Whether it’s a guard’s blade, a caster’s staff or a defender’s shield, characters use weapons to help them in combat. Each weapon provides a character with a basic attack (link), and some grant additional skills as well. Many other skills also require a weapon to be used, and might make use of some of the weapon’s attributes.
How to read a weapon
Each weapon is described by a name, a series of attributes, and one or more skills.
Name
The weapon’s name. Weapons here presented are to be treated as templates, a player might want to give their character’s weapon a more specific name and description if it better matches their character’s background, without affecting its attributes.
Class
Weapons are divided into classes, a character can only benefit from a weapon belonging to a class they are proficient with.
Tags
Each weapon has a list of tags defining additional properties of the weapon.
Handling
The handling attribute represents how easy a weapon is to use effectively in combat. Handling is expressed as a positive or negative number, and is added as an ATK bonus (or penalty if negative) to each attack roll made with the weapon.
Range (optional)
Any weapon with the [ranged] tag will detail its range here, expressed as a number of squares. (maybe minimum/optimal/long?)
Damage
The weapon’s base damage, referred to as W and used by many [weapon] skills in their damage formula.
AP (optional)
Weapons with the [armor piercing] tag can more easily penetrate their target’s defenses. When these weapons inflict physical damage (link), reduce the target’s DEF by the weapon’s AP attribute for the damage calculation only. When reduced this way, DEF cannot go below 1 unless it was already 0 before applying AP.
Reload (optional)
Certain weapons need an extended amount of time to be readied for attacking again after an amount of consecutive uses. When a weapon has the [reload] tag, this attribute will be present. Reload is expressed as <actions>/<capacity>, meaning that every <capacity> attacks done with the weapon, <actions> actions need to be spent reloading it. If a character’s ASPD is less than the reload time for the weapon, multiple turns need to be spent reloading. The reload actions are considered each a separate part of the process and don’t necessarily need to be taken consecutively, nor they prevent the character from doing anything else in between. For example, a reload of 2 actions might consist in one action to remove the empty magazine and one other action to insert a new one.
Skills
A weapon can have one or more skills available to anyone wielding it, as long as they are proficient with the weapon’s class. All weapons except for Auxiliary Arts Units (link) have a basic attack skill, and some weapons can have additional skills.
Weapon Classes
Swords?
Spears?
Hammers?
Shields
Hybrid Weapons?
Crossbows?
Siege Weapons?
Firearms?
Core Arts Units?
Splash Arts Units?
Healing Arts Units?
Hybrid Arts Units?
Auxiliary Arts Units
Weapon Tags
The following tags can appear on weapons:
- Melee: the weapon has melee attacks and can be used for melee skills
- Ranged: the weapon has ranged attacks and can be used for ranged skills
- Reload: the weapon requires actions to reload
- Armor Piercing: the weapon can ignore part of the target’s DEF
- Integrated Arts Unit: The weapon has a built-in arts unit and can be used for [arts] skills in place of a standalone arts unit.