Wynn Mafia 2: Weapons and You
Originally published September 8, 2021
Wynn Mafia 2: Weapons and You
Originally published September 8, 2021
Wynn Mafia had about 32 weapons, if I counted them correctly. I had roughly divided them into three classes:
Daggers were generic stab-attack-kill weapons, and there’s not really much more to say. I count 15 of them, ranging from the pitiful Oak Wood Dagger to the loved-by-everyone Rewind.
Speaking of Rewind, I could write an entire paragraph about that, but in the end it would boil down to “what was I thinking?”
Spears were actually not very different from daggers. The one thing worth mentioning is the “base” mechanic of some of the spears: that they can do differing damages based on the target’s alignment. At the time I made those, I really didn’t know what I was doing, and hadn’t thought at all that that could be exploited - all it would take is to get a spear, attack a player, and ask them “how much damage did you take?” and you could gather more information than I had intended from their response or lack thereof. I don’t remember that being exploited much, but if I remember correctly, it happened at least once.
Bows...were hardly different from daggers.
Maybe I should just say that the weapon types were mostly flavorings and had barely anything to set them apart aside from vague themings. “Melee” and “ranged” weapons were supposed to have different stealth when attacking, but I had so much else to process that I usually didn’t consider the weapon classes when calculating whether a player’s attack was spotted or not.
I’m not sure how worthwhile it was to mention any of that, because most of you reading this were there and the weapon system in Wynn Mafia really wasn’t that complicated. So that’s why I’m also going to bring up the Wynn Mafia 2 weapon system - parts of it, at least.
Weapons in Wynn Mafia 2 are again going to be divided into classes, which I’ve named “melee, heavy, ranged, and magic”. You have three guesses as to what Wynncraft classes those correspond to (hint: this was all done before Shaman was unveiled). In short, melee is average, heavy is high-damage but weak in stealth, ranged is low-damage but stealthy, and magic is, well, magic or something. It’s a topic for another post.
A lot has been done to categorize the weapons, mostly for organizational purposes. I mentioned in an earlier post that role upgrades are going to be in 3 levels, and I’m keeping that principle for weapons, too; every weapon has a “level” attached that I use as a guideline for how powerful it should be; a level 3 weapon is going to do more damage than a level 1 weapon. I did consider making the levels a requirement to use the weapon, but I eventually removed that. The idea is that, as the game goes on, more and more powerful weapons will become available, which in turn means that weapon-based deaths may become more of a threat. It’s hard to say how that will affect the game, but I guess that’s something to find out.
To close things off, I’ll include a few weapons from WM2. I’m going to (very roughly) scale the damage to WM1 levels, but hopefully the feel should still come across. I’m also going to list the level, even if that’s not included in the item description.
Agitation
Melee. 4-7 damage, double that if at or below 25% health.
(level 2)
Marsh Spear
Heavy. 9-10 damage. Breaks after 3 uses.
(level 2)
Quartzite Bow
Ranged. 3-10 damage. Removes resistance status effects from the target.
(level 3)
And everyone’s favorite:
Rewind
Melee. 4 damage. Damage increases by 3 each time it is used. Resets past 10 damage.
(level 2)
How the mighty have fallen.