Weapon System

Players can have up to 6 different weapons, although only one is freely given and that is the one that characters wake up with, the one the Roleplayer chooses as the starting weapon. Weapons can be divided by Tier, which represents their quality; and by Category which represents what type of weapon they are. When selecting a starting weapon though, don't worry, simply say what weapon that is, for example saying "Katana" is enough, the rest is filled out for you, that being the Tier (which is always the lowest, Tier 1), and the Category (which in this case would be "Midweight". More about that below).

Via crafting, players can forge new weapons, and they can also improve the quality of their already owned weapons. Keep in mind that although no weapon can technically break, they do have a "durability" stat, which goes down for every time it is used. If the durability reaches 0, the weapon goes down a Tier. Durability does not go down for Tier 1 weapons, as it is already the worst quality, but it also doesn't decrease for Tier 5+++ weapons, as they are the highest quality, deemed perfect and beyond all wear-and-tear.

Weapons increasing in quality every Tier also means they are becoming better versions of themselves, so please try to visualize and describe that change, preferably when you are picking out that weapon. For example, a sword at Tier 1 might be rusty, dirty and have a dull blade, then at around Tier 3 look like a regular clean and sharp sword, but at Tier 5+++ have a very elegant and fancy design, with a pristine blade that is also incredibly sharp and perhaps even slightly longer, with cool decorations on the hilt... Just an example/idea. Food for thought.

There are only 6 Categories of weapons: Lightweight, Midweight, Heavyweight, Defensive, Throwable, Ranged.

Below are the stats gained from weapons based on their Category and Tiers, as well as showcasing all the weapon Tiers there are:

## Lightweight

This Category mostly includes small weapons such as knives, switchblades, but does not include weapons that are meant to be constantly thrown, that would be the "Throwable" Category.

* **Tier 1**: 1 Attack; 1 Speed.
* **Tier 1+**: 2 Attack; 1 Speed.
* **Tier 2**: 2 Attack; 2 Speed.
* **Tier 2+**: 3 Attack; 2 Speed.
* **Tier 3:** 3 Attack; 3 Speed.
* **Tier 3+**: 3 Attack; 3 Speed; 1% Block.
* **Tier 4**: 4 Attack; 3 Speed; 1% Block.
* **Tier 4+**: 4 Attack; 4 Speed; 1% Block.
* **Tier 5**: 5 Attack; 4 Speed; 1% Block.
* **Tier 5+**: 5 Attack; 4 Speed; 2% Block.
* **Tier 5++**: 5 Attack; 5 Speed; 2% Block.
* **Tier 5+++**: 5 Attack; 5 Speed; 3% Block.

## Midweight

This category includes longer weapons than the previous category, like swords and polearms, provided they aren't too heavy.

* **Tier 1**: 2 Attack.
* **Tier 1+**: 2 Attack; 1 Speed.
* **Tier 2**: 2 Attack; 1 Speed; 1% Block.
* **Tier 2+**: 2 Attack; 2 Speed; 1% Block.
* **Tier 3**: 2 Attack; 2 Speed; 2% Block.
* **Tier 3+**: 3 Attack; 2 Speed; 2% Block.
* **Tier 4**: 4 Attack; 2 Speed; 2% Block.
* **Tier 4+**: 4 Attack; 2 Speed; 3% Block.
* **Tier 5**: 5 Attack; 2 Speed; 3% Block.
* **Tier 5+**: 5 Attack; 3 Speed; 3% Block.
* **Tier 5++**: 5 Attack; 4 Speed; 3% Block.
* **Tier 5+++**: 5 Attack; 4 Speed; 4% Block.

## Heavyweight

This category's weapons are all exclusively two-handed weapons, although not all two-handed weapons have to necessarily be in this Category. Weapons in this category are heavy as the name implies, thus a speed reduction in exchange for extra damage.

* **Tier 1**: 3 Attack; -2 Speed; 1% Block.
* **Tier 1+**: 4 Attack; -2 Speed; 1% Block.
* **Tier 2**: 4 Attack; -1 Speed; 1% Block.
* **Tier 2+**: 4 Attack; -1 Speed; 2% Block.
* **Tier 3**: 5 Attack; -1 Speed; 2% Block.
* **Tier 3+**: 6 Attack; -1 Speed; 2% Block.
* **Tier 4**: 6 Attack; -1 Speed; 3% Block.
* **Tier 4+**: 7 Attack; -1 Speed; 3% Block.
* **Tier 5**: 8 Attack; -1 Speed; 3% Block.
* **Tier 5+**: 8 Attack; -1 Speed; 4% Block.
* **Tier 5++**: 8 Attack; -1 Speed; 5% Block.
* **Tier 5+++**: 8 Attack; 0 Speed; 5% Block.

## Defensive

This category's weapons are actually a combination, on one hand they include either a Lightweight or Midweight weapon that has to be a one-handed weapon, while on the other hand they include a small shield to defend themselves with. Because of carrying two weapons, the weight itself is quite large, comparable to a single Heavyweight weapon.

* **Tier 1**: 1 Attack; -2 Speed; 1 Defense; 1% Block.
* **Tier 1+**: 1 Attack; -2 Speed; 1 Defense; 2% Block.
* **Tier 2**: 1 Attack; -2 Speed; 1 Defense; 3% Block.
* **Tier 2+**: 1 Attack; -2 Speed; 2 Defense; 3% Block.
* **Tier 3**: 2 Attack; -2 Speed; 2 Defense; 3% Block.
* **Tier 3+**: 2 Attack; -1 Speed; 2 Defense; 3% Block.
* **Tier 4**: 2 Attack; -1 Speed; 3 Defense; 3% Block.
* **Tier 4+**: 2 Attack; -1 Speed; 4 Defense; 3% Block.
* **Tier 5**: 2 Attack; -1 Speed; 4 Defense; 4% Block.
* **Tier 5+**: 2 Attack; -1 Speed; 4 Defense; 5% Block.
* **Tier 5++**: 2 Attack; -1 Speed; 4 Defense; 6% Block.
* **Tier 5+++**: 2 Attack; 0 Speed; 4 Defense; 7% Block.

## Throwable

This category includes Lightweight weapons that are designed to be thrown only, and are used always with both hands, two weapons at a time, one in each hand, identical, so in pairs/dual weapons. Examples of this are throwing knives, kunais, tomahawks, etc.

The stat spread of this Category is identical to the Lightweight Category, the difference lies in the combat mechanics. Throwable weapons ignore the Speed stat altogether in automated combat (but not Boss Battles), instead what happens is that the player with a Throwable weapon always goes first, and attacks twice in a row, accounting for throwing both of their weapons at the monster. However, should the monster survive both attacks, the player then has to manually retrieve their weapons, a dangerous affair which allows the monster to then attack them twice, even ignoring the Block and Evasion chance. From an in-character perspective, this makes logical sense, because the player can throw their weapons faster than the monster can reach them, and the player has two of those weapons, thus able to attack twice regardless of speed... But then not having any weapon to attack and having to retrieve it, means they also can't block/parry any hit, and are too wide open to be able to avoid an attack, especially while trying to recover a weapon that most likely is lodged into the flesh of a monster.

## Ranged

Basically Bow & Arrows, there might be others but that needs to be discussed on a case by case base.

The stat spread of this Category is identical to the Midweight Category, the difference lies in the combat mechanics. Ranged weapons, just like Throwable ones, ignore the Speed stat in automated combat (but not Boss Battles), making the player always go first, but every attack requires an arrow, which serves as ammo. So long as the player has arrows, they are never attacked, always going first. For an in-character perspective, what is happening is that the character is firing arrows while also running away, keeping their distance so that the monster can never hit them.

However, if the player runs out of arrows while the monster is still alive, Speed will then be checked again like normal. The character will then continue the fight by bashing their bow into the monster, which will not require/consume any ammo(arrows), but only does half of the Attack stat as damage, and in this state, cannot land a Critical Hit. Additionally, while in this condition, the player also cannot avoid nor block hits, so they are guaranteed to take full damage every turn and deal only half damage, when they are without arrows.

Arrows can be crafted with the Tier 1 Crafting Materials.