Weapons

GUIDECOMBAT

There are six weapons (the Sword, Greatsword, Daggers, War Hammer, Bow and Blade Staff) plus the Mattock, a tool that can also hit. Each weapon has its own combo, running attack, plunge and special, and each can be made in five metals. You hold one thing at a time; what's in your hand decides how you fight.

CONTENTS
  1. The seven at a glance
  2. What every weapon does
  3. Stats on a weapon's page
  4. Making and improving weapons
  5. Choosing one

The seven at a glance

WeaponStyleSpecialPOWER (stone)
SwordQuick, all-round; a 3-strike combo ending in a double spinright-click or R: parry, which sets off a Counter2
GreatswordSlow, heavy, the longest reach of the bladesHold click or F: a charged spin in three tiers4
DaggersThe fastest; a 4-strike combo, short reach, long lungesright-click or R: a dodge; dodge through a blow for faster strikes1.4
War HammerThe slowest and hardest-hittingHold click or F: a charged ground pound that dazes5.5
BowRanged; hold to draw, let go to shoot; needs arrowsright-click or R: Arrow Rain, or the Dragon Shot when its Focus is full2.4
Blade StaffWide sweeps and somersaults, both ends cutright-click or R: Skyfall, a vault and a spinning fall3
MattockA tool: fells trees, breaks rock; weak against creaturesNone1 against creatures

POWER is how hard a blow lands before the strike's own share. Every strike of a combo has its own share of POWER (for example, the sword's Slash deals 0.9 times POWER). Each weapon's page lists them.

What every weapon does

  • Combo: click or F, then click or F again while a strike is under way, for the next strike. See Combat.
  • Running attack: click or F while running while running. Each weapon's is as strong as its plunge.
  • Plunge: click or F in the air, after a Space. A wave of 1.5 times POWER round where you land (the bow looses three arrows instead).
  • Special: on right-click or R, or on a held click or F for the greatsword and war hammer.

Stats on a weapon's page

  • POWER: how hard it hits.
  • SWING: how fast it moves through its combo (100% is normal).
  • REACH: how far from you a strike still lands.
  • LUNGE (sword, daggers): how far each strike carries you forward.
  • CHARGE (greatsword, war hammer): how fast a held click or F charges.
  • DRAW and RANGE (bow): how fast it draws, and how fast and far arrows fly.
  • SKYFALL (blade staff): how many times Skyfall strikes and how soon it's ready again.
  • EDGE: blows left before it goes dull and deals half damage. See Edge.

Making and improving weapons

  • Weapons are made at a Crafting Table, on its WEAPONS page, in any metal you have opened. See Metal Tiers.
  • Better metal raises POWER and EDGE and lets more spirits be bound into it.
  • Bind spirits into a weapon at a Spiriting Table to wake its tiers: more power, new effects, and pairings when two elements meet. See Spiriting Table.
  • Weapons found in chests may come with traits; the Augmentation table adds more.
  • A lair boss can leave a Forged mark on a fully spirited weapon. See Forged Gear.

Choosing one

  • New to fighting: the Sword. Its parry turns one well-timed press into a counter.
  • Crowds: the Greatsword or the Blade Staff.
  • Bosses and big creatures: the War Hammer, or the Bow from a distance.
  • Quick creatures: the Daggers.
You can carry several weapons and change what's in your hand with Q or from your pack, so a bow for the approach and a blade for the close fight works well. The Mattock is on the Crafting Table's TOOLS page.

See also