Difference between revisions of "Weapons"
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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. | + | 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.
Contents
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 |