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nodisarm weapons being disarmed

I propose this be made that they go into your inventory and not get sac'd.   Being able to disarm nodisarm weapons was never intended at the birth of the MUD and was only brought about by either whip warriors IIRC or dragon monks/ironarm blms.

 

Having them disarmed is one thing, being destroyed altogether is another.

exotic warriors, and yeah versus these cursed disarmers it makes not having nodrop on your weapon pretty crappy.

There needs to be a weapon flag that counters this because rock, paper, scissors...

There should be such a thing as a skill/weapon-flag that trumps weapon seize, ironarm, dragon (although battlemaster blade avoids dragon IIRC)

Edited

double grip, power grip, nodrop. In general I notice these special disarms fail as often as they succeed, though ironarm seems the most consistent and dragon stance the least consistent against me in my experience.

Edited

What you suggest already exists, it's called nodrop.

:D

:D

:D

Nodisarm weappns never needed no drop flag because this never existed

Well, they could have been stolen when not wielded, or given away. There is good reason to have both flags, and that some weapons have both flags.

Just thinking out loud.

Why not increase the self induced of lag created by sacrificing when adrenaline is rushing?

Then destroying the opponents weapon in the middle of combat becomes far more dangerous.

Or.

Would it be better to create an avenue to keep the weapon from being sacrificed via cabal services?

OR people can stop thinking noremove is the be all end all permanent grip? There are too many noremove weapons as it is, that weapon flag shuts down the majority of melee class offense as it is. The pro: most classes pets included can't disarm you, the con: only 3 classes can where one of them is and seelectable path.

If you're already power gripping a weapon it goes to your inventory anyways, I'm not positive about double gripping though since I haven't used double grip against someone with the exotic lore or a Monk in Dragon. There are sockets out there now though that you can get to make your weapon nodrop though, like the Orb of Betrayal. You also get the nice added affect of having pass door added to you until you remove it from your person.

Weapons from 1.0 and early 2.0

Object 'dagger souls' is type weapon, material souls.

Extra flags: hum dark evil nodrop antigood nolocate.

Weight is 3, value is 3, level is 40.

Weapon type is dagger.

Damage is 5d9 (average 25).

Affects luck by 3.

Affects damroll by 2.

Affects hitroll by 2.

Affects str by -2.

Unique item.

Object '!5450! Stormbringer' is type weapon, material iron.

Extra flags: dark nodrop antigood noremove nouncurse.

Weight is 25, value is 1, level is 50.

Weapon type is two-handed sword.

Damage is 10d5 (average 30).

Affects hp by 20.

Affects managain by 15.

Affects hitgain by 15.

Affects hitroll by 5.

Affects damroll by 6.

Unique item.

You have a vauge feeling this item can be used somehow.

Object '!5451! mournblade' is type weapon, material iron.

Extra flags: dark nodrop antigood noremove nouncurse.

Weight is 25, value is 1, level is 50.

Weapon type is two-handed sword.

Damage is 9d6 (average 31).

Affects damroll by 5.

Affects hitroll by 6.

Affects hitgain by 15.

Affects managain by 15.

Affects hp by 20.

Unique item.

You have a vauge feeling this item can be used somehow.

Object 'battlemaster blade' is type weapon, material adamantite.

Extra flags: glow hum nodrop noremove psienhance nouncurse.

Weight is 7, value is 4, level is 50.

Weapon type is sword.

Damage is 6d8 (average 27).

Affects hitroll by -2.

Affects damroll by 3.

Rare item.

Object 'ancient sceptre glowing ember' is type weapon, material brass.

Extra flags: nodrop noremove burnproof socketable.

Weight is 12, value is 2, level is 50.

Weapon type is mace/club.

Damage is 12d4 (average 30).

An ancient sceptre adorned with a glowing ember has the following affixed to it:

     (Glowing) (Humming) a glowing ember

Affects luck by 2.

Affects hitroll by 3.

Affects damroll by 3.

Unique item.

Obviously the Battlemaster's Blade was the only one on the list that has been there before Warrior Lore and the first Dagger is only nodrop and not both. How do I know when these ID's were made though? My first file of ID's is divided into 1.0 and 2.0 split about a third of the way into it and has the change of the double plated helm from 1.0 to 2.0 and I believe the third change to it as well after Onileon or however began wreaking havok. That was forever ago though.

This is more for classes who can’t reliably blind to stop the sac and don’t have powergrip or the like.  Weapons like thin bladed polearm that can’t be socketed and weren’t meant to be disarmable at all.  Losing the weapon and taking a round or two of non parried combat is still going to happen.  Sac’ing the weapon that took you hours to get in a lot of cases wasn’t an intended addition.

I can understand that to a degree, though in most cases weapons are easier to gain depending on what it is. Hell's Fury and Steelfeather are probably the only ones that would be considered more commonly used that take hours to get, though both can be gained solo if you have the patience and determination. Why not just stick with a Pit weapon though in that case? It's non rare, avg dam is 27, +2hit/dam, socketable and if you die it always returns to you. It takes far longer to get than any rare weapon but some of them do hit vulns too.

I typically use a pit weapon when fighting a class that can disarm cursed weapons.

4 hours ago, egreir said:

This is more for classes who can’t reliably blind to stop the sac and don’t have powergrip or the like.  Weapons like thin bladed polearm that can’t be socketed and weren’t meant to be disarmable at all.  Losing the weapon and taking a round or two of non parried combat is still going to happen.  Sac’ing the weapon that took you hours to get in a lot of cases wasn’t an intended addition.

Thin bladed polearm was changed to be norem in the last couple of (3-5) years.  At it's inception it was absolutely meant to be disarmed.

You’ve got me there.

I wish warrior axe/polearm lore weren’t shit... stupid powercreep of making everything norem...

1 hour ago, Fireman said:

I wish warrior axe/polearm lore weren’t shit... stupid powercreep of making everything norem...

I suppose it could be made so that axe could be dual wielded without limitations and not needing to be Minotaur making it slightly more viable than it is now.

Polearm could be made to to function similar to jutsu does for Ninja's with two handed spears/swords. That way it still is useful for both, but not so useful that it becomes the lore of choice.

Or a new skill being added that acts exactly like having a cursed weapon in your hand. This can apply to only Polearms/Axes that don't already have the noremove flag. I prefer the other two honestly, but out of all the Warrior Lore's you can choose from only weapon seize and weapon lock are the ones that interest me the most. Add in the first two suggestions though, and I'd at least be interested in seeing how they'd work out for them.

Maybe even remove any weight restrictions needed for Warrior Lore of their choice weapon. That makes smaller races more viable to being played as Warriors as well since they'd be able to wield larger and heavier weapons without much worry. Obviously it wouldn't remove all limitations, but it would drop the strength needed to wield down to 12 instead of lower so that they don't just gain a really heavy noremove weapon and get plagued/poisoned/weakened/etc...

Give smaller races the ability to dual wield with axes as a warrior lore... please...

They can already dual wield axes...just smaller ones :)

Dwarves can't dual wield axes? I mean I get the two handed ones, but two regular?