Weapons

In Skyforge every class have their own Main and Additional Weapon. Each with varying abilities and bonuses depending on the Rarity and Proficiency.

* Common Weapon - no skill bonus
* Uncommon Weapon
* Rare Weapon
* Epic Weapon
* Legendary Weapon

## Main Weapons

All Main Weapons have the standard attribute Might which is an indicator for the possible amount of damage. Depending on the quality of the found weapons they can be rolled with a second stat that usually increase the damage of a particular skill.

### Cryomancer

The Cryomancer uses a **Crystal** as weapon.

* **Frosty Crystal** - Cryobeam and both charge levels of Icy Missile inflict 40/60/80/80 % more critical damage.
* **Rejuvenating Crystal** - Northern Breeze restores an additional 60/100/150/150 points of Cryogen and reduces the cooldown of Heart of Ice by 30/60/90/90 seconds, and Whiteout and Snowstorm by 6/12/18/18 seconds.
* **Lustering Crystal** - The Cryomancer has a 33/67/100/100 % chance to gain 5 additional points of Cryogen every second.
* Cryotrap explosion inflicts 132/264/396/396 % more damage.

### Paladin

The Paladin uses, as his nature is, an one handed **Sword** for battle.

* After Onslaught I or Onslaught II the next Punishing Bolt deals 20/40/60/60 % more damage for 5 seconds.
* Paladin inflicts 8/16/32/32 % more damage on the Holy Ground.
* Seal of Light, Punishing Bolt, and Divine Scourge have an 8/16/24/24 %, 12/24/36/36 %, 16/32/48/48 % chance to apply an effect to the paladin that will increase the damage of the next Seal of Light by **150%**.

### Lightbinder

The Lightbinder is using a **Rod** to transmit the power of light through himself against his enemies or to protect allies.

* Starstorm inflicts 10/20/30/30 % more damage. Pulsating Flare has a 8/11/15/15 % (instead of **5%**) chance to recharge it.
* Sparks of Anger inflict 33/67/100/100 % more impulse damage.
* Blessing of the Sun lasts 2/4/6/6 seconds longer.
* Merciful Blow cooldown is reduce by 2/4/6/6 seconds and has a 33/67/100/100 % chance to generate 2 charges of increased damage.

### Kinetic

Reactor Core
The Kinetic needs the **Reactor Core** to be able to remove the physical laws around him.

* Critical Sledgehammer attack inflict 8/16/32/32 % more damage.
* Stone Projectile and Stone Spear inflict 10/20/30/30 % more damage.
* Demolition consumes all resource, but the damage dealt to the selected enemy is increased by 0.1/0.2/0.3/0.3 % for each consumed point of energy.

### Archer

Well what a surprise that the Archer uses a **Bow** as main weapon.

* First Aimed Shot in a fight inflicts 22/44/66/66 % more damage.
* Single Shot applies Accurate Shot to the target that can be stacked up to 3 times.The effect increases the damage dealt to the target by the Archer by 2/4/6/6 % for 10 seconds.

### Necromancer

Scythe
The right hand of the death, the Necromancer, is using the **Scythe** to show his enemies what awaits them.

### Slayer

The Slayer is an agile fighter, and so is his **Twin Sword**

* Blood Harvest inflicts 60/120/180/180 % more damage.
* Swinging Chains inflicts 23/46/69/69 % more damage and increase damage from Backstab by 55/60/65/65 %.
* Backflip inflicts 65/130/195/195 % more damage to enemies with less than 50% health.

### Knight

For the noble Knight no weapon fits more than their **Spear**.

* Crushing Blow inflicts 12/24/48/48 % more damage when Impulse Charge is activated.
* **Violent Wrath Spear** - Tantrum lasts 4/6/12/12 seconds longer and Resolute Defense last 2/4/6/6 seconds longer.
* **Rapid Hunting Spear** - Falcon Attack and Cutting Grass inflict ##/40/##/## % more damage if the enemy's health is lower than and ##/26/##/## % more damage otherwise.
* **Shattering Spear** - Resolute Strike and Resolute Strike II consume 16/32/48/48 % less resource if their target is affected by Infirmity.

### Berserker

What kinda weapon could a Berserker use better that a mighty two handed **Chain Sword**.

* Fracture inflict 36/72/110/110 % more damage.
* Uncontrollable Rage will increase all damage dealt by 12/18/24/24 %.
* Thirst for Battle will increase all damage dealt by 5/10/15/15 %.
* Crippling Blow will deal 20.5/22/25/25 % more damage when used after Carnage.

### Warlock/Witch

As each Sorcerer of which holds on its own, the Warlock/Witch is using a **Broom** to cast his destruction.

### Monk

The inner balance of this fighter, allows the Monk to crush his enemies with a **Battle Staff**.

### Alchemist

For the Alchemist, the **Manipulators** the tool to inflict damage to his enemies or super powers to him and his allies.

* You can use Stimulant Injection on yourself, but it's duration and effectiveness will be reduced by 60%.
* The cooldown of Transformation is reduced by 10 seconds, and its duration is increased by 2.5 seconds.
* Killing a pack enemy will give you 25 catalysts; an ordinary enemy - 3 times as many; an elite enemy - 10 times as many; killing a boss - 20 times as many.

### Gunner

Hand Cannon
Well what a surprise: The Gunner needs a **Hand Cannon** to do all the Gunner stuff.

* Killing an enemy will increase the damage from the next Fire Blast or Plasma Beam by 75/150/225/225 %.
* Mine Ring inflicts 40/80/160/160 % more damage. Doubles the maximum base damage of Missile Salvo for 3/6/9/9 seconds if used against the same target.
* Plasma Stream inflicts 14/23/30/30 % more damage.