Weapons: Difference between revisions

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Here is a comprehensive list of all available weapons in Masters of Raana.  
Here is a comprehensive list of all available weapons in Masters of Raana.  


==Weapon attributes===
==Weapon attributes==
* '''Damage:''' The amount of extra damage a weapon adds to the random damage roll (1D20). If divided, the first value is added damage from Distant combat and the other value is added damage from Close combat ("Charge!).
* '''Damage:''' The amount of extra damage a weapon adds to the random damage roll (1D20). If divided, the first value is added damage from Distant combat and the other value is added damage from Close combat ("Charge!).
* '''Armor piercing:''' An armor piercing weapon receives a damage boost when used against armed opponents. The penetration value is roughly 15-20% of an armor's Soak value.
* '''Armor piercing:''' An armor piercing weapon receives a damage boost when used against armed opponents. The penetration value is roughly 15-20% of an armor's Soak value.
* '''Recoil:''' Low and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 49 (low) or 79 (high).
* '''Recoil:''' Low and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 49 (low) or 79 (high).
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Revision as of 15:53, 10 January 2024

Here is a comprehensive list of all available weapons in Masters of Raana.

Weapon attributes

  • Damage: The amount of extra damage a weapon adds to the random damage roll (1D20). If divided, the first value is added damage from Distant combat and the other value is added damage from Close combat ("Charge!).
  • Armor piercing: An armor piercing weapon receives a damage boost when used against armed opponents. The penetration value is roughly 15-20% of an armor's Soak value.
  • Recoil: Low and High Recoil adds a chance penalty if used by a wielder whose Ranged combat skill is below 49 (low) or 79 (high).



Ranged weapons


Steel Crossbow

Uses Steel-Bolts
Damage +11 / +15
Armor piercing = No
Recoil = Low
Shot-Cost = $1,25


Pistol, 9mm - Automatic

Uses 9mm Ammunition
Damage +15 / +18
Armor piercing = Yes
Recoil = Low
Shot-Cost = $2,5


Pistol, 0.45 - Colt Peacemaker

Uses 0.45 Ammunition
Damage +20 / +32
Armor piercing = Yes
Recoil = High
Shot-Cost = $5


Remington Rifle

Uses 0.30 Ammunition
Damage +30 / +20
Armor piercing = Yes
Recoil = Medium
Shot-Cost = $4


Shotgun - 12 Gauge

Uses 12mm Ammunition
Damage +12 / +26
Armor piercing = No
Recoil = High
Shot-Cost = $4,4


Automatic Rifle

Uses 7.62mm Ammunition
Damage +38
Armor piercing = Yes
Recoil = High
Shot-Cost = $6 (for a total of $36 per 6-round burst)


CoilGun

Uses MAG Projectile Ammunition
Damage +45
Armor piercing = Yes
Recoil = High
Shot-Cost = $25


Plasma Rifle

Uses Plasma Energy Cells
Damage +60
Armor piercing = No
Recoil = No
Shot-Cost = $100




Melee
Fists

It's possible to fight unarmed, but not recommended. Fights in the Arena may be between unarmed opponents, but outside this controlled setting, try to avoid fights if unarmed. If you start a fight and recognize at the beginning that you are unarmed try to switch to a weapon with the little arrows - if you have none in your Inventory: Good Luck !

Cane (Whipping Cane)

Damage +3
Armor piercing = No
Speed = Fast
Price = $20


Combat Knife

Damage +7
Armor piercing = No
Speed = Fast
Price = $90


Combat Staff

Damage +9
Armor piercing = No
Speed = Medium
Price = $30


Sword

Damage +13
Armor piercing = No
Speed = Medium
Price = $180


Sledgehammer

Damage +15
Armor piercing = No
Speed = Slow
Price = $120


Power Katana

Damage +26
Armor piercing = No
Speed = Medium
Price = $1500