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Weapons on Accursed Lands may be somewhat different from what you might have grown accustomed to on other MUDs. On Accursed Lands, just as in real life, there is little physical difference between a weapon and an object with some other purpose, such as a piece of clothing or a blade of grass. Both can be held, thrown, put in general-purpose containers, wear out with use, etc. In addition, both can be used to deal out damage during combat. In short, the MUD doesn't restrict you to wielding a particular sort of object during a fight (you can even fight bare-handed if you like). However, as you might expect, certain objects are better-suited for combat than others. While it might be perfectly possible to wield a feather during a fight, in all likelihood you will not be as successful as someone who chooses to wield an axe or a club. You will also run the risk of being branded a poor role-player. During combat, your success or lack thereof will depend on a myriad of factors.  One of the most important of these is your level of experience with the weapons you choose to wield. Weapons skills are developed during combat, and just as in real life, skill with one type of weapon does not automatically grant you proficiency with another. You may be an excellent swordsman, but find yourself helpless when called upon to defend yourself with a club. Here is a non-comprehensive list of weapons skills:

  • axe
  • chain
  • claw
  • club
  • dagger
  • flail
  • hammer
  • shield
  • spear,
  • staff
  • sword
  • whip

Speculation about which weapon or weapons are better, more dangerous, or tougher is an activity that should be kept strictly In Character (IC). Do not use the OOC channels to solicit information about the relative strengths or weaknesses of the different weapons that you might encounter in the MUD.

See also: ranged weapons, fighting

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