Weapons and weapon types explained

Weapons are not locked into specific roles. The player will have the ability to use whatever weapon they wish to use regardless of the role they are playing. The added role description is only there so you as a player can make a more informed decision on what weapon you can bring to improve your build. If you want to be a Healer with a Sword and Shield, go I say go for it. Just try not to use your taunt ability lol the tank may not like that.

“How can a weapon forged be evil? It has no will, no purpose, no motivation, no direction. A weapon is nothing until I point it in a direction. My sword is useless on its own, so sister do not lecture me on the evils of weapons, do not dare ask me to destroy my ancient sword unless you, yourself is willing to destroy that sunbow of yours.”

— Basil Aaron

“I once thought it possible to have peace when no weapons exist, Yet I saw men use their fists when they have no sword. I saw women throw stones when their bows are broken. More battles have been fought with no weapons on NevaGarth than battles fought with them.”

— Doina Cuss

“What is truly evil is not the tool but instead the wielder of said tool. Is a Hammer a tool of creation or one of mayhem? The answer to this question depends on the person to whom the hammer belongs. In the hands of an Architect, it becomes a tool of great change and philosophy however, in the hands of warriors it is merely a tool of Defense no more than the walls of a city. The main difference between the two is I can carry my Hammer wherever I go, I can’t bring society and its walls with me.”

— Alduran

  • Javelin (Tank)

    1: Chaos throw - Send a javelin flying with chaos energy that will explode on contact taunting everyone with 10meters for 5 seconds.

    2: Where you going - Toss a javelin into a target and pull them back to your location. Target takes no damage but will be taunted for 5 seconds.

    3: Angels Tears - Send a series of javelins flying upwards which then returns to the earth in flames. Remove all taunts from everyone in a 10-meter radius and stunt them for 5 seconds.

    4: Oil Down - Tied to the tip of your javelin is a small oil tank that explodes on contact leaves a 5-meter surface covered in oil. Creates a Slowing effect until ignited.

    5: No protection - You learn to use your javelin to redirect blows, allowing you to take 5% less damage for 5 seconds.

    Passive

    1: All javelin abilities cause puncture. Reducing defense by 5% for 10 seconds

    2: The next javelin's ability will trigger twice every time you use Angels Tears to successfully remove a taunt.

    3: Reduce the cooldown of taunt abilities while increasing the cooldown of Healing abilities by 5 seconds, and mitigation abilities by 2 seconds.

    4: Increase the length of healing and mitigation abilities by 5 seconds.

    5: Increase Tan abilities by 5 seconds, Sol Helios abilities by 2 seconds, and Relic master abilities by 6 seconds.

  • Two Handed (DPS Role)

    1: Quake - Slam your weapon on the surface and cause massive damage. 15% Chance to cause off-balance effect.

    2: Stupendake - Send seismic waves in a 180 degrees radius based on the way the player is facing. 15% chance to knock targets off balance and interrupt casters.

    3: Eruption - Slam your weapon into the earth’s crust causing massive streams of lava to spring forth and spout in all directions for 10 seconds with a 10-meter radius.

    4: Tornado Strike - Like a tornado the winds you generate from spinning that massive weapon around does damage to anyone with 10 meters. Combined with Eruption to increase the radius of eruption by 10 meters and turn your tornado into a flaming fiery whirlwind.

    5: Low Sweep- A low spinning attack that is great for increased movement speed and escaping attacks. Does less damage the longer you spin with a 10% chance of you tumbling over and being stunned for 5 seconds.

    Passive

    1: Increase the range of all radius attacks by 2 meters.

    2: Radius effects last 5 seconds longer than usual

    3: All two-handed radial attacks have a 10% chance of triggering twice right next to each other.

    4: Reduce the cost of damage and healing radius abilities by 100 MP/SP.

    5: Reduce Radius ability cooldowns by 5 seconds every time you use a two-headed ability. This effect does not work for two-handed abilities.

  • Dual Wielding (DPS Role)

    1: Hash Slinging - Let out a war cry that has a 10% chance to fear the target. Feared target takes 5% increased damage while feared. Fear lasts for 10 seconds or until the target escapes.

    2: Slasher - Let out a series of 5 slashes that can not be interrupted. each slash gets stronger than the last with the final slash healing the user for 100% of the damage done.

    3: Final Strike - An attack that gets stronger the closer your target is to death. If used while your target is above 25% health it will instead heal you for the amount of damage done.

    4: Wakizashi - Get a fast strike on your opponent reducing their armor by 50% for 10 seconds. Cooldown of 60 seconds.

    5: Seppuku - If you are under a negative effect, a quick jab and slice to your belly will release the effect. This ritual will grant all allies within 10 meters increase healing received.

    Passive

    1: Decrease cooldown of Tan, Dark Arts, and Nature abilities by 5 seconds.

    2: Increase the duration of negative effects on you and the effects you place on targets by 5 seconds.

    3: Increase evasion chance by 5%, and you to parry every 5th Dual wield, One-handed, and sword and shield ability.

    4: Increase attack speed for the first 10 seconds of combat.

    5: Increase the chance of getting a critical attack or heal by 10%.

  • One handed (DPS )

    1: Laido - Sheath your weapon then attack. this slash will always crit.

    2: Ono-ha Itto- RU - Deliver a heavy slash so powerful that it stuns the target for 5 seconds.

    3: Thang Tha - Summon an ethereal spear and use it to attack alongside the slashes of your sword. Increase evasion by 15%, and reduce damage taking for 5 seconds by 10%.

    4: Mardani Khel - Summon an ethereal staff to attack from a safe distance before doing a sweep that attacks evening at a 130-degree angle in front of you.

    5: Weapon Master - Summon every weapon skill you learn and have selected to use. Use the weapon skill in the order you decided to cause mayhem and destruction.

    Passive

    1: Reduce the cost of weapon abilities for your allies by 50 MP/SP but not for yourself

    2: Each time you get a kill with a weapon ability you gain 25% MP/SP back and heal for 100 HP.

    3: Reduce the Cooldown of all allies’ weapon abilities by 5 seconds.

    4: Each one hand ability will return 5% MP/Sp back over time.

    5: Have a 10% chance to dodge all weapon abilities used against you.

  • Sword and Shield (Tank Role)

    1: First Strike - Prevent damage mitigation abilities from activating for 5 seconds with a cooldown of 15 seconds.

    2: LockDown Defender - (Active-Passive) Increase all taunts by 10 seconds while active at the cost of 50 MP/SP per cast.

    3: Slash and Bash - (Active-Passive) Increase your health by 50% of the target you slash and bash doesn’t work on bosses. This ability lasts 20 seconds.

    4: Last Stand - When your health drops below 50% activating this ability will grant you increase mending, Healing received and a damage shield that lasts for 10 seconds or until destroyed.

    5: Panzer - Grant you a shield that prevents all damages for 15 seconds at the cost of not being able to attack.

    Passive

    1: Decrease Healing Done

    2: Increase healing received

    3: Gain 100 HP while wielding sword and shield

    4: Reduce the cost of all taunts by 100 MP/SP

    5: When a taunted target dies you receive 500 HP, MP/SP, and a speed boost lasting 10 seconds.

  • Staff of Blessing (Healer Role)

    1: Healing Rain - Call forth a ray of light to bless everyone within a 10-meter radius.

    2: Benediction - Cast a blessing on an ally that heals periodically for 10 seconds. while the blessing last the target will be immune to all negative effect. cooldown of 30.

    3: Chain Heal - (Active-Passive) When active 5% of all healing done will jump to and heal the weakest ally within 10 meters of the initial target.

    4: Beacon of Salvation - Remove all negative effects from the target and place them on yourself. While affected by any effects you will gain a 100% bonus to healing received.

    5: Renascence - Bring back all fallen allies at the cost of your own life. Allies brought back will come back where you had fallen. (Only works for teammates)

    Passive

    1: Increase healing received

    2: Increase Healing done

    3: Increase SP/MP recovery

    4: Decrease HP recovery

    5: Increase Cooldown on damage mitigation abilities by 10 seconds.

  • Staff of Mayhem (DPS Role)

    1: Tempest Rain - Call forth the heavens to rain lightning in a 20-meter radius for 10 seconds. Each bolt has a 25% chance of arcing to an ally and healing them for 50% of the damage done.

    2: Meteor Shower - Rain down groups of fire within a 20-meter radius devastating the area for 10 seconds. After the effect ends a pool of lava will remain for 10 seconds. (Cause Burning status)

    3: Arcane Beam - Strike at the target with a beam created from multiple elements. If the is burning then the beam will arc up to two times. Targets hit with Arcane Beam will take 5% increased damage for 10 seconds from Tan, Sol Helios, Feny Lokko, and Water abilities. Does not stack with itself.

    4: Arcane Strike - The element of your staff will determine the effects you can use. If imbued with fire; summon 3 fireballs to hit your target and cause splash damage, If imbued with water summon ice shards to crash down on foes in the area. If imbued with lightning, conjure a bolt of lightning that arcs multiple times and has a 40% chance of stunting the first target it strikes, and if imbued with nature, summon a devastating earthquake to damage and interrupt anyone in the area including the caster.

    5: Conduit - Consume any ongoing effect from destruction staff to restore the caster for 20% of their max resources. Fire and nature imbued staff will restore Health, Lightning, and water imbued staff will restore MP/SP.

    Passive

    1: Increase all elemental damage you do by 5%.

    2: Increase the duration of all elemental abilities by 5 seconds.

    3: Decrease the duration of negative effects placed on you by 2 seconds and increase the effects you place by 2 seconds.

    4: Tan abilities have a 20% critical chance increase at the start of a battle and a 15% critical damage when your MP/SP falls below 50%.

    5: Burn away one negative effect per fight and turn it into a burst heal.

  • Magic Books (Support DPS)

    1: Memic - Grants you the ability to copy any 3 spells used on you. Up to 2 spells can be copied

    2: Dark Link - Link yourself to an ally to share 50% of any healing you take with them for 1- second with a radius of 10 meters.

    3: Sacrifice - Drain 100 MP per second for 5 seconds to heal yourself and your linked target for 200 health per second.

    4: Dark Exchange - Remove all debuffs from all allies at the cost of 20% of your max Health.

    5: Blood Lust - Release a dark aura that will fear those in a 10-meter radius of your target, while increasing your allies’ casting speed.

    Passive

    1: Reduce the negative effects of Dark Exchange by 10%.

    2: Blood Lust radius increases by 5 meters.

    3: Dark link last twice as long and gain a radius increase of 2 meters.

    4: Removed the time limit of Memic allow you to store the abilities forever or until you replaced them or log of the game.

    5: Sacrifice has a 25% chance to be used for free.

  • Orbs (Support Healer)

    1: Healing Memic - Grants the ability to copy any healing spell used on you.

    2: Holy Link - Link yourself with two targets granting them 25% of all healing you take.

    3: Tribunal - Drain your own health by 100 points per second for 5 seconds in order to grant your link targets 100 MP/SP per second.

    4: Orbital Heal - Place your orb on the ground creating an AOE heal with a radius of 10 meters. (While active you cannot cast any other Orb abilities).

    5: Ken - Place an aura around you allowing you to automatically detect anyone within a 5-meter range.

    Passive

    1: Ken gains the ability to counter Blood Lust.

    2: Reduce the cost of Tribunal by 50 HP.

    3: Ken gains an increase of 5 meters in radius while having a 25% chance to also cast Orbital at your feet.

    4: Remove the time limit from Healing memic and allow you to have them until you die or log off the game.

    5: Increase Healing receive by 5%, reduce damage taken by 2%, and increase all taunts by 1 second.

  • Bow/Crossbow/Rifle (Range DPS)

    Bows

    1: Puncture Shot - Lower the defense of a target by 5% for 5 seconds.

    2: Explosive Shot - Why is dynamite attached to your arrow? Blast radius of 5 meters

    3: Deadly Rain - Fire arrows in the air and watch as it rains down on a target.

    4: Deadly Shot - Deals more damage when your target is below 20% health

    5: Chain shot - What’s better than one arrow? Two arrows tied together with rope. they won’t see this coming. reduce movement speed to zero for 10 seconds. (cannot move when firing this shot).

    Crossbow

    1: Puncture Shot - Lower the defense of a target by 5% for 5 seconds.

    2: Explosive Shot - You never heard of a paper bomb before? Must be exclusive to crossbows I guess. Blast radius of 5 meters.

    3: Poison Shot - Fire a poison tip bolt that will damage and cause the target to take additional DOT per second for 5 seconds.

    4: Deadly Shot - Deals more damage when your target is below 20% health

    5: Pin Shot - Shoot a bolt into the feet of the target reducing movement speed by 50%

    Rifle

    1: Puncture Shot - Lower the defense of a target by 5% for 5 seconds.

    2: Explosive Shot - A smaller version of a cannonball you say. Blast radius of 5 meters.

    3: Shatter Explosion - Why shoot one shot when you can shoot everything all at once. Blast radius on 15 meters, range of 10 meters.

    4: Deadly Shot - Deals more damage when your target is below 20% health

    5: Die For Me - Remove the limiter from your gun increasing the fire rate at the cost of reducing damage.

    Passive

    1: Increase all radius abilities by 5 meters.

    2: Increase damage done to vampires, and werewolves by 2%.

    3: Dwarfs have a 2% increase in damage with Rifles and Elves with bows.

    4: Have the ability to change Explosive Shot, Shatter Explosion, and Poison Shot to any element. (Fire, Lightning, Poison, Water, and Earth)

    5: Increase all DOT duration by 2 seconds.

  • Spears and Shield (DLC) (Tank)

    Not Working on DLC content at this time.

  • Fist Weapons (DLC)(Tank & DPS)

    Not Working on DLC content at this time.

  • One Hand and Crossbow/Gun (DLC) (DPS)

    Not Working on DLC content at this time.

  • Double Wiest Bow (DLC) (Melee DPS)

    Not Working on DLC content at this time.

Weapon Inspirations

  • These are all weapon types across multiple cultures and eras that you can expect to find with the World of UnderWorld.

  • 1: Shamshir

  • 2: Kilij

  • 3: Takoba

  • 4: Bronze Age Sword

  • 5: Pommel

  • 6: Bastard Sword

  • 7: Cross Guard Weapons

  • 8: Katzbalgers

  • 9: Zweihander

  • 10: Rapier

  • 11: Ricasso

  • 12: Buclkers

  • 13: Side- Sword

  • 14: Katana

  • 15: Odachi

  • 16: Tachi

  • 17: Wakizashi

  • 18: Klewang

  • 19: Golok

  • 20: Talwar

  • 21: Pata

  • 22: Firangi

  • 23: Khanda

  • 24: Sabre

  • 25: Backsword

  • 26: Basket-Hilted Sword

  • 27: Swiss Sabre

  • 28: Sidearm

  • 29: Knuckle-Bow

  • 30: Small Sword

  • 31: Cane Style Swords

  • 32: Gaelic Claymore

  • 33: Jian

  • 34: Dao

  • 35: Song Dao

  • 36: Butterfly Sword

  • 37: Chang Dao

  • 38: Hook Sword

  • 39: Miao Dao

  • 40: Chokuto

  • 41: Tsurugi/Ken

  • 42: Nagamaki