Site hosted by Angelfire.com: Build your free website today!
Weapons


Weapons can be divided into two sub-categories, ranged and melee, ranged weapons do their base damage plus the half of the attacker's accuracy. Melee weapons do base damage plus half of the attacker's power on the first blow, all successive attacks during the turn do base damage(example: a staff user with three attacks per turn and 50 strength, first attack does 32 damage, second does 7, third does 7). While reloading or regenerating any weapons you can dodge or block, but cannot attack. Hand to hand combat (no weapons) will do 1/4 of your power's worth of damage. If you have been trained in the martial arts it will do 1/2. Pistol whipping- If a person uses a ranged weapon and for some reason decides to attack with it as a melee weapon it does half their strength for damage, no modifiers.

Weapon Upgrades
Weapon Accessories


Melee



Axe- The axe is used by warriors and woodsman alike. Hacking skulls or chopping wood, this baby will always be readily used by people with a need. Base damage 20 cost 150 gil.

Buster Sword- Basic large sword. Despite it's large size is actually very light and easy to use. Can slice through almost anything. Costs 70 gil. Damage: Base 7

Daggers- Daggers are remarkably effective for backstabbing. Thieves, in particular favor this weapon for this purpose. Daggers do a base damage of 5 and cost 50 gil. If you have 100 or more speed, you get two attacks with this weapon.

Energy Sword- Strong and powerful weapon. Has everything except the built in gun like the gunblade. The user can make energy blasts with this fine weapon. Only bad thing is that it is heavy. Costs 250 gil. Damage: Base 25, firing blade does base 30 plus 1/2 accuracy, but takes one turn to regenerate blade.

GunBlade- A blade with a gun edged into it. Powerful weapon where the user pulls the trigger as he or she slices their opponent. Costs 100 gil. Damage: Base 10, does 20 damage every other turn unless the user has 50 or more speed.

Head dresses- Weapons only Red XIII can use. Does a flipping motion at the opponent cutting them by the blades in the head dress. Costs 100 gil. Damage: base 10

Katana- The chosen weapon of the samurais. Quick and very light, but packs a mean punch. Doesn't have the long reach like the Masamune but it is an all around good weapon to have. Costs 50 gil. Damage: Base 5, but two strikes per turn allowed if your speed is 50 or more, you can get another extra strike if you have been trained as a samurai.

Leather Glove, Metal Knuckle- When all else fails...Use your fists!!! Many of the most famous martial artists use these weapons to help pack a powerful punch against their foes. Costs 40 gil. Damage: Base: 5+ 1/4 power without martial arts training. 5 + 1/2 power with martial arts training.

Mag Rod- Shorter than the staff, yet much more technologically advanced. It has the ability to electrocute or be used as a standard nightstick like weapon. A very useful weapon and used to be issued to SP patrolmen and women. Costs 300. Damage: 10.(The upgrades can be outfitted with energy packs sold seperatly.Check the items page.)

Masamune- Very long and very powerful upgrade for the Katana. Much like the Buster sword except it gives the user a longer reach. Costs 250 gil. Damage: Base 25, must be level 5 or greater to master the use of this weapon.

Metal Claw - A choice weapon for mumba like creatures and other creatures of that general shape (also thought to be good for Mogs), these synthetic claws go over the real ones protecting the real ones from breakage during a battle. Acting almost like real claws, they can be retracted to keep from cutting something unwilling or can be just taken off altogether. Costs 300 gil. Base: 15 damage. Must be bought in Redshon.

Scythe- Normally used as a harvesting tool, this can be a devastating weapon in the right hands. Costs 150 gil. Damage: base 15

Staff- Although it has no edges on it, this is also an incredible weapon in the right hands, due to it's nature and the fact that you can attack with both ends you get two attacks per turn, three per turn if your speed is 50 or greater. Costs 70 gil. Damage: base 7 (per hit)

Sword- Lighter than its two-handed counterpart but weaker, it is still a force to be reckoned with. Costs 150 gil. Base: 10.

Two-Handed Sword- Stronger than the Katana but not as light. It was used in midevil times by knights and warriors. Costs 200 gil. Damage: Base 20, allowed two turns to attack and then one turn to rest due to heaviness of weapon. You can power this weapon up and use it to fire an energy blast if you wish, this takes on turn to power up and one to fire, in which you cannot attack normally, the blast does base 35 plus accuracy.

Variable Mog - A doll enchanted with magical powers. The user must have the ability to control these dolls. Must have 50 magic and Manifest to use. Not powerful in physical attacks but contains strong magic powers. Base 3 + ¼ power. Costs: 180 gil.

Ranged


Automatic Submachine Gun- Killer weapon that fires multiple rounds of ammo in a blur. Not very powerful, but when hit by a direct hit of a burst of rounds, it gets the job done. Costs 500 gil. Damage: You can choose to use between 1-40 rounds per turn, each bullet doing 1 damage (round up if not a whole number in the end). The machine gun holds 120 rounds and once you exhaust them you must take two turns to reload. Add 1/2 Accuracy to the total amount of damage the bullets deal. Mastery of this weapon adds additional base damage to the final total of bullets, not each bullet individually. Additional turns simply fire more bullets and add the additional base damage again.

Bow and Arrows- Basic long-range weapon. Not very strong but for someone with good accuracy, it is a great weapon. Costs 50 gil for the arrows and 100 gil for the Bow. Damage: Base 7, you can fire one arrow per turn for every 50 speed you have, ie: under 50 one per turn, 51 or more, two per turn, 101 or more, three per turn, etc..

Gun Arm- It is a gun, which has been grafted onto the user's arm after they have lost that limb. If you have lost one of your hands you can have this grafted on, but after that you are incapable of using any weapon which, takes two hands to operate. Costs 1,000 gil for the operation. Damage: Holds up to 50 rounds and you can fire between 1-5 rounds per turn, each bullet does 4 damage, but you must take two turns to reload afterwards. Add 1/2 Accuracy to the total amount of damage the bullets deal. Mastery of this weapon adds additional base damage to the final total of bullets, not each bullet individually. Additional turns simply fire more bullets and add the additional base damage again.

Nunchaku/Chain whips- Strong, quick and great long range weaponry. Easy to use and very light. Costs 150 gil. Damage: base 15, can't be blocked but can be dodged.

Pinwheel and Boomerang- These are actually almost the same weapon, except that the Pinwheel is launched from a holder on the arm, doing a little more damage. Costs Pinwheel is 200 gil, Boomerang is 100. Damage for Pinwheel: Base 12. Damage for Boomerang: Base 10

Revolver- A more old fashioned firearm consisting of a cylinder holding six bullets and a short barrel. More powerful than the Tech gun but with a smaller magazine. Costs 200 gil. Damage: Base 20, but must take one turn to reload after six shots.

Rifle- Great long range weapon. Takes a while to load but when shot, hits dead on. Costs 400 gil. Damage: Base 40, but must take one turn to re-load after firing. Cannot be dodged due to their extreme accuracy.

Shotgun- A strong and destructive weapon. This weapon can blow a hole into anything that's organic. Its only downside is, it has a small shell holder. Holds 8 shells. Costs 350 gil. Base damage- 25. Takes two turns to reload.

Spears + Javelins- Good weapons to keep your opponents at a safe distance. Can be thrown for long range purposes. Costs 250 gil. Damage: Base 25 plus half Accuracy, but must take one turn to recover after throwing. Can be used as a melee weapon in which case it does 15 plus half Power.

TechGun- Basic firearm. Fires quickly. Comes with a holster. Ammo is cheap and easy to find. Ten shots allowed then you must take one turn to reload. Costs 150 gil. Damage: Base 15

Weapons | Weapon Upgrades | Weapon Accessories