite of trained warriors.

  • Swords — excellent for both offence and defence. Easy to find, easy to use, and very strong in skilled hands.
  • Axes — harder to use than swords, less suitable for parrying, but they hit hard. Not many great ones exist; the best ones are very good.
  • Whips — a slashing weapon with its own niche. Specialised use.

Piercing

Middle ground. Good for setting up bleeds and reaching through gaps in armour.

  • Spears — the most common and worthwhile piercing weapon. Cheap to start; the best ones are expensive and rare. Excellent for centaurs.
  • Polearms — heavy reach weapons.
  • Daggers and shortswords — small, fast, low damage. Nice for a weakling, beginner, or assassin. Very common.

The weapon family also decides which hit styles your combat style produces — the actual swings (slash, thrust, pound, etc.) that drive the combat messages. See Combat styles for the full mapping.

Weapon Skills

Use a weapon well, and you need three layers of skill:

  • melee — the basics of swinging at things
  • The family skill — slashing weapons, piercing weapons, or bludgeoning weapons
  • The specific weapon skill — swords, axes, maces, spears, etc.

All three matter. A character with no melee and no family skill will struggle even with a fine weapon. Most combat guilds teach the relevant skills as you level — see Guilds and your guild's training rooms.

Materials and Quality

Weapons are made of materials ranging from wood and bone up through bronze, steel, and rare alloys. The material plus the smith's craft (its quality) decides how well the weapon cuts and how reliably it does so. A well-made steel sword beats a sloppy mithril one most days. Rare-material weapons (mithril, adamantium, titanium and their peers) drop in the world rather than being forged from raw stock by player smiths.

Heavier materials hit harder but cost more combat points to swing. Lighter materials swing fast.

See Materials and Weapon types for the full list.

Hands and wielding

When you wield a weapon it goes into your primary hand by default. A second weapon goes to the secondary hand and swings less often. Some races have more than two arms; some have none. Type eq to see what you're wearing and wielding.

Empty primary hand = bare-fisted strikes. Fine for monks, weak for everyone else.

Two-handed grip is stronger (fewer fumbles), and lets smaller characters manage larger weapons more cleanly. Wield in two hands explicitly with wield <item> in right hand,left hand.

Wear and Repair

Weapons take damage from hard hits and certain spells, and lose quality over time. A worn weapon performs worse than a fresh one. Repairs are handled by:

  • City smiths (NPCs) — common materials, small fee, always open. Enough for most everyday gear.
  • Player smiths — Pro Smiths from the Artisan guild offer repair, reforge, refit, sharpen, finalize, and engrave. Often at better quality than NPCs. Ask on the wanted channel.
  • Province workshops — heavy work and rare-material repair. The bigger the province workshop, the more it can take on. Mithril, adamantium and other rare materials usually need a piece of the original to mend.

Full details at Equipment damage. See also Markets and Sales.

Glow

Magical weapons glow. The glow tells you a weapon is enchanted, but doesn't reveal what without identification. See Glowing equipment.

See Also