Guide to Combat: Difference between revisions

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2,454 bytes added ,  21:04, 21 August 2022
→‎Ballistic: Reworks the descriptions of each section as well as giving a passover to each weapon's notes. Note that the ML-90g carbine, APS, M1911, and Nagant revolver are all weapons that should be added. Saber should be added and Thompson moved if they're added.
(Reorganize the gun, they aren't arbitrarily classed as longarm or sidearm, they are instead now classed by how they function. Moved the Deagle to the admin only section, added the mosin.)
(→‎Ballistic: Reworks the descriptions of each section as well as giving a passover to each weapon's notes. Note that the ML-90g carbine, APS, M1911, and Nagant revolver are all weapons that should be added. Saber should be added and Thompson moved if they're added.)
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==Ranged Weapons==
==Ranged Weapons==
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.
==Ballistic==
==Ballistic==
Ballistic weapons remain a popular weapon in the 26th century, typically however Nanotrasen prefer the usage of Energy weapons over Ballistic weapons, so don't expect to see many ballistic weapons on station.
Ballistic weapons remain the most popular and numerous variant of firearm in the 26th century. However, Nanotrasen's research in the field of energy weapons means ballistics are a rare sight on-station. As a result, these are often brought in from outside sources, be it Cargo, ruins, or the Syndicate.
 
===Automatic===
===Automatic===
Automatic weapon's ammunition are stored in magazines that can switched quickly with another once they're empty, some can be tactically reloaded by simply using another magazine on the weapon, switching the two without requiring to remove tthe previous magazine. Many of them possess a burst fire mode making them shoot multiple bullets per click. This allow automatic ballistic weaponry to shoot many bullets for prolonged periods of time.
An automatic weapon is defined by its ability to self-load upon each trigger pull, allowing users to continue firing rounds so long as the weapon's clip or magazine is loaded. As a result, they are the most capable weapons of continuous fire, especially when considering their fast, on-field reload times relative to energy weapons. Some automatics permit tactical reloads, which allow a user to instantly swap an in-hand magazine with the magazine currently in the weapon. In addition, automatics are likely to have a burst fire mode, which will discharge multiple shots per trigger pull. A fully empty automatic will require the user to rack the slide once a new magazine has been inserted before they are ready to fire. The slide can be racked by interacting with the firearm in hand, while magazine ejection requires the automatic to be clicked with an open hand. In order to insert a new one, have a magazine in hand, then click on the automatic.
 
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|8 rounds
|8 rounds
|30 Brute
|30 Brute
|[[Syndicate Uplink]].
|[[Syndicate Uplink]], available for 6 TC
|Syndicate
|Syndicate
|The [[Syndicate guide|nuke op]]'s weapon of choice, unless they spend telecrystals on something better. Small enough to fit in pockets.
|Nuclear Operatives spawn with one for free, though it can still be purchased by Traitors and silenced for a stealthy, lethal weapon.
Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.
|-
|-
![[File:C20r.png|64px]]
![[File:C20r.png|64px]]
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|20 Rounds
|20 Rounds
|30 Brute
|30 Brute
|Can only be found in Nuke rounds.
|Only available to Nuclear Operatives for 10 TC
|Syndicate
|Syndicate
|Has a 2 round burst setting with decent damage and cheap ammo.
|Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a Nuclear Operative.
|-
|-
![[File:Autorifle.png|64px]]
![[File:Autorifle.png|64px]]
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|22 Rounds
|22 Rounds
|15 Brute
|15 Brute
|Security and Cargo.
|Ordered from Cargo.
|Nanotrasen
|Nanotrasen
|A older rifle often used by paramilitary or high security forces. Possess a 2 round burst setting.
|An older rifle, often used by paramilitary or high-security forces. Possess a 2-round burst setting. Alternative ammo can be printed by Security once proper research is completed.
|-
|-
![[File:L6machinegun.png|64px]]
![[File:L6machinegun.png|64px]]
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|50 Rounds
|50 Rounds
|45 Brute
|45 Brute
|Nuke ops.
|Only available to Nuclear Operatives for 20 TC
|Syndicate
|Syndicate
|Holds the most ammo of any gun, 50 shots dealing 45 brute damage each, three good shots on someone and they're down.
|With 50 shots dealing 45 brute damage each, this beast of an LMG permits sustained, massive volleys of bullets.
|-
|-
![[File:Uzi.png|64px]]
![[File:Uzi.png|64px]]
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|Gang Wars
|Gang Wars
|Gangs
|Gangs
|A lightweight, fast firing gun with a 2 round burst setting, for when you want someone dead. Uses 9mm rounds.
|A lightweight, fast-firing gun with a 2-round burst setting, for when you want someone dead fast.
|-
|-
![[File:MinigunSpin.gif|64px]]
![[File:MinigunSpin.gif|64px]]
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| Only available to Nuclear Operatives for 30 TC
| Only available to Nuclear Operatives for 30 TC
|Syndicate
|Syndicate
|The M-546 Osprey minigun is attached to a 500 round backpack, which it can be attached to and removed from. The gun is heavy enough to slow the user, but fires continuously while the mouse is held, until it overheats.
|The M-546 Osprey minigun is attached to a 500-round backpack, which it can be attached to and removed from. The gun is heavy enough to slow the user, but it fires continuously while the mouse is held, until it overheats.
|-
|-
|}
|}
===Revolver===
===Revolver===
Revolvers use a cylinder instead of an external magazine, they can be reloaded by putting the rounds individually or by using a speedloader. You can spin the cylinder by alt-clicking the revolver to randomize what will be the next round fired.
Revolvers use an internal cylinder as a magazine. As a result, their ammo can be topped off at any point by using individual rounds or a speed loader. By using ALT+CLICK on a revolver, you can spin the cylinder, which will randomize the set position of the cylinder. Overall, they still remain popular due to their ease of use.
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|7 Rounds
|7 Rounds
|60 Brute
|60 Brute
|[[Syndicate Uplink]].
|Only available to Nuclear Operatives for 14 TC
|Syndicate
|Syndicate
|Security (or generally anyone) will be quick to scream 'NUKIE!' if they see you with one.
|While expensive, it's compact and, when dual-wielded, can quickly put people into crit. Its largest downside is its cost of ammunition, which means each shot counts.
|-
|-
![[File:Detectivegun.png|64px]]
![[File:Detectivegun.png|64px]]
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|[[Detective]]'s locker.
|[[Detective]]'s locker.
|Security
|Security
|Can be modified to fire .357, but may break with the modification.
|Can be modified to fire .357, but will suffer [[Detective#The Forbidden Revolver|a variety of downsides]], including a chance to misfire and blow up in the user's hand. Alternative ammo can be printed by Security once proper research is completed.
|-
|-
![[File:Mateba.png|64px]]
![[File:Mateba.png|64px]]
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|[[Death Squad|Death Squad.]]
|[[Death Squad|Death Squad.]]
|Nanotrasen
|Nanotrasen
|All in all the syndicate revolver, but for death squad.
|All in all the Syndicate Revolver, but for Death Squad.
|-
|-
![[File:Revolver.png|64px]]
![[File:Revolver.png|64px]]
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|1 round. Can load up to 6.
|1 round. Can load up to 6.
|60 Brute<br>300 Brute when used on head
|60 Brute<br>300 Brute when used on head
|[[MetaStation]]
|[[MetaStation]], or certain bars.
|Old Russia
|Old Russia
|A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet.
|A Russian-made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet.
|-
|-
|}
|}
===Shotgun===
===Shotgun===
Shotguns all use the same 12g shells. Those shells are both robust and varied in effects, allowing shotguns to perform very well in many different situations.
Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.
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|Civilian
|Civilian
|A handcrafted shotgun made of scavenged materials.
|A handcrafted shotgun made of scavenged materials.
Has a chance to jam when fired, the shell won't be spent.<br>
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another.
|-
|-
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
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|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|2 Shells
|2 Shells
|[[Bar]].
|[[Bartender]]'s locker.
|Civilian
|Civilian
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack.<br>
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another.
|-
|-
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
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|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|6+1 Shells
|6+1 Shells
|The Armoury.
|The Armory or Cargo.
|Security
|Security
| A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection. Is the only main shotgun on the station at round start sans the bartender's double barrel.<br>
| An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:Combatshotgun.png|64px]]
![[File:Combatshotgun.png|64px]]
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|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|6+1 Shells
|6+1 Shells
|Ordered in [[Cargo]].
|Ordered from Cargo.
|Nanotrasen
|Nanotrasen
|A black semi automatic shotgun that can be ordered from cargo that is filled with lethal buckshot by default. Otherwise functionally identical to the riot shotgun.
|A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun will automatically pump after each shot, meaning its rate of fire is slightly higher than the riot shotgun's.
|-
|-
![[File:WardenSG.png|64px]]
![[File:WardenSG.png|64px]]
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|Found in the [[Warden|Warden's]] locker.
|Found in the [[Warden|Warden's]] locker.
|Nanotrasen
|Nanotrasen
|A miniaturized version of the Combat Shotgun for Wardens of Nanotrasen. Ideal for defending the [[Armory]].
|A miniaturized version of the Combat Shotgun for wardens. Its convenient size allows it to be stowed onto standard security exosuits. Ideal for defending the [[Armory]].
|-
|-
![[File:Bulldog.png|64px]]
![[File:Bulldog.png|64px]]
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|[[File:Buckshot_shell.png|64px]]<br>12 Gauge shells
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge shells
|8+1 Shells
|8+1 Shells
|Uplink
|Only available to Nuclear Operatives for 8 TC
|Syndicate
|Syndicate
|A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams.
|A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.
|}
|}
====Shotgun Shells====
====Shotgun Shells====
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*[[File:Hollow_point_shell.png|32px]]'''Hollow-Point Buckshot:''' Shoots 6 pellets dealing 25 brute damage each but ineffective against armor. Only obtainable as a [[Syndicate guide|nuclear operative]].
*[[File:Hollow_point_shell.png|32px]]'''Hollow-Point Buckshot:''' Shoots 6 pellets dealing 25 brute damage each but ineffective against armor. Only obtainable as a [[Syndicate guide|nuclear operative]].
*[[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread than regular buckshot dealing 15 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|nuclear operative]].
*[[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread than regular buckshot dealing 15 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|nuclear operative]].
*[[File:Bean_shell.png|32px]] '''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive.
*[[File:Bean_shell.png|32px]] '''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
*[[File:Bean_shell.png|32px]] '''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Bean_shell.png|32px]] '''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Blank_shell.png|32px]] '''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File:Blank_shell.png|32px]] '''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
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**[[File:Thunder_shell.png|32px]] '''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Thunder_shell.png|32px]] '''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]] '''Depleted Uranium Slug:''' Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.
**[[File:Uranium_shell.png|32px]] '''Depleted Uranium Slug:''' Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.
===Bolt Action===
===Bolt Action===
Bolt action weapons do not chamber a new round when firing, needing you to rack the bolt to eject the spent casing and then once again to load a new live round.
Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
 
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|5 Rounds
|5 Rounds
|60 brute
|60 brute
|Cargo
|Ordered from Cargo.
|Space russians
|Space Russians
|Compensate its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks at the cost of ruining accuracy.
|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy.
|-
|-
|}
|}
===Bow===
===Bow===
Bows, despite being mostly outdated, are still used by people without easy access to other ranged weapons. Shooting a bow require the user to load an arrow manually then drawing the bow before being able to fire, this results in a noticeably slower firerate compared to regular guns. Arrows will generally drop on the ground after hitting their target letting them be reused, they can also embed in targets, requiringthe arrow to be removed to prevent additional damage.
Bows, despite being mostly outdated, are most often used in sporting activities. Regardless, individuals on station are able to craft them if they desire a ranged option. Shooting a bow require the user to load an arrow manually, then drawing the bow before it's able to fire. The individual loading and drawing of each arrow means their rate of fire is slow, but each arrow has a chance to embed in its target, which will cause bleeding and additional damage unless dealt with. If an arrow does not embed, it often falls on the ground in front of the hit target. Some arrows have a chance to break on impact, which will prevent embedment or retrieval.
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|[[Makeshift weapons|Made by yourself]]
|[[Makeshift weapons|Made by yourself]]
|Civilian: Botany
|Civilian: Botany
|A simple yet effective wooden bow.
|A simple, yet effective bow. Standard and robust.
|-
|-
![[File:Bow_ash.png|64px]]
![[File:Bow_ash.png|64px]]
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|[[Makeshift weapons|Made by yourself]]
|[[Makeshift weapons|Made by yourself]]
|Ashwalkers
|Ashwalkers
|Like the wooden bow but made using bones and sinew from lavaland's fauna. Has more spread than the wooden bow.
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.
|-
|-
![[File:Bow_makeshift.png|64px]]
![[File:Bow_makeshift.png|64px]]
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|[[Makeshift weapons|Made by yourself]]
|[[Makeshift weapons|Made by yourself]]
|Civilian
|Civilian
|A bow made using scavenged materials commonly found on the station. Has a very important spread.
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
|-
|-
![[File:Pipebow.png|64px]]
![[File:Pipebow.png|64px]]
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|[[Makeshift weapons|Made by yourself]]
|[[Makeshift weapons|Made by yourself]]
|Civilian
|Civilian
|A bow made using harder to obtain materials and of higher quality than the makeshift bow. Has less spread than the makeshift bow.
|A bow made using harder-to-obtain materials. It's of a higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.
|}
|}
====Arrows====
====Arrows====
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*[[File:Arrow_bronze.png|32px]]'''Bronze Arrow:''' A forged arrow dealing 25 brute damage with minor armor penetration. Has a small chance to break and an okay embed chance.
*[[File:Arrow_bronze.png|32px]]'''Bronze Arrow:''' A forged arrow dealing 25 brute damage with minor armor penetration. Has a small chance to break and an okay embed chance.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma Glass Arrow:''' A robust 18 brute damage with legendary armor penetration. Can't shatter on impact and has a respectable embed chance. A direct upgrade of the glass arrow.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma Glass Arrow:''' A robust arrow dealing 18 brute damage with legendary armor penetration. Can't shatter on impact and has a respectable embed chance. A direct upgrade of the glass arrow.
==== Arrow Modifications ====
==== Arrow Modifications ====
These arrows can be crafted from any existing arrow, inheriting half of their damage, embed chance, and armor penetration.
These arrows can be crafted from any existing arrow, inheriting half of their damage, embed chance, and armor penetration.
* [[File:Arrow fire.gif|frameless]]'''Fire Arrow:''' Upon impact, will deal an additional 8 burn damage and set the target ablaze, assuming the target is a carbon. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
* [[File:Arrow fire.gif|frameless]]'''Fire Arrow:''' Upon impact, will deal an additional 8 burn damage and set the target ablaze, assuming the target is a carbon. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
* [[File:Arrow bola.png]]'''Bola Arrow''': Upon impact, will deal the arrow's modified damage as well as applying a bola effect, cuffing the target's legs. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
* [[File:Arrow bola.png]]'''Bola Arrow''': Upon impact, will deal the arrow's modified damage as well as applying a bola effect, cuffing the target's legs. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
==Energy==
==Energy==
Energy weapons are among the most common kind of weapon you'll find on a Nanotrasen space station. Reliable but has issues with ammo. Energy projectiles are able to pass through grilles and windows.
Energy weapons are among the most common kind of weapon you'll find on a Nanotrasen space station. Reliable but has issues with ammo. Energy projectiles are able to pass through grilles and windows.
===Gun===
===Gun===
Energy guns can all be recharged with the [[File:Recharger.gif]]rechargers found commonly on station, EMP will completely drain their battery.  
Energy guns can all be recharged with the [[File:Recharger.gif]]rechargers found commonly on station, EMP will completely drain their battery.  
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|A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personal.
|A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personal.
|}
|}
===Bow===
===Bow===
Energy bows cannot use regular arrows, instead they generate one and only require drawing before being fired. Energy arrows cannot be reused and will dissipate after use, upon embedding they will deal 1 damage per tick for 10 ticks before dissipating(the damage type depend on the arrow).
Energy bows cannot use regular arrows, instead they generate one and only require drawing before being fired. Energy arrows cannot be reused and will dissipate after use, upon embedding they will deal 1 damage per tick for 10 ticks before dissipating(the damage type depend on the arrow).
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