Ship Weapons - Achaea Online Help
23.15 Ship Weapons
Three different weapons are currently available for placement on ships: Onagers, Ballistas, and Arcanian Arms (also known as 'throwers'). The prices given may change at any time without notice. Ship weapons may be requisitioned at Tasur'ke or Thraasi harbour. See HELP SHIP EQUIPMENT for more details. Onagers (450,000 gold) Keyword: "onager" ------- Largest of the ship weapons. The large cup at the end of the arm of the onager can hold a very large load in a variety of configurations, including chainshot, or many flares. Ballistas (295,000 gold) Keyword: "ballista" --------- Rather like a huge crossbow. A ballista can fire shafts much like oversized arrows, or flares. Arcanian Arms (Throwers) (180,000 gold) Keyword: "thrower" ------------------------ The only weapon that can fit on the tiniest decks, Arcanian Arms fire large, flat objects by rotating in a manner similar to a person throwing something side-arm. Throwers can handle boarding decks, flares, and war discs. Weapons and Arcanian Their Loads Onager Ballista Arm --------------------------------------------- Flare yes/8 yes/5 yes/3 Boarding deck no no yes Chainshot yes no no Shaft no yes no Spidershot yes no no Starshot yes no no Wardisc no no yes Windcutter OK? no no yes (limit: 1 total) Seastrider OK? yes yes yes (limit: 3 total) War Galley OK? yes yes yes (limit: 6 total) Weapon Loads ------------ Versus Ships ------------ Flare - Burn brightly for a time, for signals, among other things. - Reveals nearby cloaked ships. - Available in numerous colours. Chainshot - Sails damage, and will bind sails. - Sails will be unusable until they are CLEARed. - When dipped this will set the sails on fire. Deck - For boarding. Darts - Hull damage and leaking. - When dipped they will set fires. - Rowing crew will be interrupted when hit. Spidershot - Binds a weapon on the enemy ship rendering it inoperable until it is CLEARed. Starshot - Encircles the ship's figurehead, causing any melded sailors to be unmelded. - The figurehead will remain unusable until it is CLEARed. - When dipped, it will start a fire on the bow. War disc - Causes the crew to duck and cower. - This will interrupt the crew for a short duration during which they will halt their current task and not accept orders. Versus Seamonsters ------------------ Flare - Prevent a seamonster from moving for a very short time. Chainshot - Slow a seamonster's movement speed for a short time. Darts - Damage a seamonster. Spidershot - Decrease the damage of a seamonster's next attack. Starshot - Slow a seamonster's attack speed for a short time. War disc - Damage a seamonster (short range) Using Weapons ------------- Try the following to use your ship's weapons: LOAD weapon WITH load UNLOAD load FROM weapon PROBE weapon FIRE weapon [UP|AT targetname|AT SEAMONSTER] Weapon Repair ------------- Weapons through use and time will fall into disrepair. You can extend the life of your weapons by doing repairs to them. SHIP WEAPONREPAIR <weapon> will cost you a few commodities per repair performed. To do the repairs you will need: 1 wood, 1 rope, and 1 iron. Protecting a weapon for eternity can be achieved via resetting and non-decay customisation. Non-decay will prevent the ravages of time from claiming the weapon, and resetting will ensure that the weapon is not destroyed via damage taken during use. Boarding Decks -------------- To create a boarding deck, get a ship's axe and CHOP SECTION FROM DECK After a time, you'll have a boarding deck, and a damaged ship(!), and you can then load your boarding deck in an Arcanian Arm thrower and fire it at a fairly close-by vessel. If it lands on your target then FORCEBOARD GO gets you to the action and FORCEBOARD RETURN gets you back to your ship.