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...")
 
 
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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