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(also maybe we could note that unequipped arrows cannot be autoequipped? however since there is no way to unidentify and item in default this would be probably custom content note)
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Equipping ammunition replaces an attack roll if done in combat.
 
Equipping ammunition replaces an attack roll if done in combat.
   
If a character tries to use a ranged weapon without appropriate ammunition equipped, the game will automatically equip some, if any is available. (If none is available, the character stays in combat, but stops attacking as long as the ranged weapon is equipped.)
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If a character tries to use a ranged weapon without appropriate ammunition equipped, the game will automatically equip some, if any is available. (If none is available, the character stays in combat, but stops attacking as long as the ranged weapon is equipped.)
 
The automatically-equipped ammunition is chosen somewhat randomly from what the creature possesses, so players may want to keep an eye on their current ammunition (possibly via a [[quickslot]]) so that powerful ammunition is not wasted on weak opponents (or vice versa).
 
The automatically-equipped ammunition is chosen somewhat randomly from what the creature possesses, so players may want to keep an eye on their current ammunition (possibly via a [[quickslot]]) so that powerful ammunition is not wasted on weak opponents (or vice versa).
This selection can be influenced, as the most recently moved item tends to be picked, but due to vagaries in the game engine, this is not a fully reliable method. In middle of combat, when the ammunition is equipped automatically, the player character loses one attack action.
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This selection can be influenced, as the most recently moved item tends to be picked, but due to vagaries in the game engine, this is not a fully reliable method. In the middle of combat, when ammunition is equipped automatically, the character loses one attack action.
   
 
Some ranged weapons have an [[unlimited ammunition]] property. If such a weapon is equipped, no ammunition of the associated type is required to use that weapon. In fact, no such ammunition can even be equipped at the same time as such a weapon.
 
Some ranged weapons have an [[unlimited ammunition]] property. If such a weapon is equipped, no ammunition of the associated type is required to use that weapon. In fact, no such ammunition can even be equipped at the same time as such a weapon.

Revision as of 15:56, 22 December 2012

Ammunition refers to items that are consumed by ranged weapons for every attack rollthat is made. There are three types of ammunition — arrows, bolts, and bullets — for bows, crossbows, and slings, respectively. Equipping ammunition replaces an attack roll if done in combat.

If a character tries to use a ranged weapon without appropriate ammunition equipped, the game will automatically equip some, if any is available. (If none is available, the character stays in combat, but stops attacking as long as the ranged weapon is equipped.) The automatically-equipped ammunition is chosen somewhat randomly from what the creature possesses, so players may want to keep an eye on their current ammunition (possibly via a quickslot) so that powerful ammunition is not wasted on weak opponents (or vice versa). This selection can be influenced, as the most recently moved item tends to be picked, but due to vagaries in the game engine, this is not a fully reliable method. In the middle of combat, when ammunition is equipped automatically, the character loses one attack action.

Some ranged weapons have an unlimited ammunition property. If such a weapon is equipped, no ammunition of the associated type is required to use that weapon. In fact, no such ammunition can even be equipped at the same time as such a weapon.

The Toolset lists ammunition in the ammunition blueprint category.

See also: Category:Ammunition