Weapon Usage
Weapons are one of the most common, and yet diverse, equipment type. You find them on enemies, in the environment, inside containers, and at stores. There’s a variety in each category, which can also be enchanted for extensive modification by players.
Equipped weapons can be organized into specific sets; you can swap out your current weapon(s) for another preselected set. Although you cannot wield these sets simultaneously, you may switch between them (at an animation cost) during combat. This quick swap allows you to change your combat strategy at a moment’s notice, perhaps opting for a different damage type in mid-battle. This also lets you switch from melee to ranged weapons, shields to dual wield, and even alter damage type from slash to crush. Always have several sets equipped and swap out when you know the enemy’s weakness demands a different approach or if your current gear is simply ineffective in battle.
Weapons are designed to be used by any character and scale proportionally to match the size of the wielder. Similarly, damage does not scale by the size of the wielder, so an Organ using a pike does the same damage as an Aumaua with the same pike. In simple terms, weapons are not restricted by player class or race. A spindly Wizard can equip a Great Sword. However, there are inherent reasons why a Barbarian is the more advantageous bearer of such a weapon. A character’s abilities, spells, and attributes contribute toward their weapon of choice.
Weapon Types
Although weapons primarily differ by their attack speed, damage type, and damage value, all base weapon types also have a property that helps differentiate them more drastically from other weapons.
In addition to the standard versions of weapons, there are also dozens of non-standard generic and unique versions (like a morning star that’s inherently more accurate and does more damage). These properties, whether found on an existing unique item or crafted onto an item by the player, are all classified as weapon modifiers (“mods”). This allows weapons to be modified independently of its base type.
The most basic way to broadly separate weapons is by dividing them into melee (hand-to-hand) or ranged types. In general, melee weapons are for characters that engage their enemies face-to-face due to their high defensive and Might attributes. Ranged weapons, on the other hand, are best suited for characters that can fire quickly from a safe distance, allowing them to chip away at enemies or cast spells. Each of these general classifications comes with its own benefits and drawbacks.
Weapon Specialization Categories
While any character can use any weapon, they can also specialize in one of several categories. This weapon focus is part of the Talent system and can be chosen when a character increases in level. A character receives an accuracy increase for each of the weapons in that category. Also, players can choose more than one category. These groups are centered around a “family” of weapons instead of physical type or fighting style. Each contains a slash, pierce, and crush weapon, as well as two ranged weapons. There’s overlap in some ranged weapons that ensures every category has the same number of weapons.
- Adventurer - Pollaxe, Estoc, Flail, Wand, War Bow
- Knight - Battle Axe, Sword, Morning Star, Crossbow, War Bow
- Noble - Dagger, Rapier, Mace, Sceptre, Crossbow
- Peasant - Hatchet, Spear, Quarterstaff, Hunting Bow, Blunderbuss
- Ruffian - Sabre, Stiletto, Club, Pistol, Rod
- Soldier - Great Sword, Pike, War Hammer, Arbalest, Arquebus
Weapon Enhancements
To enhance a weapon, you must have the appropriate ingredients in your inventory. These materials may be bought, gathered, looted, or salvaged. During the process, the ingredients are typically used up, but sometimes they are reusable. For recipes like enchantments, the main ingredient is not used up, but is instead improved by the addition of a new bonus.
All enchanting is done using three ingredients: a creature part, a plant/herb, and a gem. The counts of each ingredient may vary, but there are always three ingredients. Additionally, there may be a copper cost that’s subtracted directly from your total wealth.
Each enhancement has an associated “cost” value. This is used in the crafting system and when calculating the value of an item in copper pieces (cp). Cost values on mods are added together to derive the cp total and the value does not scale linearly.
Enchanting a weapon can provide a bonus in quality, secondary damage, and slaying capabilities. Each of these has it own advantages and, when combined, it can transform an already good weapon into something quite awesome. Note that a weapon has a limit on mods and can have no more than 1 quality mod, 3 additional mods, and 12 total points of mods.
Enchantments
| Name | Effect | Creature Part | Plant | Gem | Cost | Level | Total Crafting Cost |
|---|---|---|---|---|---|---|---|
| Quality | |||||||
| Weapon - Accurate 1 | + 4 Accuracy | Xaurip Tongue | Settlers Arrow | Turquoise | 100 | 1 | 232 cp |
| Weapon - Accurate 2 | + 4 Accuracy | Drake Talon | Settlers Arrow | Topaz | 300 | 3 | 910 cp |
| Weapon - Damaging 1 | x1.5 damage | Spear Spider Leg | Pilgrims Crown | Agate | 100 | 1 | 175 cp |
| Weapon - Damaging 2 | x2 damage | Drake Talon | Pilgrims Crown | Adra | 300 | 3 | 413 cp |
| Weapon - Exceptional | + 2 Accuracy and x1.25 damage | Vithrack Brain | St Gyrans Horn | Ruby | 2100 | 8 | 3110 cp |
| Weapon – Fine | + 8 Accuracy and x1.5 damage | Ooze Plasma | Pilgrims Crown | Garnet | 600 | 4 | 723 cp |
| Weapon – Superb | + 12 Accuracy and x1.75 damage | Sky Dragon Eye | Admeths Wyrt | Sapphire | 4500 | 12 | 5620 cp |
| Secondary Damage | |||||||
| Weapon – Burning | +25% Burn Damage | Primal Flame | Dyrcap | Agate | 100 | 1 | 225 cp |
| Weapon – Corrosive | +25% Corrode Damage | Primal Rock | Blood Moss | Jasper | 100 | 1 | 145 cp |
| Weapon – Freezing | +25% Freeze Damage | Primal Wind | Skaenbone | Turquoise | 100 | 1 | 232 cp |
| Weapon – Shocking | +25% Shock Damage | Primal Water | Golden Celery | Agate | 100 | 1 | 225 cp |
| Slaying | |||||||
| Weapon - Slaying Beast | +5 Accuracy and x1.25 damage against Beasts | Wurm Wing | Beraths Bell | Moonstone | 300 | 3 | 395 cp |
| Weapon - Slaying Kith | +5 Accuracy and x1.25 damage against Kith | Vessel Flesh | Beraths Bell | Moonstone | 300 | 3 | 435 cp |
| Weapon - Slaying Primordial | +5 Accuracy and x1.25 damage against Primordial | Ooze Plasma | Beraths Bell | Moonstone | 300 | 3 | 445 cp |
| Weapon - Slaying Spirit | +5 Accuracy and x1.25 damage against Spirit | Spirit Residue | Beraths Bell | Moonstone | 300 | 3 | 445 cp |
| Weapon - Slaying Vessel | +5 Accuracy and x1.25 damage against Vessel | Binding Copper | Beraths Bell | Moonstone | 300 | 3 | 335 cp |
| Weapon - Slaying Wilder | +5 Accuracy and x1.25 damage against Wilder | Ogre Blood | Beraths Bell | Moonstone | 300 | 3 | 445 cp |