Weapons

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Overview

A weapon is anything you use as a medium to attack with, whether it be a sword, a spear, a gun, a martial arts style, or a form of magic. Weapons give bonuses to your battle stats (ATK, ACC, SPD, and DEF) depending on its level. Every weapon has a level from 1 to 30 and each level bestows it with more points to spend on stat bonuses. For every point a weapon has, it can be exchanged for a +1 bonus to a battle stat of the creator's choice.

Weapons come in many varieties, the two broadest categories being 1 and 2-handed.


1-handed weapons start with 5 points at level 1 and gain 1 point at every following level.
2-handed weapons start with 10 points at level 1 and gain 2 points at every following level.


When a character is level 1 to 10, their weapons may be no higher than level 10. This level cap increases to 20 at level 11, and 30 at level 21, although some Legendary Weapons may go beyond 30. These can be used when at least level 21. Additionally, there are Rare Weapons, with their own unique effects, which can only be used when at least level 11.

Two one-handed weapons can be equipped at a time, granting all the battle stat bonuses of both. However, only the weapon effect, upgrades, and Rare effects (if any) from the main hand weapon apply. If you're dual-wielding, then you can switch main hand at the same cost as switching weapons.

NOTE: When dual-wielding a Ranged and a Melee weapon, only the Melee weapon's range applies.

The level of Firearms can be increased by a Gunsmith (Handguns, Shotguns, Rifles, Automatic Weapons, Explosives/Rockets, and Heavy Machine Guns), Energy Weapons by an Enchanter, and all other weapons by a Blacksmith. Additional enchantments that improve a weapon's stats can be added with the Enchantment skill.

Aside from stat bonuses, every weapon possesses a set of tags, which are descriptors of the kinds of techniques that they perform. These tags are inherited from the weapon's type (such as sword). Every technique that you perform gains the tags of the currently-equipped weapon. These tags describe how the technique acts (for example, whether it's a ranged or melee attack).

Heavy weapons are two-handed weapons that have exceptional bonuses, but come with a penalty. When using Heavy weapons, your character is encumbered and has -1 Movement and starts with 5 less stamina at the start of a round unless they have 100 Strength. (Switching to Heavy weapons also costs 5 additional stamina without 100 Strength.)

You can have up to five "ready" weapons on you at any one time (including currently equipped weapons), listed in the Weapons section of your character sheet. (Side Weapons 1 and 2, Back Weapons 1 and 2, Current Weapon) Any other weapons do not take up inventory space, but cannot be swapped to in-battle or have Equipment Upgrades added to them unless listed with your "ready" weapons. This does not apply to Soulbound Weapons, which do not take up inventory space and are always on you.


Equipment Upgrades

Equipment Upgrades are various items which can be added to weapons and armor. All weapons have three slots for Equipment Upgrades. If you're dual wielding, only the upgrade effects from the main hand weapon apply.


Weapon Types

Different types of weapons have different effects in battle. Should you have a weapon that does not fit any of these types, consult a staff member to come up with one and have it added or find a pre-existing weapon type it could fit. ^^^ indicates a weapon that has both a one-handed and a two-handed version.

Weapons are also divided into four categories of 11 weapons each: Slashing, Piercing, Blunt, and Energy. These generally affect resistances, and energy weapons are listed as a separate type from the rest with their own properties.


One-Handed

^^^ Swords/Knives: -5% to all target reactions except for Guard. Cannot be used to lower a reaction below 5%. Does not affect reactions which do not include a percentage.
Tags: Physical, Melee, Slashing
Range: Basic(1)


^^^ Axes: +5% damage against Heavy armor users.
Tags: Physical, Melee, Slashing
Range: Basic(1)


^^^ Chakrams/Ring Blades: Techniques cost 5 less Stamina against targets wielding ranged energy weapons.
Tags: Physical, Melee, Slashing
Range: Basic(1)


Hooks/Jitte/Sai: +5% to your parry chances. Your parry effects cannot be resisted.
Tags: Physical, Melee, Slashing
Range: Basic(1)


Whips/Chains: +5% to reactions against enemies using 2-handed weapons.
Tags: Physical, Melee, Slashing
Range: Basic(1-2)


Claws/Katar: When countered, your techniques deal +10% more damage.
Tags: Physical, Melee, Slashing
Range: Basic(1)


Fans: Have both Melee and Ranged attributes. They count as Melee at a range of 1, and Ranged at a range of 2-3.
Tags: Physical, Melee, Ranged, Slashing
Range: Ranged(1-3)


^^^ Jousting Weapons/Rapiers: +5% to your Vital Hit chances. You must have a positive Vital Hit chance for this to come into effect. This cannot push your Vital Hit chances beyond 50%.
Tags: Physical, Melee, Piercing
Range: Basic(1)


Throwing Weapons: -10% to all target reactions except for Guard and Dodge. Cannot be used to lower a reaction below 5%. Does not affect reactions which do not include a percentage.
Tags: Physical, Ranged, Piercing
Range: Ranged(2-3)


Handguns: Techniques cost 5 less Stamina against targets wielding melee weapons.
Tags: Physical, Ranged, Piercing
Range: Ranged(2-3)


^^^ Shields: -5% to Vital Hit chances on attacks targetting you.
Tags: Physical, Melee, Blunt
Range: Basic(1)


^^^ Hammers/Maces/Flails: +15% collision damage with Knockback. Techniques with the tech elements Knockback, Drag, or Knockback II cost 5 less STM to use. The STM reduction does not apply to knockback recieved from means other than tech elements.
Tags: Physical, Melee, Blunt
Range: Basic(1)


^^^ Gimmick: Ailments with this weapon cannot be resisted (except Racial resistances).
Tags: Physical, Melee, Blunt
Range: Basic(1)


^^^ Ranged Gimmick: Ailments with this weapon cannot be resisted (except Racial resistances).
Tags: Physical, Ranged, Blunt
Range: Ranged(2-3)


Boomerangs: Once per round, for 5 additional stamina, a technique can be used to hit two targets within range instead of one, but for half damage. Does not apply to techniques that already hit multiple targets, such as techniques with the Wave or Storm elements.
Tags: Physical, Ranged, Blunt
Range: Ranged(2-3)


Slings/Slingshots: Whenever any dice roll for one of your techniques lands on a 1 or a 100, that technique does an additional 10 damage PLM. This can stack for multiple rolls on the same technique. Only counts for rolls on your actual techniques and Quick Attack. Does not count for rolls on enemy reactions to your techniques.
Tags: Physical, Ranged, Blunt
Range: Ranged(2-3)


Two-Handed

^^^ Swords: -5% to all target reactions except for Guard. Cannot be used to lower a reaction below 5%. Does not affect reactions which do not include a percentage.
Tags: Physical, Melee, Slashing
Range: Basic(1)


^^^ Axes: +5% damage against Heavy armor users.
Tags: Physical, Melee, Slashing
Range: Basic(1)


^^^ Chakrams/Ring Blades: Techniques cost 5 less Stamina against targets wielding ranged energy weapons.
Tags: Physical, Melee, Slashing
Range: Basic(1)


Glaives/Halberds:
Tags: Physical, Melee, Slashing
Range: Line(1-2)


Bayonets: Cannot be equipped without a two-handed firearm (Heavy included, but prepare to be laughed at.). Does not take up a weapon slot (But is not Soulbound). Switching to this weapon to and from the associated firearm costs 0 Stamina, and can be done once per battle as a free action.
Tags: Physical, Melee, Slashing
Range: Basic(1)


^^^ Jousting Weapons/Rapiers: +5% to your Vital Hit chances. You must have a positive Vital Hit chance for this to come into effect. This cannot push your Vital Hit chances beyond 50%.
Tags: Physical, Melee, Piercing
Range: Basic(1)


Spears:
Tags: Physical, Melee, Piercing
Range: Line(1-2)


Bows/Crossbows: Can shoot over obstacles, but when doing so, it is 10% easier to react to.
Tags: Physical, Ranged, Piercing
Range: Ranged(2-3)


Rifles: Long range weapons
Tags: Physical, Ranged, Piercing
Range: Ranged(3-5)


Shotguns: When an enemy dodges an attack from this weapon, they are still hit with a flat 5 damage PLM and nothing else. This amount cannot be raised or lowered. Does not come into effect on techniques with Sure Hitter.
Tags: Physical, Ranged, Piercing
Range: Ranged(2-3)


Automatic Weapons: Attacks are 5% harder to Dodge.
Tags: Physical, Ranged, Piercing
Range: Ranged(2-3)


^^^ Shields: -5% to Vital Hit chances on attacks targetting you.
Tags: Physical, Melee, Blunt
Range: Basic(1)


^^^ Hammers/Maces/Flails: +15% collision damage with Knockback. Techniques with the tech elements Knockback, Drag, or Knockback II cost 5 less STM to use. The STM reduction does not apply to knockback recieved from means other than tech elements.
Tags: Physical, Melee, Blunt
Range: Basic(1)


^^^ Gimmick: Ailments with this weapon cannot be resisted (except Racial resistances).
Tags: Physical, Melee, Blunt
Range: Basic(1)


^^^ Ranged Gimmick: Ailments with this weapon cannot be resisted (except Racial resistances).
Tags: Physical, Ranged, Blunt
Range: Ranged(2-3)


Staves: Deal 5PLM less damage on all Techniques, but gain +5 STM at the start of each turn and +1 Movement. If you switch to this weapon in the middle of the turn, you need to wait until the start of your next turn to get the STM bonus, but may still use the movement bonus if you haven't moved already.
Tags: Physical, Melee, Blunt
Range: Basic (1)


Martial Arts: Techniques cost 5 less Stamina against targets wielding non-energy ranged weapons. Martial Arts is Soulbound, meaning it cannot be disarmed, does not take an equipment slot, and grows in level with its owner. Martial Arts can only be recieved as a starting weapon or through board questing for a normal, rare, or legendary weapon. Switching to or from Martial Arts still costs the same as for any other weapon.
Tags: Physical, Melee, Blunt
Range: Basic(1)


Heavy Weapons

Heavy weapons are two-handed weapons that have exceptional bonuses, but come with a penalty. When using Heavy weapons, your character is encumbered and has -1 Movement and starts with 5 less stamina at the start of a round unless they have 100 Strength. (Switching to Heavy weapons also costs 5 additional stamina without 100 Strength.)


Heavy Sword/Axe: +10% damage against Heavy armor users.
Tags: Physical, Melee, Slashing, Heavy
Range: Basic(1)


Scythes: Can add Wave(1) to any technique on the fly.
Tags: Physical, Melee, Slashing, Heavy
Range: Basic(1)


Long Spear:
Tags: Physical, Melee, Piercing, Heavy
Range: Line(1-3)


Explosives/Rockets: Has a range of Ranged(2-3), Blast(1), meaning you can target anywhere in a 2-3 range for a Blast(1).
Tags: Physical, Ranged, Piercing, Heavy
Range: Ranged(2-3), Blast(1)


Heavy Machine Gun: Attacks are 10% harder to Dodge.
Tags: Physical, Ranged, Piercing, Heavy
Range: Ranged(3-5)


Cannons/Bombardment: All techniques you use receive the Storm element (35% chance of hitting targets individually (rolled for each target), but targets them all without regard to range. More details can be found on the techniques page.), and get +5% to storm's hit chance for hitting opponents. This +5% doesn't apply to hitting allies or terrain.
Tags: Physical, Ranged, Blunt, Heavy
Range: Ranged (Storm)


Heavy Shields: -10% to Vital Hit chances on attacks targetting you.
Tags: Physical, Melee, Blunt, Heavy
Range: Basic(1)


Heavy Gimmick: Ailments with this weapon cannot be resisted (except Racial resistances). If an ailment succeeds within 5% of the failure line (such as rolling a 21-25 on a 25% chance), you recieve a random augment of the same tier.
Tags: Physical, Melee, Blunt, Heavy
Range: Basic(1)


Energy Weapons

With the exception of Spiritual/Mental Energy, you may only normally use an energy weapon of your affinity. (Divine Darkness is Void Affinity) To use an energy weapon not of your affinity, you must have the Tier 1 Universal Passive "Sorcery".

Most energy weapons can be one-handed or two-handed, with the exception of Instruments, which are only two-handed, and Divine Darkness, which is only a Heavy Weapon. All energy weapons marked with ^^^ can be either, but those which aren't are only two-handed.


^^^ Spiritual/Mental Energy: All techniques gain Knockback (1).
Tags: Energy, Ranged, Spiritual
Range: Ranged(2-3)


^^^ Elemental Water: Attacks deal +5 PLM damage to targets in or adjacent to a water space. This bonus is also applied to all techniques that use the Flood tech element.
Tags: Energy, Ranged, Elemental, Water
Range: Ranged(2-3)


^^^ Elemental Fire: Attacks deal +5 damage PLM against Light armor.
Tags: Energy, Ranged, Elemental, Fire
Range: Ranged(2-3)


^^^ Elemental Sky: Counter attacks cost 10 less Stamina. Cannot reduce below Counter limit.
Tags: Energy, Ranged, Elemental, Sky
Range: Ranged(2-3)


^^^ Elemental Earth: +5 PLM on targets with at least one status ailment.
Tags: Energy, Ranged, Elemental, Earth
Range: Ranged(1-2)


^^^ Divine Sun: +5% to Status Augment success chances.
Tags: Energy, Ranged, Divine, Sun
Range: Ranged(2-3)


^^^ Divine Moon: +5 PLM on your attacks if you have at least one status augment active.
Tags: Energy, Ranged, Divine, Moon
Range: Ranged(2-3)


^^^ Energy Blades: Any opponent targeted by these weapons cannot use the reaction Guard.
Tags: Energy, Melee
Range: Basic(1)


^^^ Energy Blasters: It costs 5 extra STM to react to an attack from this weapon with the reactions Guard, Counter, Parry, Brace, or Protect. Counters must still cost at least 15 STM before this effect is applied.
Tags: Energy, Ranged
Range: Ranged(2-3)


Instruments: +5% success with status effects. -5 damage PLM with techniques.
Tags: Energy, Ranged, Pulse
Range: Ranged(2-3)

  • Instruments are only two-handed weapons.


Divine Darkness: When using a technique which uses Charges to increase damage, you get an extra 10% bonus damage added to the technique. Divine Darkness is considered a Heavy weapon, and comes with the same restrictions as other Heavy weapons.
Tags: Energy, Ranged, Divine, Void, Heavy
Range: Ranged(2-3)

  • Divine Darkness is only a Heavy weapon.
    • When using Heavy weapons, your character is encumbered and has -1 Movement and starts with 5 less stamina at the start of a round unless they have 100 Strength. (Switching to Heavy weapons also costs 5 additional stamina without 100 Strength.)


Disarmed

When a hand is not currently carrying a weapon, it is considered to have the following one-handed weapon:

Empty Handed: This weapon cannot have any stat points or equipment upgrades added to it, nor can it be leveled up, or be a rare or legendary weapon. All characters recieve this for free when a hand has no weapon equipped to it.
Tags: Physical, Melee, Blunt
Range: Basic(1)


Improving Weapons

Weapons can be increased in level by use of trade skills.

  • Most weapons require the use of Blacksmithing.
  • The following weapons (generally firearms) require the use of Gunsmithing: Handguns, Shotguns, Rifles, Automatic Weapons, Explosives/Rockets, Heavy Machine Guns, Cannons/Bombardment, Energy Blades, and Energy Blasters.
  • Most Energy weapons require the use of Enchantment, with the exception of Instruments (which are BLK), Energy Blades, and Energy Blasters (which are GUN)

Consult the appropriate articles for further details.


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