Linked Sword

==/// SUMMARY==
Linked Sword is the first melee weapon that players spawn with at the start of a session, but this may not apply in certain gamemodes. It requires no cash to purchase and provides no cash upon selling.
==/// MECHANICS==
Linked Sword is a close-quarters-oriented melee weapon that provides the user with decent damage resistance and a slight speed boost while held, increasing survivability and mobility. It serves as an introductory weapon to the system utilised by the vast majority of the melee weapons; later melees may have differing damage multipliers and highly altered functionality, but in a broad sense, they will share the same base. Enemy collisions are disabled while these melees are held.
Every melee that uses this system will incorporate the user's Stamina stat. It starts to regenerate after a short time of not being spent, and completely running out of Stamina will lengthen the delay before it starts regenerating. Stamina will not be regenerated while holding a Charge Attack.
This weapon deals additional damage to bosses based on 0.25% of their current health and restores 5% of the user's health upon killing an enemy.
===// LUNGE ATTACK===
Every third swing will be a Lunge Attack, dealing increased damage along with giving the user a decent momentum boost towards their cursor's location. This weapon's Lunge Attack bypasses enemy shields.
===// CHARGE ATTACK===
Holding [LMB + R] will cause the user to slow down and start charging a Charge Attack, with sensory cues indicating when it is fully charged. Doing so requires the user to have a minimum amount of Stamina. Releasing [LMB] at any point will perform a Charge Attack, consuming Stamina. The damage and Stamina cost scales with how long the user charges up the attack. For this weapon, a Charge Attack will bypass enemy shields.
Charge Attacks that have been fully charged will launch the user towards their cursor with decent momentum, similarly to a Lunge Attack, and evading will not cancel a full Charge Attack. This applies to all melees that follow standard Charge Attack and Evade behavior.
The Charge Attack is based on the weapon's current attack. For example, the Linked Sword's attacks cycle in the following order: a standard swing to the left, then to the right, and then to a Lunge Attack, before looping. A Charge Attack will swing in the corresponding direction. In the case of Charged Lunge Attacks, these essentially behave as both a Charge- and Lunge Attack, with their multipliers stacking together. Some weapons may have an ability triggered through a full Charged Lunge Attack.
===// EVADE===
Pressing [SHIFT] will allow the user to dash towards their currently headed direction at the cost of Stamina. Not moving in any direction will cause the user to simply evade towards the mouse. This will interrupt a partly-charged Charge Attack. The user is also immune to knockback while evading. 
Evading shortly before taking damage from an attack will allow the user to perform an Evade Counter. Evade Counters are typically only usable within a short timeframe, but deal significant damage and boost the user towards the cursor's location. Generally, receiving an Evade Counter will replenish the user's Stamina and cause it to immediately start regenerating.
For the Linked Sword, Evade Counters bypass enemy shields, heal the user based on 10% of the damage dealt, and deal additional damage to bosses based on 0.5% of their max health.
===// BLOCK===
Holding [Q] will slow down the user, grant knockback immunity, and provide high damage negation, in exchange for damaging your weapon's Block. Block will replenish over time when left undamaged and is tied to the weapon.
Blocking shortly before taking damage from an attack will trigger a Parry/Perfect Block. This gives the user a Parry Counter and causes the user to enter Burst Parry, increasing the attack speed and damage of the weapon that the user parried with for the Burst Parry's duration along with providing knockback immunity. Parrying while in Burst Parry will refresh its duration. Just like Evade Counters, Parry Counters will usually only last for brief moment and upon usage will boost the user towards the cursor's location. Generally, receiving a Parry Counter will replenish the user's health.
For the Linked Sword, Perfect Blocks restore 20% HP to the user and Parry Counters bypass both enemy shields and resistances. Attacks during Burst Parry heal the user based on 7.5% of the damage dealt and deal additional damage to bosses based on 0.5% of their current health.
===// MULTIPLIERS===
Charge Attack: [x2.2] | Lunge Attack: [x1.1]Evade Counter: [x3.02] | Parry Counter: [x2.42]
Critical hits deal x1.25 damage. Attacks deal x1.5 more damage during Burst Parry.
*Boss: [x1.2]
*Armored, Structure: [x0.8]
==/// STRATEGY== 
#This weapon is sufficient to last through early-game with significant damage; this means users can rely on it for economic purposes. It is advised to sell this weapon for inventory slots if it is no longer used.
#Damage Resistance can be critical at any point and any class; users can quickly switch to a melee weapon for survivability; it's free!
# Equipping this weapon temporarily to make use of the speed boost and dash is recommended.
# Blocking and dashing bypass the equip duration so you can quickly equip it to dash to gain distance or block.
==/// TRIVIA==
# The Linked Sword originates from Sword Fights on the Heights as the gear, Linked Sword.
#Formerly known as "Starter Sword."
== /// GALLERY ==
File:StarterSwordGame.png|Pre-v0.8.0 In-Game
==/// HISTORY==
Date Format: mm/dd/yy
v0.8.0	
Category:Inventory
Category:Melee