Difference between revisions of "Throwing Weapons"

From Gloria Victis
(Created page with "One-handed weapons including daggers, axes, spears, torches, and sickles can be thrown. Any player can throw a weapon without any special abilities required. Throwing can be b...")
 
 
(22 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
One-handed weapons including daggers, axes, spears, torches, and sickles can be thrown. Any player can throw a weapon without any special abilities required. Throwing can be bound to any key in the Settings menu.
 
One-handed weapons including daggers, axes, spears, torches, and sickles can be thrown. Any player can throw a weapon without any special abilities required. Throwing can be bound to any key in the Settings menu.
  
−
Throwing Basics
+
====Throwing Basics====
−
Each weapon has its own unique speed, flight path, and range.
+
[[File:Throwindicator.png|right]]
−
The farther a weapon flies, the less damage it does, making them suitable for short to mid-range engagements.
+
*Each weapon has its own unique speed, flight path, and range.  
−
Players enter combat mode when hit with a projectile.
+
*The farther a weapon flies, the less damage it does, making them suitable for short to mid-range engagements.
−
Headshots do not deal extra damage.
+
*Unequip your weapon to throw rocks.
−
Throwing weapons provide XP in the Weapon tree of Character Development.
+
*Throws can be bound to a key in Settings.
−
Thrown weapons are replenished naturally over time and also when wounding and killing enemies.
+
*Players enter combat mode when hit with a projectile.
−
Siege equipment can be damaged by throwables.
+
*Thrown weapons have the same stats as the regular version.
−
Stack size and Regeneration
+
*Headshots do not deal extra damage.
−
The throwing system is identical in function to the arrow quiver system, which is described above.
+
*Throwing weapons provide XP in the Weapon tree of Character Development.
−
Each throwable weapon has a base number of times it can be thrown before "running out" temporarily.
+
*Thrown weapons are replenished naturally over time and also when wounding and killing enemies.
−
Thrown weapons regenerate automatically slowly over time.
+
*Siege equipment can be damaged by throwables.
−
Wounding and killing enemies with thrown weapons increases the regeneration of projectiles.
 
−
Throwing weapons all share the same pool. If you have thrown 50% of your daggers, you have also thrown 50% of your spears, axes, and torches.
 
−
Throwing weapons share the same resource pool as arrows. If you've shot 75% of your arrows, you have also used 75% of all your one-handed throwables.
 
−
Swapping weapons does not grant a "full" load of projectiles and does not increase regeneration.
 
−
Mounts
 
−
Horses can be slowed by hitting the horse with a red powerbar throw.
 
−
Mounted players can throw one-handed weapons.
 
−
Abilities Affecting Thrown Weapons
 
−
The time it takes to get to a full power throw is NOT reduced with any ability.
 
−
The amount of time a throw is at "max" power is NOT affected by any ability.
 
−
The number of throwing weapons available can be increased by the Marksman, Athlete, Huntsman, and Not on My Watch Abilities.
 
−
Throwable weapons and their base quantities
 
  
−
Daggers (5)
+
====Stack size and Regeneration====
−
One-handed axes (3)
+
*The throwing system is identical in function to the arrow quiver system, which is described on the [[Weapons]] page.
−
One-handed spears (2) ((a proper animation for this weapon is in development))
+
*Each throwable weapon has a base number of times it can be thrown before "running out" temporarily.
−
One-handed torches (3
+
*Thrown weapons regenerate automatically slowly over time.
 +
*Wounding and killing enemies with thrown weapons increases the regeneration of projectiles.
 +
*Throwing weapons all share the same pool. If you have thrown 50% of your daggers, you have also thrown 50% of your spears, axes, and torches.
 +
*Throwing weapons share the same resource pool as arrows. If you've shot 75% of your arrows, you have also used 75% of all your one-handed throwables.
 +
*Swapping weapons does not grant a "full" load of projectiles and does not increase regeneration.
 +
 
 +
====Mounts====
 +
*Horses can be slowed by hitting the horse with a red powerbar throw.
 +
*Mounted players can throw one-handed weapons.
 +
 
 +
====Abilities Affecting Thrown Weapons====
 +
*The time it takes to get to a full power throw is NOT reduced with any ability.
 +
*The amount of time a throw is at "max" power is NOT affected by any ability.
 +
*The number of throwing weapons available can be increased by the Marksman, Athlete, and Not on My Watch [[Abilities]].
 +
*The Huntsman ability increases the regeneration rate of thrown weapons.
 +
 
 +
 
 +
{| class="wikitable"
 +
|+Thrown Weapon Quantities
 +
|-
 +
|'''Weapon'''
 +
|'''No abilities'''
 +
|'''with MM, Atl, NomW'''
 +
|-
 +
|Rocks
 +
|6
 +
|15
 +
|-
 +
|Daggers/sickles
 +
|5
 +
|15
 +
|-
 +
|1h Axes
 +
|3
 +
|15
 +
|-
 +
|1h Spears
 +
|2
 +
|8
 +
|-
 +
|1h Torch
 +
|3
 +
|10
 +
|-
 +
|}
 +
 
 +
Also see: [[Weapons]] | [[Abilities]] | [[Character Statistics]] | [[Armor]]

Latest revision as of 04:23, 28 November 2021

One-handed weapons including daggers, axes, spears, torches, and sickles can be thrown. Any player can throw a weapon without any special abilities required. Throwing can be bound to any key in the Settings menu.

Throwing Basics

Throwindicator.png
  • Each weapon has its own unique speed, flight path, and range.
  • The farther a weapon flies, the less damage it does, making them suitable for short to mid-range engagements.
  • Unequip your weapon to throw rocks.
  • Throws can be bound to a key in Settings.
  • Players enter combat mode when hit with a projectile.
  • Thrown weapons have the same stats as the regular version.
  • Headshots do not deal extra damage.
  • Throwing weapons provide XP in the Weapon tree of Character Development.
  • Thrown weapons are replenished naturally over time and also when wounding and killing enemies.
  • Siege equipment can be damaged by throwables.

Stack size and Regeneration

  • The throwing system is identical in function to the arrow quiver system, which is described on the Weapons page.
  • Each throwable weapon has a base number of times it can be thrown before "running out" temporarily.
  • Thrown weapons regenerate automatically slowly over time.
  • Wounding and killing enemies with thrown weapons increases the regeneration of projectiles.
  • Throwing weapons all share the same pool. If you have thrown 50% of your daggers, you have also thrown 50% of your spears, axes, and torches.
  • Throwing weapons share the same resource pool as arrows. If you've shot 75% of your arrows, you have also used 75% of all your one-handed throwables.
  • Swapping weapons does not grant a "full" load of projectiles and does not increase regeneration.

Mounts

  • Horses can be slowed by hitting the horse with a red powerbar throw.
  • Mounted players can throw one-handed weapons.

Abilities Affecting Thrown Weapons

  • The time it takes to get to a full power throw is NOT reduced with any ability.
  • The amount of time a throw is at "max" power is NOT affected by any ability.
  • The number of throwing weapons available can be increased by the Marksman, Athlete, and Not on My Watch Abilities.
  • The Huntsman ability increases the regeneration rate of thrown weapons.


Thrown Weapon Quantities
Weapon No abilities with MM, Atl, NomW
Rocks 6 15
Daggers/sickles 5 15
1h Axes 3 15
1h Spears 2 8
1h Torch 3 10

Also see: Weapons | Abilities | Character Statistics | Armor