classname=mod.sin.armoury.ArmouryModMain classpath=Armoury.jar depend.import=SinduskLibrary depend.suggests=ServerTweaks sharedClassLoader=true # -- Armour configuration section -- # #enableArmourReductionModifications: Enable to enable the whole armour configuration section and material configuration section. # Disabling this will eliminate almost everything that Armoury does to armour. enableArmourModifications=true #Armour types: # Leather = 1 ; Studded = 2 ; Chain = 3 ; Plate = 4 ; *Ring = 5 # Cloth = 6 ; *Scale = 7 ; *Splint = 8 ; Drake = 9 ; Dragonscale = 10 # Note: Types marked with * do not have an in-game armour associated with them. # These values can be useful for the creation of custom armours, though. #armourDamageReduction: Adjust the base DR of certain armour types # Syntax: armourDamageReduction-##:material,reduction # Example: armourDamageReduction-1:cloth,0.40 # The example sets cloth (6) armour to have 40% damage reduction at 100QL. # Quality scales the damage reduction #Default configuration: armourDamageReduction-6:cloth,0.40 armourDamageReduction-1:leather,0.60 armourDamageReduction-2:studded,0.625 armourDamageReduction-3:chain,0.625 armourDamageReduction-4:plate,0.65 armourDamageReduction-9:drake,0.65 armourDamageReduction-10:dragonscale,0.70 # Unused armour types armourDamageReduction-5:5,0.55 armourDamageReduction-7:7,0.50 armourDamageReduction-8:8,0.60 # > Armour Effectiveness < # #armourEffectiveness: Adjust the effectiveness of an armour type against a wound type. # Wound Types: # Crush = 0 ; Slash = 1 ; Pierce = 2 ; Bite = 3 ; Burn = 4 ; Poison = 5 # Infection = 6 ; Water = 7 ; Cold = 8 ; Internal = 9 ; Acid = 10 # Syntax: armourEffectiveness-##:armourtype;woundtype,effectiveness # Example: armourEffectiveness-1:9;8,1.05 # The example sets drake (9) armour to have 105% effectiveness (+5% more DR) against cold (8) # Alternative to wound types, you can also use the keys "physical" "elemental" and "other" # Physical: Crush (0), Slash (1), Pierce (2), Bite (3) # Elemental: Burn (4), Cold (8), Acid (10) # Other: Poison (5), Infection (6), Water (7), Internal (9) armourEffectiveness-1:cloth;bite,0.90 #> Armour Glance Rates < # #armourGlanceRate: Adjust the glance rate of an armour type against a wound type. # Syntax identical to effectiveness settings. armourGlanceRate-1:leather;bite,0.30 # > Armour Limit Factor < # #These values are meant to determine the bonus or reduction to spellcasting and archery while wearing armour. # ** Valid values are between -0.99 and 0.3 only. Anything lower than -0.99 risks damaging the calculations in the game. Anything over 0.3 will simply apply as 0.3. # I personally do not like the original setup of them, and will only leave a commented out "vanilla" setup, then using my own below. armourLimitFactor-1:cloth,0.3 armourLimitFactor-2:leather,0.3 armourLimitFactor-3:studded,0.0 armourLimitFactor-4:chain,-0.15 armourLimitFactor-5:plate,-0.3 armourLimitFactor-6:drake,-0.3 armourLimitFactor-7:dragonscale,-0.3 # -- Item Material Configuration -- # #enableItemMaterialChanges: Enables or disables the whole item material configuration section. enableItemMaterialChanges=true #> Damage Reduction # Additive damage reduction if the armour is created from this material. This is very specifically what it says after the item. # Example: "chain jacket, iron" would use the iron modifier (11). Even if the armour type is different, the material is still used. # Example 2: "dragonscale jacket, glimmersteel" would use the dragonscale base armour value and add the glimmersteel property below. #materialDamageReduction: Additional percentage of damage reduction from material. # For example, adamantine by default gives 0.05, meaning 5% damage reduction on top the 70% that plate gives. # Adamantine plate would give 75% damage reduction at 100QL with this setting. # Note that if no value is set, the default wurm values will be used. # If you want to remove the DR penalty for lead armour, you'll have to use materialDamageReduction-##:12,0.00 # Ensure that each property has it's own unique identifier number and none of them clash. materialDamageReduction-1:adamantine,0.05 #materialGlanceRate: Adjust the glance rate of an armour against a certain wound type if created from a specified material. # This is a multiplier on the base glance rate. materialGlanceRate-1:adamantine;physical,1.02 # -- Weapon Material Configuration -- # #enableWeaponMaterialChanges: Enables or disables the whole weapon material configuration section. enableWeaponMaterialChanges=true #materialWeaponDamage: Adjust the damage of a weapon based on the material it's made from. # This is a multiplier on the base weapon damage. # Lower values deal less damage, higher values deal more damage. 1.10 = 10% more damage. 0.90 = 10% less damage. materialWeaponDamage-1:steel,1.03 #materialWeaponSpeed: Adjust the swing speed of a weapon based on the material it's made from. # This is a multiplier on the base weapon speed. # Lower values swing faster, higher values swing slower. 1.10 = 10% slower. 0.90 = 10% faster. materialWeaponSpeed-1:bronze,0.98 #materialWeaponParry: Adjust the parry bonus of a weapon based on the material it's made from. # This is a multiplier for how often the weapon can parry. # Lower values parry more frequently, higher values parry less frequently. 1.10 = 10% less frequent parries. 0.90 = 10% more frequent parries. materialWeaponParry-1:glimmersteel,0.95 #materialWeaponArmourDamage: Adjust how much damage is dealt to the defender's armour based on the material the weapon is made from. # This is a multiplier on how much damage the armour takes. # Lower values cause less damage, higher values cause more damage. 1.10 = 10% more damage to the armour. 0.90 = 10% less damage to the armour. materialWeaponArmourDamage-1:adamantine,1.05 #materialDamageModifier: Adjust how much damage the item takes when receiving non-decay damage (when used). # This is a multiplier on how much damage the item takes. # Lower values reduce damage taken, higher values increase damage taken. 1.10 = 10% more damage taken. 0.90 = 10% less damage taken. materialDamageModifier-1:iron,0.95 #materialDamageModifier: Adjust how much decay damage the item takes. # This is a multiplier on how much damage the item takes. # Lower values reduce damage taken, higher values increase damage taken. 1.10 = 10% more decay damage taken. 0.90 = 10% less decay damage taken. materialDecayModifier-1:iron,0.95 #materialDifficultyModifier: Apply a modifier to difficulty of skill checks when using items made of this material. # This is a multiplier for the difficulty of the check. # Lower values will reduce difficulty, higher values will increase difficulty. 1.10 = 10% more difficult, 0.90 = 10% less difficult. # When the difficulty is lower, the result of the check will be higher. When the difficulty is higher, the result of the check will be lower. materialDifficultyModifier-1:adamantine,0.98 #materialSpellEffectModifier: Apply a modifier to spell effect power on items made of this material. # This is a multiplier for the power of the spell effect. # Lower values reduce the power, higher values increase the power. 1.10 = 10% higher power. 0.90 = 10% less power. materialSpellEffectModifier-1:copper,1.10 #materialSpecificSpellEffectModifier: Apply a modifier to a specific spell effect power on items made of this material. # This works identically to the above, but only applies to spell effects targeted in the configuration here. # Syntax: # materialSpecificSpellEffectModifier-##:material;spelleffect,spelleffect,spelleffect...,multiplier # Shorthands: # damage - Bloodthirst, Flaming Aura, Frostbrand, Rotting Touch, Venom materialSpecificSpellEffectModifier-1:tin;113,1.20 materialSpecificSpellEffectModifier-2:adamantine;damage,32,1.10 #materialActionSpeedModifier: Apply a modifier to action speeds with items made of this material. # This is a multiplier on the action timer. # Lower values will reduce the timer, higher values will increase the timer. 1.10 = 10% longer timer, 0.90 = 10% faster timer. materialActionSpeedModifier-1:glimmersteel,0.97 #materialCreationBonus: Apply a bonus to creation with this material as a product. # This is a maximum QL increase equivalent to the value multiplied by difference from 100. # maximum ql = ((100 - currentQL) * modifier) + currentQL # For example, a value of 0.5 would make a 50QL material able to be created up to 75QL (100-50)*0.5 = 25. 25 + 50 = 75. materialCreationBonus-1:steel,0.03 #materialImproveBonus: Apply a bonus to improvement on items made of this material. # This is a multiplier to the improve amount. # Lower values make improvement harder, higher values make improvement easier. 1.10 = 10% easier to improve. 0.90 = 10% harder to improve. materialImproveBonus-1:iron,1.01 #materialShatterResistance: Apply a chance to resist shattering from spellcasting for items made of this material. # This is a chance, scaling from 0.00 to 1.00. 0 being 0% chance to resist, 1 being 100% chance to resist. materialShatterResistance-1:brass,0.10 #materialLockpickBonus: Apply a bonus to lockpicking when using lockpicks made of this material. # This is a bonus factor with a base of zero, with positive values increasing effect and negative values decreasing effect. materialLockpickBonus-1:brass,0.025 #materialAnchorBonus: Apply a chance to avoid a boat drifting when anchored with an anchor made of this material. # This is a chance, scaling from 0.00 to 1.00. 0 being 0% chance to avoid drifting, 1 being 100% chance to avoid drifting. materialAnchorBonus-1:bronze,0.95 #materialPendulumEffect: Apply a bonus to area for pendulums when using a pendulum made of this material. # This is a multiplier for radius of the pendulum. # Lower values reduce the radius, higher values increase the radius. 1.10 = 10% larger radius. 0.90 = 10% smaller radius. materialPendulumEffect-1:brass,1.05 #materialRepairSpeed: Apply a speed modifier when repairing items made of this material. # This is a multiplier for the time to repair. # Lower values make repairing faster, higher values make repairing slower. 1.10 = 10% slower repair. 0.90 = 10% faster repair. # NOTE: There is currently a bug where items with less than 1.00 modifier take no damage from repair. # One of the best uses of this field is to correct this bug by setting all of the faster repair timers to 1.0 to fix this bug. materialRepairSpeed-1:adamantine,1.00 materialRepairSpeed-2:bronze,1.00 materialRepairSpeed-3:glimmersteel,1.00 materialRepairSpeed-4:seryll,1.00 materialRepairSpeed-5:steel,1.00 #materialBashModifier: Apply a modifier to the structure bashing damage dealt with items of this material. # This is a multiplier for damage on the bash. # Lower values reduce bash damage, higher values increase bash damage. 1.10 = 10% more bash damage. 0.90 = 10% less bash damage. materialBashModifier-1:copper,0.92 # -- Shield Configuration Section -- # #enableShieldDamageEnchants: This will allow AOSP to work as a reflector for any damage enchant that is applied to the shield, applying a wound to the attacker on block. # AOSP acts as the "chance" for the reflect, and the damage applied to it acts as the "type" # For example, Flaming Aura on a shield would deal a fire wound to an attacker on block when it has AOSP. enableShieldDamageEnchants=true #enableShieldSpeedEnchants: This allows WoA and BotD to interact with shields, reducing the "shield block" counter for a round of combat by 1 when the check succeeds. # This means higher casts of WoA will allow you to block more attacks per round in combat. enableShieldSpeedEnchants=true # -- Weapon Configuration Section -- # #minimumSwingTime: This will change the minimum swing timer for weaponry. By default, this is 3 seconds. That means no weapon can swing faster than once every 3 seconds. # Now you have the power to change that. This can be set to any value you want (in seconds). When I set it to 0 and made a superfast weapon, the results were terrifying. minimumSwingTime=2.0 #raresReduceSwingTime: If enabled, this will make rare, supreme, and fantastic weapons reduce the swing timer. raresReduceSwingTime=true #rareSwingSpeedReduction: The amount of time, in seconds, per rarity level, that rares should reduce the swing timer. # Example: A value of 0.2 would make a rare reduce swing time by 0.2 seconds, supreme reduce swing time by 0.4 seconds, and fantastic reduce swing time by 0.6 seconds. rareSwingSpeedReduction=0.2 #fixSavedSwingTimer: This one is hard to explain. Basically, when an action is performed (a shield bash, spell, etc.) the swing timer continues to tick. # After the action, the player will swing, removing the "first swing" amount from the timer. # That leaves the rest of the timer, allowing them to swing yet again almost immediately after, even with a slow weapon. # This option removes this interaction and enforces a "set timer to 0" after each swing, ensuring that swings with weapons must be spaced apart properly. # Some players might enjoy the "skill" in performing this type of action. fixSavedSwingTimer=true #betterDualWield: THIS IS HIGHLY EXPERIMENTAL, USE AT YOUR OWN RISK. # Dual wield by default is locked behind a multitude of checks. That includes slower swing speed, "dead time" after landing a hit, and only being used every other "combat round" (~10 seconds). # This reworks the system, and simply makes an offhand swing 1/2 as slow as the main hand, starting in the second round of combat. betterDualWield=true #enableCustomWeaponValues: This will enable or disable the usage of the section below entirely. enableCustomWeaponValues=true #This section will allow you to edit the damage, speed, crit chance, reach, weight group, parry percent, and skill penalty of the weapons in Wurm. #Use the property "weapon" combined with the field capitalized ("Damage", "Speed", etc.), then the weapon id to change, a comma, then new value. #This must use the weapon id because there are clashes with the name, where both huge and small axe are "axe" # IMPORTANT NOTE: Ranged weapons (bows) do not work off these changes. They are a separate entity entirely. This is only for melee weapons. #Here's some of my suggested changes as examples for what you can do: #> Increase scythe damage to 10 from 9 weaponDamage-1:268,10.4 #> Increase halberd damage to 10.5 from 9 weaponDamage-2:706,11.25 #> Increase long spear damage to 9.5 from 8 weaponDamage-3:705,9.5 #> Increase steel spear damage to 10 from 9 weaponDamage-4:707,10.75 #> Increase steel staff damage to 9 from 8 weaponDamage-5:710,9.5 #> Increase shortsword damage to 5 from 4 weaponDamage-6:80,5.5 #> Increase scythe speed to 4.5 from 5 weaponSpeed-1:268,4.5 #> Increase large maul speed to 5.25 from 6 weaponSpeed-2:290,5.25 #Crit chance uses the decimal as a percent. 1 is a 100% crit chance. 0.05 is a 5% crit chance. The game forces a maximum of 3% crit in the combat code. #> Give legs a 0.4% chance to crit, just in case you get lucky on your cheap shot weaponCritChance-1:19,0.004 #Weapon reach determines the distance in combat for "too close" "good" and "too far" - this is an integer value so please don't use decimals. #> Change planks to 1 range. Just for science and demonstration. weaponReach-1:22,1 #I actually don't know what the weapon weight group does. I'll be commenting out my change because I don't want to break anything, but the option is there for you risk-takers! #> Change "whip of One" to weight group 2 #weaponWeightGroup-1:514,2 #The parryPercent value is a factor in how well the weapon parries. Swords get an innate 4x bonus to this value in the combat code. Otherwise, it's a good indicator for how easy it is to parry. #> Change sickle parry from 20% to 40% weaponParryPercent-1:267,0.4 #Finally, the skillPenalty is a combat rating debuff applied to the player wearing this in their main hand. A skillPenalty of 2 will reduce the player's CR by 2 in combat just for wearing the weapon. #While CR is generally considered an integer by the community, it actually works as a floating point value, so decimals do in fact work with skill penalty. #> Reduce skill penalty on sickle to 1.0 from 2.0. Maybe it's good again? weaponSkillPenalty-1:267,1.0 #> Reduce skill penalty on scythe to 0.5 from 2.0. weaponSkillPenalty-2:268,0.5 # - My custom server settings - # ## Weapon Damage ## #> Increase two hand sword damage to 10.5 weaponDamage-100:81,11.5 #> Increase butcher knife damage to 3.75 weaponDamage-101:93,4.15 #> Increase sacrifical knife damage to 4.75 weaponDamage-102:792,5.15 #> Increase longsword damage to 6.75 weaponDamage-103:21,6.7 #> Increase small maul damage to 5.5 weaponDamage-104:291,5.8 #> Increase small axe damage to 5.5 weaponDamage-105:3,5.9 #> Increase medium maul damage to 8.75 weaponDamage-106:292,8.75 #> Increase large axe damage to 8 weaponDamage-107:90,8.4 #> Increase carving knife damage to 5.5 weaponDamage-108:8,5.75 #> Increase large maul damage to 11.5 weaponDamage-109:290,12.25 #> Increase sickle damage to 6.1 weaponDamage-110:267,6.1 #> Increase huge axe damage to 13.3 weaponDamage-111:87,14.2 ## Weapon Speed ## #> Increase longsword speed to 3.75 weaponSpeed-100:21,3.6 #> Decrease sacrifical knife speed to 2.5 weaponSpeed-101:792,2.5 #> Increase small axe speed to 2.65 weaponSpeed-102:3,2.65 #> Increase medium maul speed to 4.75 weaponSpeed-103:292,4.75 #> Decrease carving knife speed to 2.75 weaponSpeed-104:8,2.75 #> Increase steel staff speed to 3.8 weaponSpeed-105:710,3.8 #> Increase huge axe swing speed to 5.9 weaponSpeed-106:87,5.9 #> Increase halberd speed to 4.8 weaponSpeed-107:706,4.8 #> Increase small maul speed to 2.9 weaponSpeed-108:291,2.9 #> Increase long spear speed to 4.75 weaponSpeed-109:705,4.75 ## Weapon Crit Chance ## #> Allow small axe to crit at 0.8% weaponCritChance-100:3,0.008 #> Allow carving knife to crit at 2% weaponCritChance-101:8,0.02 ## Weapon Parry ## #> Increase small axe parry to 50% weaponParryPercent-100:3,0.5 #> Remove carving knife ability to parry weaponParryPercent-101:8,0 ## Weapon Skill Penalty ## #> Remove the small axe skill penalty weaponSkillPenalty-100:3,0 #> Increase carving knife skill penalty to 2 weaponSkillPenalty-101:8,2 #Full list of vanilla Wurm weapon names and their stats: # "whip of One" (ID 514) stats: [6.0 damage], [2.0 speed], [0.0 critchance], [5 reach], [1 weightGroup], [0.1 parryPercent], [0.0 skillPenalty] # "small axe" (ID 3) stats: [5.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.3 parryPercent], [0.0 skillPenalty] # "awl" (ID 390) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty] # "hatchet" (ID 7) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.0 parryPercent], [3.0 skillPenalty] # "leather knife" (ID 392) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty] # "carving knife" (ID 8) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty] # "scissors" (ID 394) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty] # "sickle" (ID 267) stats: [6.0 damage], [3.0 speed], [0.0039999997 critchance], [2 reach], [3 weightGroup], [0.2 parryPercent], [2.0 skillPenalty] # "scythe" (ID 268) stats: [9.0 damage], [5.0 speed], [0.015999999 critchance], [5 reach], [4 weightGroup], [0.2 parryPercent], [2.0 skillPenalty] # "hand" (ID 14) stats: [1.0 damage], [1.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty] # "legs" (ID 19) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty] # "pickaxe" (ID 20) stats: [1.5 damage], [5.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [0.1 parryPercent], [3.0 skillPenalty] # "longsword" (ID 21) stats: [5.5 damage], [4.0 speed], [0.0019999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "plank" (ID 22) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [3.0 skillPenalty] # "shaft" (ID 23) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty] # "sacrificial knife" (ID 792) stats: [1.5 damage], [2.0 speed], [0.006 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty] # "saw" (ID 24) stats: [0.5 damage], [5.0 speed], [0.0019999999 critchance], [2 reach], [3 weightGroup], [0.0 parryPercent], [3.0 skillPenalty] # "shovel" (ID 25) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [3.0 skillPenalty] # "rake" (ID 27) stats: [0.5 damage], [5.0 speed], [0.0 critchance], [5 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty] # "large maul" (ID 290) stats: [11.0 damage], [6.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "small maul" (ID 291) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "maul" (ID 292) stats: [8.0 damage], [5.0 speed], [0.006 critchance], [3 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "crude knife" (ID 685) stats: [1.0 damage], [4.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty] # "crude pickaxe" (ID 687) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty] # "branch" (ID 688) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty] # "crude shovel" (ID 690) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty] # "crude shaft" (ID 691) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty] # "belaying pin" (ID 567) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty] # "huge shod club" (ID 314) stats: [8.0 damage], [6.0 speed], [0.0019999999 critchance], [4 reach], [6 weightGroup], [1.0 parryPercent], [2.0 skillPenalty] # "hammer" (ID 62) stats: [0.5 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty] # "short bow" (ID 447) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty] # "mallet" (ID 63) stats: [0.3 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty] # "bow" (ID 448) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty] # "long bow" (ID 449) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty] # "long spear" (ID 705) stats: [8.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "halberd" (ID 706) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [6 reach], [8 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "spear" (ID 707) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "staff" (ID 710) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "staff" (ID 711) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "short bow" (ID 459) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty] # "bow" (ID 460) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty] # "long bow" (ID 461) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty] # "short sword" (ID 80) stats: [4.0 damage], [3.0 speed], [0.02 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "Sword of Magranon" (ID 336) stats: [15.0 damage], [5.0 speed], [0.015999999 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "two handed sword" (ID 81) stats: [9.0 damage], [5.0 speed], [0.01 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "Hammer of Magranon" (ID 337) stats: [18.0 damage], [6.0 speed], [0.015999999 critchance], [4 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "Sceptre of Ascension" (ID 340) stats: [17.0 damage], [6.0 speed], [0.015999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "huge axe" (ID 87) stats: [12.0 damage], [6.0 speed], [0.01 critchance], [5 reach], [5 weightGroup], [0.2 parryPercent], [0.0 skillPenalty] # "axe" (ID 90) stats: [6.5 damage], [4.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [0.3 parryPercent], [0.0 skillPenalty] # "staff of land" (ID 986) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "crowbar" (ID 1115) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty] # "butchering knife" (ID 93) stats: [1.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty] # "crude axe" (ID 1011) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]