Vampire: the Masquerade - Redemption Getting It to Work Online Again

Ainkurn Sword on a stand and a mural representing information technology

The listed stats for weapons are a good guide for their properties, but should be taken with a grain of salt. For example, shotguns exercise not fire anywhere virtually as fast as pistols, merely the damage over time of each relative to the other is quite similar to the listing. The chemic grenade is listed at ninety Disease damage (Disease seems to have not been implemented into the game), only tests at exactly 30 damage, whether used past NPCs against role player characters, or vice versa, with or without armor. On the other mitt, things that might be expected to be buggy or not work, piece of work very well, such as the Poison dagger-type weapons (albeit with a fairly low chance to take effect each strike, a brusque duration, and just 1 life point taken each 'hit' for about 20 HP total)

Information technology should also exist noted that assault speed is not merely important offensively, simply defensively as well. The user is rooted to the spot for the duration of the attack time, so slow weapons, east.g. heavy weapons, flamethrowers, the chainsaw and most of all, grenades, lower the character'southward maneuverability considerably. The sole exception to the very boring attack speed of Thrown weapons is the very cool looking Waxen Poetica.

Best value, ie nearly protection at the lowest price: Light Helm, Shields of any blazon. Therefore, one handed weapons are, equally in many games, superior, at least until armor is maxed out at Plate Mail. 55 Forcefulness is all that is required for Plate Post, only Strength is not required at all for mod armor or whatever weapons of note.

Your results may vary, only given that Accuracy is an exceedingly vexing problem at low Dexterity, Weapons that add to Accurateness are arguably superior. And besides, they are faster. The bonus to Accuracy for a given Rapier over a given Falchion is +10, adding more than than 66% to Accurateness. The loss in Impairment is too ten, but that is less than 23%. Accuracy weapons arguably increase impairment per second in three ways. That said, damage can be increased throughout the unabridged game with only the last blow ever being overkill, but Accuracy could certainly be, and probably will be for the sake of reliability, increased higher than is necessary.

There are quite a few Weapons that add to Accuracy, and the developers seem even to have been pushing players towards a one handed sword past giving all of them a bonus to Accuracy, although some of them only become it at finer qualities. Quality swords will be increased in harm and accuracy in inverse proportion to their main stat: if they are accuracy weapons, harm is increased, if they are harm weapons, accuracy is increased.

The Ainkurn Sword is plant in the Teutonic Knight Base on a stand up in forepart of a mural reresenting it beingness used by a historical/mythical effigy. It is supposed to be the 2nd sword of Caine. It is quite powerful, but likewise very useful, with a Dexterity bonus that is crucial to practise proficient impairment at lower levels and at higher levels can give a higher chance of decapitation. Ainkurn also saves fourth dimension, since it drains blood.

NPCs can be equipped with weapons (and armor) by the Storyteller. Possess the NPC, create the weapon, change to Character fashion, and option it upwardly and equip as normal.

In that location are two related problems with this, both stemming from the fact that they are not specifically designed to be able to use some other weapon. They may non be able to apply the weapon at all. And their models and animations are not optimized to use other weapons, and so they may appear to have guns fastened to their thumbs, or in the example of the Nighttime Ages Lasombra, swing a crossbow like a sword (looking for all the world like the bullet-angle assassins in the picture show Wanted).[i]

Always check earlier equipping a NPC with whatever unusual weapon, but the general rule is that users of a distinct weapon type such every bit crossbows or heavy weapons tin employ whatever weapon in that grouping. East.chiliad., bow users can utilize bows, even modern ones (same for crossbows), 2-handed melee (hand-to-paw gainsay) weapon users tin use similar weapons, even ones from a unlike historic period (Giovanni baseball game bat users tin can use two-handed swords, and greatsword-wielding skeletons can employ baseball game bats) and a 'heavy weapon' user similar a Setite Elder that normally uses a Stakegun can use another weapon held in the same fashion, such as a Chaingun, etc. All the same, generally speaking, NPCs from the medieval one-half of the single-player game can not use modernistic weapons, unless it is the aforementioned weapon blazon such as the bows, heavy weapons and two-handed weapons shown to a higher place. Thrown weapons are limited exclusively to the human Lab Worker enemy, with possible unknown, but very rare, exceptions.

NPCs equipped with weapons past the Storyteller will use them about exclusively, in lieu of their disciplines. This can be used to reward to add variety to their attacks, and vary the challenge they nowadays. Lab Workers thus equipped with thrown weapons alter to their default assault when the ammo is used. They will apply Shurikens and Throwing knives until the start stack of ammo is used up. This adds even more than multifariousness to the attacks, but of class the difficulty volition revert to its default, likewise.

Generally speaking, NPCs do far more damage with their base attacks than with weapons, when the listed damage for each is compared. This tin can be proven pretty conclusively by the fact that the Lab Worker enemies, whose just attack is to throw Holy Water, are listed at 15 Organized religion damage; Holy water bottles, in comparison, are listed at twoscore Faith damage. Yet a Lab worker equipped with a Holy Water bottle does exactly the aforementioned corporeality of damage as a Lab worker doing its normal attack; 31 harm.

Broadsword

  • The Damage number is the Damage amount. Strength, Blood Forcefulness, and Potence contribute to melee weapon impairment. Dexterity and Blood Dexterity add to the damage of weapons overall past reducing the number of misses.
  • The Type listed describes whether the damage is Bashing, Lethal, Aggravated, or elemental or some other type (Electr is Electric). There is fifty-fifty a Disease impairment blazon listed for Chemical Grenade, against which there tin can be no defense; this is probably just an artifact of earlier evolution, when Easily of Destruction abilities' harm blazon was also under consideration.
  • Acc is Accuracy. This amount is added to Dexterity
  • Speed is the rate of attacks over time; the college the number, the faster the weapon. Anecdotal evidence suggests it may be the number of attacks per 100 seconds to 2 minutes, or quite near that
  • Notes listing any requirements, unremarkably Force (S or Str), and sometimes Dexterity (D or Dex), or homo / non-human status. No ane-handed weapons have Force requirements
  • They country whether the weapon is usable with a shield (1H for one-handed) or not (2H for 2-handed), and any special abilities or attributes of the weapon. +Dmg means additional damage; the amount has not been tested
  • Thrown weapons come up in two types. Most, like grenades, are a single 'charge'; they are immediately used up, and another must be re-equipped to use again. Shuriken and Throwing Knives weapons are stacked, with 10 'charges'; one time this stack is used upwardly, they must be re-equipped. All Thrown weapons are single-paw, and tin exist used with a shield.

Contents

  • 1 List
  • 2 Gallery
  • 3 Links
    • 3.1 See also
    • 3.two Citations

Listing [ ]

Damage-Type Acc Speed Notes
Ainkurn sword xxx Aggrav 0 85 Nonhuman; +ten Dex;
Drains blood; 2H
Silver Baton 20 Bash 0 99 Nonhuman; +Dmg to Lupines; 1H
Assault rifle 45 Bash 15 66 35 Str; 2H
Assault rifle, sighted 45 Bash 20 66 35 Str; 2H
Assault rifle, modified 55 Bash 15 66 35 Str; 2H
Axe, exquisite 35 Lethal 0 99 one Hand
Axe, fine 30 Lethal 0 99 1 Paw
Axe, rusty twenty Lethal 0 99 1 Hand
Axe, silverish 35 Lethal 0 99 1H. +Dmg vs Lupines?
Baseball bat 25 Fustigate 0 85 2 Hands
Bounder sword 40 Lethal 0 83 45 Str; 2H
Bounder sword, exquisite 50 Lethal 20 90 45 Str; 2H
Bastard sword, fine 45 Lethal x 83 45 Str; 2H
Breastwork 60 Lethal 0 71 45 Str; 2H
Bastion, exquisite 70 Lethal 0 76 45 Str; 2H
Bastion, fine 65 Lethal 0 71 45 Str; 2H
Battle axe 65 Lethal 0 71 55 S; 2H
Battle axe, exquisite 75 Lethal 0 76 55 Str; 2H
Boxing axe, fine lxx Lethal 0 71 55 Str; 2H
Boxing axe, Berserker[two] 75 Lethal 0 71 Frenzy;[three] 55 S; 2H
Berserker fang 30 Aggrav 0 124 1H; Nonhuman
Brass knuckles 10 Bash 0 99 1 Hand
Broad sword 30 Lethal 0 90 1 Hand
Broad sword, blessed twoscore Faith 20 111 1H; Religion > = 50
Broad sword, Dread forty Lethal 20 111 1H; Fear[4]
Broad sword, exquisite 40 Lethal 20 111 1 Paw
Wide sword, fine 35 Lethal 10 99 1 Hand
Broad sword, flaming xl Fire xx 111 1 Manus
Broad sword, rusty 20 Lethal 0 90 i Hand
Broad sword, silver 40 Lethal 20 111 1 Hand
Broken canteen 20 Lethal 0 99 1 Manus
Chainsaw 40 Lethal 0 49 40 Str; 2H
Chaingun, modified 35 Bash 10 49 50 Str; 2H
Chaingun thirty Bash 0 49 50 Str; 2H
Chemical grenade xc Disease 0 24 Thrown
Claymore 45 Lethal 0 83 2H; 45 Str
Claymore, Dread 55 Lethal 0 90 2H; 45 S; Fear[4]
Claymore, exquisite 55 Lethal 0 90 2H; 45 Str
Claymore, fine l Lethal 0 83 2H; 45 S
Club 20 Bash ten 90 1H; 45 S
Compound bow fifty Lethal 20 75 35 D; 35 S; 2H
Compound bow, magnesium 50 Burn down 20 75 35 D; 35 S; 2H
Concussion grenade 150 Bash 0 24 Thrown
Crossbow 35 Lethal 20 120 2 Hands
Crossbow, modernistic 65 Lethal xv 120 2 Hands
Crossbow, magnesium 65 Burn 15 120 2 Easily
Crossbow, incendiary 35 Fire 20 120 2 Hands
Crossbow, silver 35 Lethal twenty 120 2 Hands
Dagger ten Lethal 0 117 1 Hand
Dagger, exquisite xx Lethal 10 117 i Hand
Dagger, fine 15 Lethal five 117 one Paw
Dagger, poisoned 10 Lethal 0 117 1 Hand; Poisonous substance
Dagger, rusty five Lethal 0 117 i Mitt
Dagger of Thorns xx Faith 0 99 Man; 1H
Dirk xv Lethal 0 117 1 Hand
Dirk, exquisite 25 Lethal 10 117 one Hand
Dirk, fine xx Lethal 5 117 i Mitt
Dirk, poisoned 15 Lethal 0 117 1 Paw; Toxicant
Dirk, rusty 5 Lethal 0 117 one Hand
Dirk, silver 20 Lethal 0 117 1 Manus
Dolorous Blast twenty Faith 0 99 Human; 1H
Evil axe[2] 65 Lethal 0 71 Frenzy;[three] Humanity=<40; 55 South; 2H
Falchion 35 Lethal 15 99 1 Mitt
Falchion, Dread 45 Lethal xv 99 1H, Fearfulness[four]
Falchion, Exquisite 45 Lethal 15 99 i Manus
Falchion, Fine 40 Lethal 15 99 1 Manus
Femur of an elder Tzimisce 20 Fustigate 0 85 1H; +Dmg to vampires
Flamberge twoscore Lethal 10 99 one Hand
Flamberge, Dread fifty Lethal ten 99 1H, Fear[4]
Flamberge, exquisite 50 Lethal x 99 1 Mitt
Flamberge, fine 45 Lethal 10 99 ane Hand
Flamethrower 40 Fire 0 33 45 Str; 2H
Fragmentation grenade 150 Lethal 0 24 Thrown
Garou'south Hook 50 Aggrav 0 99 Human; 1H
Cracking sword 60 Lethal 0 76 2H
Great sword, blest 70 Faith 0 76/83? 50 Organized religion; 55 S; 2H
Great sword, Dread 70 Lethal 0 76/83? 2H, Fear[4]
Corking sword, exquisite 70 Lethal 0 83 2H
Cracking sword, fine 65 Lethal 0 83 2H
Greek fire xxx Burn down 0 sixty Thrown
Grenade launcher 200 Fire 15
Halberd 45 Lethal 0 75 45 Str; 2H
Halberd, exquisite 55 Lethal 0 76 35 Str; 2H
Halberd, fine l Lethal 0 76 35 Str; 2H
Hand of Conrad xxx Aggrav 0 99 Non-human being. Potence +3. 1H
Holy water xl Religion 0 lx 1 Hand
Incinerator 30 Fire 0 33 35 Str; 1H
Ivory bow forty Aggrav 0 75 Not-human; 2H
Lance 65 Lethal 0 71 fifty Str; 2H
Lance, fine 70 Lethal 0 71 50 Str; 2H
Lance, exquisite 75 Lethal 0 71 fifty Str; 2H
Lead pipe x Bash 0 99 i Hand
Longbow 30 Lethal 15 75 35 D; 35 S; 2H
Longbow, incendiary thirty Burn down 15 75 35 D; 35 S; 2H
Mace, flanged 30 Bash 10 90 1 Hand
Mace, blest flanged 45 Faith 10 99 l Religion; 1H
Mace, exquisite flanged 45 Bash 10 99 1 Hand
Mace, fine flanged 40 Bash 10 90 1 Manus
Mace, spiked 50 Bash 0 76 2 Hands
Mace, blessed spiked 60 Faith 0 76 2 Hands
Mace, exquisite spiked 60 Bash 0 83 two Hands
Mace, fine spiked 55 Fustigate 0 83 2 Hands
Machete 20 Lethal 0 99 1 Hand
Molotov cocktail 50 Burn 0 24 Thrown
Moro dagger 20 Lethal 0 117 i Hand
Moro dagger, exquisite 30 Lethal 10 117 1 Manus
Moro dagger, fine 25 Lethal 5 117 1 Hand
Moro dagger, poisoned 20 Lethal 0 117 ane Mitt; Toxicant
Napalm bomb 100 Fire 0 24 Thrown
Oil of St. George 20 Faith 0 24 Thrown
Phosphorous grenade, white 100 Fire 0 24 Thrown
Pitchfork 20 Lethal 0 76 35 Str; 2H
Pistol 55 Bash 20 75 1 Hand
Pistol, dragonsbreath 55 Burn down xx 75 1 Hand
Pistol, modified lx Bash twenty 75 1 Hand
Pistol, sighted 55 Bash 25 75 1 Hand
Poleaxe 55 Lethal 0 76 35 Str; 2H
Poleaxe, exquisite 65 Lethal 0 76 35 Str; 2H
Poleaxe, fine 60 Lethal 0 76 35 Str; 2H
Poignard 20 Lethal 10 117 1 Paw
Poignard, exquisite 30 Lethal 20 117 1 Hand
Poignard, fine 25 Lethal 15 117 1 Hand
Poignard, poisoned twenty Lethal 10 117 Poison; 1H
Quarterstaff 35 Fustigate 0 90 35 Str; 2H
Rapier 25 Lethal 25 99 ane Hand
Rapier, exquisite 35 Lethal 25 124 one Paw
Rapier, fine 30 Lethal 25 111 1 Mitt
Revolver 65 Fustigate 25 75 1 Mitt
Revolver, modified lxx Bash 25 75 1 Paw
Revolver, sighted 65 Fustigate 30 80 1 Paw
Rifle threescore Bash 30 49 2 Easily
Rifle, modified 65 Bash 30 49 2 Easily
Rifle, sighted lx Bash 35 49 2 Hands
Rocket launcher 250 Fire 15 49 50 Str; 2H
Sap gloves fifteen Bash 0 99 2 Hands
Satchel charge 100 Burn down 0 24 Thrown
Scimitar 25 Lethal 0 99 one Hand
Scimitar, flaming 30 Fire 0 99 one Hand
Scythe (Sickle)[5] 25 Lethal 0 66 ane Manus
Short bow 30 Lethal 5 75 25 Dex; 2H
Short bow, incendiary 30 Fire 5 75 25 Dex; 2H
Shotgun 75 Bash 15 75 ii Hands
Shotgun, modified 80 Bash 15 75 2 Easily
Shuriken 20 Lethal fifteen sixty Thrown; 10 Stacked
Spear 35 Lethal 0 76 ii Hands
Spear, fine 40 Lethal 0 76 2 Easily
Spear, exquisite 50 Lethal 0 76 two Hands
Stake 5 Lethal 30 85 Rarely, Paralyze vampires. 1H
Pale gun forty Bash fifteen 75 Rarely, Paralyze vampires. 2H
Submachinegun 55 Bash 5 75 ane Hand
Submachinegun, modified 60 Bash ten 75 1 Hand
Tazer 20 Electr 0 99 1 Hand
Throwing knives twenty Lethal xv 60 Thrown; 10 Stacked
Warhammer 55 Bash 0 76 2 Hands
Warhammer, berserker 65 Bash 0 76 Frenzy;[three] 2H
Warhammer, exquisite 65 Fustigate 0 76 2 Hands
Warhammer, fine 60 Fustigate 0 76 ii Easily
Waxen Poetica thirty Fire 0 60 Thrown

Gallery [ ]

Links [ ]

Ainkurn Sword, seen in the Barclay Edifice

  • Vampire: The Masquerade - Redemption Equipment Database; GameBanshee. Fully illustrated. Alphabetized according to the full name, and so different grades of the same weapon are listed far apart and the same grades of different weapons are listed together.
  • Appendix A: Weapons Statistics Partially alphabetized, occasionally incorrect guide with buggy links (hitting the Dorsum push on browser and re-click the link until success)
  • Sword of Dracula: the basis for the powers of the Ainkurn Sword, which is its sister sword

Come across also [ ]

  • Armor and Shields
  • Enemies

Citations [ ]

  1. The Breakdown: Tin You Bend a Bullet? Popular Science
  2. ii.0 two.1 The Berserker Axe and the Evil Axe are almost identical; they accept the same name before being identified, the same handicap event, illustration and ingame model. The Evil Axe, however, is unequivocally inferior due to its lower harm, and the requirement of 40 or less Humanity. The Evil Axe is used (and ever dropped as loot) by the Nosferatu dominate Othelios in the multiplayer scenario "To Curse the Darkness"
  3. three.0 iii.1 iii.2 Frenzy weapons add together a small amount to the chance to Frenzy that is non noticable unless the graphic symbol comes shut to optimum Frenzy conditions (low health and/or depression bloodpool, and/or Drawing out the Beast or Passion, and/or receiving Aggravated / elemental / Organized religion / Dominicus damage
  4. four.0 4.i iv.2 four.three 4.4 Dread weapons have a take a chance of causing fearfulness in opponents struck past them. An enemy afflicted by fearfulness will effort to abscond in whatsoever direction other than towards the user, in the aforementioned mode as the Presence discipline Dread Gaze. This can be problematic, as a fleeing target is much less likely to be hit, and targets may abscond toward more enemies; a partial solution is to get behind targets and bulldoze them back along the path already taken. This too contains a lesson for ameliorating Dread Gaze; position your character so that enemies using it (usually, Ventrue) cannot drive yous towards more enemies
  5. Players seeking the two-handed farm implement with a graceful S-bend to the handle, and a slightly more acute than perpendicular angle to the arced bract, with the cut edge on the inside, and a perpendicular handle nigh halfway up, called Scythe, will unfortunately be able to observe information technology by this name or any other; instead the game developers fabricated the common mistake (and then common there is a disambiguation message at the top of its Wikipedia page) of referring to a one-handed farm implement with a short straight handle and one-half-circular blade with the cutting edge on the inside, every bit a scythe instead of its proper name, Sickle. But then, in reality, both are considerably better suited to cutting grain stalks for harvesting than as weapons (cutting edge on the inside, for instance), so "Ssh! it's only a game.." may apply hither

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Source: https://vtmr.fandom.com/wiki/Weapon

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