Difference between revisions of "Weapons"

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=Borders=   
 
=Borders=   
 
===Tier 1 : Grey===
 
===Tier 1 : Grey===
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===Tier 2 : Green===
 
===Tier 2 : Green===
  
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===Tier 3 : Yellow===
 
===Tier 3 : Yellow===
  
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All T4 gear possess auras--a gear-exclusive, cosmetic effect and glow around the player. Of the four auras total, only one aura can be equipped at one time and usually favors the weapon over the shield. If a T4 weapon is not equipped but T4 shield is, the aura of the shield will be used.   
 
All T4 gear possess auras--a gear-exclusive, cosmetic effect and glow around the player. Of the four auras total, only one aura can be equipped at one time and usually favors the weapon over the shield. If a T4 weapon is not equipped but T4 shield is, the aura of the shield will be used.   
  
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With T5 gear, this is the first instance where you see [[Elemental Attributes| elemental stats]] used--weapons for damage; shields for resist. Each weapon carries with it one of five dedicated elements: water, wind, earth, lightening, and fire. This means, for example, a Willbreaker will not have fire damage attached to it, only water damage.   
 
With T5 gear, this is the first instance where you see [[Elemental Attributes| elemental stats]] used--weapons for damage; shields for resist. Each weapon carries with it one of five dedicated elements: water, wind, earth, lightening, and fire. This means, for example, a Willbreaker will not have fire damage attached to it, only water damage.   
 
   
 
   
As of Version 3.6.6, elemental damage has not fully been implemented other than its minor stat boost to weapons.
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As of <u>Version 3.6.6</u>, elemental damage has not fully been implemented other than its minor stat boost to weapons.
  
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Revision as of 05:08, 6 January 2022

Weapons are used in combat and allow you to fight the evil that is lurking outside the village. Weapon schemes are first introduced after rebuilding the bridge, in which you will be rewarded a dagger scheme. Following the dagger, weapons can be found or forged (only after completing it's scheme) throughout your adventure thru multiple open-world arenas.


Once you begin killing monsters, you will find that they are able to drop various items. Specifically, weapons and shields, once collected, go into the second tab in your backpack labeled Gear Items. This tab has unlimited inventory space, in theory, but will become laggy after collecting so much. In order to prevent this from happening too often, weapons can be dropped to free space; however, this is not recommended. It is recommended to wait until the LOD quest, in which you will be able to disassemble. Additionally, when new gear enters your inventory, it will be auto-sorted by the date it was received and denoted by an exclamation mark (!) until viewed by either a long tap (hold item icon for brief preview until finger is lifted) or short tap (opens preview but needs secondary tap to close).


Weapons can be placed in the third slot in the player GUI section of the Currencies & Minerals tab or equipped in the same manner as tools: tap the icon and select equip. Once equipped, you will be unable to unequip it. Instead, you will have to collect another weapon and swap it for the existing one. This eliminates the possibility of going into combat empty handed. Tools cannot be used as a means for combat.

Weapon Stats

Name Description
Health Health is additional points added to the total HP.
Damage Damage dictates the amount of HP removed from the opponent
Defense Defense negates incoming damage from the opponent.
Attack Speed Attack speed influences attack frequency or the rate of which combat actions are preformed.

Upgrading

As stated before, weapons can either be found or forged. Typically, after the dagger is crafted, it is more cost-efficient to force monsters to drop better weapons. Regardless, under both circumstances, each weapon possess a set parameter in which its stats can be randomly generated. This info can be viewed by tapping any non-equitable icon like those from completed schemes, runewords, or goblin market (displays gear schemes for gems). This covers basic upgrades, however, there is another end-game method for upgrading--Enchanting. Enchanted gear has a box with with its level denoted in the top, right corner of the item's icon.

Durability

Weapons do not have a durability meter and can be used for the span of the game until dropped, disassembled, or sold.

Borders

Tier 1 : Grey

Name Health Min. DMG Max DMG Defence Attack Speed (min./ max) Description
Dagger 0 10 20 0 1 s ~ ~
Sword 0 25 35 0 1 s ~ ~
Elven Blade 0 35 45 0 1s ~ ~
Bone Stick 0 20 30 0 .6 s ~ ~
Dragon's Claw 0 170 210 0 3.5 s ~ ~
Sword of the Lost King 0 130 170 0 3 s ~ ~
Ice Shard 0 66 74 0 1.3 s ~ ~

Tier 2 : Green

Name Health Min. DMG Max DMG Defence Attack Speed (min./ max) Description
The Sword of Justice 0 150 250 0 2.3 s 2.1 s ~
Elven Legend 0 60 80 0 0.9 s 0.7 s ~
Undead Sword 0 100 140 0 1.5 s 1.3 s ~
Frozen Dirk 0 80 100 0 1.1 s 0.9 s ~
Fiery Fang 0 180 210 0 2.2 s 2 s ~

Tier 3 : Yellow

Name Health Min. DMG Max DMG Defence Attack Speed (min./ max) Description
Blade of Fire 0 300 350 0 2.4 s 2.2 s ~
Bone Crusher 0 255 345 0 2.4 2 s ~
Ice Storm Blade 0 130 160 0 1.2 s 1 s ~
The Sword of Marriage 0 180 220 0 1.7 s 1.3 s ~

Tier 4 : Orange

All T4 gear possess auras--a gear-exclusive, cosmetic effect and glow around the player. Of the four auras total, only one aura can be equipped at one time and usually favors the weapon over the shield. If a T4 weapon is not equipped but T4 shield is, the aura of the shield will be used.

Name Health Min. DMG Max DMG Defence Attack Speed (min./ max) Description
Blade of the Damned 0 - 50 345 405 0 2.2 s 1.8 s ~
King's Judgment 0 - 75 200 240 0 1.3 s 1.1 s ~
Dragon's Wrath 0 - 100 355 445 0 2.2 s 2 s ~
Blizzard of Doom 0 - 80 165 195 0 1.1 s 0.9 s ~

Tier 5 : Red(Relic)

With T5 gear, this is the first instance where you see elemental stats used--weapons for damage; shields for resist. Each weapon carries with it one of five dedicated elements: water, wind, earth, lightening, and fire. This means, for example, a Willbreaker will not have fire damage attached to it, only water damage.

As of Version 3.6.6, elemental damage has not fully been implemented other than its minor stat boost to weapons.

Name Health Min. DMG Max DMG Defence Attack Speed (min./ max) Elemental Damage Type
Willbreaker 50 - 135 0 195 14 - 23 1 s 0.8 s Water
Silent String 150 - 225 455 490 8 - 14 2.4 s 2 s Wind
Titanslayer 125 - 200 415 440 10 - 18 2.2 s 1.8 s Earth
Souleater 75 - 155 220 240 12 - 20 1 s ~ Fire
Nightguard 100 - 180 305 315 15 - 27 1.6 s 1.3 s Lightening