Throw: Difference between revisions
Undaedalus (talk | contribs) (Created page with "{{skill |name= Throw |type= Skill |subtype= Attack |user= Fighter, Thief, Bard |duration= Instantaneous |castingCost= |tickCost= |pulseCost= |range= Single PC or Mob, up to 1 room away |delay= Throw <weapon> <target> <direction> |requirements= spears (fighter) or daggers (thief, bard) in the user's inventory |syntax= }} Fighters, thieves, and bards are able to throw weapons at their foes. Fighters are able to throw spears, while the latter two throw dagge...") |
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|type= Skill | |type= Skill | ||
|subtype= Attack | |subtype= Attack | ||
|user= [[Fighter]], [[Thief]], [[Bard]] | |user= All. [[Fighter]], [[Thief]], [[Bard]], [[Assassin]], and [[Barbarian]] get extra functionality | ||
|duration= Instantaneous | |duration= Instantaneous | ||
|castingCost= | |castingCost= | ||
| Line 10: | Line 10: | ||
|range= Single PC or Mob, up to 1 room away | |range= Single PC or Mob, up to 1 room away | ||
|delay= Throw <weapon> <target> <direction> | |delay= Throw <weapon> <target> <direction> | ||
|requirements= | |requirements= item or class appropriate weapon in the user's inventory | ||
|syntax= | |syntax= | ||
}} | }} | ||
The throw skill allows a character to hurl weapons and objects at foes, | |||
dealing damage based on the object's weight and properties. What weapons a | |||
character is proficiency throwing varies by class. [[Fighter]]s may throw spears, | |||
[[barbarian]]s may throw axes, and [[bard]]s, [[thief|thieves]], and [[assassin]]s may throw | |||
daggers. | |||
It | However, the throw command extends beyond this skill. It governs projectiles | ||
like [[bolo]]s and [[dart]]s, but also includes special functionality for magical | |||
creations such as [[blazing spear]]s, [[blacklight]] orbs, and [[blade of light|blades of light]]. The | |||
proficiency of the throw is linked to the creation skill's percent. | |||
Essentially any item can be thrown, and most will deal damage upon impact. | |||
Potions, when thrown, release their magic upon impact instead. | |||
Throw may be used with or without a target; it can also strike characters in | |||
adjacent rooms if a direction is supplied. The thrown object will travel up | |||
to your maximum range, passing through multiple rooms if necessary. Throws | |||
which are outside the originating room follow [[archery]] rules, including miss | |||
chances, defenses, and immunities. | |||
Thrown weapons that hit their target typically lodge in the victim's inventory | |||
rather than falling to the ground. | |||
Latest revision as of 18:26, 25 December 2025
Throw
| |
|---|---|
| Skill type: | Skill |
| Skill subtype: | Attack |
| Primary user: | All. Fighter, Thief, Bard, Assassin, and Barbarian get extra functionality |
| Duration: | Instantaneous |
| Range: | Single PC or Mob, up to 1 room away |
| Recast delay: | Throw <weapon> <target> <direction> |
| Requirements: | item or class appropriate weapon in the user's inventory |
The throw skill allows a character to hurl weapons and objects at foes, dealing damage based on the object's weight and properties. What weapons a character is proficiency throwing varies by class. Fighters may throw spears, barbarians may throw axes, and bards, thieves, and assassins may throw daggers.
However, the throw command extends beyond this skill. It governs projectiles like bolos and darts, but also includes special functionality for magical creations such as blazing spears, blacklight orbs, and blades of light. The proficiency of the throw is linked to the creation skill's percent.
Essentially any item can be thrown, and most will deal damage upon impact. Potions, when thrown, release their magic upon impact instead.
Throw may be used with or without a target; it can also strike characters in adjacent rooms if a direction is supplied. The thrown object will travel up to your maximum range, passing through multiple rooms if necessary. Throws which are outside the originating room follow archery rules, including miss chances, defenses, and immunities.
Thrown weapons that hit their target typically lodge in the victim's inventory rather than falling to the ground.