Weapon
Weapons are a category of equipment that are equipped to deal damage with attacks or provide various modifiers that modify a character's damage.
Weapon sets
Characters can equip two one-handed weapons (dual wielding), a one-handed weapon and an off-hand, or a two-handed weapon. Weapons can only be equipped directly into the off-hand slot while dual-wielding. Additionally, Bows can be equipped with a quiver.
Characters can equip two sets of weapons, and switch between them through a keybind for weapon swapping. Each of your skills can be assigned one or both specific weapon sets; if a skill is assigned to the opposite weapon set only, weapon set is swapped automatically when using that skill. It will be possible to lock one weapon to be used on both sets.
Additionally, shapeshift forms will also use a separate third weapon set. Generally, shapeshifting forms cannot equip items in their hands as these slots become disabled.
Martial weapons
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. Axes,Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding. Bows,Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types. Claws,Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.
Claw Attacks are commonly fast and cause Bleeding. Crossbows,Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread. Daggers,Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger. Flails,Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded.
Flail Attacks tend to reward careful placement and long wind-up times with devastating effects. Maces,Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage. Quarterstaves,Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat. Spears,Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear. Swords,Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip.
Sword Attacks are commonly related to elemental damage. and TalismansTalismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.
Talismans allow you to use Shapeshifting Skills. Although each Talisman is associated with a specific Shapeshift form, every Talisman allows you to use Skills from all forms. are Martial Weapons.
Martial weapons are weapons that are used to attack with directly. Martial weapons have base physical damage or elemental damage, critical hit chance, and attack time. These can be directly modified with local modifiers. Additionally, each melee weapon item class has an innate weapon range, which determines the distance from which they can physically strike enemies.
Weapon range
Martial weapons have the following base ranges:
Item class | Range |
---|---|
Dagger | 1.0 |
Claw | 1.1 |
Flail | 1.1 |
One Hand Axe | 1.1 |
One Hand Mace | 1.1 |
One Hand Sword | 1.1 |
Two Hand Axe | 1.3 |
Two Hand Mace | 1.3 |
Two Hand Sword | 1.3 |
Quarterstaff | 1.3 |
Spear | 1.5 |
Bow | 12.0 |
Crossbow | 12.0 |
Caster weapons
Caster weapons are weapons that give bonuses to spells or minions and are not used to attack with. All caster weapons come with an inherent skill. They also have different pools of modifiers that suit their archetypes.
Wands, staves, and sceptres are caster weapons.
Traps
Traps have no base attack stats and cannot be used to attack directly. Traps are used exclusively for Trap skills and have stats that determine the trap's arming time and type of detonation (Manual or Proximity).
Summary
Weapon class | H | Type | Dual Wield | Off-hand | Strength | Dexterity | Intelligence |
---|---|---|---|---|---|---|---|
Maces | 1/2 | Martial | ![]() |
Mace, Shield/Buckler/Foci, Sceptre | 100% | 0% | 0% |
Axes | 1/2 | Martial | ![]() |
Axe, Shield/Buckler/Foci, Sceptre | 75% | 25% | 0% |
Flails | 1 | Martial | ![]() |
Shield/Buckler/Foci, Sceptre | 75% | 0% | 25% |
Swords | 1/2 | Martial | ![]() |
Sword, Shield/Buckler/Foci, Sceptre | 50% | 50% | 0% |
Crossbows | 2 | Martial | ![]() |
— | 50% | 50% | 0% |
Sceptres | 1 | Caster | ![]() |
Shield/Buckler/Foci | 50% | 0% | 50% |
Spears | 1 | Martial | ![]() |
Shield/Buckler/Foci, Sceptre | 25% | 75% | 0% |
Claws | 1 | Martial | ![]() |
Claw only | 0% | 100% | 0% |
Bows | 2 | Martial | ![]() |
Quiver only | 0% | 100% | 0% |
Quarterstaves | 2 | Martial | ![]() |
— | 0% | 75% | 25% |
Daggers | 1 | Martial | ![]() |
Dagger, Shield/Buckler/Foci, Sceptre | 0% | 50% | 50% |
Traps | 2 | Trap | ![]() |
— | 0% | 50% | 50% |
Wands | 1 | Caster | ![]() |
Shield/Buckler/Foci, Sceptre | 0% | 0% | 100% |
Staves | 2 | Caster | ![]() |
— | 0% | 0% | 100% |
Version history
Version | Changes |
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0.3.0 |
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0.2.0 |
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0.1.0 |
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