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[Tips] Weapon Clarifications!

Author: Retarded*InputClass* Date: Jan 22 2009 19:02:11 Views:

Wow... Truly Wow. Seeing as how many tips which is wrong on target. I mean, saying that weapons have a special effect, which they do not have at all? Wow... This is not to blame or insult anyone, and if you feel insulted, then it is not my problem. My purpose is to split the lie from the truth about weapons. This guide is what every weapon does, no lies, only the truth! I will list the skills effects at first, then the properties of the weapons further down.

Sword: ScentSword (Active, meaning you have to use it. Costs stamina.) Sends a straight line of flowery swords at the targeted direction. Range increases with level. Damage is equal to the weapon's damage.

Sword: Phoenix (Passive, meaning you do not have to care about you doing anything.) Sends a thrusting sword down into the enemy's head. Damage starts at 115% and increases with 1% every skill level. Activation starts at 33% per hit, and increases by 5% per skill level. (Takes VERY long to fix.)

Blade: FastBlade(Active, meaning you have to use it. Costs stamina.) The effects is almost as Sword's ScentSword, but is blue and sends flying Blades towards the target in a straight line. Range increases with level. Damage is equal to that of the weapon.(Blades does not have any passives.)

Glaive: WideStrike (Passive, meaning you do not have to care about you doing anything.) Does a 180 strike which effects all monsters within the radius. Range stays the same. Damage starts at 90% of the weapons damage (Meaning, 10% lower than the weapon.) and adds 10% damage per skill level. Activation starts at 20% and increases by 2% until fixed.

Poleaxe: Boreas (Passive, meaning you do not have to care about you doing anything.) Does a 180 strike which effects all monsters within the radius. Range increases every 2 levels, but stops at level 6. Damage starts at 90% of the weapons damage (Meaning, 10% lower than the weapon.) and adds 10% damage per skill level. Activation starts at 20% and increases by 2% until fixed.

Wand: Snow (Passive, meaning you do not have to care about you doing anything.) Does a 360 strike which effects every monster around you. The range is very close. Starts at 2 spaces from you, then at level 4, the range is 3 and stops at that. The damage starts at 110% (10% more damage than the weapon!). The damage further increases at level 4 to 140%, then at level 9(Fixed) to 145%. Activation starts at 20% and jumps between 2 and 3% per level, until it hits 45% at fixed state.

Halbert(d): StrandedMonster (Passive, meaning you do not have to care about you doing anything.) Does a 180 strike which effects all monsters within it. The range increases every couple of levels. The damage starts at 130% and increases by 1% per level. The activation is the same as Wand, jumping between 2 and 3% per level.

Spear: SpeedGun (Passive, meaning you do not have to care about you doing anything.) Does a straight line attack which attacks all monsters behind the one you attack. Seldom works as I described. The range stays the same. The damage is great! 100% at level 0, but at fixed state, does 210% of weapon's damage. The activation starts at 20% and adds 3% every level.

Dagger: Penetration (Passive, meaning you do not have to care about you doing anything.) Does damage to a single enemy. The range stays the same. The damage outcome is indescribable. Damage at level 1 is 150% and at fixed state is 240%! The activation rate, however, is a low 10%, and barely adds 1% per level. Fixed has 15% activation. (Takes VERY long to fix, even longer than Phoenix.)

Hammer: Boom (Passive, meaning you do not have to care about you doing anything.) Does damage to a single enemy. The range stays the same. The damage is the same as the weapon's no matter the level. Hammer's stuns the enemy with 10% at level 0, but ends up with 28% activation. (NOTE: Hammers can not stun in PK.)

LongHammer: Halt (Passive, meaning you do not have to care about you doing anything.) Does an 180 strike which attacks all the enemies caught within. The range always stays the same. The damage starts at 90% but when fixed, has 180%. The activation rate starts at 20% and when fixed, has 38%.

Hook: Seizer (Passive, meaning you do not have to care about you doing anything.) Does an attack to a single enemy. The range stays the same. The damage starts at 105% and when fixed has 114%. The activation rate is 15% at level 0, but when fixed, has a 30% activation.

Axe: Earthquake (Passive, meaning you do not have to care about you doing anything.) Does an attack to a single enemy. The range stays the same. The damage is the same as your weapon. The skill stuns the enemy for a little while. Activation starts at 10% at level 0, but when fixed, has a 28% activation rate. (NOTE: Can stun in PK, unlike Hammers.)

Club: Rage(Passive, meaning you do not have to care about you doing anything.) Does a 360 attack which attacks all the enemies around you. The range is the same no matter the level. The damage starts at 110% at level 1, and when fixed, 145%. The activation rate is 20% at level 0 and 45% at fixed state.

Scepter: Celestial (Passive, meaning you do not have to care about you doing anything.) Does an attack to a single monster. The range stays the same. The damage starts out at 110% and when fixed, has 128%. The activation rate is 10% at level 0, and 19% at fixed state. (NOTE: Celestial does NOT poison according to several sources.)

Whip: Roamer (Passive, meaning you do not have to care about you doing anything.) Does an 180 strike which attacks all enemies caught within. The range starts at 4, but increases to 5 at level 6. The damage starts out at 90%, but when fixed, has 108%. The activation rate is a 20% and when fixed, is 45%

Skills level 0 is called Elementary and level 9 is called Fixed.

Now to weapons. Common as uncommon.

Swords are very common due to ScentSword and Phoenix. High agility makes hits easy, but low min/max damage. Can be VERY expensive to find a good one.

Blades are almost or more common than Swords due to FastBlade. Somewhat high agility and a bit more damage than Swords. VERY expensive, both Swords and Blades are.

Glaives are not that common, but a lot uses it still. Good agility for a 2-handed weapon and good damage. Can be either cheap or average to high in price.

Poleaxes are uncommon, but you do see people using them. LOW agility makes them unreliable until you have a good HeavyRing, but the damage is the highest in game, but can also be the lowest. Very unreliable. The price can be VERY cheap to average.

Wands are as common as peanut butter in the US. ALOT, I mean ALOT is using wands. The agility is average and the damage is quite reliable and around average/high. This weapon is very, VERY expensive if you want a good one.

Halbert(d)s are not as common as Wands, but not as uncommon as Poleaxes. The agility is quite good, and so is the damage. The damage and hitting can be reliable. The weapon can be either very cheap or very expensive.

Spears are not that common, but you see them getting used. The agility is good and so is the damage. The damage and hitting is very reliable. The weapon is either cheap or very expensive.

Daggers are very uncommon. Like the US's knowledge about EU. The agility is extreme, the highest you can find in the game, while the damage is also the lowest. The skill however, makes more than up for it. The weapon is either Very cheap or cheap.

Hammers are also uncommon. The agility is low, very low, while the damage is the highest of a 1-handed weapon. You can either find it cheap or about average in price.

Longhammers are uncommon, but as strong and unreliable as a Poleaxe. Lowest/Highest damage at the expense of the lowest agility makes them the most unreliable weapons in game. Longhammers can be very expensive due to the rarity of finding a good one.

Hooks are also very uncommon. I have only seen one Trojan using DualHooks. Good agility and somewhat good damage makes them reliable, but not for leveling. They can be very cheap or average.

Axes are not as uncommon as Hammers due to Axes stun actually works in PK. Bad agility mixed with lowest/highest damage of a 1-handed makes them unreliable. Can be cheap or average.

Clubs are more common than Wands. As common as an American's boasting and self-esteem. The agility is as low as Hammers/Axes, and the damage is within the range of both Hammers/Axes, but it has an 360AoE(Area of Effect) which everyone loves. VERY, VERY expensive!

Scepters are not used at all, or barely. The agility is low, and the damage is average. The skill's poison does not work either. It is very cheap.

Whips are not common at all. The agility is superior to Hooks and Blades, but competes with Swords. The damage is also very reliable. Even so, the weapon is barely used. Can be found very cheap to average.

Ending:

Well, after half-an-hour, I have done writing this guide to all the melee weapons in the game. The facts that I stated are based on what I have seen and what I have read from sources. Most of the weapons have also been used by me. About the US jokes, I pardon them, but I felt that in order for anyone to get a grip about the commonness or uncommonness, we needed the US folks to compare with *Pokes tongue at you*

I hope that this guide on all the weapons have been useful for your adventures out there. Fare thee well, brave soldier, I know that someday, you will surpass even me!

ToS:

This guide is brought to you by me, and me only. Copyright belongs to ME (RetardedWarrior and RetardedTrojan on Fire server) and ME only. If I find anyone abusing it I expect a compensation for breaking this simple rule. Credits should go to me only.

Cheers from Filip in Sweden!

Characters: RetardedWarrior, RetardedTrojan (Expect a Retarded for every class soon.)


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