More Weapons (SirAston)

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Weapon ACC ATK DUR Edge Hands Type Keywords
Goron Rubblestopper 3 -2 +2 Blunt 2 Melee Defensive, Sweeping
Hylian Longspear 4 -2 +2 Piercing 2 Melee Extending, Sweeping
Portable Cannon 2 +2 -1 Piercing 2 Ranged Artillery*
Gerudo Sabre 3 +0 -1 Sharp 1 Melee Lunging*
Seed Shooter* 2 +1 +2 Blunt* 2 Ranged
Sheikah Combat Wires* 4 +0 +0 Sharp 2 Melee Hands-Free, Sweeping
Rito Hatchet 4 -1 -1 Sharp 1 Melee Weighted*
Zora Pearlshield 2 -2 +0 Blunt 1 Arcane Defensive, Wizardly


NOTE, Seed Shooter: The listed Edge type typically applies when using Techniques that do not rely on basic attacks. Under Master Mode rules, Seed Shooters use Seeds as ammunition instead of Arrows (see Expand Your Armory).

NOTE, Sheikah Combat Wires: Comes with a pair of gloves, a "wire" glove and a "hook" glove. The hook glove pulls one or multiple strings of sharp steel out of the wire glove, the latter can retract the wires via thumb button press. The wires can be used as a garrote or like a bladed whip, using the hook glove to fixate the garrote or manipulate the wires mid-swing.

Artillery weapons consume Cannonballs instead of Arrows when using the Shoot Arrow action, ignoring the Cannonball's base damage (see Rebuild the Wild, Page 38). When attacking, add (Cannonball's Rank / 2, rounded up) to the weapon's ATK.

Lunging weapons are made for incredible agility and quickly stepping in and out to extend one's striking range. As part of an Attack or Technique using the Lunging weapon, you may spend 1 Stamina to move 1 square and then resolve the Attack or Technique. After resolving it, you move 1 square in the opposite direction of the first move. Entering these squares costs no movement. To perform the Lunging, you must not enter difficult terrain for both the first and the second time you move 1 square by this effect.

Throw Only weapons have been made exclusively for fire-and-forget purposes. They have half their Market value than normal for their Rank, but they only have half as much Duration and using such a weapon for anything but the Throw Weapon Basic Attack and Techniques that require a Thrown Weapon will make it take Durability damage equal to its Durability after the action has been resolved.

Weighted weapons are made for throwing, having been prepared in such a way that they can be easily accessed. Weighted Weapons have +3 ATK when thrown and immediately after an action that involved throwing Weighted weapons, you may move an item from your belt or a Weighted weapon from your pack into your empty hand(s) as a free action. Weighted Weapons are a prime candidate for adding the Throw Only keyword.

Seed Name Conversion Suggestions:
Hammerhead Arrows = Seeds
Arrows = Pine Seeds
Broadhead Arrows = Leaf Seeds
Bomb Arrows = Bomb Flower Seeds
Elemental Arrows = Seasonal Seeds
Showstopper Arrows = Grass Whistle Seeds
Snag Arrows = Sprout Seeds
Guardian Arrows = Ancient Scrap Seeds
Silver Arrows = Sunburst Seeds

New Feats

Aerodynamics Expert
3 Tokens
Learn Requirement: Accuracy 3
Effect: Your Throw Weapon attacks with two-handed Returning weapons have +2 Projectile range.

Hinox Pitching
3 Tokens
Learn Requirement: Accuracy 6, Aerodynamics Expert
Effect: Aerodynamics Expert now includes all two-handed weapons.

Cannon Chemist
3 Tokens
Learn Requirement: Mechanics 3
Effect: While you have an Artillery weapon equipped, you may use Elixirs from your belt on targets by using the Shoot Arrow Basic Attack with that Elixir. This causes no damage to the target, and merely uses the Elixir on them as if they were in melee range of you. You have +3 Accuracy when using Elixirs that way (targets may always choose to get hit without rolling if they wish so, as usual)

Elixir Grenadier
3 Tokens
Learn Requirement: Cannon Chemist, Mechanics 6
Effect: When using the Shoot Arrow Basic Attack to use an Elixir, you may replace the Elixir's usual effect with the following effects if you hit:
  • Boosted Trait: Target is Distracted by you for (Point Value / 6) turns.
  • Combat Prowess: Inflict Slowed for (Point Value / 6) turns.
  • Resist Damage: Inflict Cursed (Dark), Frozen (Ice), Sand-Covered (Earth), On Fire (Fire), Blinded (Light), Off-Balance (Shock) or Soaked (Water) and deal Weapon + (Point Value / 3) damage of the same Element. All listed status effects last until the end of the target's next turn, in addition to all other methods of removing these.
  • Restorative: Deal Weapon + Combat + (Point Value / 3) Piercing damage.
  • Temp Pool: Deal Weapon + (Point Value / 3) Piercing damage in a Burst 1 area around the target, the area includes the target.

Crafting Modification: Throw Only
3 Tokens
Learn Requirement: Smithing 3
Effect: You may choose to use this whenever crafting a weapon. The weapon costs half as many materials (after modified by Crafting Style and other Crafting Modifications), and gains the Throw Only keyword.

Trained Watchman
3 Tokens
Learn Requirement: Agility 6
Effect: You may use a Lunging weapon to Deflect, but you can only attack or Deflect with such a weapon during the same round, never both.

Master Watchman
6 Tokens
Learn Requirement: Graceful Duelist, Agility 9
Effect: You can now attack and Deflect with a Lunging weapon during the same round. If you do so at least once during an encounter, increase the Durability damage your weapon receives at the end of combat by 1.

New Techniques

Boulderstopper
3 Tokens
Cost: 8 Stamina
Use Requirement: Defensive Weapon
Range: Sweep 2 (one-handed) or Sweep 5 (two-handed)
Effect: Until the beginning of your next turn, if you are targeted by an attack that originates from this technique's range or whose range or line of sight overlaps with this technique's range, you become Hard to Hit, or Extremely Hard to Hit if you are already Hard to Hit. Boulderstopper's range moves with you whenever you move or get moved.
Special: This counts as a Minor action if you use the Defend action in the same turn.

Sky-high Bombardment
3 Tokens
Cost: Up to (Mechanics / 2) Stamina (Bind)
Use Requirement: Artillery Weapon, standing on the ground
Effect: You may spend 1 Stamina Bound in this technique as a free action to give your next Attack or Technique using an Artillery Weapon +4 Projectile range until the end of your turn. You are Halted and Off-Balanced at all times until you become Prone, receive damage, or spend a standard action to end both status effects. All three methods also end the Bound effect and if you would receive damage, burn all Stamina Bound in this technique before ending the Bound effect.

New Weapon Enchantment

Foeseeker
Uses: Any Gem
Equipment Type: Any Melee
Effect: Gain an effect based on this Enchantment's Rank. The effects of lower Ranks stack.

  • Rank 0: If the weapon is two-handed, it gains the Lunging keyword. If the weapon is one-handed, it gains +1 Accuracy.
  • Rank 1: If the weapon is one-handed, it gains the Lunging keyword. If the weapon is two-handed, it gains +1 Accuracy.
  • Rank 2: At the beginning of your turn, you may choose to become Off-Balanced until the end of your turn. If you do, Lunging with this weapon doesn't cost Stamina for this turn.
  • Rank 3: If the weapon is two-handed, it gains the Long keyword. If the weapon is one-handed, it gains +1 Attack Power.
  • Rank 4: If the weapon is one-handed, it gains the Long keyword. If the weapon is two-handed, it gains +1 Attack Power.
  • Rank 5: Lunging with this weapon no longer costs Stamina.


More Weapons made by SirAston, the Goron Bard