What does this item do?
Serpent Robes - Increases the level of poisoning a poisoned weapon inflicts by ONE (ie. the enemy is poisoned for an additional round, amounting to approximately 12 extra damage)
Aspskin Gloves - Increases the level of poisoning a poisoned weapon inflicts by ONE (ie. the enemy is poisoned for an additional round, amounting to approximately 12 extra damage). Note that the effects of the Serpent Robes and Aspskin gloves are NOT cumulative
Asp Gloves - Infrequently poisons the wearer while in *combat mode*
Amulet of the Cobra - Increases the level of poisoning a poisoned weapon inflicts by ONE (ie. the enemy is poisoned for an additional round, amounting to approximately 12 extra damage). Note that the effects of the Serpent Robes and Aspskin gloves are NOT cumulative
Amber Periapt - Reduces the levels of poisoning inflicted on the bearer. This is very hard to quantify. However, the reduction is levels is less than 50%, but large enough to render the bearer immune to poisoning from swamplands.
Serpent Slith Spear - Grants *complete* immunity to poison.
Wand of Carrunos - Increases health of target by 20 points
Magic Wave Blade - Is considered non-magical, and can therefore be augmented by a weaponsmith
Phyrric necklace - Provides a defense bonus, but diseases the entire party frequently. This occurs even if the necklace is unequipped.
Wand of Pyhrrus - Summons a 3*3 cloud of blades on party.
Nether greatsword - Has the highest base damage of any weapon in the game, and is considered non-magical, and therefore can be augmented by a weaponsmith. However, it diseases the whole party frequently.
Aspskin Gloves - Increases the level of poisoning a poisoned weapon inflicts by ONE (ie. the enemy is poisoned for an additional round, amounting to approximately 12 extra damage). Note that the effects of the Serpent Robes and Aspskin gloves are NOT cumulative
Asp Gloves - Infrequently poisons the wearer while in *combat mode*
Amulet of the Cobra - Increases the level of poisoning a poisoned weapon inflicts by ONE (ie. the enemy is poisoned for an additional round, amounting to approximately 12 extra damage). Note that the effects of the Serpent Robes and Aspskin gloves are NOT cumulative
Amber Periapt - Reduces the levels of poisoning inflicted on the bearer. This is very hard to quantify. However, the reduction is levels is less than 50%, but large enough to render the bearer immune to poisoning from swamplands.
Serpent Slith Spear - Grants *complete* immunity to poison.
Wand of Carrunos - Increases health of target by 20 points
Magic Wave Blade - Is considered non-magical, and can therefore be augmented by a weaponsmith
Phyrric necklace - Provides a defense bonus, but diseases the entire party frequently. This occurs even if the necklace is unequipped.
Wand of Pyhrrus - Summons a 3*3 cloud of blades on party.
Nether greatsword - Has the highest base damage of any weapon in the game, and is considered non-magical, and therefore can be augmented by a weaponsmith. However, it diseases the whole party frequently.
What does this trait do?
Magically Apt - Increases spell power by ONE. This is the equivalent of an extra point of intelligence.
Toughness - Reduces damage taken by ONE point.
Ambidextrous - Removes the -25% penalty to hit applied to both weapons when dual wielding.
Good Constitution - Halves the number of poison levels inflicted ???
Toughness - Reduces damage taken by ONE point.
Ambidextrous - Removes the -25% penalty to hit applied to both weapons when dual wielding.
Good Constitution - Halves the number of poison levels inflicted ???
An analysis of melee, missiles and bows
A common question asked by those new to Exile is whether one should invest in missiles and bows. To answer this question, one needs some knowledge of game mechanics. Here is a rough overview
Melee
Your have a base chance to hit with a melee weapon in combat. A number of factors are then added or subtracted from this base, influencing your chance to hit with a melee weapon.
- More points invested in that particular weapon skill (ie. Edged/Bashing/Pole) increase the chance of hitting
- More points invested in dexterity increase the chance of htiting. Note that a dexterity of less than 4 actually detracts from your base chance to hit.
- The *bonus* provided by a weapon can increase your chance to hit. For example, a steel weapon has a bonus of 3, and therefore increases your chance to hit by 3 * 5% = 15%. This works in reverse for cursed weapons.
- Dual wielding reduces your chance to hit by 25% for both weapons. Ambidexterity nullifies this penalty.
- Being bless increases your chance to hit, while being cursed reduces your chance to hit.
- A cursed enemy is easier to hit, a blessed enemy is harder to hit.
You have a base damage inflicted by a weapon in combat. This base spans from 1 to the damage stated in the weapon info. A number of factors are then added or subtracted from this base.
- More points invested in strength increase your damage output. A strength of less than 4 incurs a damage penalty.
- The *bonus* provided by a weapon equates to x points additional damage. For example, a steel weapon provides a flat bonus of 3 damage.
- Dual wielding allows you to hit with two weapons in one attack
- Being blessed increases your damage. A blessed enemy receives less damage
- A cursed enemy receives more damage. A cursed PC inflicts less damage.
Missile/bows
- Your have a base chance to hit with missiles/bows in combat. A number of factors are then added or subtracted from this base, influencing your chance to hit
- More points invested in that particular weapon skill (ie. bows/missile) increase the chance of hitting
- More points invested in dexterity increase the chance of hitting. Note that a dexterity of less than 4 actually detracts from your base chance to hit.
- The *bonus* provided by a weapon can increase your chance to hit.
For missile weapons, the bonus from the projectile influences the chance to hit.
For archery, the bonus from the BOW determines the chance to hit. The bonus from the arrow does NOT influence chance to hit.
For example, magic darts , and therefore increases your chance to hit by 3 * 5% = 15%. This works in reverse for cursed weapons.
You have a base damage inflicted by a weapon in combat. This base spans from 1 to the damage stated in the weapon info. A number of factors are then added or subtracted from this base.
- The *bonus* provided by a weapon equates to x points additional damage. For missile weapons, this bonus is provided from the projectile. For archery, the damage bonus is provided by the PROJECTILE, not the bow.
Now that you have a concise overview, let us analyse the pros and cons of each type of weapon
Melee:
Pros
+ Gain bonus damage from strength
+ Have the highest base damage in the game
+ Dual wielding effectively doubles damage output
+ Weapon is not expendable.
+ Have a broad range of properties. Unique/rare weapons can provide useful resistances, be continously poisoned, lnflict flaming damage
+ Can inflict additional damage via assassination
+ Can be poisoned with poison vials
+ Non-magical weapons, magic wave blades, and the Nether Greatsword can be augmented by weapon smiths
Cons
- Loss of action points closing gap with enemies
- Difficult to attack spell casters/ranged enemies before they unleash their projectiles
- Use up *four* action points each attack
Bows:
Pros
+ No loss of action points closing gap with enemies
+ Have a range of 12, which is double that of the spell 'Wound'
+ Good for sniping spell casters
+ Use up only *three* action points each attack
+ Arrows can be poisoned
+ Wide variety of arrows available - Burning, Light (demonic), Life (undead)
Cons
- Very small number of arrows available which inflict damage equivalent to a melee weapon. Magic arrows have a base damage and bonus damage equivalent to a magic broadsword (damage 9, bonus +5, which is the bare minimum for a passable warrior), and are very difficult to find. Burning arrows are also very sparse
- You do NOT gain a strength bonus to damage.
- In order to poison arrows, you must unequip your melee weapons first, which consumes action points
- Not as broad a range of bonuses as melee
- Only one hit per attack
- Cannot be augmented
Missile
Pros
+ No loss of action points closing gap with enemies
+ Good for sniping spell casters
+ Use up only *TWO* action points each attack
Cons
- No missile weapons available which inflict damage equivalent to a melee weapon.
- Have a range of 8, which is slightly less than bows
- You do NOT gain a strength bonus to damage.
- Cannot poison
- Not as broad a range of bonuses as melee
- Only one hit per attack
- Cannot be augmented
Conclusion: Overall, most arrows and missiles will provide too low a damage output to merit frequent use. Even arrows with similar base/bonus statistics (ie. Magic Arrows) are so scarce that you cannot afford to use them frequently, and they will still pale in comparison due to the lack of any strength bonus to damage. Melee weapons should be your primary means of attack.
Nevertheless, there are rare instances where missile weapons are useful. This involves when you need to eliminate spell-casters. It may be worth keeping a stock of magic darts on hand.
If you desire long ranged projectiles, investing in two levels of priest spells to obtain 'Wound' may be worthwhile. Unfortunately, spell casting does not have as long a range as missiles or bows
Melee
Your have a base chance to hit with a melee weapon in combat. A number of factors are then added or subtracted from this base, influencing your chance to hit with a melee weapon.
- More points invested in that particular weapon skill (ie. Edged/Bashing/Pole) increase the chance of hitting
- More points invested in dexterity increase the chance of htiting. Note that a dexterity of less than 4 actually detracts from your base chance to hit.
- The *bonus* provided by a weapon can increase your chance to hit. For example, a steel weapon has a bonus of 3, and therefore increases your chance to hit by 3 * 5% = 15%. This works in reverse for cursed weapons.
- Dual wielding reduces your chance to hit by 25% for both weapons. Ambidexterity nullifies this penalty.
- Being bless increases your chance to hit, while being cursed reduces your chance to hit.
- A cursed enemy is easier to hit, a blessed enemy is harder to hit.
You have a base damage inflicted by a weapon in combat. This base spans from 1 to the damage stated in the weapon info. A number of factors are then added or subtracted from this base.
- More points invested in strength increase your damage output. A strength of less than 4 incurs a damage penalty.
- The *bonus* provided by a weapon equates to x points additional damage. For example, a steel weapon provides a flat bonus of 3 damage.
- Dual wielding allows you to hit with two weapons in one attack
- Being blessed increases your damage. A blessed enemy receives less damage
- A cursed enemy receives more damage. A cursed PC inflicts less damage.
Missile/bows
- Your have a base chance to hit with missiles/bows in combat. A number of factors are then added or subtracted from this base, influencing your chance to hit
- More points invested in that particular weapon skill (ie. bows/missile) increase the chance of hitting
- More points invested in dexterity increase the chance of hitting. Note that a dexterity of less than 4 actually detracts from your base chance to hit.
- The *bonus* provided by a weapon can increase your chance to hit.
For missile weapons, the bonus from the projectile influences the chance to hit.
For archery, the bonus from the BOW determines the chance to hit. The bonus from the arrow does NOT influence chance to hit.
For example, magic darts , and therefore increases your chance to hit by 3 * 5% = 15%. This works in reverse for cursed weapons.
You have a base damage inflicted by a weapon in combat. This base spans from 1 to the damage stated in the weapon info. A number of factors are then added or subtracted from this base.
- The *bonus* provided by a weapon equates to x points additional damage. For missile weapons, this bonus is provided from the projectile. For archery, the damage bonus is provided by the PROJECTILE, not the bow.
Now that you have a concise overview, let us analyse the pros and cons of each type of weapon
Melee:
Pros
+ Gain bonus damage from strength
+ Have the highest base damage in the game
+ Dual wielding effectively doubles damage output
+ Weapon is not expendable.
+ Have a broad range of properties. Unique/rare weapons can provide useful resistances, be continously poisoned, lnflict flaming damage
+ Can inflict additional damage via assassination
+ Can be poisoned with poison vials
+ Non-magical weapons, magic wave blades, and the Nether Greatsword can be augmented by weapon smiths
Cons
- Loss of action points closing gap with enemies
- Difficult to attack spell casters/ranged enemies before they unleash their projectiles
- Use up *four* action points each attack
Bows:
Pros
+ No loss of action points closing gap with enemies
+ Have a range of 12, which is double that of the spell 'Wound'
+ Good for sniping spell casters
+ Use up only *three* action points each attack
+ Arrows can be poisoned
+ Wide variety of arrows available - Burning, Light (demonic), Life (undead)
Cons
- Very small number of arrows available which inflict damage equivalent to a melee weapon. Magic arrows have a base damage and bonus damage equivalent to a magic broadsword (damage 9, bonus +5, which is the bare minimum for a passable warrior), and are very difficult to find. Burning arrows are also very sparse
- You do NOT gain a strength bonus to damage.
- In order to poison arrows, you must unequip your melee weapons first, which consumes action points
- Not as broad a range of bonuses as melee
- Only one hit per attack
- Cannot be augmented
Missile
Pros
+ No loss of action points closing gap with enemies
+ Good for sniping spell casters
+ Use up only *TWO* action points each attack
Cons
- No missile weapons available which inflict damage equivalent to a melee weapon.
- Have a range of 8, which is slightly less than bows
- You do NOT gain a strength bonus to damage.
- Cannot poison
- Not as broad a range of bonuses as melee
- Only one hit per attack
- Cannot be augmented
Conclusion: Overall, most arrows and missiles will provide too low a damage output to merit frequent use. Even arrows with similar base/bonus statistics (ie. Magic Arrows) are so scarce that you cannot afford to use them frequently, and they will still pale in comparison due to the lack of any strength bonus to damage. Melee weapons should be your primary means of attack.
Nevertheless, there are rare instances where missile weapons are useful. This involves when you need to eliminate spell-casters. It may be worth keeping a stock of magic darts on hand.
If you desire long ranged projectiles, investing in two levels of priest spells to obtain 'Wound' may be worthwhile. Unfortunately, spell casting does not have as long a range as missiles or bows