53 lines
3.2 KiB
HTML
53 lines
3.2 KiB
HTML
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<html>
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<head>
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<title></title>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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</head>
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<body bgcolor="#333333" text="#FFFFFF" link="#00FF00" vlink="#FF0000" alink="#0000FF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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<table width="100%" border="0" cellspacing="4" cellpadding="0">
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<tr>
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<td align="center">
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<h1>MELEE WEAPONS</h1>
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</td>
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</tr>
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</table>
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<p>
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Melee weapons are used to inflict damage on your ennemies in close combat.
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Some melee weapons give you bonuses or penalties for your Hp, Sap, Stamina and/or Focus stats when they are carried in your right hand.<br>
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<h4>Basics</h4>
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<a href="">Origin</a> : The origin of this item.<br>
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<a href="">Quality</a> : The quality of this weapon.
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Your skill level should be at least equivalent to this quality value in order to use this item as its best.<br>
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<a href="">Weight</a> : The weight of this item.
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If the total weight is too high, your movement speed may be slowed.<br>
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<a href="">Bulk</a> : How much space the item takes in your inventory.
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Space in each inventory is limited meaning that bulky itms cannot be carried in large numbers.<br>
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<a href="">Hit Points</a> : The hit points of this item.
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This value will degrade with use of the weapon.
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When it reaches 0, the item is destroyed.<br>
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<a href="">Sap Load</a> : Represents the capacity of an item to be enchanted.
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Items can be enchanted with the use of Crystalised Spell items so long as the sap required for each charge of the crystalised spell is inferior to the
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maximum sap that the item can be charged up with.
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The first value displayed here represents that current sap charge on the item.
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The second value represnts the maximum sap charge that the item can hold.
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Applying a new Crystalised Spell will reduce the current sap load on the item to 0 and replace the previous enchantment with the new one represented by the applied crystal.<br>
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<a href="">Skill</a> : The skill this item requires.<br>
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<h4>Melee Weapon related</h4>
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<a href="">Category</a> : <br>
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<a href="">Damage Type</a> : There are 3 damage types: slashing, piercing and blunt.
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Many enemies resist better to some damage types than to others.<br>
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<a href="">Damage</a> : The damage you inflict with this weapon.
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The Damage may be much less than Max Damage if the 'quality' stat of the weapon is superior to your skill level.<br>
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<a href="">Max Damage</a> : The maximum damage you can inflict with this weapon.
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This is the damage that you will be able to inflict if your skill level is equal or superior to the value of the weapon's 'Quality' parameter.<br>
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<a href="">Hits/Minute</a> : The hit rate of this weapon.<br>
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<a href="">Reach</a> : The reach of this weapon. The more this reach is higher than the ennemy's reach, the more your hits succeed.<br>
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<a href="">Target's Dodge Modifier</a> : your weapon may apply a bonus or penalty to you enemy's 'dodge' stat when you use this weapon against them.<br>
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<a href="">Target's Parry Modifier</a> : your weapon may apply a bonus or penalty to you enemy's 'parry' stat when you use this weapon against them.<br>
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<a href="">Action Malus</a> : Like armors, the penalty this weapon adds to the <a href="interf_identity.html">Total Malus</a>.<br>
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</p>
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</body>
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</html>
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