Equipment


Rules

Some things are important besides the in-fight capabilities of every weapon.
One is that your Strength not only has some impact on the damage you
cause (regardless of weapon), but that some weapons require you to have a
certain Strength or more or you cannot use them.

Second, some weapons are NOT available to all gladiators even if you
should happen to have enough gold to buy them. Certain weapons will only
be allowed once you have acquired some experience. Weapons thus
restricted are marked with an (exp-???) under "requirements". You can
never buy these weapons for a new Gladiator, and you will have to acquire
??? XPs before you are allowed to buy and/or use this weapon.

Requirements are currently NOT checked for by the program, so watch
them yourself, GameMasters.

Third, returning to your Gladiator's Strength, there is only a certain amount
of weight he can carry into a fight. The limit is twice his Strength in kg and
this IS checked by the program. You will also tire a little more quickly during
the fights depending on your Strength and Endurance and how much weight
you carry around.

Finally, concerning shields: You can of course only use a shield if your
weapon is used one-handed. Two-handed weapons can NOT be used
together with a shield, and this includes anything from the spear (including the
spear) onwards.

Shields, for all the advantages they have, have one drawback: You cannot
attack that well with a shield in your off-hand. This is not a major issue
(actually, you will hardly notice it at all with the smaller shields), just be
aware that your attacking ability may slightly suffer if you encumber yourself
with a shield.

A final note (finally, no really :) ) concerning the dagger. Yes, nobody buys a
dagger as his weapon. You can however, buy a dagger in addition to your
normal weapon and it will be drawn if your weapon should get smashed.
This is called the "Backup-Dagger".

<Nexus Note: Remember that these weapons can be renamed.  As well as be Guns if they are a: Short Sword, Dagger, Small Axe, Warhammer, L.Warhammer, Battle Axe> [no automatic/semi guns]

===================
Weapons
===================

--------
Fists
--------

Your basic "equipment" if you don't have anything else. Also yours if your
weapon weapon should happen to break in the middle of a fight.

Cost: None Wieght: Nothing Requirements: None
---------
Dagger
---------

Not a good weapon, but a little better than nothing at all. Cheap, too.

Cost: 50 gold Wieght: 1kg Requirements: None

--------------
Short Sword
--------------

This gets you into the category of real weaponry. Can penetrate weak armor
and does considerably more damage than a dagger.

Cost: 150 gold Wieght: 2kg Requirements: None

--------
Sword
--------

Standard equipment of a lot of Gladiators and other professional fighters.

Cost: 220 Wieght: 3kg Requirements: None

--------
Sabre
--------

The poor man's alternative to the standard sword. A little slower and doesn't
penetrate armour quite as well.

Cost: 200 gold Wieght: 3 Requirements: None

---------
Rapier
---------

Originally used in duells, this fast and light weapon has been introduced to
ARENA recently. Low damage capability, though.

Cost: 180 gold Wieght: 2kg Requirements: None

---------
Katana
---------

This exotic weapon is a little sharper than the standard sword. But you have
to have some connections to buy one, hence the req.

Cost: 260 gold Wieght: 3kg Requirements: exp. 20

-------------
Long Sword
-------------

A little more advanced, a little slower, but packs a little more punch.

Cost: 300 Wieght: 4kg Requirements: exp. 50

------------
Small Axe
------------

Another alternative. Does a little more damage than a sword, but is not as
good on the defense.

Cost: 200 gold Wieght: 3 Requirements: None

-------------
War Hammer
-------------

No penetration power, bad defense, but it does hurt plus it's quite cheap.

Cost: 150 gold Wieght: 5kg Requirements: None 

---------------
Morning Star
---------------

Spiked and ugly. Some penetration power, but lots of punch. Don't hit
yourself, though. Very bad option for the defense, so make sure you are
attacking. Good Tactics recommended.

Cost: 250 gold Wieght: 5kg Requirements: exp. 100

--------
Spear
--------

Sharp tip, but a little too huge for a good handling. Can run your enemy
through with a good thrust, though.

Cost: 240 gold Wieght: 6kg Requirements: Str. 12

------------
War-Staff
------------

The staff is shorter than the spear, but has sharp edges on both sides and a
metal shaft. Difficult to handle and requires a very un- usual style, but can be
a cool toy.

Cost: 250 gold Wieght: 7kg Requirements: Str. 12, exp. 65

--------
Flail
--------

Someone confused something, I guess. This one is meant for wheat, not for
fights - or is it? Well, it does hurt, that's for sure.

Cost: 260 Wieght: 7kg Requirements: Str. 12

-------------------
Large War-Hammer
-------------------

Big ugly thing, no penetration power but man, this thing doesn't need any!

Cost: 350 gold Wieght: 15kg Requirements: Str. 16

----------------
Bastard Sword
----------------

This is an evil weapon if there ever was one. A two-handed broadsword
with flamed blade. Would be just a smaller two-handed sword if it weren't
for the nasty wounds it leaves.

Cost: 360 gold Wieght: 6 kg Requirements: exp. 50

-------------
Battle Axe
-------------

The axe's Big Brother, and man, it's big. Packs a LOT of punch, and slices
through leather armour like it were not there. Hard time on the defense,
though.

Cost: 400 gold Wieght: 12 kg Requirements: Str. 12, exp. 100

-------------------
Two-Handed Sword
-------------------

Not quite as mean as the Battle Axe, but a little better in handling.

Cost: 400 gold Wieght: 7 kg Requirements: Str. 12, exp. 50

<Nexus Note to players: Here are other weapons that you can have {Note 
these weapons are only intended for beasts but I figured a way around 
it, these can only be bought during gladiator creation and are lost when you purchase a weapon>

--------
Claws
--------

Better then Fists these things can do little damage...cross your fingers to break armor though.

gold: 20    wieght: 0 kg  Requirements: none

------------
Big Claws
------------
Around the same as a Dagger but hurts more, has some trouble with Leather armor

gold: 60  weight: 0 kg   Requirements: none

-------
Arms
-------

Basic assault weaponary on the arm, sorta like a mace just attached to your arm.  With enough
Strength you can hurt someone bad.

gold: 180   weight: 0 kg    Requirements: none

<Note to Commishes:  Know how to plug a the weapon on a gladiator?  
See how you choose the number for the weapon?  {ie #5 is Saber} well here are the numbers
18 = Claws
19 = bite
20 = big claws
21 = arms               >

========================
Armor
========================

-------
Skin
-------

Well, you come equipped with one, I guess.

Cost: None Wieght: Nothing

---------------
Cloth Armour
---------------

The most simple armour, reinforced clothes. Agreed, this sucks as
protection, but it's still much better than nothing at all.

Cost: 80 gold Weight: 3kg

---------------
Leather Vest
---------------

Basic Gladiator armour. Protects against most of the cheap weapons.

Cost: 120 gold Wieght: 5 kg 

-----------------
Leather Armour
-----------------

A little more complete, a little better protection, a little more expensive.

Cost: 150 gold Wieght: 6 kg 

---------------------
Heavy Leather Vest
---------------------

Hardened leather, good protection against most weapons.

Cost: 200 gold Weight: 7 kg

-------------
Scail Mail
-------------

A little better protection than leather, but not really that much.

Cost: 260 gold Wieght: 10 kg

--------------------
Scail Mail Armour
--------------------

Somewhat more of the same stuff. Heavy and only medium protection. But
relativly cheap.

Cost: 280 gold Wieght: 13 kg

-------------
Chain Mail
-------------

Chain is excellent. It offers good protection and doesn't weigh much. It's
only a little bit expensive...

Cost: 500 gold Wieght: 10 kg

--------------------
Chain Mail Armour
--------------------

This is Chain Mail plus helmet etc. It offers very good protection. If you
have the money.

Cost: 550 gold Wieght: 12 kg 

-------------
Plate Mail
-------------

The best protection around, but you'de be Hulk Hogan to wander around
wearing one.

Cost: 750 gold Weight: 30 kg 

<Nexus note: More starting Armors>

------
Fur
------

Better than skin, around the same as Cloth armor

gold: 10 Weight 0 kg

-------
Hide
-------

Same as leather

gold:130  kg: 0

<Note to commishes:
Fur - 12
Hide - 13
Exoskeleton - 14            >

==========
Shields
==========

-----------------
Buckler Shield
-----------------

Parries a little better than most weapons, good thing to combine with a
Morning Star or other weapon with bad parry chances.

Cost: 120 gold Weight: 2 kg Requirements: exp. 50

---------------
Small Shield
---------------

Good defense, but at a price in gold and weight.
Cost: 160 gold Weight: 3kg Requirements: exp. 60

----------------
Medium Shield
----------------

Pretty good defense, but it's bulky.

Cost: 220 gold Weight: 5 kg Requirements: exp. 80

---------------
Large Shield
---------------

Full-size defensive. Any questions?

Cost: 300 Weight: 7 kg Requirements: exp. 80

========
Drugs
========

This section covers a special add-on since ARENA Version 1.6 - "Drugs"
are not only legal and illegal substances, but everything you can buy and use
in- between two fights.

This is something that's common to all "Drugs" - you have to BUY them, i.e.
they cost Gold as anything else in this section, and you use them inbetween
the fights, and you use them UP, i.e. each of the "Drugs" covered in here is
one-shot - if you wanna use it again, buy it again.

Also, the Commissioner's Guide will have told your Commissioner not to
allow more than one Drug-usage between two fights. Some of this policy is
even enforced by the program itself as from all the Fight-Drugs, only the
one taken last will ever do anything.

That's the next point, there are basically two different types of Drugs and it's
written next to each one which type it belongs to. "Immediatly" means that
whatever the Drug does, it does so the moment it is taken, while "Fight"
means that the Drug will be used and have its effect during your next fight.
The important difference is that whatever a Fight-Drug does will be taken
away after the fight. Yes, that does mean that you might, e.g. after using
GutenMorgen, drop two minutes after your victory as the effect wears off
and your Fatigue drops.

Some of the drugs - especially of the illegal ones - also have random prices.
You don't know what exactly the stuff will cost you, and you will not know it
before buying it. You WILL buy it, whatever it costs if you had at least the
Gold to buy it for its cheapest price - consider your dealer a nice guy who
borrows you the missing Gold...for a 10% charge, off course.

The Legal Status can be "legal" - meaning that there are no problems with
this stuff or "doping" - which means the stuff is legal, but is considered
doping in an actual fight, or "illegal" - which means what you guess it does.
The not-exactly-drugs type things at the bottom can also have a Legal Status
of "illegal weapon" which means that use of this type of weapon is not
allowed during fights, though most of the times punishment is non-existent
because it's so difficult to prove your winning was because of that thing.
Once in a while, though, you might be fined or even get disqualified, though
the later usually only in tournaments.

It should also be noted that the use of the drug, MaxIt, will be punished even
if taken outside of the arena.

I want everyone to know that the program randomly decieds if you get
caught taking an illegal drug, I go by what the system tells me. So be
warned, there is always a chance you can be caught.

As with the Modern Armours - your Commissioner may opt not to allow
any or even all of this stuff. Also, if your league pays for fighting, expect this
prices to be 5 to 10 Gold higher.

-----------
MediCare
-----------

MediCare is a modern miracle-medicine and it actually works! Will heal you
2 Wounds and 10 Fatigue immediatly. Great if there's an important fight and
not enough time to heal.

Cost: 20 gold Type: immediate Legal Status: legal

-----------
IronWill
-----------

 Screens out pain and fatigue and let's you fight literally to the last drop of
blood. Has caused a few deaths, but also a few un- believable victories.
Highly dangerous stuff.

Cost: 30 Type: fight Legal Status: doping

---------
Sleepy
---------

Sneak your enemy something in the tea... this is a legal sleep-inducing pill
and will halve his current fatigue value. However, putting someone ELSE to
sleep is NOT legal and tech- nically considered "negative doping".
Cost: 30 Type: fight Legal Status: doping

--------------
GutenMorgen
--------------

GutenMorgen is an anti-fatigue drug used by managers who can't get enough
sleep. Boosts your Fatigue by 50% of max value even beyond max value
(though at reduced effect).

Cost: 30 gold Type: fight Legal Status: doping
----------
BerZerk
----------

Increases your Strength, Endurance and Will- power while reducing your
Tactics. Bad news for your enemy, just don't get caught, this stuff is illegal.

Cost: 30 gold Type: fight Legal Status: doping

-----------
MegaCare
-----------

Medicare  is a new drug which gives the best of two other drugs, Medicare
and Max It. What this new wonder drug does is heal all wounds and fatigue,
without any side effects to your willpower. The one down side to MediCare+ 
is that it does not heal criticals. 

Cost: 100 gold Type: Immediate Legal Status: legal

--------
MaxIt
--------

Puts you back on the track in an instant. MaxIt heals all your Wounds and
Fatigue in a few hours. It also will heal one critical per dose. However, the
stuff is not only highly illegal, but also has the nasty side- effect of
megalomania <extreme pride and bragging about it :)> - your Willpower soars and that could prove to be very
unhealthy in the long run. Trying to get back to earth will be your main
problem for a few days. (Try to put this effect also into your next few
RolePlays!) 

Cost: 80 gold Type: immediate Legal Status: Highly Illegal

* A final not on drugs and their use. I want everyone to understand that to
use any of the above drugs you must be conscious. If your fighter gets
knocked out do not send me a roleplay staying that they immediately take a
Medicare or whatever. They will have to wait until they wake up, normaly in
the hospital, to take whatever drug you like.
There are other ways around this but I'll leave that to you to find.

<Nexus Note: All illegal drugs are jacked up 10 gold due to it being allowed in
Nexus league. (All except Instacrit and Max It) and are only legal in illegal 
attacks and in the HardKore Dome>

<Nexus New Drugs>

-----------
Stimpack 
-----------

Rage is distilled as metabolic rate raises from concentrated Adreneline enters the bloodstream.  Muscles bulge as the body 
goes through a hyper adreneline mode.  certain stats(STR,END,WIL,WNDS/FAT+10) are increased by 3 for a little time 

Cost - 50    Type: Illegal

------------
Instacrit 
------------

A poison that is rubbed on a weapon or bullet.  Due to regenerators, this can be healed 
if detected.  Highly illegal no matter what form.  Works on just small ebrassions within in 20 seconds -   (roleplay that you 
struck in before the match, because sometimes in combat you'll never get a swing off)

Cost: 40       Type: Highly Illegal

----------------
InstaCritHeal 
----------------
Due to Nexus technology scientist were about to repair body parts and heal nerve
endings back together at a phenominal rate.  Down side is it does nothing for the pain.Heals one critical point 

Cost:  50 gold   Type: Legal

------------------
Illegal Weapons
------------------

The following are two other weapons that you may find usefull. I do need to
point out that there use in the Arena itself will result in a disqualification and
possible punishment.
You may however use these items any where outside of the arena without
penalty.

------------------
Throwing Dagger
------------------

Putting a dagger in your enemy's side can be just the kind of - err - "surprise
effect" you need to win. The Throwing Dagger is a little smaller than the real
dagger, but carefully balanced for throwing. Bad news for your enemy.

Cost: 30 gold Type: fight Legal Status: illegal

Flashbulb


Another nasty surprise. When you're on the defense and can't seem to stop
the onslaught, a Flashbulb is your best friend. Blind your enemy for a couple
of seconds and you will surely have the initiative again. Also, with just a little
bit of luck, he will see dancing lights for at least a few minutes and not
exactly fight very well.

Cost: 30 gold Type: fight Legal Status: illegal