Difference between revisions of "One-Handed Weapon"

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Fencing [[weapons]] are used to stab'n'jab opponents, allowing the user to quickly attack while at the same time maintaining a defense. It is the best melee class available for use with [[Poisoning]].
 
Fencing [[weapons]] are used to stab'n'jab opponents, allowing the user to quickly attack while at the same time maintaining a defense. It is the best melee class available for use with [[Poisoning]].
  
All items in this category can be made by [[Blacksmithy|Blacksmiths]], with the exception of the [[Pitchfork]] which is made by a [[Tinkering|Tinker]].
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All items in this category can be made by [[Blacksmithy|Blacksmiths]], with the exception of the [[Whip]] which is made by a [[Tinkering|Tinker]].
  
 
{| class="uoguidetable"
 
{| class="uoguidetable"
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| [[Armor Ignore]]
 
| [[Armor Ignore]]
 
| 2.75s
 
| 2.75s
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|-
 +
| [[File:Whip01.png|link=Category:Whip]]
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| [[:Category:Whips|Spiked Whip]]
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| 13 - 17
 +
| [[Armor Pierce]]
 +
| [[Whirlwind Attack]]
 +
| 3,25s
 
|-
 
|-
 
| [[File:War_Fork.png|link=Category:War Forks]]
 
| [[File:War_Fork.png|link=Category:War Forks]]

Latest revision as of 09:08, 22 November 2019

An Item Property of all weapons is that they either a One-Handed Weapon or a Two-Handed Weapon. Generally speaking and relative to two-handed models, one-handed weapons:

  • do less damage;
  • are faster;
  • allow for shields to be equipped;
  • allow for a free hand, as several actions cannot be taken unless a hand is free:

Bushido, Parrying & One-Handed Weapons

With the samurai skill, Bushido, a character has a greater chance at Parrying a blow if he or she is equipped with a two-handed weapon rather than a one-handed weapon and a shield. Holding a shield will actually decrease your chance for a successful parry. A Bushido practitioner should not wear a shield, even if he or she is using a one-handed weapon.

Weapon Macros

The recommendations related to creating macros that allow for quick weapon switches weapons are mixed. One school of thought is that it is better to experience a slight additional delay by first un-equipping both hands, and then arming, which definitively avoids the "you already have something in your hands" error. Another school of thought advocates creating macros that disarms a specific hand and then equips a specific weapon; proponent claim that the "you already have something in your hands" error is just not an issue.

Recommendations

A brief survey of the forum posts on the subject resulted in the following non-artifact, one-handed weapon suggestions, presented in no particular order:

Weapons

Swordsmanship

The standard sword class of weapons are primarily designed to chop and slice opponents. As it offers the largest range of weapons to choose from by far, the Power Scrolls required to become a Legendary Swordsman are considered extremely valuable.

Another exclusive bonus to Swordsmen is the Axe weapon class. These add an additional Damage Increase bonus dependant on your character's Lumberjacking skill, though this is typically considered too low to be worth pursuing.

Note that as the Tinkering skill has no Runic Tools, the items it produces are seldom used as primary weapons in combat. On the other hand, the only swords which may be used with the Poisoning skill are created by Tinkers (the Butcher Knife and the Cleaver).

Type Base
Damage
Primary
Move
Secondary
Move
Weapon
Speed
Crafting
Skill
Bokuto.png Bokuto 9 - 11 Feint Nerve Strike 2s Carpentry
Bone Harvester.png Bone Harvesters 13 - 15 Paralyzing Blow Mortal Strike 3s Blacksmithy
Broadsword.png Broadswords 14 - 15 Crushing Blow Armor Ignore 3.25s Blacksmithy
Butcher Knife.png Butcher Knives 9 - 11 Infectious Strike Disarm 2.25s Tinkering
Cleaver.png Cleavers 11 - 13 Bleed Attack Infectious Strike 2.5s Tinkering
Cutlass.png Cutlasses 11 - 13 Bleed Attack Shadowstrike 2.5s Blacksmithy
Elven Machete.png Elven Machetes 13 - 15 Defense Mastery Bladeweave 2.75s Blacksmithy
Katana.png Katana 11 - 13 Double Strike Armor Ignore 2.5s Blacksmithy
Longsword.png Longswords 15 - 16 Armor Ignore Concussion Blow 3.5s Blacksmithy
Pickaxe.png Pickaxes 13 - 15 Double Strike Disarm 3s Tinkering
Radiant Scimitar.png Radiant Scimitars 12 - 14 Whirlwind Attack Bladeweave 2.5s Blacksmithy
Scimitar.png Scimitars 13 - 15 Double Strike Paralyzing Blow 3s Blacksmithy
Skinning Knife.png Skinning Knives 9 - 11 Shadowstrike Disarm 2.25s Tinkering
Viking Sword.png Viking Swords 15 - 17 Crushing Blow Paralyzing Blow 3.75s Blacksmithy
Wakizashi.png Wakizashi 11 - 13 Frenzied Whirlwind Double Strike 2.5s Blacksmithy
Type Base
Damage
Primary
Move
Secondary
Move
Weapon
Speed
Crafting
Skill

Fencing

Fencing weapons are used to stab'n'jab opponents, allowing the user to quickly attack while at the same time maintaining a defense. It is the best melee class available for use with Poisoning.

All items in this category can be made by Blacksmiths, with the exception of the Whip which is made by a Tinker.

Type Base
Damage
Primary
Move
Secondary
Move
Weapon
Speed
Assassin Spike.png Assassin Spikes 10 - 12 Infectious Strike Shadowstrike 2s
Dagger.png Daggers 10 - 11 Infectious Strike Shadowstrike 2s
Kryss.png Kryss 10 - 12 Armor Ignore Infectious Strike 2s
Lance.png Lances 17 - 18 Dismount Concussion Blow 4.5s
Leafblade.png Leafblades 13 - 15 Feint Armor Ignore 2.75s
File:Whip01.png Spiked Whip 13 - 17 Armor Pierce Whirlwind Attack 3,25s
War Fork.png War Forks 12 - 13 Bleed Attack Disarm 2.5s

Mace Fighting

Simply put, mace class weapons are designed to crush (or at least bruise) your opponents. Sometimes spikes are added in order to cause additional flesh wounds.

They deal an extra hit to the stamina level of targets, while also lowering the durability of their armor at an accelerated rate.

Note that as the Tinkering skill has no Runic Tools, the items it produces are seldom used as primary weapons in combat.

Poisoning cannot be used with mace fighting.

Type Base
Damage
Primary
Move
Secondary
Move
Weapon
Speed
Crafting
Skill
Club.png Clubs 11 - 13 Shadowstrike Dismount 2.5s Carpentry
Diamond Mace.png Diamond Maces 14 - 17 Concussion Blow Crushing Blow 3s Blacksmithy
Hammer Pick.png Hammer Picks 15 - 17 Armor Ignore Mortal Strike 3.75s Blacksmithy
Mace.png Maces 12 - 14 Concussion Blow Disarm 2.75s Blacksmithy
Maul (Weapon).png Mauls 14 - 16 Crushing Blow Concussion Blow 3.5s Blacksmithy
Scepter.png Scepters 14 - 17 Crushing Blow Mortal Strike 3.5s Blacksmithy
Sledge Hammer.png Sledge Hammers 13 - 15 Crushing Blow Shadowstrike 3.25s Tinkering
Smith's Hammer.png Smith's Hammers 13 - 15 Crushing Blow Shadowstrike 3.25s Tinkering
Wand.png Wands 9 - 11 Dismount Disarm 2.75s Uncraftable
War Axe.png War Axes 14 - 15 Armor Ignore Bleed Attack 3.25s Blacksmithy
War Mace.png War Maces 16 - 17 Crushing Blow Bleed Attack 4s Blacksmithy
Wild Staff.png Wild Staves 11 - 13 Block Force of Nature 2.5s Carpentry

See Also