Weapons
The pointy end goes in the other guy! Combat is one of the most basic systems of the MUD -
you kill monsters, and try not to get killed yourself.
Combat Damage
Every hit has a damage number. That is the weapon class (WC) of the weapon,
plus some extra damage (by default it's the WC times a multiplier for your skills,
but more weapons don't follow this than do), plus a strength bonus (STR/12) no matter
the weapon type (even a blaster), plus a skill bonus (appropriate skill/20).
From this number you subtract 1 for every age category the weapon has less than perfect.
The actual damage you deal is a random number between 0 and the above damage number,
minus a random number between 0 and the monster’s armor class (AC). If the total is
less than zero, you miss.
If you use a beam or a force power it gets added to your weapon damage as part of the
random check above, rather than having a second check. This is almost always beneficial,
as the monster's armor won’t apply a second time.
The above is “normal” combat damage. There is also a concept of armor-ignoring damage which
applies the damage directly to the monster. The “aura harm” ability is armor-ignoring damage.
Despite what you may think, this is not always better: most of the notorious and
difficult monsters like Sithspawn and Overkill have some form of resistance to this damage.
Weapon Table
Table of notable weapons. Not sorted, despite appearances, due to multi-hits and other specials.
Relevant skills and attributes are set to 100, so some may be stronger based on your skills.
Weapon |
WC |
Extra |
Notes |
A Sith Lord's Double-Bladed Lightsaber |
3 |
41.6 |
Has the same specials as a regular lightsaber, including defensively. Degrades slowly. |
A Sith saber |
3 |
24 |
By default it's pretty pathetic, but can be upgraded to be much better.
Degrades very slowly.
Doesn't have the specials that the regular lightsaber does. |
A TI Launcher |
20 |
22 |
You can deal extra damage based on your Projectile skill by 'launching' objects. Great fun! |
A black saber |
3 |
25+ |
Extra damage = 21 + Int/40 + Saber/40 + MP/100.
Activation makes the room dark. Doesn't have the lightsaber specials. |
A double-bladed Sith saber (*) |
3 |
36 |
Will attack twice every 6 seconds. Degrades very slowly. Doesn't have the lightsaber specials. |
A huge black hooded cloak |
20 |
22 |
You can 'spaz' to hit multiple times per round.
Blocks aura harm and force powers while using it. |
A lightsaber |
3 |
27 |
Extra is an average, has a small chance to do roughly double damage.
Average goes up with your skills, DEX, and level (calculated here at level 25).
Also has a small (1.5 %) chance to block the next hit you'd take. |
A lightsaber nunchaku |
3 |
47 |
At maximum proficiency and a high guild level (or alignment,
if you’re not in a guild), will deal 20 damage more than a standard
lightsaber (already counted under “extra”). Also has a 50 % chance of
dealing a second attack. |
A plasma cannon |
20 |
22 |
Can be improved to do an extra 5 damage. |
A purple lightsaber |
3 |
27 |
Same as the lightsaber, but it automatically turns itself on and off and
it's always purple! |
An Arpo Poison Dart Gun |
20 |
22 |
Starts at WC 17 and increases with use. You can 'fire' darts to do a lot of
extra damage (maximum 65). |
Carnage, Bringer of Light |
3 |
35 |
Does more damage with higher melee skill (up to 6 more).
Has a 30 % chance at max force skills to add 20 or more damage.
As annoying to get as it is strong. |
Chains of Turmoil |
25 |
27 |
Has a 'quake' special that can deal up to 52 damage every 100 seconds. |
Crimson Force |
22 |
24 |
Weapon class depends on level. Does more extra damage if you keep with
fed with 'anger', and less if you’re good aligned and use 'calm'. |
Death, the Ultimate Weapon |
20 |
22 |
Has a 12 % chance of dealing an extra 15-20 damage. |
Dual Mandalorian Heavy Blasters |
25 |
27 |
No frills, just great damage. |
Padamir Force Dirk |
3 |
78.8 |
With Dire padamir armor set and using 'direslash'. Blocks aura harm. |
Padamir Force Dirk |
3 |
60 |
With no suit and using 'direslash'. Blocks aura harm. |
The Blood Saber |
3 |
23 |
Requires a darktrooper armor set with red gloves to wield.
Does 5 more damage if you're wearing a full red darktrooper set,
and 1 more damage if your Melee skill exceeds 130. |
The Deathsaber |
3 |
30 |
At max setting. Has a chance to shut down for 3 rounds, doing no damage.
Doesn't have the regular lightsaber specials. |
The Jagutai Hybrid Saber |
3 |
27 |
Bonus damage on top of regular saber is negligible. |
The Lightment Blade |
3 |
26 |
Listed damage is for extreme alignments (-1000/+1000).
More neutral alignments will do less damage. |
The Maelstrom Saber |
3 |
31+ |
As lightsaber, but does more damage equal to Control/25
(usually 4). Also has a small chance (around 6 %) of dealing between 5
and 29 extra damage. |
The Whip of Naga Sadow |
3 |
35 |
At maximum length. There's a 2 % chance that it will shut down for 5 rounds,
and a 6.6 % chance of dealing 15 extra damage. |
The shadow saber |
3 |
28 |
Must be a negative alignment to do the listed extra damage.
Doesn't have the regular lightsaber specials. |
Choosing Your Weapon
Decide what you're going to start with, and where you're going to end up. After all,
a huge black hooded cloak may have extremely high potential dps (4 hits a round at 42 weapon
damage a piece) but it's also held by Overkill, who is no pushover! So after a reboot, you
might want to start with something more obtainable like an ArPo Poison Dart Gun, which is
strong with a great special but much less dangerous to get.
Multi-hitting weapons can be extremely strong, but remember that a monster's AC gets
applied to each hit! Depending on the monster, a single strong hit like a direslash
from a Padamir Force Dirk might be better than four attacks a round from a huge
black hooded cloak.
Miscellaneous Weapons
Sabers are a league of their own and we've reserved a special corner.
Other more or less interesting weapons are in the list below. Click on the links for details.
Weapon |
Type |
Needs energy |
Needs ammo |
Weapon class |
Min level |
Weight |
Origin |
Specials |
Exotic value |
Shop value |
Notes |
A black saber |
saber |
N |
N |
3 |
10 |
2 |
Hoth |
|
|
|
Doesn't use power, when activated will make the room extremely dark |
A heavy assault laser rifle |
|
Y |
|
3 |
skill dependent |
5 |
Prometheus |
|
|
|
|
A lightsaber |
saber |
Y |
|
3 |
10 |
2 |
|
|
|
|
The basic lightsaber |
A Wookiee bowcaster |
|
N |
Y |
3 |
skill dependent? |
5 |
Triton |
cock bow, fire |
|
|
|
An X-Volt rifle |
|
Y |
|
3 |
|
8 |
Tatooine |
fire <living> |
6324 |
|
Uses power packs to charge 20 shots. Will only do 100 special shots. |
Padamir force dirk |
|
N |
N |
3 |
5 |
1 |
Vanagar |
elderslice dreadcut direslash |
6324 |
|
Uses 1FP/hb, can be channeled with 100FP. WC is skill dependent. |
The Jagutai hybrid saber |
saber |
Y |
|
3 |
14 |
2 |
Apok Darr |
|
|
|
Chance to decapitate or obliterate enemy on kill (that last one will destroy the loot too) |
The Lightment blade |
saber |
Y |
|
3 |
10 |
3 |
Honoghr |
|
7334 |
|
Efficiency depends on alignment; best when ABS(align)>1000 |
The shadow saber |
saber |
Y |
|
3 |
10 |
1 |
Honoghr |
|
|
|
|
A lightsaber nunchaku |
saber |
Y |
N |
3 |
25 |
2 |
Alderaan |
|
|
|
The more you use it, the better your proficiency will get. |
Carnage, Bringer of Light |
saber |
Y |
N |
3 |
|
3 |
Tantore-3 |
|
|
|
|
A purple lightsaber |
saber |
Y |
N |
3 |
? |
2 |
Devaron |
auto-deactivates |
|
|
|
A small, sharp knife |
melee |
N |
N |
4 |
1 |
2 |
Zone |
|
|
|
|
A leg of something |
|
N |
N |
5 |
1 |
3 |
Honoghr (Latem) |
|
|
|
You can 'eat leg' |
A wooden catapult |
|
N |
N |
5 |
1 |
3 |
Zone (playground) |
|
|
|
|
A beam filled whackbonk |
|
|
|
6 |
1 |
2 |
Wayland (playground) |
|
|
|
|
A large bone |
|
N |
N |
6 |
1 |
1 |
Honoghr (Latem) |
|
|
|
Leftover from 'A leg of something'. You can 'sharpen bone'. |
A pen |
unknown |
N |
N |
6 |
1 |
1 |
Prometheus |
|
|
|
|
A pipe |
melee |
N |
N |
6 |
1 |
2 |
Honoghr (playground) |
|
|
|
|
A small knife |
melee |
N |
N |
6 |
1 |
4 |
Prometheus |
|
0 |
|
|
A small spear |
melee |
N |
N |
6 |
1 |
1 |
Triton (playground) |
|
|
|
|
An old black powder gun |
|
N |
|
6 |
1 |
3 |
Plymouth |
shoot <name> |
|
|
needs horn with black powder to reload special |
A pitchfork |
melee |
N |
|
7 |
2 |
2 |
Dantooine |
|
|
|
|
A rat tooth |
|
N |
N |
7 |
2 |
1 |
Hoth (Avenger playground) |
|
|
|
|
A sharp switchblade |
melee |
N |
N |
7 |
2 |
2 |
Prometheus |
|
0 |
|
|
Herculite luggage |
|
N |
N |
7 |
2 |
5 |
Pathros |
|
|
|
It's also a bag with a combination lock |
A candy masher |
|
N |
N |
8 |
3 |
3 |
Vanagar |
|
|
|
|
A H&K G-11 rifle |
|
N |
N |
8 |
3 |
2 |
Pathros |
|
|
|
|
A sharpened bone spear |
|
N |
N |
8 |
3 |
2 |
Honoghr (Latem) |
|
|
|
Result of sharpening the bone. You can 'affix <item> to spear' |
A womprat cleaver |
|
N |
N |
8 |
3 |
2 |
Vanagar (playground) |
|
|
|
|
An asparagus spear |
melee |
N |
|
8 |
3 |
2 |
Dantooine |
|
|
|
|
An energy gun |
|
|
|
8 |
3 |
3 |
Tatooine |
|
|
|
|
An Imperial beamgun |
|
|
|
8 |
3 |
2 |
Kessel |
|
|
|
|
Survival walking stick |
melee |
N |
N |
9 |
4 |
3 |
Honoghr |
|
|
|
|
A boomerang |
projectile |
N |
N |
10 |
5 |
2 |
Asylum |
|
|
|
Will use 10FP per heartbeat to do extra damage (will still work as WC10 without FP) |
A gaderffi |
melee |
N |
|
10 |
5 |
3 |
Tatooine/Zone |
|
|
|
|
A heavy shovel |
melee |
N |
|
10 |
5 |
4 |
Zone |
|
|
|
|
A mechanic's wrench |
melee |
N |
N |
10 |
5 |
3 |
Alderaan |
|
0 |
|
|
A pair of Nerf horns |
melee |
N |
|
10 |
5 |
4 |
Dantooine |
|
|
|
|
A sacrifical knife |
|
N |
N |
10 |
5 |
3 |
Ukio |
|
|
|
|
A sledge hammer |
melee |
N |
N |
10 |
5 |
4 |
Prometheus |
|
0 |
|
|
A standard blaster pistol |
blaster |
N |
N |
10 |
5 |
3 |
Honoghr |
|
0 |
|
|
A sturdy grunt gun |
|
N |
N |
10 |
5 |
4 |
Zone |
|
|
|
|
An Imperial escort blaster |
blaster |
N |
Y |
10 |
5 |
3 |
Vanagar |
|
|
|
|
A sharpened bone spear w/ blade affixed |
|
N |
N |
11 |
6 |
4 |
Honoghr (Latem) |
|
|
|
Upgrade of 'A sharpened bone spear' |
An ancient dagger |
melee |
N |
|
11 |
6 |
4 |
Zone |
|
|
|
|
An Imperial Nervewracker |
melee |
N |
N |
11 |
6 |
4 |
Zone |
|
|
|
|
A nerfherder's crook |
melee |
N |
|
12 |
7 |
4 |
Dantooine |
|
|
|
|
A neurowhip |
melee |
N |
|
12 |
7 |
2 |
Kessel |
|
|
|
|
A Silok fusion cutter |
melee |
N |
N |
12 |
7 |
4 |
Vanagar |
|
|
|
Will do extra damage when 'a fusion pack' is worn |
A small Imperial blaster |
blaster |
N |
|
12 |
7 |
3 |
Ukio |
|
|
|
|
A standard pistol |
|
|
|
12 |
7 |
4 |
Dantooine |
|
|
|
|
An Alein Steele Sword |
? |
N |
N |
12 |
7 |
4 |
Plymouth |
lock/unlock |
|
|
When locked, the sword cannot be removed from your grasp. When you use the sword, it will also provide AC. (+5 max). If you don't fight enough, the AC bonus will start decreasing again. |
An interrogator's lase-sonic probe |
|
N |
N |
12 |
7 |
4 |
Zone |
|
|
|
|
A "Killer" XT-6 Class 1 |
|
Y |
|
13 |
8 |
3 |
Triton/Kessel |
|
|
|
|
A flame sword |
melee |
N |
N |
13 |
8 |
2 |
Asylum |
|
|
|
|
A sharp pirate's sword |
|
N |
N |
13 |
8 |
3 |
Alderaan |
|
|
|
|
A shiny microblaster |
blaster |
N |
N |
13 |
8 |
4 |
Zone |
|
|
|
|
A steel baton |
melee |
N |
|
13 |
8 |
4 |
Lunaya |
|
|
|
|
A "Killer XT-6 Class 2 |
|
Y |
|
14 |
9 |
4 |
Triton/Kessel |
|
|
|
|
A Force Pike |
|
N |
N |
14 |
9 |
4 |
Ukio |
|
|
|
Extra damage when used against metallic enemies, needs FP ot charge for this |
A Laser Pick |
|
N |
N |
14 |
9 |
4 |
Ukio |
|
|
|
|
A laser pistol |
|
N |
N |
14 |
9 |
2 |
Toloran |
|
|
|
|
A medium-sized Stava-claw |
melee |
N |
|
14 |
9 |
4 |
Honoghr |
|
|
|
|
A red needle whip |
|
N |
N |
14 |
9 |
2 |
Vanagar |
toxify <type> |
|
|
Can be loaded with race specific neurotoxin |
An Espo blaster pistol |
|
N |
Y |
14 |
9 |
2 |
Lunaya |
|
|
|
|
An M41a Pulse Rifle |
|
N |
|
14 |
9 |
5 |
Pathros |
|
|
|
|
The Deathbringer |
|
|
|
14 |
9 |
4 |
Dantooine |
|
|
|
|
A "Killer" XT-6 Class 3 |
|
Y |
|
15 |
10 |
5 |
Triton/Kessel |
|
|
|
|
A giant double-bladed power axe |
|
|
|
15 |
10 |
4 |
Crimson (arBoK) |
channel <amount> |
|
|
Can channel FP through it, doing extra damage (or blow the thing up) |
A N'gant-Zarvel 4266 Shotgun |
|
|
Y |
15 |
10 |
4 |
Pathros |
reload gun aim <living> pump gun shoot gun release |
|
|
Uses shotgun shells, eject casings which can be filled by a machine. You can 'shoot gun' after aiming, and it will do extra damage. |
A Razor Sharp Longsword |
|
|
|
15 |
10 |
3 |
Crimson (arBoK) |
|
|
|
|
A waterpistol |
|
N |
|
15 |
10 |
4 |
Pantolomin |
'shoot <name> |
|
|
Has a switch to flip from recreational to defensive levels |
A well balanced, platinum plated bone vibrospear |
|
N |
N |
15 |
10 |
4 |
Honoghr (Latem) |
|
|
|
Upgrade of 'A sharp bone spear w/ blade affixed' |
A Yellow Jacket's shock stick |
melee |
Y |
|
15 |
10 |
4 |
Alderaan |
|
|
|
|
Glehn's pistol |
|
N |
N |
15 |
10 |
4 |
Alderaan |
|
|
|
|
LaserBolt Launcher |
|
Y |
N |
15 |
5 |
5 |
Zone |
fire/shoot |
|
|
can 'fire' laserbolts at target, doing extra damage |
A Ladriz ceremonial rifle |
|
Y |
N |
16 |
11 |
6 |
Ladriz |
|
|
|
|
A Miniblaster (improved) |
blaster |
N |
N |
16 |
11 |
4 |
Zone |
|
|
|
|
A Orbtech-700 Needlegun |
|
N |
N |
16 |
11 |
7 |
Ukio |
|
|
|
|
A sharp scythe |
melee |
N |
|
16 |
11 |
5 |
Zone |
|
|
|
|
A WM-309 flamethrower |
|
N |
Y |
16 |
11 |
4 |
Zone |
burn <living> |
|
|
|
An anti-gravity field bow |
projectile |
N |
N |
16 |
11 |
3 |
Asylum |
|
|
|
|
Black-gold maximator |
|
N |
N |
16 |
11 |
5 |
Zone |
|
|
|
|
Tail of the Lightning Azore |
|
N |
N |
16 |
11 |
3 |
Vanagar |
static blitz bolt fireshield |
|
|
|
A Harfu Electric Repeat-Fire Ultra-Cannon |
|
N |
N |
17 |
12 |
5 |
Pathros |
|
|
|
You can 'test fire' to spam the room |
A holdout blaster |
blaster |
Y |
N |
17 |
12 |
5 |
Ladriz |
|
|
|
|
A large Stava-claw |
melee |
N |
|
17 |
12 |
5 |
Honoghr |
|
|
|
|
A light laser cannon |
|
|
|
17 |
12 |
1 |
Yavin-4 |
|
|
|
|
A light repeating blaster w/ harness |
blaster |
Y |
N |
17 |
12 |
6 |
Prometheus |
|
|
|
Will sometimes switch to automatic, doing 5 attacks. When wielded, also provides +1AC |
A McCallister Industries 71B blaster rifle |
blaster |
Y |
|
17 |
12 |
4 |
Prometheus |
|
|
|
|
A spore blaster |
blaster |
Y |
N |
17 |
12 |
6 |
Ladriz |
|
0 |
|
|
An ArPo Poison Dart Gun |
|
|
Y |
17 |
12 |
5 |
Toloran |
fire dart |
|
|
ArPo Dart Gun with a small clip. Darts & upgrades can be bought at the skids. |
An Imperial Blaster |
blaster |
Y |
N |
17 |
12 |
4 |
Tatooine |
|
0 |
|
|
An OSTCC ChemTech |
|
|
Y |
17 |
12 |
4 |
Triton |
|
|
|
convert corpses, alcohol and fuel into a toxin that will fire randomly. |
Staff of the Malamander |
melee |
N |
N |
17 |
12 |
5 |
Vanagar |
double attack |
|
|
Feed the staff corpses, get double attack |
The Cyber Axe |
melee |
N |
N |
17 |
12 |
6 |
Zone |
|
|
|
|
25kg Wooden Club |
melee |
N |
N |
18 |
13 |
10 |
Alderaan |
|
|
|
|
A dark longsword |
melee |
N |
N |
18 |
13 |
3 |
Asylum |
|
|
|
Can only be wielded when evil |
A light repeater |
blaster |
N |
N |
18 |
13 |
5 |
Honoghr |
|
0 |
|
|
A molecularly enhanced, well-balanced, platinum-plated bone vibrospear |
|
N |
N |
18 |
13 |
4 |
Honoghr (Latem) |
|
|
|
Upgrade of 'A well balanced, platinum plated bone vibrospear' |
A Torture 31-A scrag cannon |
|
N |
N |
18 |
13 |
5 |
Zone |
|
|
|
|
Compact Blaster LX |
blaster |
N |
N |
18 |
13 |
5 |
Alderaan |
|
|
|
|
Sword of the Sacred Slug |
melee |
N |
|
18 |
13 |
5 |
Vanagar |
double attack |
0 |
|
Feed the sword corpses, random double attack hits |
Whip of the Ice Worm |
melee |
N |
N |
19 |
14 |
5 |
Vanagar |
double attack |
|
|
Feed the whip corpses, get double attack hits |
A double-barreled heavy blaster pistol |
blaster |
Y |
N |
20 |
15 |
3 |
Tatooine |
|
3294 |
|
|
Death, The Ultimate Weapon |
|
N |
N |
20 |
15 |
3 |
Triton |
|
3294 |
|
Demands pay every now and then to continue functioning, won't work when align > 1000 |
Left Arm of the Automadon |
|
|
|
20 |
15 |
8 |
Vanagar |
plasmablast |
|
|
hit everything in room with plasma rain |
A giant stone-axe |
|
N |
N |
30 |
25 |
300 |
Endor |
|
|
|
|
A railer |
|
|
|
9 |
4 |
3 |
Wayland (playground) |
|
|
|
WC can be from .. to 9 |
A DL-44 heavy blaster pistol |
|
Y |
|
12,15,18 |
7,10,13 |
4 |
Toloran/Triton |
|
|
|
Charged with power packs, adjustable WC (set stun, normal, ultra) |
Gauntlet |
melee |
N |
N |
14-19 |
9 |
3 |
Crimson (arBoK) |
|
|
|
WC based on? |
A density rapier |
melee |
|
|
15-17 |
10 |
3 |
Crimson (arBoK) |
|
|
|
Gets better when used for a longer period |
An ArPo Poison Dart Gun [Automatic] |
|
|
Y |
17-20 |
|
5-7 |
Toloran |
fire dart |
|
|
This is the upgraded ArPo Dart Gun, WC goes up by using it |
Crimson Force |
|
N |
|
Max 22 |
15 |
5 |
Endor |
anger/calm |
|
|
Fuel with FP, will either return FP while fighting (pos align), or do extra damage (neg align) |
A small blaster |
|
Y |
|
|
|
3 |
Triton (Playground) |
|
|
|
|
An ArPo Poison Dart Gun |
|
|
Y |
|
|
5-7 |
Toloran |
fire dart |
|
|
ArPo Dart Gun with a large clip |
|