Weapons

## **Overview**

**Weapons** are a type of combat in Arcane Odyssey, being one of the 3 major build options (**Weapons**, Magic, Fighting Styles). Each weapon comes with preset skills that require a certain weapons level to use. In general, weapons come in 5 main variants that are determined by what stats you invest in:

* **Normal Weapons** - Only require investment into the Weapons stat to use their skills.
* **Strength Weapons** - Weapons that are physically too heavy for normal Warriors to wield, requiring investment into both Weapons and Strength stats to properly use. Primarily used by *Warlord* users, but can also be used by Savants
* **Arcanium Weapons** - Planned feature. Weapons that are made out of the magic-conducting Arcanium alloy, and require investing into either Weapons, Magic or both. Arcanium weapons are said to be able to conduct spells and alter them depending on the weapon. They will primarily be used by Conjurers in the future, but can also be used by Mages and Warriors.
* **Artisan Weapons** - Planned feature. Weapons that are only usable by *Warrior* builds, said to grant some kind of unique use.
* **Spirit Weapons** - Planned feature. Weapons with skills that consume the user's own life force to use, making them best suited for *Wardens* *and other Vitality builds.*

*Weapon Skills
-------------**All weapons have their "Type" and "Quality". Type determines what skill set the weapon has and Quality determines what level range the weapon has. Each weapon type has 5 default skills, 1 of which is the Ultimate Art. Ultimate versions of skills are higher tier, giving them flashier effects, larger area of effect and more damage. The Ultimate Art for weapons is unique per weapon. As an example, both cutlass and sword are bladed type weapons, but have different Ultimate Arts.*** Some weapons of the same type may have the same skills, but a different Ultimate Art.
* Some weapons will have some of the default skills for their weapon type, and 1 or more unique skills that are specific to that weapon*** **Poor** - 2 skills
* **Average** - 3 skills
* **Good** - 5 skills, some weapons have unique skills***There are some exceptions to these rules. The Poison Tooth Dagger is a level 50-100 weapon, but is Good quality. It has more skills and stronger skills than the average 50-100 weapon. The Sunken Sword can be upgraded from level 50 all the way to level 150 at the end of the game, even though it is only of "Good" quality. It is presumed that common weapons that can be leveled all the way to 150 have qualities that are better than "Good".*

*Bow weapons are also an exception to the prefix pattern, as they use the Branch prefix for Poor quality and the Wooden prefix for Average quality.***Melee Weapons
-------------**Ranged Weapons
--------------*** Bows
* Guns**Unique Weapons
--------------**Awakenings
----------**Main article: Stat Builds*** *Warrior* (Full Weapons): gain a weapon aura, which increases the scaling of a weapon's size (10%+), speed, (5%+) and damage (5%+) of all weapon skills and gives them new effects. Weapons will also gain new unique particles based on the weapon. As an example, if you use the weapon aura with an Old Dagger, it would gain rust particles.*** *Conjurer* (Weapons/Magic): gain the ability to imbue their weapons with magic, as well as inflicting any on-hit effects of the magic instead of bleed. If the weapon has a built-in status effect, then the effect applied is the combination of the magic's and the weapon's. Some examples being: imbuing a Sunken Sword with Fire Magic would give it steam effects and Scalded, imbuing a Sunken Sword with Lightning Magic would inflict paralyze and make the weapon faster, and imbuing a Sunken Sword with Ice Magic would make it freeze on hit.*** *Warlord* (Weapons/Strength): gain the ability to imbue their fighting style into any weapon, causing its damage and skill size to scale off of both their Strength stat and their weapon stat, as well as inflicting any on-hit effects of the fighting style instead of bleed.*** *Knight* (Weapons/Vitality): For now it only grants extra health, in the future it will be able to use spirit weapons. (TBA)* *Trivia
-------*** The current weapon system is a heavily revamped version of World of Magic's weapon system.
	+ Back then, there were only Daggers, Dual Daggers (removed), Swords, Shortswords (removed), Cutlasses (cultural), Bows, Crossbows (cultural, removed), Spears, and Clubs.
	+ additionally, they consumed stamina instead of energy
	+ they had a feature where you could charge an m1
* Most weapon types are primarily wielded with the right hand, with the only exceptions being Dual Swords, Dual Flintlocks, and Claws (Both hands, visually and attacking), as well as Staves and Spears (Left Hand).
	+ This means that with a severed right hand, most weapons and their abilities cannot be used, with the exceptions of Spears (Fully functional), Staves (No M1 or slash functionality), and Shields (No skill access, though shield durability is applied through use of the block button).
		- Despite showing up in the player character's left hand, Dual Swords, Dual Flintlocks, and Claws cannot be used in any capacity with a severed right hand.
* After using a throwing weapon skill, the user is unable to use that weapon until the cooldown ends.
	+ Thrown weapons lose speed when underwater.
	+ Some/all thrown weapon skills have a gravity mechanic where the projectile goes down.*