Weapon (no ontology)

From Mazeworld

Revision as of 05:39, 30 July 2012 by SU Tempest (Talk | contribs)

Weapons are an essential aspect of the game, and a necessary type of item to have better chances to survive in Mazeworld. Weapons come into various shapes and sizes. They are classed in several categories, called Classes. It must be noted that if the majority of weapons in Mazeworld are firearms, there is also a variety of non-firearm weapons, as well as the possibility for a player to fight bare-handed should the situation become dire or the ammunition scarce, or in very early game when weapons are not available yet, although it is not recommended to do so.

In most cases, the contestant will find weapons by finding them on the ground, but they may also salvage them from dead enemies, buy them at the gun shop, the weapon shop, the forge, or exchange them for other items at the pawn shop.

A weapon that is worn on the contestant's person is called an equipped weapon and is readily available at any moment for fights or whatever purpose needed.
A weapon that is carried in the backpack is called a spare weapon. It is NOT usable by the contestant unless he/she swaps it into an equipped one.

Weapons (Essentially, firearms) may have different fire modes and mechanisms, which is important to know how many shots a contestant can fire at once. The different fire modes are resumed below:

  • Full-auto mode allows any amount of shots per turn.
  • Semi-auto mode allows up to 10 shots per turn.
  • Burst-fire mode is a compromise between full-auto and semi-auto, as it allows firing a set 3 shots per turn.
  • Bolt-action and single-action weapons allow up to 3 shots per turn.
  • Looking down a scope to use Scope mode restricts to only one shot per turn, but with the added benefit of FT-1.

The damage chart of a weapon, if not a melee weapon, is determined by the ammunition it uses; as such, for more information about how much it will hurt a target depending on its armor class, check the corresponding article of its ammunition used.

Swapping weapons between an equipped and a spare one requires one turn. Please take note that certain weapons are considered unsparable due to their size, too big for a backpack. Please refer to the individual articles of every weapon to know about their weight.

The lack of equipped weapons is called unarmed combat, which is most easily represented by hand-to-hand fighting. Weapons of the Handgear category (see after) are equipment that may enhance this aspect of fighting.

There is a grand total of 309 weapons that can be used by the contestant in MazeWorld.

  • 90 Class 1 weapons
  • 41 Class 2 weapons
  • 67 Class 3 weapons
  • 19 Class 4 weapons
  • 72 Class 5 weapons (including 32 C5 Long and 40 C5 Short)
  • 4 Handgear
  • 13 Unarmed combat techniques (Standard punch, kick + all martial arts techniques)
  • 3 Legendary Weapons

Class 1 weapons

Class 1 weapons cover all of the long arms of the game. Weapons in this class are worn on the back with a sling over or under the backpack according to the needs and preferences of the contestant. They are generally reliable and powerful, and intended to be used as primary weapons.

List of Class 1 weapons

Class 2 weapons

Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and shotguns of the game. Weapons in this class are worn over the hip with a sling. With varying power and ammunition types, they may not always be as powerful as Class 1 weapons, but are as versatile and may serve as potent auxiliary weapons.

List of Class 2 weapons

Class 3 weapons

Class 3 weapons cover the handguns and machine pistols of the game. Weapons in this class are worn in a leg holster. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup to fitting the high-caliber role of a contestant's equipment.

List of Class 3 weapons

Class 4 weapons

Class 4 weapons cover the explosives and grenades of the game. This is one of the only two classes of weapons where a contestant can carry more than one. In this case, a contestant may carry up to 4 of them before having to spare them in the backpack. Weapons in this class are hung to the straps of the backpack, two on each. Being explosives, weapons of this class are one-use only, but very devastating when used properly.

List of Class 4 weapons

Class 5 weapons

Class 5 weapons cover the melee weapons of the game. This is the other of the only two classes of weapons where a contestant can carry more than one. In this case, a contestant may carry up to 2 of them before having to spare them in the backpack.
Class 5 weapons are separated in two subcategories: Short and Long, and a contestant may pick up to one of each only (it is impossible to pick up two C5 Long or two C5 Short weapons, for example).
Weapons in this class are of various sizes and nature, as such they are worn in different ways each. Except in rare cases, their chief advantage is that they use no ammunition, but require the contestant to be close from their target.

List of Class 5 weapons

Handgear

Technically being both clothing and weapons, Handgear are a weapon Class on their own, as they are used when a contestant has nothing else equipped, or voluntarily, if the contestant wishes to. In this category are the default Fists, which is the lowest "weapon" of the category and is, evidently, available by default when no other weapon is equipped. Handgear are the only items that will protect the contestant from injuries to the hands, with the advantage - being weapons - of not having to worry about clothing damage. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.

List of Handgear

Legendary weapons

These special weapons are found on the mid-game event, and the contestant may only be able to pick up one of them. All three of those weapons have a special power or trait placing them above most other weapons, but to compensate for this power, they have a critical drawback that the contestant should be aware of…

It must be noted that all Legendary Weapons disappear from the user's inventory upon starting a new run, to avoid stacking them over multiple runs.

  • "This powerful sword can cut anything, but is cursed with a bloodlust; it must draw the blood of someone before being sheathed back…"
  • "These gloves burn with an awesome power, one that tells you to grasp victory! But be careful, only the mightiest can stand the constant fire."
  • "This magical throwing knife, forged by youkai, can fly to the target and come back in the hand of the thrower magically, at the cost of the thrower's energy…"

See also