OK, so here's what I tried to do, if it doesn't crash the mud and force its
removal:
-- wielding a weapon in two or more hands will add a bonus to that weapon's
speed, accuracy, control and (most importantly) damage factors. Heavier
weapons will be affected more, light weapons less (using a dagger with both
hands helps, but there's leverage working with you when you swing a
sledgehammer with both hands). These bonuses are present even if you could not
wield the weapon in one hand. The bonus will be most noticable with low-grade
weapons -- highbie eq is already of such fine quality that the additional help
will be negligible, whereas "an iron battleaxe" might do double damage
(woohoo! a whopping 8 hp per strike!) which a newbie might appreciate.
-- some skills have taken the two-handed factor to add even more damage.
Remember that a melee skill is a much accurate and much more forceful blow,
and the added stability and power of using two hands can make a differnce.
Skills that rely on force ("cleave") were affected, those that rely on grace
(knight skills) magic ("vampiric blow") or multiple one-handed weapons ("
bladed fury") were not. If you think your guild has a skill that should take
two-handed weapons into account, and does not, let the guild coder know (if
inactive, tell me instead).
It is important to note that magical factors were not affected in any way.
Most notably, +damage eq has the same effect on one-handed and two-handed
weapons. As such, most players that have a +dam set will still prefer to use
their weapons one-handed. Also, as mentioned above, high-end weapons do so
much damage that it's still worth using two of them. Finally, wielding a
shield in two or more hands does not add any defensive bonuses (I just didn't
think it made a lot of sense).
If there are any problems, let me or another arch know so the changes can be
fixed or reversed.