Weapons and Spells

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Overview

This page documents useful information on weapons, damage type matchups, as well as the names, stats, and descriptions of weapons as they upgrade.

Weapons are split between two categories: physical weapons and spells. Physical weapons deal damage based on the unit's Strength (STR) and spells deal damage based on the unit's Magic (MAG). These weapons are further split into four types: power (prioritizing straight damage), finesse (prioritizing critical chance), focus (prioritizing accuracy), and balance (a balance of the previous three and typically being the lightest weight weapons with a few exceptions).

You can level up a weapon's stats by upgrading them at the base (available starting in Chapter 3) using tokens.

Weapons also have a type of damage that they deal which determines their damage effectiveness. The effectiveness is based on the damage type versus the armor type. This is known as the Advantage System. All damage types are more effective against two armors and less effective against the other two. Based on the unit's Mastery (MAS) skill, the strengths become stronger and the weaknesses move more towards a neutral damage. The effectiveness can be viewed by hovering over the damage type at the top of the character's info.

Colors
Power Finesse Focus Balance

Physical Weapons

Swords

Weapon Power Accuracy Crit Weight Description
Longsword 5 1 0 4 A classic and common weapon, favored by those who prefer a powerful swing to a quick one.
Longsword+1 6 2 0 4
Claymore 8 3 0 5 Easily confused with magical explosive traps, the Claymore is simply a huge sword.
Claymore+1 9 4 0 5
Zweihander 12 6 0 7 Much more likely to put you in a graveyard than be found in one.
Zweihander+1 14 9 0 7
Greatsword 18 10 0 10 Not to be confused with the Goodsword, the Greatsword is, in fact, great.
Greatsword+1 22 12 0 10
Sabre 2 1 10 1 A small, curved sword, excellent for striking at weak points.
Sabre+1 2 1 15 1
Scimitar 5 2 18 3 Don't bring a scimitar to a fire fight.
Scimitar+1 5 3 20 3
Cutlass 7 5 24 4 The weapon wielded by the legendary dwarven pirate, Dreadsail, but only if they're drunk enough to believe you.
Cutlass+1 8 5 27 4
Falchion 11 6 30 6 While it is exquisitely crafted, there is nothing unusual about this blade.
Falchion+1 14 10 33 6
Kodachi 3 5 0 2 Some may laugh at the size of this blade, but will they continue doing so when they are impaled with it?
Kodachi+1 4 7 0 2
Chokuto 6 9 0 4 Few find themselves capable of escaping the slash from this deadly single-edged blade.
Chokuto+1 7 11 0 4
Uchigatana 10 14 0 6 A common curved sword, originating from mainland Naja in Verroa.
Uchigatana+1 13 15 0 6
Katana 16 18 0 9 The peak of Najan craftsmanship. Difficult to wield and extremely rare outside of Hao'Fen.
Katana+1 18 24 0 9
Shortsword 3 2 5 0 Put Napoleon Complex to good use with this deadly blade.
Shortsword+1 4 3 5 0
Gladius 5 4 5 1 What you do with this blade will echo through eternity.
Gladius+1 6 4 10 1
Broadsword 8 5 10 3 This versatile weapon is adorned with a wider blade than its predecessor.
Broadsword+1 9 7 10 3
Schianova 10 9 15 4 A beautify weapon with a basket hilt, perfectly balanced and ready for battle.
Schianova+1 12 12 15 4

Daggers

Weapon Power Accuracy Crit Weight Description
Baselard 4 0 1 3 A dagger so large that scholars argue whether it even counts as one.
Baselard+1 6 0 1 3
Billao 8 1 3 5 A weapon championed by the monks of the Silent Path during the 7th century.
Billao+1 10 1 3 5
Cinquedea 14 1 5 8 Known in Verroa as the 'weapon of the people', this dagger presents a ruthless (and often unexpected) assault.
Cinquedea+1 15 2 8 8
Misericorde 17 3 10 8 A weapon forged to give mercy to wounded soldiers whose armor prevents a quick death.
Misericorde+1 20 3 10 8
Dagger 3 0 15 0 There is no stabbing implement on Terrazael more common.
Dagger+1 4 0 17 0
Shiv 5 0 20 0 A shiv is not so much a weapon as a state of mind. Anything is a shiv if you try hard enough.
Shiv+1 5 1 23 0
Push Dagger 6 2 26 0 A strange weapon that few nations train their militaries to face. Favored by assassins.
Push Dagger+1 7 2 29 0
Stiletto 8 3 32 0 An elegant weapon for a more civilized age.
Stiletto+1 9 3 35 0
Kris 1 7 2 2 Used with a dangerous close-quarters fighting style that promotes swift, accurate strikes.
Kris+1 2 8 2 2
Karambit 3 12 2 2 A weapon favored by Najan wetworkers due to its easily concealable nature.
Karambit+1 3 15 2 2
Kahnjali 4 18 2 3 Feared in Vorrin, this long dagger leaves little to the imagination.
Kahnjali+1 5 20 5 3
Katar 7 23 10 5 A large push dagger developed by the Moon Elves to defend their mountain archives.
Katar+1 8 28 10 5
Knife 3 3 3 0 Spread butter, then spread entrails. Probably best in that order.
Knife+1 4 4 4 0
Dirk 5 5 5 0 An excellent all-purpose weapon for any situation.
Dirk+1 6 6 6 0
Carver 7 7 7 0 You have to expect that a knife meant for carving meat will at some point carve the wrong type.
Carver+1 8 8 8 0
Seax 10 10 10 0 The best weapon is the kind that can be used for all kinds of things, not just violence.
Seax+1 12 12 12 0

Lances

Weapon Power Accuracy Crit Weight Description
Trident 4 2 2 2 Why stab someone once when you can stab them thrice?
Trident+1 6 2 2 2
Dangpa 8 2 2 4 Disemboweling your foes has never been easier.
Dangpa+1 10 2 2 4
Trishula 12 4 4 5 An incredibly heavy spear originating from the Shattered Coast
Trishula+1 15 4 4 5
Ranseur 18 6 6 8 A msterpiece of triple-pronged devastation
Ranseur+1 21 8 8 8
Javelin 1 3 12 1 No, you can't throw it.
Javelin+1 1 4 14 1
Pilum 2 6 17 1 Get together with 10,000 of your closest friends and conquer the continent.
Pilum+1 2 8 19 1
Assegai 4 9 21 1 Once you've mastered the art of wild spear-hunting, mortal men seem easy prey
Assegai+1 4 10 24 1
Lucky Stick 6 12 27 1 It's worth a shot
Lucky Stick+1 8 15 30 1
Volgue 4 7 0 4 When doubting your aim, just get a bigger weapon.
Volgue+1 5 9 0 4
Fauchard 8 12 0 7 Why kill your enemies with anything other than a beautiful weapon?
Fauchard+1 9 14 0 7
Glaive 12 17 0 10 The weapon typical of Threllisar's elite guard - and for a good reason
Glaive+1 13 20 0 10
Ahlspeiss 16 23 0 13 The spear design renowned for frequent use in Etlan's formation wars
Ahlspeiss+1 18 26 0 13
Spear 3 2 5 1 For the times when a more complicated weapon is simply too much.
Spear+1 5 2 5 1
Pike 6 4 8 1 Best used side-by-side with loyal compatriots, but deadly in any case.
Pike+1 7 5 10 1
Partisan 10 5 10 2 An exquisite spear with two lethal edges. They're more similar than you might think
Partisan+1 10 8 13 2
Sarissa 13 10 15 3 If you're interested in stabbing your foes from halfway across the battlefield, the Sarissa is long enough
Sarissa+1 15 12 16 3

Hammers

Weapon Power Accuracy Crit Weight Description
Hammer 7 0 0 6 The weapon of choice for those seeking to defeat heavily-armored foes.
Hammer+1 9 0 0 6
Maul 12 0 0 8 A massive weapon. Threatening your foes requires no words while carrying this.
Maul+1 14 0 0 8
Sledge 18 0 0 11 Blow through armor, walls, and various other constructions. Anything you like, really.
Sledge+1 21 3 0 11
Crusher 24 0 0 14 The crusher will allow for no half measures.
Crusher+1 27 0 0 14
Flail 3 1 12 2 A weapon capable of devastating blows, presuming you manage to hit your foe and not yourself.
Flail+1 3 2 15 2
Chain Mace 5 2 18 3 Daring today, aren't we?
Chain Mace+1 6 2 21 3
Spike Whip 7 3 24 5 One of the least reliable weapons ever invented, but relentless once mastered.
Spike Whip+1 8 3 27 5
Death Chain 11 5 29 7 A holy weapon from the Towering Weald, carried by the Green Knights of old.
Death Chain+1 13 6 32 7
Mace 3 5 0 2 One of few common weapons capable of defending against the feral bears of the Towering Weald.
Mace+1 4 6 0 2
Flange 6 9 0 4 If you need shields splintered or armor pierced, the Flange is always here.
Flange+1 7 11 0 4
Pernach 9 14 5 6 A prefectly weighted mace designed to penetrate plate armor. Feared by Sentinels everywhere.
Pernach+1 10 16 8 6
Morningstar 12 19 10 8 The blessed weapon of Faine's Paladins in Kharmont. Bring light to dark places.
Morningstar+1 14 22 10 8
Pickaxe 4 3 3 1 Not intended to be used for war, but ore and armor look much the same to forged steel.
Pickaxe+1 5 4 4 1
War Pick 6 5 5 2 The weaponized version of a pickaxe, created long ago by the craftsmen of Everhearth.
War Pick+1 7 6 6 2
Piercer 9 8 8 3 People spend thousands of gold coins on an ornate set of armor just to have the Piercer ignore it.
Piercer+1 10 9 9 3
Nadziak 12 11 11 4 This fearsome weapon was developed to counteract the royal Aegis in antiquity.
Nadziak+1 14 12 12 4

Axes

Weapon Power Accuracy Crit Weight Description
Double Axe 7 0 5 6 Two axeheads for the price of one, all weight included
Double Axe+1 8 0 7 6
Battle Axe 10 1 9 7 A massive, doubleheaded axe. Very heavy. Very powerful
Battle Axe+1 12 1 10 7
Greataxe 15 1 12 10 An axe as tall as the average Delian. Only the most skilled can use it accurately
Greataxe+1 18 1 12 10
Legion Axe 21 1 15 14 An ancient, elf-made axe preserved from the legions that opposed Thorelian's conquest
Legion Axe+1 25 1 15 14
Sickle 3 0 12 2 A sturdy farming implement retooled with deadly intent
Sickle+1 4 0 15 2
Scythe 6 0 17 4 An unusual weapon capable of delivering massive, debilitating strikes
Scythe+1 7 0 19 4
Reaver 10 0 21 7 What happens when you mix a scythe with a battleaxe. Death delivered with style.
Reaver+1 12 0 24 7
Reaper 15 0 27 8 Seasons don't fear the reaper, but your foes will
Reaper+1 18 0 30 8
Hatchet 3 5 0 3 Not intended to be used as a weapon, unless you count firewood as living
Hatchet+1 4 7 0 3
Broadaxe 6 9 0 4 A wide axe that should allow even the clumsiest of fighters to clip their opponents
Broadaxe+1 7 11 0 4
Splitter 8 14 0 6 This axe can achieve positively filthy downward movement on a swing.
Splitter+1 9 16 0 6
Felling Axe 11 20 0 8 This monster can drop a redwood tree. You really think some armor will stop it?
Felling Axe+ 13 25 0 8
Dolin 3 2 5 1 The standard axe of Kharmont's armed forces
Dolin+1 4 2 5 1
Orrecha 5 4 8 2 A bloody implement used by Kharmont's 'interrogation professionals'. Great for axing questions.
Orrecha+1 6 5 10 2
Orredas 8 7 12 3 Wield the Orredas if destruction is simply not violent enough for you
Orredas+1 9 8 13 3
Draenir 11 10 14 4 A vicious axe carried by Vorrin palace guards, and a mark of status in Kharmont society
Draenir+ 13 12 17 4

Bows

Weapon Power Accuracy Crit Weight Description
War Bow 8 2 0 6 A powerful, cheap bow designed for mass distribution to large forces.
War Bow+1 10 2 0 6
Armor Piercer 12 4 0 9 Put a bodkin through a suit of armor at 300 paces.
Armor Piercer+1 14 5 0 9
Dwarven War Bow 18 6 0 12 No one knows how they managed to fit so much draw rate into such a small bow.
Dwarven War Bow +1 20 7 0 12
Conquest Bow 23 10 0 14 The weapon of Throelia's dreaded outriders. Few weapons have lead to as much devastation.
Conquest Bow +1 26 10 0 14
Crossbow 6 0 12 4 Usable by even the imps of the world.
Crossbow+1 7 0 15 4
Repeater 8 1 18 6 Guaranteed to hit your opponent...Eventually.
Repeater+1 10 1 21 6
Arbalest 12 2 24 8 The Arbalest only exists because even the crossbow is too hard for some to use.
Arbalest +1 13 2 27 8
Mini Ballista 14 4 31 10 An ingenious Dwarf managed to build this in a cave with a box of scraps.
Mini Ballista+1 15 4 35 10
Longbow 4 9 0 6 One smooth motion, no hesitation.
Longbow +1 4 11 0 6
Dwarven Longbow 5 14 0 8 It isn't a well known fact, but Dwarves actually have absurdly good vision.
Dwarven Longbow +1 5 17 0 8
Massive Yumi 7 20 0 11 A Delian variant of an ancient Najan weapon. Sometimes, size matters.
Massive Yumi +1 7 23 0 11
Deepsong Longbow 8 26 0 14 A gilded bow favored by the Towering Weald dervish factions of Sylvans.
Deepsong Longbow+1 9 28 0 14
Shortbow 1 2 3 0 A weapon designed to fire quickly rather than powerfully.
Shortbow+1 2 3 4 0
Recurve 3 4 5 0 One curve just wasn't doing it for them, so they curved it again.
Recurve +1 4 5 6 0
Dwarven Recurve 6 7 8 0 As with most things, the Dwarves took the recurve bow and simply made it better.
Dwarven Recurve +1 7 8 9 0
Spitflash Recurve 9 9 12 0 A perfectly crafted shortbow from the bowyers in the modern Expanse.
Spitflash Recurve +1 11 11 14 0

Spells

Arcane

Weapon Power Accuracy Crit Weight Description
Arcane Blast 7 3 0 5 Every beginner mage's first spell, but one that remains potent.
Arcane Blast+1 9 3 0 5
Force Implosion 11 4 0 7 Bring all your power to bear, crushing your foe with arcane energies.
Force Implosion+1 13 5 0 7
Cosmic Crash 15 7 0 10 Commune with the cosmos to crush your foe with the weight of reality.
Cosmic Crash+1 17 8 0 10
Astral Annihilation 20 10 0 12 Draw power from the Astral Plane and channel it to overwhelm your foe.
Astral Annihilation+1 23 12 0 12
Force 3 2 10 3 Some mages find shaping their magic too difficult. Why not channel it all and hope for the best?
Force+1 3 2 14 3
Torrent 5 3 16 4 Unleash all your power in a vicious beam. An inconsistent spell.
Torrent+1 6 3 19 4
Cosmic Rush 7 5 21 5 Crack a hole in the fabric of reality, crashing cosmic energy upon your foe.
Cosmic Rush+1 7 5 24 5
Tear Rift 8 5 27 6 Tear a hole in the fabric of reality to obliterate your foe and anything near them.
Tear Rift+1 10 7 30 6
Beam 1 6 0 2 Focus your power into a focused and highly accurate beam.
Beam+1 1 8 0 2
Arcane Lance 2 10 0 3 First step after learning to control your beams? More beams.
Arcane Lance+1 2 13 0 3
Deeplance 3 16 0 4 Contemporary research indicates that there is no better coagulant for arcane powers than cosmic energy.
Deeplance+1 5 19 0 4
Verdant Tide 9 25 0 7 Some rare mages develpo the ability to power their magic with the Verdant Tide - a mysterious cosmic force.
Verdant Tide+1 11 28 0 7
Arcane Missiles 3 3 3 0 A useful spell for mages that need to stay on the move.
Arcane Missles+1 4 4 4 0
Mystic Volley 5 5 5 0 Sometimes many strikes will prevail where a single big hit would not.
Mystic Volley+1 6 6 7 0
Mystic Barrage 8 8 11 1 Channel rune magic to summon a flurry of arcane strikes.
Mystic Barrage+1 10 10 12 1
Astral Assault 12 12 15 3 Self-sustaining rune magic with one purpose - remove your opponent from existence.
Astral Assault+1 14 14 15 3

Holy

Weapon Power Accuracy Crit Weight Description
Transfusion 8 1 1 5 Invoke the power of Vosh to superheat your foe's blood.
Transfusion+1 10 1 1 5
Drain 12 3 3 8 Invoke the power of Vosh to rip blood from your foes.
Drain+1 14 3 3 8
Congealed Assault 16 5 5 10 Invoke the power of Vosh to amalgamate blood and fling it at your enemies.
Congealed Assault+1 19 5 5 10
Rupture 22 6 6 13 Invoke the power of Vosh to batter your enemies with sharpened blades of blood.
Rupture+1 24 7 7 13
Judgement 3 0 15 3 Invoke the power of Innileth to judge your foe's sins.
Judgement+1 4 0 18 3
Retribution 5 1 21 4 Invoke the power of Innileth to wreak vengeance on your foes on behalf of those they've hurt
Retribution+1 5 1 24 4
Radiance 7 3 25 5 Invoke the power of Innileth to radiate holy vengeance upon the unworthy.
Radiance+1 8 3 28 5
Iustitia 11 6 32 7 Invoke the power of Innileth to bring your foes to their final justice
Iustitia+1 13 3 36 7
Peer 2 6 5 3 Invoke the power of Koeli-Sumash to gaze into your enemy's soul.
Peer+1 2 8 6 3
Affliction 3 10 8 5 Invoke the power of Koeli-Sumash to rip at your enemy's soul.
Affliction+1 3 12 9 5
Soul Font 4 15 11 7 Invoke the power of Koeli-Sumash to overwhelm your foe with soul magic.
Soul Font+1 4 17 14 7
Obliterate 6 20 16 10 Invoke the power of Koeli-Sumash to annihilate your enemy from existance entirely.
Obliterate+1 7 24 19 10
Word 3 3 3 1 Invoke the power of Faine to burn your foe with all their past lies.
Word+1 4 4 4 1
Promise 5 5 5 2 Invoke the power of Faine to punish your foe for their broken promises.
Promise+1 6 6 6 2
Vow 8 8 8 3 Invoke the power of Faine to hold your foe accountable for their severed vows.
Vow+1 10 10 10 3
Oath 12 12 12 5 Invoke the power of Faine to compel your foes to relive their worst betrayals.
Oath+1 14 12 12 5

Storm

Weapon Power Accuracy Crit Weight Description
Lightning Strike 10 0 0 8 Good luck striking twice with a spell this powerful and slow.
Lightning Strike+1 12 0 0 8
Thunder Storm 14 0 3 10 A powerful storm that is dangerous not for the thunder, but what precedes it.
Thunder Storm+1 16 0 6 10
Devastating Surge 19 0 9 12 Unleash a flurry of bolts at your foe to deal massive damage
Devastating Surge+1 21 0 12 12
Ruination 24 0 12 16 The peak of lightning magic. Little can match up to this spell's destructive capabilities
Ruination+ 27 0 15 16
Shock Hawk 1 1 12 3 A small storm spirit that will heed even the call of a novice
Shock Hawk+1 1 1 15 3
Killer Charge 4 1 17 5 A peaceful storm spirit that turns deadly when summoned properly.
Killer Charge+1 5 1 20 5
Wild Blitz 6 1 23 5 Leave your foes no room to cry wolf
Wild Blitz+1 8 1 27 5
Wyrmrage 10 3 30 8 Only the strongest can call this spirit away from its treasure troves
Wyrmrage+1 12 3 34 8
Bolt 1 7 0 1 Faster to direct the storm than to call it in truth.
Bolt+1 1 10 0 1
Surge 3 13 0 2 To maintain peak accuracy with lightning magic, one cannot channel too much power.
Surge+1 3 16 0 2
Energized Bolt 4 19 0 4 Take what you know about bolt. Energize it. Energized Bolt
Energized Bolt+1 4 23 0 4
Death Ray 7 28 0 6 Leave no room for mistakes with a massive flux of storm magic
Death Ray+ 9 32 0 6
Twister 3 3 3 3 Contort storm magic into a small cyclone, ripping at your enemies.
Twister+1 4 4 4 3
Tornado 5 5 5 4 Powerful storm magic that can only be directed, not controlled
Tornado+1 6 6 6 4
Gleaming Storm 8 8 8 5 One way to find the beauty in nature's destructive power
Gleaming Storm+1 9 9 9 5
Furious Cyclone 11 11 11 6 Even if your foes survive this cyclone, their surroundings may not
Furious Cyclone+ 14 14 14 6

Fire

Weapon Power Accuracy Crit Weight Description
Fire Dart 8 0 0 5 A spell that frequent tavern-goers don't appreciate as much as you might think.
Fire Dart+1 10 0 0 5
Fireball 13 0 0 7 One of the first spells that your mages learn. Has stayed popular for many years.
Fireball+1 15 0 0 7
Molten Globe 18 2 0 10 A viscous ball of molten earth that is difficult to control.
Molten Globe+1 20 4 0 10
Meteor 24 4 0 15 Send a superheated rock hurtling at your opponent for massive damage
Meteor+ 28 5 0 15
Flame Snap 2 0 12 0 Cut your opponent with a razor thin slash of flames
Flame Snap+1 2 0 15 0
Fire Whip 2 1 18 2 A powerful tool for delivering pain. Ineffective against snakes
Fire Whip+1 3 1 21 2
Emberbite 5 1 24 4 Coil up your power to deliver punishing blows to your enemies.
Emberbite+1 6 1 27 4
Pyre Crack 8 1 30 6 A high level technique that builds up immense speed to gather power and strike fiercely
Pyre Crack+ 9 1 33 6
Fire Wall 5 7 0 5 About as simple as fire spells come. No assembly required.
Fire Wall+1 5 9 0 5
Hearthfall 6 12 0 7 Channel the power of the hearth to devastate your foes.
Hearthfall+1 7 15 0 7
Conflagration 9 18 0 9 A variant of rune magic that engulfs foes in a brutal miasma of flames.
Conflagration+1 10 20 0 9
Devouring Inferno 13 24 0 12 The apex of rune fire magic, this spell seems to have a hunger of its own
Devouring Inferno+ 15 28 0 12
Fire Rune 3 1 2 1 The lowest level of fire rune magic, but effective nonetheless.
Fire Rune+1 4 2 3 1
Heat Hymn 5 3 4 2 Use the music of flames to engulf your opponent.
Heat Hymn+1 6 4 4 2
Combustion 8 6 8 3 Funnel your magic into a highly charged flame rune, burning your opponent
Combustion+1 9 8 10 3
Flash Lotus 11 10 14 3 Who says instruments of death shouldn't be beautiful?
Flash Lotus+1 13 12 18 3