Weapons

WEAPONS

Weapons are the primary way that characters deal physical damage (all weapons deal physical damage), and are used with Techniques. As noted above, you can have as many weapons equipped as you like, but you can still one use one weapon at a time.

Each time you perform a Technique, select a single equipped weapon - the damage the technique deals is based on the weapons potency, and gains the benefits from the weapons specific properties. You can use different weapons from round to round, so certain players might find it useful to have more than a single type equipped, even if they can only be used one at a time.

After the weapon name, a type of momentum is listed in brackets. This is the type of momentum generated when performing a basic attack, or when an ability said to based the momentum on the weapon.

All weapons incur a weight penalty when equipped.

MELEE WEAPONS

Melee weapons are the simplest of the weapons. The can only perform techniques when used from the front row, and against targets in the enemy front row. Melee weapons generally have better damage potential than firearms.

ONE HANDED

One handed weapons tend to be lighter than their counter parts, and roll a d6 for damage.

Gold Cost Weapon [Momentum] Weight Cost Potency Properties
Fist [Rush] 0WGT 1d4+2 Not really a weapon, but if you make an attack without having one equipped, you use this. It's not very good.
20 Staff [Launch] 2WGT 1d6+6 Gain +1MP on a hit, and if you cast a spell next round it's -1MP.
20 Dagger [Rush] 2WGT 1d6+6 Critical 20.
20 Baton [Rush] 2WGT 1d6+6 Accuracy 20. Scratch 6 on miss as well, or add +2 to a preexisting Scratch value.
20 Flail [Rush] 2WGT 1d6+6 +3 damage against targets whose turn marker is below yours.
25 Sword [Rush] 4WGT 1d6+8 +2 damage when you activate a combo. Momentum generated by this weapon is +1, as well.
25 Spear [Pin] 4WGT 1d6+8 +3 damage against targets whose turn marker is above yours.
25 Axe [Rush] 4WGT 1d6+8 +4 damage if you activated a Quick ability on this turn.
25 Mace [Launch] 4WGT 1d6+8 +4 damage if you didn't hit a target with a weapon last round.

TWO HANDED

Two handed weapons are heavier than their counter parts and roll a larger d8 for damage.

Gold Cost Weapon [Momentum] Weight Cost Potency Properties
30 Greataxe [Launch] 6WGT 1d8+10 Accuracy & Critical 10.
30 Greatsword [Launch] 6WGT 1d8+10 On a hit, you take -3 damage from the target until your next turn.
30 Hammer [Launch] 6WGT 1d8+10 +4 damage if the target's weakness has been hit this battle.

FIREARMS

The main benefit to firearms is being able to deal damage from the back row where it's safer, but they have to manage ammo and need to spend time reloading.

Gold Cost Weapon [Momentum] Weight Cost Potency Properties
30 Pistol [Pin] 2WGT 1d6+6 Ranged. Accuracy 10. 4 Ammo before reloading.
35 Shotgun [Pin] 4WGT 1d6+8 Ranged. Critical 10. 3 Ammo before reloading.
40 Rifle [Pin] 6WGT 1d6+10 Ranged. +2 damage to targets in the back row. 2 Ammo before reloading.

WEAPON PROPERTIES

Accuracy: If a weapon has ranks of accuracy, increase the CoS to hit by the listed amount. It's harder to miss when you have accuracy.
Critical: If a weapon has ranks of critical, increase the target number from 0 to the listed amount in order to critically hit. This makes it possible to score critical hits without spending luck!
Bonus Damage: Sometimes the weapon deals bonus damage to targets under specific conditions. These should be listed with the weapon itself. If the target isn't under the specific condition, don't deal any extra damage and use the base value instead.
Ranged: Unlike melee weapons, ones with the Ranged property are capable of being used from the back row, and against the enemy back row. They ignore row restrictions.
Ammo: If a weapon has an Ammo value, it means that the weapon can only attack that many time before it must be reloaded. In order to reload an ammo using weapon, perform a Defend action. Ammo is typically paired with "Ranged" and found on firearms.
Scratch: This weapon inflicts Scratch damage. Anytime you miss with your attack while wielding this weapon, True Strike them for physical damage equal to the weapon's Scratch value.
Other effects: Some weapons might give other bonuses. They'll be listed next to the weapon and should be fairly clear.

Weapons

Weapon charges are spent after confirming a hit with a Technique.

The listed weapons are all C Grade! They're a bit harder to find in stores though, and requires PREMIUM store access.

Gold Cost Name Weapon Type Number of Charges Charge Effect Description
60 Haunted Staff Staff 1 The attack deals double damage, then the weapon shatters and is destroyed. A staff inhabited by the spirit of a fallen monk.
250 7-Ringed Staff Staff 2 The ability's MP Cost is reduced to 0. A replica of a lost kingdom's royal raiment. Apparently, fakes like these are everywhere.
220 Sweeping Staff Staff 2 The attack targets a second enemy in the same row.
60 Haunted Dagger Dagger 1 The attack deals double damage, then the weapon shatters and is destroyed. A dagger inhabited by restless spirits.
200 Dragon's Fang Dagger 3 Change the damage and momentum generated to water. Rumor has it they're all from the same dragon.
200 Seeking Knife Dagger 3 Reduce the CoS roll by 30. These knives seek hearts, even when not held.
60 Haunted Baton Baton 1 The attack deals double damage, then the weapon shatters and is destroyed. Haunted weapons are recovered constantly from battlefields.
200 Flame Dancer Baton 3 Change the damage and momentum generated to fire. A baton used in ceremonial dances.
200 Crisis Baton Baton 3 If the attack would inflict a Short status, upgrade its power to II levels. On contact, makes an extremely deep, resonating sound.
60 Haunted Chain Flail 1 The attack deals double damage, then the weapon shatters and is destroyed. The spirit (in this case, a prisoner) is freed when the weapon is destroyed.
200 Thunder-Head Flail 3 Change the damage and momentum generated to air. A massive flail that booms with thunder.
200 Chain Trap Flail 2 True Strike any target for 4 physical damage. An elemental devil of steel, flail-shaped. It delights in combat, and barks like a dog.
75 Haunted Sword Sword 1 The attack deals double damage, then the weapon shatters and is destroyed. A sword pried from the grip of a corpse.
200 Hymnal Sword 3 Change the damage and momentum generated to fire. A holy sword. It sings, softly, when drawn.
200 Victorious Sword 3 Roll an additional damage die. A sword created as an offer to an angel of victory.
75 Haunted Spear Spear 1 The attack deals double damage, then the weapon shatters and is destroyed. Even rusted, the point is fearsome sharp.
200 Inkstain Spear 3 Change the damage and momentum generated to water. An abyssal spear said to be used as an ink-brush by fiends.
220 Ban Givul Spear 2 The attack targets a second enemy in the opposite row. A magic longspear given to heroes of the Hundred.
75 Haunted Axe Axe 1 The attack deals double damage, then the weapon shatters and is destroyed. The bite-marks hint at the owner's fate.
200 Lady Luck Axe 3 Roll an additional damage die. A gilded axe with a lascivious handle design.
200 Cold Iron Axe 2 Dispel a status from the target. A weapon of the Alloci infantry.
75 Haunted Mace Mace 1 The attack deals double damage, then the weapon shatters and is destroyed. The spikes from this morningstar have all but broken off.
200 Judge's Hand Mace 3 Slow 1 the target. A mace made from a destroyed golem.
200 Dream Oak Mace 3 Change the damage and momentum generated to earth. An oaken club. Durable beyond all reason.
90 Haunted Fang Greataxe 1 The attack deals double damage, then the weapon shatters and is destroyed. Axe carved from a dragon skeleton. Haunted too.
200 Judge's Axe Greataxe 3 Roll an extra damage die. A perfectly balanced axe. The edge glows when it's been recently sharpened.
200 Red in Claw Greataxe 3 Change the damage and momentum generated to earth. A prize from an If-Ys hunt festival.
90 Haunted Greatsword Greatsword 1 The attack deals double damage, then the weapon shatters and i destroyed. Haunted sword recovered from a dragon's lair.
200 Knightly Sword Greatsword 3 The wielder gains a Bubble (8). A traditional gift to new knights.
220 Brute Sword Greatsword 2 The attack targets a second enemy in the same row. A massive sword carved from a single piece of solid rock.
90 Haunted Hammer Hammer 1 The attack deals double damage, then the weapon shatters and is destroyed. These murmur in the dark after a mine collapse.
200 Strike Maul Hammer 3 Roll an extra damage die with the attack. Commonly made. Head designs are often beasts, or devils in flight.
220 Brother Time Hammer 2 Inflicts Long E-Shatter. The entire clock embedded within the haft of this hammer is, apparently, necessary for its function.
90 Haunted Revolver Pistol 1 The attack deals double damage, then the weapon shatters and is destroyed. Revolvers like these fill evidence lockers.
200 Reliable Pistol 3 Roll an extra damage die with the attack. An unusually silent pistol.
200 Boomstick Pistol 3 Change the damage and momentum generated by the attack to air. Brings the thunder and the lightning.
115 Haunted Shotgun Shotgun 1 The attack deals double damage, then the weapon shatters and is destroyed. Rumors are, it wasn't a hunting accident.
250 Streetsweeper Shotgun 2 The attack targets a second enemy in the same row. "Accept no substitutions."
250 Type D Shotgun 1 Instantly reload the firearm after firing. A Dantali-developed weapon for cornered spies.
120 Haunted Rifle Rifle 1 The attack deals double damage, then the weapon shatters and is destroyed. It looks just like any other.
250 Divine Lance Rifle 2 The attack targets a second enemy in the opposite row. Every one of these was stolen before they could see the battlefield.
220 Lucky Star Rifle 2 Change the damage of the the attack to Supreme. A rifle with a beam-type firing mode. Developed by Maxwellians and Dantali both.
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