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Weapons: Misc

  
  
  

Dofus Wiki

Up to date as of January 31, 2010
(Redirected to Weapon article)

From Dofus

Weapons are pieces of equipment that fit in the weapon slot, often giving stat bonuses and/or penalties, and deciding most characteristics of melee attacks.

Weapon Type General Requirements Specialty
Axe Varied Varied; associates with any element at any level.
Bow Strength, Agility Long ranged.
Dagger Agility High critical hit damage. Low AP cost.
Hammer Strength, Intelligence Area of Effect damage.
Pickaxe Tool.
Scythe Tool.
Shovel Chance High Water damage.
Staff Intelligence Limited Area of Effect damage.
Sword Strength Massive damage.
Tool Various other tools.
Wand Intelligence, Agility Short ranged. Lacks melee range. Low AP cost.
Tormentator Special weapon that turns you into one of five Knight super-classes. Only attainable via special tokens.
  • Most classes have a preferred weapon and a secondary weapon. Read about class modifiers.
  • Mastery spells boost the damage of certain types of weapons.
  • Weapon attacks do not count as spells, so they bypass defensive spells like Spell Rebound or Backfire.
  • Weapon damage is applied only during melee attacks, but stat bonuses from weapons, like with all equipment, are always in effect.


See also: Equipment


This article uses material from the "Weapon" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

For the Rise of Kunark Quest, see Weapons? What Weapons?.
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Just edit this page and make your mark on EQ2i!
When the article is as complete as can be reasonably asked,
please remove the {{Stub}} tag at the top of the article!
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Weapons in game come in a variety of types and sizes. Some are wielded, while others are thrown (e.g., throwing stars) or shot (e.g., arrows). Each character class in game can wield a weapon of some type, but no class can wield all weapons. Each class has an weapon type that would be considered typical.

Weapons are equipped in various slots, depending on their type:

Weapons can also be adorned with baubles that increase their effectiveness, their damage, their potency, and the deadliness of the character wielding them


This article uses material from the "Weapons" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Weapon article)

From The Vault

 
 
Overviews per game
Fallout weapons
Fallout 2 weapons
Fallout 3 weapons
Fallout Tactics weapons
Fallout: Brotherhood of Steel weapons
Van Buren weapons

Weapons are items used to attack a target and deliver damage.

Contents

Types

Weapons are divided to different types, each requiring a different skill:

Fallout 3 retains all of these categories other than Throwing, discarding thrown knives and consolidating grenade use and Traps under the skill category of Explosives, allowing the player to use and disarm traps like the Bottlecap Mine.

Weapons by type

Energy Weapons

Energy Weapons / Small Guns

Small Guns


This article uses material from the "Weapon" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Weapon article)

From GuildWiki

Weapons Rack found in the Training Yard of the Ruins of Ascalon City

Contents

Basics

A primary weapon is a piece of equipment used to deal damage. Depending on the weapon's details, it can be either melee or ranged, and deals one of various types of damage. The weapon's damage can be increased by a number of skills, including Smiting Prayers, Conjure Element skills, Preparations, and, for one effect, attack skills. The primary weapon is equipped in the character's right hand slot (sword background). Characters must equip a primary weapon in order to attack. A primary weapon can be customized in order to do more damage, but it will only be usable by that particular character (or that character's heroes).

A secondary weapon, also often referred to as "off-hand weapon/item", is an equipment that offers a supportive role in combat, often in the form of additional armor or energy. The secondary weapon is equipped in the character's left hand slot (shield background).

Certain types of weapons require two hands to wield. When equipped, the left hand slot will be darkened and have a red cross over it. A secondary weapon can still be equipped, but will have no effect whatsoever. Because equipped weapons do not take up space in the inventory, it is still recommended to equip a secondary weapon while wielding a two-handed primary weapon.

Weapons can have different magical Weapon upgrades and Weapon modifiers on them.

For details on how weapons inflict damage, see Damage.

For lists of available weapons, see Category:Weapons.

Obtaining Weapons

There are various ways to get a weapon in Guild Wars:

Equipping/Unequipping Weapons

To equip a weapon, drag and drop it to its weapon slot or any background area in the inventory panel. Alternately, just double-click on the weapon. If another weapon was originally equipped in the same slot, the two weapons will be swapped.

To unequip a weapon, drag it from the weapon slot and drop it over an empty slot in the inventory or storage. In explorable areas and missions, weapon can be unequipped by directly dropping it on the ground too.

Up to four Weapon Sets are available to quickly change the weapons equipped.

Equipment in general cannot be equipped or changed during the activation of a skill or the swing of an attack. Attempt to equip/change equipment during said action will not be queued, and must be reattempted after the previous action was completed.

If a weapon providing health or energy is unequipped, the health or energy provided by the item is removed. See energy and health for details.

What weapon to use for your profession

Linked Attribute

Every player can equip every weapon regardless of attribute levels.

Each kind of martial weapon is linked to a specific attribute, e.g. axes are linked to Axe Mastery. Increasing that attribute increases the damage dealt using that type of weapon as its inherent effect, see Damage calculation. Caster weapons have no such inherent damage modifying effect.

Most weapons have an attribute requirement to qualify for their stated base damage range; e.g. "Slashing Dmg: 7-19 (Requires 5 Axe Mastery)". If the character's rank in the required attribute does not meet the requirement, the equipment will function in one of two ways:

  • Collectors, crafter, quest reward, Bonus, or Unique weapons, will deal damage equal to the equivalent Starter Weapon. (e.g.. attempting to wield a Droknar's Sword (requirement 9) at 8 Swordsmanship will result in it dealing 2-3 damage like a Starter Sword)
  • If the weapon is a dropped item, it will deal half damage. For example, a max 6-28 axe will have a base damage range of 3-14 when you do not meet the Axe Mastery requirement for that weapon.

Only the damage range is attribute dependent; any mods on the weapon will still have their full stated effect regardless of your attribute rank.

Weapon Types

Melee Weapon Comparison

Profession Weapon Two-handed Maximum Damage Attack Interval Other Properties
WarriorWarrior Axe No 6-28 1.33 seconds  
Hammer Yes 19-35 1.75 seconds  
Sword No 15-22 1.33 seconds  
AssassinAssassin Daggers Yes 7-17 1.33 seconds1 2% double strike chance per rank of Dagger Mastery
DervishDervish Scythe Yes 9-41 1.75 seconds hits up to 2 additional targets within adjacent range
  1. Excluding double strikes

Ranged Weapon Comparison

Profession Weapon Two-handed Maximum Damage1 Refire Rate Range2 Flight Time3 Arc Size Other Properties
RangerRanger Bow, Flatbow class Yes 15-28 2.0 seconds 1.35 0.88 seconds Large  
Bow, Hornbow class Yes 15-28 2.7 seconds 1.2 0.59 seconds Normal 10% armor penetration
Bow, Longbow class Yes 15-28 2.4 seconds 1.35 0.59 seconds Normal  
Bow, Recurve Bow class Yes 15-28 2.4 seconds 1.2 0.40 seconds Small  
Bow, Shortbow class Yes 15-28 2.0 seconds 1.0 0.59 seconds Normal  
ParagonParagon Spear No 14-27 1.5 seconds 1.0 0.60 seconds Small  
MonkNecromancerMesmerElementalistRitualist
casters
Staff Yes 11-22 1.75 seconds 1.2 unknown Small up to +10 energy,
halves spell recharge (10-20%),
no linked attack skills,
extremely low critical hit rate
Wand No 11-22 1.75 seconds 1.2 unknown Small no linked attack skills,
extremely low critical hit rate
  1. Ranged weapons inflict more damage against lower targets and less damage against higher targets. The exact mechanics of this are unknown.
  2. Range is approximated in the radius of the aggro circle. The range of projectile weapons increases against lower targets and decreases against higher targets. The exact mechanics of this are unknown.
  3. Flight Time is for a target at Shortbow range distance.

Associated attribute requirements

Attributes and Weapon Types
Profession Attribute One-Handed Two-Handed Off-Hand
Core
image:Warrior-icon.png
Warrior
Strength     Shield
Axe Mastery Axe    
Hammer Mastery   Hammer  
Swordsmanship Sword    
Tactics     Shield
image:Ranger-icon.png
Ranger
Marksmanship   Bow  
image:Monk-icon.png
Monk
Divine Favor Wand Staff Focus
Healing Prayers     Focus
Protection Prayers     Focus
Smiting Prayers Wand Staff Focus
image:Necromancer-icon.png
Necromancer
All Attributes Wand Staff Focus
image:Mesmer-icon.png
Mesmer
All Attributes Wand Staff Focus
image:Elementalist-icon.png
Elementalist
All Attributes Wand Staff Focus
Factions campaign
image:Assassin-icon.png
Assassin
Dagger Mastery   Daggers  
image:Ritualist-icon.png
Ritualist
Spawning Power Wand Staff Focus
Channeling Magic Wand Staff Focus
Communing Wand Staff Focus
Restoration Magic Wand1 Staff1 Focus
Nightfall campaign
image:Monk-icon.png
Monk
Divine Favor      
Healing Prayers Wand Staff   
Protection Prayers Wand Staff   
Smiting Prayers      
image:Paragon-icon.png
Paragon
Command     Shield
Motivation     Shield
Spear Mastery Spear    
image:Dervish-icon.png
Dervish
Scythe Mastery   Scythe  
  1. Wands and staves tied to Restoration Magic can only be obtained as loot in the form of variable attribute staves and wands that are tied to Restoration Magic. They cannot be obtained from collectors or weaponsmiths in Factions, but they can be obtained through collectors and weaponsmiths in Nightfall.
Facts about WeaponRDF feed

This article uses material from the "Weapon" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

GTA

Up to date as of February 09, 2010

From Grand Theft Wiki

Weapons are at the forefront of all Grand Theft Auto games. Ranging from a simple baseball bat to fishing knives to rocket-propelled grenades to vibrators, there are many different weapons throughout the series. This article mainly details weapons in the GTA III era and Grand Theft Auto IV.

Contents

Weapon Skill

In GTA San Andreas, you can increase your skill for a particular weapon by practicing, using the weapon either on a shooting range or on real targets. For each individual weapon you can achieve three skill-levels: Poor, Gangster and Hitman. On the Hitman skill level, you will be able to fire lighter weapons whilst walking, as well as being able to double-wield certain weapons (one in each hand).

Obtaining Weapons

Weapons can be obtained by 6 main means:

  • Picking up weapons that spawn around the map
  • Purchasing from Ammu-Nation or other weapon shops - You can purchase certain weapons using your money, however not all weapons are available and the cost can be quite high
    • For weapons that share ammo, you can save money by purchasing lots of the cheap weapon (eg the Tec-9) to gain lots of ammo for that slot, then purchasing the expensive weapon (eg the SMG)
  • Picking up a weapon from a killed pedestrian or police officer
  • Weapons spawning as rewards - Once you have reached certain parts of games, such as obtaining a certain number of Hidden Packages, some weapons will spawn at your Safehouses
  • Weapons being automatically given to the player by other characters, such as those required for a mission
  • Entering/exiting certain vehicles, e.g golf caddy giving you a golf club
  • Using Cheats to spawn weapons and extra ammo

List of weapons

This is a list of weapons and weapon types in GTA III era games and GTA IV Era games. Not all of them are available in all games. They are grouped by the weapon slots from GTA San Andreas.

Image Weapon Type Name Appearance
Pistol Glock 22, .40 S&W GTA IV
Pistol Glock 17, 9x19mm GTA Liberty City Stories (only appears in cutscenes in GTA San Andreas)
Pistol Beretta 92, 9x19mm GTA Vice City Stories (the Inox version also appears, but only in cutscenes)
Pistol M1911 A1, .45ACP GTA III, GTA Vice City, GTA San Andreas, GTA Chinatown Wars
Pistol Desert Eagle, .50AE/.357 Magnum (GTA IV) GTA San Andreas, GTA IV (only appears in cutscenes in GTA Vice City)
Pistol Colt Python, .357 Magnum GTA Vice City, GTA Liberty City Stories, GTA Vice City Stories, GTA Chinatown Wars
Pistol M1911 A1 Silenced, .45ACP GTA San Andreas
Pistol CZ 75, 9x19mm GTA IV (The Lost and Damned)
Machine Pistol Tec-9, 9x19mm GTA Vice City, GTA San Andreas, GTA Liberty City Stories
Machine Pistol Micro Uzi, 9x19mm GTA III, GTA San Andreas, GTA IV
Machine Pistol MAC-10, .45ACP GTA Vice City, GTA Liberty City Stories
Machine Pistol Silenced MAC-10, .45ACP GTA Vice City Stories
Sub Machine Gun MP5A3, 9x19mm GTA Vice City, GTA San Andreas
Sub Machine Gun SP89, 9x19mm GTA Vice City Stories
Sub Machine Gun Heckler & Koch MP5K (K for Kurz, shortened version), 9x19mm GTA Liberty City Stories
Sub Machine Gun SW MP10, 9x19mm Grand Theft Auto IV
Sub Machine Gun Micro-SMG (Uzi), 9x19mm GTA Vice City, GTA Liberty City Stories, GTA Vice City Stories
Sub Machine Gun Scorpion Vz 8, .32ACP GTA Vice City Stories
Sub Machine Gun P90, 5.7x28mm GTA IV (The Ballad of Gay Tony)
Shotgun SPAS 12, 12 gauge GTA Vice City, GTA San Andreas, Liberty City Stories, GTA Vice City Stories
Shotgun Pump Action Shotgun, 12 gauge GTA III, GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories, GTA IV, GTA Chinatown Wars
Shotgun Remington 11-87, 12 gauge GTA IV
Shotgun Sawn-Off Shotgun, 12 gauge GTA San Andreas, GTA IV (The Lost and Damned)
Shotgun Stubby Shotgun, 12 gauge GTA Vice City, GTA Vice City Stories, GTA Liberty City Stories
Shotgun Dao-12 Streetsweeper, 12 gauge GTA IV (The Lost and Damned)
Shotgun AA-12, 12 gauge GTA IV (The Ballad of Gay Tony)
Assault Rifle AK-47, 7.62x39mm GTA III, GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories, GTA IV, GTA Chinatown Wars
Assault Rifle Colt Model 733, 5.56x45mm GTA Liberty City Stories, GTA Vice City, GTA San Andreas, GTA Chinatown Wars
Assault Rifle M4A1, 5.56x45mm GTA IV
Assault Rifle M16, 5.56x45mm GTA III, GTA Vice City Stories
Assault Rifle Ruger Mini-14 GB-F, 5.56x45mm GTA Vice City
Sniper Rifle Bolt Action Sniper Rifle, 7.62x51mm GTA III, GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA IV, (Appears in minigames in GTA Chinatown Wars)
Sniper Rifle Hunting Rifle GTA San Andreas
Sniper Rifle M21, 7.62x51mm GTA Vice City Stories
Sniper Rifle H&K MSG90, 7.62x51mm GTA Vice City, GTA Liberty City Stories
Sniper Rifle Dragunov, 7.62x54mmR GTA Vice City Stories
Sniper Rifle H&K PSG-1, 7.62x51mm GTA IV
Sniper Rifle DSR-1 GTA IV (The Ballad of Gay Tony)
Heavy GEC M134 Minigun, 7.62x51mm GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories, GTA Chinatown Wars
Heavy M-60, 7.62x51mm GTA Vice City, GTA Liberty City Stories
Heavy M249, 5.56x45mm GTA Vice City Stories, Ballad of Gay Tony
Heavy RPG-7 Rocket Launcher, 40mm GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA IV
Heavy M72 LAW Rocket Launcher GTA III, GTA Vice City Stories
Heavy SA-7 Grail Anti-Aircraft Missile Launcher GTA San Andreas
Heavy HK69A1 Grenade Launcher, 40mm

GTA IV (The Lost and Damned & The Ballad of Gay Tony)

Heavy Flamethrower GTA III, GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories,GTA Chinatown Wars
Melee Knife Grand Theft Auto: Vice City, San Andreas, Liberty City Stories, Vice City Stories, GTA IV
Melee Baseball Bat GTA III era, GTA IV, GTA Chinatown Wars
Melee Chainsaw Grand Theft Auto: Vice City, San Andreas, Liberty City Stories, Vice City Stories, GTA Chinatown Wars
Melee Katana Grand Theft Auto: Vice City, San Andreas, Liberty City Stories, Vice City Stories

Miscellaneous "weapons"

Individual Games

See Also


This article uses material from the "Weapons" article on the GTA wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

4.34
(35 votes)
For the full list of weapons see Category:Weapons

The weapons from the Halo Universe, available in campaign and multiplayer gameplay, form the basis of First Person Shooter Gameplay within the Halo games.

Contents

Origin

The player is allowed to use weapons from many races, such as Humans, Covenant, and Forerunner, often turning the enemy's firepower against them.

Human weapons tend to use bullets, explosives, rail guns, and lasers. Covenant weapons are generally plasma or energy based, with the exception of Brute weapons, which use spikes or explosives. All plasma weapons use charge. All weapons run out of ammunition or charge when used extensively. Covenant weapons typically overheat if fired continuously for long periods of time, which causes your weapon to be unresponsive.

To know more about the weapons from each set of races:

UNSC Weaponry Covenant Weaponry Forerunner Weaponry
A UNSC Battle Rifle
Two Covenant Plasma Rifles
A Forerunner Sentinel Beam

Gameplay

An extensive array of weapons is available within the gameplay, with each weapon operating differently. This allows players to take different approaches and sometimes forces a change in tactics depending on the strengths and weaknesses of each weapon. Each player will also find a weapon to suit his or her tastes, in terms of power, speed, range, kickback and/or feedback.

Usage

Halo: Combat Evolved limited the number of weapons players could carry to two (of which only one could be used at any one time), forcing players to carefully select their preferred armament.[1]  Players fight with ranged and melee attacks, as well as a limited number of grenades. Bungie refers to the "weapons-grenades-melee" format as the "Golden Triangle of Halo",[2] which has remained fundamentally unchanged throughout the trilogy. The player character's health is measured in both hit points and a continually recharging energy shield.[3] The energy shield absorbs a significant portion of enemy fire until it becomes depleted, after which the player character will sustain damage, potentially causing death.

Halo 2 introduced new gameplay elements, chief among them the ability to hold and fire two weapons simultaneously, known as "dual wielding". The health system was altered in this game, with the player no longer having hit points as well as shields. The Assault rifle was not included in this game.[4]

Halo 3 adds to the series new weapons, and a class of items called Equipment. The Assault Rifle returns in this incarnation, albeit with a decreased magazine capacity, but with more damage with each hit.[5]

Halo 3: ODST adds stealthier weapons, namely the Silenced SMG and the Suppressed Auto Mag. Hit points returned in this game. Also, the game does not contain the Battle Rifle, equipment or dual wielding. Halo 3: ODST also marks the return of the Brute Plasma Rifle, replacing the regular version.[6].

Aiming

A few weapons as displayed in-game, with icon and name. Screenshots per weapon are when normal, firing, and when in scope/zoomed view. All in Halo 2. (Click to enlarge)

The typical arrow cursor is hidden within gameplay, and replaced with a blue targeting reticule that stays locked to the center of the screen, when in first person and third person views. The reticule turns red when a shot will hit an enemy target, and green for allies.

Many weapons are scoped and have the capability to zoom 2x or 5x into any area, with some long range weapons even capable of reaching up to 10x magnification such as the Sniper Rifle. These always show the reticule and continue scoping after shots are fired.

While wielding non-scoped weapons, the player's armor has the capability to zoom, to a minimal extent. These hide the reticule when in the zoomed view, returning to the normal view after every shot, making them inefficient for sniping. However, skilled players can use this in online gameplay to keep a good eye on enemies or destinations.

Types

The types of available weapons follow the basic standards present in real life, Assault, Battle and Sniping.

Grenades are frequently made available, primarily for anti-infantry combat. Some grenades can stick and some grenades are stronger than others.

Melee attacks are always available; if the player is able to get in range of an enemy, that can cause heavy damage. And melee attacks are very dangerous when you hit an enemy in the back, this will kill almost any enemy. Most times, a single melee attack is sufficient to completely deplete an enemy's shields. These are also used to take control of an enemy Vehicle, by Melee attacking the craft, then planting a grenade to kill its driver.

Heavy weapons, such as Turrets, are also present within Halo levels, either stationary, or mounted on Vehicles. Some turrets can be removed from their stands and used as hand held Support Weapons, but it makes the player move slower. Only when driving a vehicle, controlling a Missile pod, controlling the Flamethrower, and controlling a turret, does the game switch into third-person view. Some vehicles, such as the Ghost, Scorpion Tank, and Banshee allow the driver to directly control mounted weapons while driving the vehicle. Other multi-occupant vehicles such as the Warthog require the player to remain in the weapon seat to control fire, and driving seat to control navigation.

Explosives and large scale weapons, Missiles, Nuclear, and Halos are usually involved in the storyline of every game, though not usually playable.

Availability

A Covenant weapons cache, holding two Carbines.

Within campaign levels, the player's character (Master Chief or The Arbiter) usually begins with two weapons, and will always have access to weapons lying around, either near corpses or within weapon caches and stores.

Killed enemies or allies can be robbed of their dropped weapons as well. In Halo 2 and onwards, the player can exchange weapons with allied AI when requested, making it unnecessary to kill them only to use their weapons.

Weapons can be reloaded by collecting ammunition or swapping the player character's weapon with a loaded dropped weapon. If the player is already wielding the same weapon, they can swap if the new weapon is loaded or charged more than the wielded weapon.

Common Tips

  • Shooting a players' weapon will cause them to take damage, and even kill them. You can also stick them with a grenade on their weapon.
  • A good trick to find snipers is to watch for the Vapor Trail left behind the enemies shot.
  • A trick to kill enemy campers is to watch for their gun barrels sticking out from behind walls, barriers, etc.
  • Simply running towards your enemy and shooting at the same time is not a good tactic. Try strafing too.

Gallery

Sources

  1. Joe Fielder, Halo: Combat Evolved review at GameSpot - 2001-11-09 - Accessed on 2006-08-02
  2. Bakken, Lars, et al. Is Quisnam Protero Damno!, Bungie, Washington 2007
  3. Sal Accardo, GameSpy's review of Halo: Combat Evolved for the Xbox - 2001-11-15 - Accessed on 2006-09-02
  4. , Halo Retrospective: Halo 2 - - Accessed on 2008-02-19
  5. Goldstein, Hilary, Burn, Baby! Burn! - 2007-08-10 - Accessed on 2007-08-10
  6. Bungie.net, ordnance, stealthy weapons of Halo 3:ODST

External Links

  • How to Snipe in Halo 2 is a wikiHow guide that describes strategies for sniping in Campaign and especially Multiplayer.

This article uses material from the "Weapons" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010

From Lostpedia

Weapons surrendered to the Others in "The Hunting Party".
The knives in Locke's suitcase.

A large number and variety of weapons have been used on the Island. This article serves as a catalog of significant weapons, types, and amounts on the Island.

Contents

Season One

An M1911 was one of the guns that was found in the Halliburton case.
A Beretta M92F like the one found in the Halliburton case.
The Sig P220 is the standard sidearm for the Swiss army.
A Walther PPK is another semi-automatic pistol from the Halliburton case.
A Glock 19 like the one found on Goldie

The Survivors

All the guns on the plane belonged to Marshal Edward Mars. By near the end of Season One, all the guns discovered by the Survivors were put in the Haliburton Case which originally belonged to Edward Mars. The key to the case was tied to a string and kept around Jack's neck.

  • SIG-Sauer P228, Edward Mars' sidearm ("Pilot, Part 2")
    • On the day of the crash Sawyer took the weapon off Edward Mars' ankle holster and later used to kill the first polar bear ("Pilot, Part 2")
    • Sawyer later used it to unsuccessfully euthanize the marshal ("Tabula Rasa")
    • Kate used it during the ambush of Ethan ("Homecoming")
    • Was later placed in the Haliburton Case with the rest of the guns ("Outlaws")
  • SIG-Sauer P226
  • Beretta M92F
  • Beretta M92F (Originally in Season One it was a Colt M1911 .45, but later replaced by a second Beretta M92F)
  • Walther PPK (commonly known as "James Bond's gun")
  • Glock 19
    • Found by Locke and Boone on the dead Nigerian drug smuggler ("Deus Ex Machina")
    • Locke gave Sayid the gun to earn his trust ("The Greater Good")
    • Was later placed in the Haliburton Case by the end of Season One
  • A flare gun was found by Sayid on the Drug Smuggler's Plane and later used by the second raft's crew used to unsuccessfully call for help ("Exodus, Part 2")

Danielle Rousseau

  • Winchester 70 .308 ("Solitary")
  • Mauser K98 rifle (missing its firing pin) ("Solitary")

The Others


Season Two

A TT-33 similar to the ones in the Armory
Bulgarian-made handgun Desmond was holding in "Live Together, Die Alone"
The Makarov PM was the USSR's standard military side-arm.

The Survivors

In Season Two the Survivors discovered and took possession of the Swan Station's Gun Vault. By the middle of the season Sawyer stole all the guns and hid them under his shelter. This only last until the end of the season where half of the guns were taken by The Others. Also note that Desmond joins the Survivors by the end of the season and whatever weapons he has belongs to the Survivors.

Pistols

  • SIG-Sauer, originally belonged to Edward Mars
    • After Ana-Lucia accidentally kills Shannon, she takes a SIG off Sayid and takes him hostage ("Collision")
  • SIG-Sauer P226, originally belonged to Edward Mars
  • Beretta M92F, originally belonged to Edward Mars and is in Sawyer's possesion in the beggining of the season
    • Ana Lucia takes the gun off Sawyer when he is held captive by the Tailies ("Orientation")
    • Ana Lucia accidentally shoots and kills Shannon with it ("Abandoned")
    • After Sawyer takes possession of the guns, Charlie ends it up with. Sawyer either gave it to him for helping him in his con or Charlie took the gun himself before showing Sawyer where they are. Charlie takes it on the trek to search for Henry Gales balloon and gives it to Sayid ("The Whole Truth")
    • Sayid almost kills Ben with it until Ana Lucia takes it off him ("Dave") She later gives it to Jack
    • Jack takes it on the mission to rescue Walt. Taken off him by the Others ("Live Together, Die Alone")
  • Beretta M92F, originally belonged to Edward Mars
  • Walther PPK (commonly known as "James Bond's gun")
  • Glock 19, originally in the Drug Smuggler's Plane
  • Glock 17
  • Three Colt M1911 pistols
    • One taken by Sawyer when going after Michael and forced to surrender to the Others ("The Hunting Party")
  • Three SIG-Sauer P226's
    • Two taken by Locke when going after Michael and forced to surrender to the Others ("Orientation")
    • One taken by Michael on mission to rescue Walt and taken off him by the Others ("Live Together, Die Alone")
  • Two Tokarev TT-33 pistols, WWII-era (USSR, 1933-51)
  • One Berreta M92F
  • At least two Makarov PM pistols (USSR, 1947-49)
  • One Bulgarian-made Arsenal Makarov PM handgun carried by Desmond ("Live Together, Die Alone")

Rifles

  • Four AKM assault rifles (USSR, 1947-)
    • One standard AKM (fixed stock)
    • Two AKMS variants (folding stocks)
    • At least one civilian, semi-auto only version with five-round magazine
    • Jack took one when going after Michael and was forced to surrender to the Others ("The Hunting Party")
  • A Ruger M77 bolt-action rifle used by Michael
  • At least one Dragunov sniper rifle
  • One Soviet SKS
    • Taken by Sayid on the sailboat mission ("Live Together, Die Alone")
    • One SKS rifle is visible in the armory during Season 2, but in that season's special features DVD, two of them are in the armory during Swan tour (Secrets from the Hatch)
  • A Heckler & Koch G3SG/1
  • A Remington 700 hunting rifle
  • One Mauser K98
  • A Heckler & Koch PSG1 sniper rifle, found by Sayid when he is in the armory for the first time upon learning about "the Hatch".
  • Desmond has a rifle on the sailboat ("Live Together, Die Alone")

Shotguns

  • A Winchester model 1912
  • A Remington model 1100 that Desmond had on the sailboat.
  • One 12-gauge pump-action shotgun
    • Used by Kate to injure Desmond in the Swan following his capture of Locke and Jack ("Orientation")
  • Note one of these shotguns was used by Radzinsky to commit suicide ("Live Together, Die Alone")
  • Note that no shot guns are seen by the end of the season

Danielle Rousseau

  • Winchester 70 .308
    • Rousseau is seen several times with this weapon
  • Handmade Crossbow
    • Uses it to shoot Ben through the shoulder ("One of Them")

The Others

The German P38 pistol was used by the soldiers of Nazi Germany.
Luger Pistol like the one Tom and Richard Alpert have carried.

Pistols

Rifles

  • Two M14 rifles carried by guards at The Door at the Decoy Village ("Three Minutes")

Surrendered by the Survivors


Season Three

The Survivors

Most of the guns the Survivors had in Season Two were either taken by the Others or just missing. Note that Danielle Rousseau joins the Survivors and her weapons belong to them too.

Pistols

  • SIG-Sauer, originally belonged to Edward Mars
    • Sayid gives to Jin who shoots at the Others as they steal the sailboat ("The Glass Ballerina")
    • Locke is later in possession of the gun
    • At the Flame Station Locke is taken hostage by Mikhail ("Enter 77")
    • Ms. Klugh orders Mikhail to kill her with it. Locke then takes it back ("Enter 77")
    • Locke takes Ben and Alex hostage in the Barracks and later surrenders it to the Others ("The Man from Tallahassee")
  • Glock 19, originally in the Drug Smuggler's Plane
    • Sun shot Colleen on the sailboat and lost it while escaping from the Others ("The Glass Ballerina")
  • SIG-Sauer P228, originally belonging to The Others
    • Taken off Danny by Sawyer as him and Kate escape from the Others on the Hydra Island ("Not in Portland")
    • Sawyer has it for the remainder of the season even though the gun is empty
  • Beretta M92F, originally belonging to The Others
  • Multiple pistols are surrendered by The Others ("Through the Looking Glass")
    • German Luger P08, Juliet takes it off Tom ("Through the Looking Glass")
    • Beretta M92F, Sawyer takes it from a dead Ryan and shoots and kills Tom

("Through the Looking Glass")

Rifles

The Others

Pistols

  • Multiple Beretta M92F's carried by the Others immediately after the gas attack on the Barracks in the early 1990's ("The Man Behind the Curtain")
  • Glock 17
  • Multiple SIG's and Beretta M92F's seen throughout the season at the Hydra Station and Barracks
    • Two Beretta's used Danny and Jason as they chase Sawyer and Kate on the Hydra Island ("Not in Portland")
  • Several Walther P38/P1 pistols
    • Discovered by Jack in the Hydra Stations Gun Vault ("I Do")
  • SIG-Sauer P228
  • Unknown Pistol
    • Either a Beretta or a SIG used by Juliet to shoot Danny ("Not in Portland")
  • Beretta M92F
    • Alex gives Locke one which is taken by Ben who shoots Locke and leaves him for dead ("The Man Behind the Curtain") Ben then returns to Alex who gives it to Karl who gives it to the Survivors ("Greatest Hits")
  • Tom had a German Luger P08 which was taken off him by Juliet ("Through the Looking Glass")
  • Walther P38/P1
  • SIG-Sauer
    • Mikhail uses it to shoot Bonnie and Greta

("Through the Looking Glass")

Rifles


Season Four

The Survivors

Locke's gun from the Mass Grave

At the end of Season Three multiple weapons were taken off the dead Others by the Survivors.

Pistols

Rifles

Kahana Crew

Omar holding an M4A1 carbine with red dot sight barrel suppressor attachments.

The Others

Pistols

Rifles


Season Five

The Survivors

Time Shifts

  • M1 Garand, originally belonged to the U.S. Army
    • The Survivors take it off Charles Widmore in 1954 ("The Lie")
    • Sawyer has it for most of the first half of the season and shoots an Other in 1974, later surrendered to the DHARMA Initiative ("LaFleur")
  • M1 Carbine, originally belonged to the U.S. Army
    • The Survivors take it off Eloise Hawking in 1954 ("Jughead")
    • Juliet has it for most of the first half of the season and shoots an Other in 1974, later surrendered to the DHARMA Initiative ("LaFleur")
    • The Survivors take a pistole and rifle off two dead Others in 1974, later surrendered to the DHARMA Initiative ("LaFleur")

Ajira Flight 316 Survivors

The French Science Team

The Others

1954

  • M1 Garand, originally belonged to the U.S. Army
    • Charles Widmore uses it until the Survivors take it off him ("The Lie")
    • Charles Widmore is later seen with another rifle ("Jughead")
  • M1 Carbine, originally belonged to the U.S. Army
    • Eloise Hawking uses it until the Survivors take it off her ("Jughead")

1970's

M1 Garand

Beretta 92FS

  • Seen with the two others who attacked a DHARMA worker named Paul and his wife Amy

Walther P38

  • Richard is seen with one when he goes to get "Jug head"

Colt M1911

  • Eloise has one but surrenders it to Jack who keep's it from then on.

Early 2000's


DHARMA Initiative

  • Ruger mini 14
    • Seen many times being used by DHARMA.
  • Walther P38
    • Kate hands one to Daniel when them and Jack go to the motor pool to get guns.
  • Beretta92FS
    • Jack takes one from the gun cabinet at the motorpool but later surrenders to the others.
  • SIG-Sauer P226
    • Radzinsky is seen with one at the motorpool.
    • Kate grabs one from the gun cabinet,surrenders to others.

Knives

Main article: Knives

Other Weapons

Mikhail's Mk 2 fragmentation hand grenade. ("Through the Looking Glass")
  • A machete carried by Sawyer while hunting a boar ("Outlaws")
  • An axe, presumably on the plane for emergency purposes ("House of the Rising Sun")
  • Molotov cocktail-type weapon used to destroy the raft ("Exodus, Part 2")
  • A Mk 2 fragmentation hand grenade used by Mikhail Bakunin to blow out a porthole in The Looking Glass ("Through the Looking Glass")


Natural or constructed weapons

Ana Lucia reaching for a rock.
  • Rousseau's traps
  • Mr. Eko's stick (2x03)
  • A machete constructed by Mr. Eko out of a part of the plane (2x07)
  • Ana Lucia's boomerang-tipped stick-spear (2x07)
    • Probably made by Eko, as he gave another one to Jin (2x06)
    • These were constructed using boomerangs that washed ashore in a deleted scene (2x07)
  • Cindy's pickaxe-like weapon (2x07)
    • Also constructed using boomerangs that washed up on the shore in a deleted scene (2x07)
  • Ana Lucia's spear-like walking stick she used to kill Goodwin (2x07)
  • Locke's improvised flamethrower, constructed from a torch and hairspray, that he used to fend-off the polar bear while rescuing Eko (3x03)
  • Rocks
    • Kate threw rocks at Sawyer when he was following her. (1x12)
    • Mr. Eko and Ana Lucia both used rocks when attacked by the Others (2x07)
  • Ethan's sling, used against Jin (1x15)
  • Tom's bolas (2x11)  (2x22)
  • Nikki used a Medusa spider against Paolo in order to obtain the diamonds (3x14)


Trivia

General

  • Lost: The Complete Fourth Season (DVD) has a bonus feature entitled "The Right To Bear Arms" whose synopsis is listed as, "Lost features a formidable array of firearms Get real life gun profiles and find out what it's like working with so much firepower."
  • The Taser's name is taken from the acronym of the Thomas A Swift Electronic Rifle. For full background, see [1].

Production notes

  • Most of the guns in the Swan station are of Eastern/Soviet bloc make

Bloopers and continuity errors

  • Due to production mistakes, the specific makes, models, and amounts of weapons featured on the show have accidentally changed multiple times. This makes full accounting of the weapons very difficult to manage.


See also


External links

  • Firearms of LOST - List of weapons and speculations with clear screencaps. (Norwegian language)
  • Music videos featuring montages of the numerous guns used on Lost
    • LOST Music Video - The Gun Show - Set to "Paper Planes" by M.I.A.
    • LOST Music Video - Guns! - Set to "You Know What They Do To Guys Like Us In Prison" by My Chemical Romance



This article uses material from the "Weapons" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

Weapons are wieldable items a player can use to inflict damage in combat.

Artwork of Runescape's weapons.

Contents

Basic melee weapons

A player using a Granite mace to fight.

These weapons are more commonly used than the other weapons available, because they don't have to be replaced unless upon death. Most types of basic melee weapons come in eight different kinds of metal.

Most weapons have a primary attack mode in all three attack styles and a secondary mode in the aggressive or controlled style. The secondary mode is normally weaker, but may be more appropriate to your target.

Chainmail armour is weaker against stabbing; platemail is weaker against crushing, while the slash attack is highly effective against cloth, leather or unarmoured targets. Against monster hide, the most effective style varies. The only absolute defence against a particular attack is the Protect from Melee prayer, or the occasional NPC that requires something special to kill them, so you will still hit with the "wrong" attack and weapon, just not as often and with less damage (or not even at all, in the case of monsters like vampyres).

Weapon groups

The whole idea of having multiple weapon types is that one weapon type should not be all-conquering, or there would be not much point having the others. Overall, though, popular weapon types for each style are:

Stab

Slash

Crush

There are also a variety of 'novelty weapons' available. They do deal out very little, if any, damage.

The various groups of weapons are summarised below. The level of Strength in each class is not definitive:

Weapon Speed/Strength Primary/Secondary Notes
Dagger Fast/Weakest Stab/Slash The first item that can be smithed in any metal. Generally (but not always) has higher stats than a sword of the weaker metal. Daggers are primarily stabbing weapons, though they have a decent slash attack. Members can poison daggers to great effect. Dragon Daggers are discoloured upon poisoning, making the tip of the dagger a bright green colour. The dragon dagger was a popular Pking weapon and is still commonly used in PvP combat
Hatchet Medium/Weak Crush/Slash Intended for Woodcutting, but can be used as a weapon.
Pickaxe Medium/Weak Stab/Crush Intended for Mining, but can be used as a weapon.
Sword Fast/Medium Stab/Slash Better than a dagger, and just as fast, although it cannot be poisoned. This makes it unpopular. However, Free-to-play players can find it useful.
Mace Medium/Medium Crush/Stab The crush attack is better against platemail, and the prayer bonus can be useful. It also features a controlled stabbing attack.
Scimitar Fast/Strong Slash/Stab An excellent slashing weapon against cloth or leather, and average against chainmail, but weak against platemail. The secondary stabbing attack is rather inefficient against some armour, but better against chainmail. It is in the controlled style, and yields equal experience to Attack, Strength, and Defence. The dragon scimitar was the most popular weapon for Pking, along with the abyssal whip and dragon dagger. But it doesn't have a very good strength bonus. Nonetheless, the rune scimitar is considered to be one of the best training weapons for melee in the free world.
Longsword Medium/Strong Slash/Stab Slower than a scimitar, but has higher strength and attack bonuses, especially in terms of its controlled stab attack. It may be hard to see which metal is being wielded.
Warhammer Slow/Strong Crush An uncommon crushing-only weapon with no specialist store open to non-members. It's right in the middle of the Smithing scale for any metal. This weapon is good to dent other warriors' platemail. It also offers the best attack bonuses among all the basic one-handed weapons.
Battleaxe Slow/Stronger Slash/Crush Provides a better strength bonus than the warhammer, but not as effective in the secondary crush attack. It is considered to be a rather effective Pking weapon. The Battleaxe is the strongest 1-handed weapon in the melee weaponry class.
Two-handed sword Slowest/Strongest Slash/Crush The most powerful of the basic weapons, but also the slowest. Furthermore, as its name suggests, the two-handed sword cannot be used with a shield. It may be a good secondary weapon for the ranged fighter, as their bow cannot be used with a shield anyway. This weapon has no specialist store open to non-members; the store is located in Taverley.
Halberd Slowest/Strongest Stab/Slash About as slow as the two-handed sword and slightly less powerful, and a shield cannot be equipped with it. However, it can reach over small obstacles (such as tables, fences etc.)
Spear Medium/Medium Stab/Slash/Crush This two-handed members-only weapon is one of only two classes in the game that can use all three attack styles. The spear has an average attack speed, features controlled style for each attack style, and can be poisoned. Its bonuses are not as high as other weapons', and the only way to train Attack or Strength with it is to use one of the controlled styles. It can be poisoned with Karambwan paste.
Hasta Medium/Medium Stab/Slash/Crush This weapon is identical to the spear in every way, except that it is a one-handed weapon compared to the two-handed spear and that it has negative Defence bonuses, although this can be countered by wearing a shield. This weapon may be poisoned with Karambwan paste.
Claws Fast/Medium Slash/Stab A members-only weapon that is similar to the sword, except that it is two-handed and is primarily a slashing weapon. It cannot be poisoned.
Maul Slow(est)/Strongest Crush Does not follow the standard metal scale (Bronze-Dragon). It is also is 2-handed. You usually get them either in granite or obsidian.
Abyssal Whip Fast/Strong Slash Does not follow the standard metal scale (Bronze-Dragon). The Abyssal Whip has a high experience rate in training Attack and Defence but the only way to train Strength is to use the controlled style. They can be used with a shield. It's recommended to use a rune defender.

Italics indicate decent effectiveness in a weapon's secondary style compared to its primary style. (Less than 20% difference in bonuses)

A player wielding a Dragon two-handed sword.

Strength scale (Rune-based)

  • Weakest: Under 29
  • Weak: 29 to 34
  • Medium: 34 to 43
  • Strong: 44 to 49
  • Stronger: 50 to 70
  • Strongest: 80+

Weapon requirements

Attack Level Type
1 Bronze weapons
1 Iron weapons
5 Steel weapons
10 Black weapons
10 White weapons1
20 Mithril weapons
30 Adamant weapons
40 Rune weapons
50 Granite maul and Granite mace (with 50 Strength)
60 Dragon weapons
70 Zamorak Spear
70 Saradomin sword
70 Abyssal whip
70 Barrows weapons2
70 Barrows weapons (with 70 Strength)3
75 Godswords
78 Ancient Warriors' Equipment

Weapons are made of different metals, some stronger and more expensive than others. Higher Attack levels allow wielding weapons of better metals. For example, a player needs an Attack level of 10 to wield a black weapon, whereas the player would need level 20 to wield a mithril weapon.

Almost all metal weapons can be smithed, except for halberds and anything black, White,dragon (Dragon and barrows armour cannot be smithed, only repaired). The table above shows what level is needed to wield a certain metal. (until the recent quest Perils of Ice Mountain, pickaxes were unsmithable.)

1Wanted! must be completed.
2Guthan's warspear and Verac's flail.
3Torag's hammers and Dharok's greataxe.

Weapons table

Bronze Iron Steel Black White Mithril Adamant Rune Dragon
Dagger Yes Yes Yes Yes Yes members only Yes Yes Yes Yes members only
Sword Yes Yes Yes Yes Yes members only Yes Yes Yes No
Scimitar Yes Yes Yes Yes Yes members only Yes Yes Yes Yes members only
Mace Yes Yes Yes Yes Yes members only Yes Yes Yes Yes members only
Longsword Yes Yes Yes Yes Yes members only Yes Yes Yes Yes members only
Hatchet Yes Yes Yes Yes No Yes Yes Yes Yes members only
Battleaxe Yes Yes Yes Yes Yes members only Yes Yes Yes Yes members only
Warhammer Yes Yes Yes Yes Yes members only Yes Yes Yes No
Two-handed sword Yes Yes Yes Yes Yes members only Yes Yes Yes Yes members only
Pickaxe Yes Yes Yes No No Yes Yes Yes Yes members only
Spear Yes members only Yes members only Yes members only Yes members only No Yes members only Yes members only Yes members only Yes members only
Hasta Yes members only Yes members only Yes members only No No Yes members only Yes members only Yes members only No
Claws Yes members only Yes members only Yes members only Yes members only Yes members only Yes members only Yes members only Yes members only Yes members only
Halberd Yes members only Yes members only Yes members only Yes members only Yes members only Yes members only Yes members only Yes members only Yes members only

Other melee weapon types

Members have access to more powerful weapons than the basic ones. However, because of their power, they are much more expensive than the basic weapons.

TzHaar

A player fighting with Guthan's warspear.

Barrows

Miscellaneous

Quest weapons, fun weapons, and blackjacks

Quest weapons

A player fighting with the Darklight.

Blackjacks

Fun weapons

Kitchen weaponry

Kitchen weaponry are members only weapons that can be bought from the Culinaromancer's chest. To buy and wield more advanced kitchen weapons the player must complete the Recipe for Disaster subquests.

The weapons:

Free-to-play magic

The weapons listed below can be used in free-to-play. While they can be used in melee, they are more powerful when used to cast Magic in combat.

Staves

Member magic weapons

Weapon requirements

Level Type
1 Staff, Magic staff, Elemental staves
30 Battlestaves (with 30 Attack)
40 Mystic staves (with 40 Attack)
50 Ancient staff
65 Lunar staff
70 Ahrim's staff (with 70 Attack)
78 Zuriel's staff (with 78 Attack)

Members have a wide assortment of magic weapons at their disposal.

Battlestaffs

Mystic staffs

God staffs

Barrows

Slayer

TzHaar

A player using a Magic weapon to fight.

Mage Training Arena wands

Miscellaneous

Non-member ranged weapons

Free players have a limited amount of weapons they can use for ranged attacks.

Longbows

Shortbows

Crossbows

Composite bows

Member ranged weapons

Members have a wide range of ranged weapons at their disposal.

Bows

Italics-Members only

Image Bow Level Bonus Notes
Training bow Training bow 1 +8 Can be bought from Beefy Bill in Lumbridge.
Shortbow Shortbow 1 +8 Can be bought or claimed as a sample from Lowe's Archery Store in Varrock
Longbow Longbow 1 +8 Can be bought or claimed as a sample from Lowe's Archery Store in Varrock.
Oak shortbow Oak shortbow 5 +14 Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.
Oak longbow Oak longbow 5 +14 Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.
Willow shortbow Willow shortbow 20 +20 Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.
Willow longbow Willow longbow 20 +20 Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.
Maple shortbow Maple shortbow 30 +29 Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington. This is the highest shortbow non-members can use.
Maple longbow Maple longbow 30 +29 Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington. This is the highest longbow non-members can use.
Yew shortbow Yew shortbow 40 +47 Can be bought from other players or made with the fletching skill.
Yew longbow Yew longbow 40 +47 Can be bought from other players or made with the fletching skill.
Magic shortbow Magic shortbow 50 +69 Can be bought from other players or made with the fletching skill. This bow also has a special attack.
Magic longbow Magic longbow 50 +69 Can be bought from other players or made with the fletching skill. This bow also has a special attack.
Seercull Seercull 50 +69 Can be bought from players or dropped by Dagannoth Supremes or Greater Reborn Rangers. This bow also has a special attack.
Dark bow Dark bow 60 +95 Can be bought from players or dropped by Dark beasts. Fires two arrows at once. This bow also has a special attack.
Crystal bow Crystal bow 70 (with 50 Agility) +100/+64 Does not use arrows, can be purchased from other players when unused. Degrades with use, initially +100 bonus.

With the addition of free sample items in certain stores, the Training bow and arrows are not available to use by new players.  A free Shortbow and some bronze arrows can be claimed at Lowe's Archery Emporium  in Varrock every half hour, and you can get 30 Air and Mind runes from Aubury every 30 minutes, who is also in Varrock.

The ranged and magic tutors can be found at Lumbridge, in a sort of training centre, North of the General Store (marked by an empty flour pot on the mini-map.)

Because of the time limit of 30 minutes, when your Ranged level gets higher, it is wasting your time waiting for the 30 minutes to be up, so you can get more bronze Arrows. At around Level 5 Ranged it would pay to switch to the Oak shortbow with Iron arrows.

Miscellaneous

Arrows

Arrows are used for ammunition with bows. The better the arrow, the higher damage a player can deal. However, players require certain bows to use certain arrows. Non-members can only use bronze to adamant arrows. All arrows except the training arrows can be fletched by members.

Italics- Members only

Image Arrow Bow required Location
File:Trainingarrow.gif Training arrows Training Can be bought from Beefy Bill in Lumbridge.
Bronze arrows Bronze arrows Any Can be bought from Lowe's Archery Store in Varrock.
Iron arrows Iron arrows Any Can be bought from Lowe's Archery Store in Varrock.
Steel arrows Steel arrows Oak Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.
Mithril arrows Mithril arrows Willow Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.
Adamant arrows Adamant arrows Maple Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.
Rune arrows Rune arrows Yew Can be bought from the Ranging Guild, can be bought from other players or can be fletched.
Broad Arrow Broad arrows Magic Can be bought from any Slayer Master, used to kill Turoths and Kurask, and can be traded.
Dragon arrows Dragon arrows Dark Can be fletched by materials dropped by Dragon implings.
A player using a Ranged weapon to fight.

Crossbows

The selection of non-member crossbows is very limited. Only the Crossbow and the Phoenix crossbow are available. They both give the same bonuses.

Italics- Members only.

Image Name Level Bonus Bolts
Crossbow Crossbow 1 +6 Bronze bolts
Phoenix crossbow Phoenix crossbow 1 +6 Bronze bolts
Bronze crossbow Bronze crossbow 1 +18 Bronze bolts
Blurite crossbow Blurite crossbow 16 +30 Up to blurite bolts
Iron crossbow Iron crossbow 26 +42 Up to iron bolts
Dorgeshuun crossbow Dorgeshuun crossbow 28 +42 Up to iron bolts/bone bolts. This crossbow cannot use enchanted or gem-tipped bolts.
Steel crossbow Steel crossbow 31 +54 Up to steel bolts
Mithril crossbow Mithril crossbow 36 +66 Up to mithril bolts/mithril grapples
Adamant crossbow Adamant crossbow 46 +78 Up to adamant bolts
Zanik's crossbow Zanik's crossbow 46 +78 Up to adamant bolts (including bone bolts, but excluding enchanted bolts)
Hunter's crossbow Hunter's crossbow 50 +55 Kebbit bolts only
Rune crossbow Rune crossbow 61 +90 Up to rune bolts
Karil's crossbow Karil's crossbow 70 +84 Bolt racks only

Composite Bows

A player fighting with a Seercull.

Thrown Weapons

All throwing weapons are members only.

Darts

Darts can be forged from Bronze, Iron, Steel, Mithril, Adamantite, Rune and Dragon. Each metal bar can make ten Dart Tips. Darts can be poisoned and are stackable. Black and Dragon Darts are available but cannot be smithed by players. Darts can only be made after completing the Tourist Trap quest.

Throwing knives

Throwing knives are poisonable, and can be forged by players from Bronze, Iron, Steel, Mithril, Adamantite, and Rune. Each metal bar yields five Throwing Knives. Black Throwing Knives are only dropped by Shadow Warriors ,Imperial Guard members, and cyclopes in the warrior's guild.

Thrownaxes

Throwing Axes come in Bronze, Iron, Steel, Black, Mithril, Adamantite, and Rune. They can only be bought from a shop in the Ranging Guild. The Rune Throwing Axe has a special attack ("Chain Hit") that, when activated in a multicombat zone with multiple enemies nearby, will bounce from enemy to enemy up to 10 times(10% special bar used per enemy hit).

Javelins

Javelins are stackable and made out of Bronze, Iron, Steel, Black, Mithril, Adamantite, and Rune. Javelins can be found as drops from defeated monsters and can also be purchased inside the Ranging Guild. Javelins are notoriously slow and are generally considered to be the most unpopular out of the one-handed Ranging weapons.

Chinchompas

Miscellaneous

Salamanders

Can be used as Ranged, Magic or Melee weapons*. They are Members only and are obtained using the Hunter skill.

*It has been reported that while doing the Knight's Training ground mini-quest (unlocked upon completion of the "King's Ransom" quest), the salamanders are not registered as a melee weapon, even while on the melee setting (This is relevant because you are permitted only to use melee weapons while in the training ground).

See also


This article uses material from the "Weapons" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010
(Redirected to Weapon Type article)

From TibiaWiki

General Information

Weapons in Tibia are divided in four sub-categories, the use of any weapon of one category will raise your skill with that kind of weapon, allowing you to deal higher damage wile using it. The four weapon types are:

  1. Axe Weapons
  2. Sword Weapons
  3. Club Weapons
  4. Distance Weapons

In-Depth information

  • Distance- Typically a paladin-only weapon type. These weapons provide no defensive value whatsoever, but can be fired from afar with varied distances. Thrown variations, such as the Throwing Star and Spear, can be used with a shield, while the Crossbow and other ammunition launchers cannot.
  • Fist- Practically useless, aside from personal enjoyment and as a symbol of status, fist fighting is simply the default weapon type when you do not equip one. May be used in conjunction with a shield.
  • Club- Club weapons are typically inexpensive, especially if they are not sellable to an NPC. While in the past they have been considerably weaker than either Sword or Axe, new clubs introduced in recent years have made club a viable option for new knights. Clubs are trademarked by having several two-handers with unusually high defense (such as Arcane Staff or Staff) and several one-handers with detracting defense modifiers (such as Demonbone and Cranial Basher). Some weapons, like the Demonbone, are actually better when used without a shield, and treated as a two-hander, due to their significant defense value and defensive detractor when used with a shield. Clubs are also known for being rather heavy, as well as being inexpensive at lower levels.
  • Axe- Axes are generally regarded to be the best weapon choice for knights, if not considering weight and cost. The best attainable offensive weapon in the game is currently the Hellforged Axe, followed closely by the Stonecutter Axe, though each weigh in at over 85oz, and are one-handed. Axe is considerably lacking in effective two-handers, as most two-handed axes have an unbearably low defense. Axes are also very expensive compared to their counterparts in other weapon classes, due to the prefered status of sword weapons, and the widely available selection of them. Another key detractor of the axe, is that it is typically weaker than both sword and club at the lowest levels, although the Orcish Axe tends to be nearly free compared to weapons of the same level in the other classes.
  • Sword- Sword Weapons are actually the least offensive of the 3 melee weapon types (if you discount the ultra-rare varieties) since the introduction of clubs like Arcane Staff and Obsidian Truncheon. While one-handed swords have considerably lower attack values than both of their counterparts at higher levels, lower level swords are typically the best choice when compared to the other classes. One-handed swords also have very high defenses, though this is negated with the use of a shield. Swords of the two-handed variety typically have comparable defenses to most mid-to-high-end shields, and are incredibly light and cheap, making them ideal for long hunts and transporting supplies. Some examples are Dragonslayer, Two Handed Sword, and Avenger, the latter of which has a defense equal to that of a Great Shield.

Related Links


This article uses material from the "Weapon Type" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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