Weapons 2.0

Summary

Damage Per Shot/Swing: How much damage the weapon will do per shot or swing.

Passive Damage Type: What the weapon has passively when equipped.\*

Element: What elemental properties the weapon has to do damage, some have one and have two.

Fire Rate/Swing Delay: How fast the weapon can be fired or swung. Low swing delay being the fastest while a high swing delay is the slowest swing rating.

Fire Type: What type of trigger system the weapon uses, mainly for gun type weapons.

Damage/Healing Modifier: Which stat enhances said weapon.

Secondary Fire: Some weapons have special abilities when you use the crouch button and/or fire.

Secondary Weapon Energy Cost: How much weapon energy the weapon's secondary takes to fire.

Secondary Damage Type: What type of bonus it has if applicable.

Cost: Each tier is based on the same resources and all weapons of that tier will not vary in price and resources.

Impact: Basic damage type.

Armor Piercing: Ignores carbide bonuses, allowing the weapon to do full damage. Countered by high health.\*

Giant Killer: Does bonus damage based on the percentage of the victim's health. Countered by high carbide.\*

Info ending with an asterisk means it only works against players, not NPCs.

Damage enhancements: Many weapons can have their damage bolstered by modifiers known as **DEXTERITY** and **STRENGTH.** they will be commonly referred to as Dex and Str. it is to be assumed automatically that a weapon that is ranged will be Dex, whereas a weapon that is Str is melee, with one or two outliers to be had.

## **Tier 0**

BS-096 Beam Saber Alpha

type
Melee

danage
61

elements
Energy-Cut

atk
Strength

dex
*Unknown*

trigger
Semi-Automatic

resources
None
BH-06 Basic Handgun

type
Ranged

danage
36

elements
NULL

atk
*Unknown*

dex
Dexterity

trigger
Semi-automatic

resources
None

###

## **Tier 1**

### Tier Cost: 5000 Zeny

EB-29 Standard Bow

Damage Per Shot:
84

Passive Damage Type:
Unknown

Element:
Impact/Spike

Fire Rate:
Medium-High

Fire Type:
Semi-automatic or 3 round burst, depending on charge

Damage Modifier:
Dexterity

Secondary:
Volley

Strengths:
Unknown

Weaknesses:
Unknown
PS-008 Pulse Shotgun

Damage Per Shot:
1577 (547 potential damage against players.)

Passive Damage Type:
Unknown

Element:
Null

Fire Rate:
Medium

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Large Burst

Strengths:
Unknown

Weaknesses:
Unknown

BK-280 Beam Combat Knife

Damage Per Swing:
41

Element:
Energy/Cut

Swing Delay:
Very Low

Combo Length:
Infinite

Multi-Hit:
No

Damage Modifier:
Strength

Secondary:
Throw a Knife

Strengths:
Unknown

Weaknesses:
Unknown

## Tier 2

### Costs: Zeny: 10000 Bolts: 7 Salvage: 5000 Heat Sink: 2 Refactor: 15

CB-017 Charge-Buster

Damage Per Shot:
Low to high, depending on charge

Passive Damage Type:
Unknown

Element:
Null

Fire Rate:
Depends on charge

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Instant Charge

Strengths:
Capable of charging it's shots for more damage.

Weaknesses:
Has a 3 shot pattern, charge takes a long time to fully charge.
RL-096 Ring Laser Cutter

Damage Per Shot:
55

Passive Damage Type:
Unknown

Element:
Cut

Fire Rate:
Moderate

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Unknown

Strengths:
Unknown

Weaknesses:
Unknown

HG-108 Frost Pistols

Damage Per Shot:
68

Passive Damage Type:
Unknown

Element:
Wind/Water

Fire Rate:
Moderate

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Glacial Shot: Fire a large icicle that does MASSIVE damage and stays in place once it hits a target or an object. can be used to platform

Strengths:
Unknown

Weaknesses:
Unknown

HG-020 First-Aid Gun

Healing Per Shot:
low

Fire Rate:
Low

Fire Type:
Semi-Automatic

Healing Modifier:
Lifesaver

Secondary:
Energy Transfer

GL-021 Grenade Launcher

Damage Per Shot:
294

Passive Damage Type:
Unknown

Element:
Null

Fire Rate:
High then 30 second delay.

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Instant Reload

Strengths:
Area of effect damage with high rate of fire for rapid bombardments.

Weaknesses:
6 round drum clip, requires 30 seconds to fully reload before firing again without the instant reload secondary. Fires in an arc, aim upwards to counteract it for more range.

TW-001 Shock Kunai

Damage Per Shot:
54

Passive Damage Type:
Armor Piercing

Element:
Electric/Spike

Fire Rate:
High

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Multi Throw

Strengths:
Long range throw able. Benefits from Dexterity.

Weaknesses:
Cannot be thrown in multiples like the Wind Shuriken without WE.
Gatling Fist

Damage Per Shot:
30

Passive Damage Type:
Giant Killer

Element:
Null

Fire Rate:
High

Fire Type:
Automatic

Damage Modifier:
Dexterity

Secondary:
Burst Fire

Strengths:
Dual weapons fire at the same time when trigger is held.

Weaknesses:
Very weak projectiles and there becomes a gap in the middle of your reticle as you fire.

BC-046 Beam Caster 'Stinger'

Damage Per Shot:
132

Passive Damage Type:
Unknown

Element:
Electric

Fire Rate:
Moderate

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Hyper Stinger- double damage shot.

Strengths:
Fires a medium-range beam at targets when in range.

Weaknesses:
Shots can be unpredictable and cannot fire from long range.

TW-002 Wind Shuriken

Damage Per Shot:
132

Passive Damage Type:
Giant Killer

Element:
Wind

Fire Rate:
Moderate

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Shuriken Volley

Strengths:
Throws three shurikens at a time.

Weaknesses:
Cannot throw as fast as the shock kunai, shurikens spread with range.

BA-012 Beam Axe

Damage Per Swing:
110

Element:
Energy/Cut

Swing Delay:
Slow

Combo Length:
3

Multi-Hit:
On third swing or when attacking in mid air

Damage Modifier:
Strength

Secondary:
Overhead Smash: Unleash a powerful single target attack!

Strengths:
Capable of cleaving at the 3rd swing of the combo or in air.

Weaknesses:
Slow swing rate. Only cleaves on third swing.BA-012 Beam Axe

PS-012 Fire Shotgun

Damage Per Shot:
1746 (586 potential against players.)

Passive Damage Type:
Unknown

Element:
Fire

Fire Rate:
Slow

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Explosive Shot: Fires an orb that flies until it collides with a target, dealing 47 fire damage, both direct and indirect.

Strengths:
Highest possible DPS per shot. Secondary has the largest explosion radius in the game.

Weaknesses:
The further the target, the less damage you deal, firing cone always changes per shot, small air targets can avoid pellets easier unless you shoot them from a little further distance. There is also a blindspot around the arm holding the shotgun some players can exploit that would normally punish someone severely or fatally in PvP. Has a slow rate of fire. If you are not careful with the secondary fire of the fire shotgun, you can end up blowing yourself up on accident.

## **Tier 3**

### Costs: Zeny: 50000 Bolts: 15 Salvage: 12500 Heat Sink: 4 Refactor: 30 Core Mount: 10 Micro Core: 4

PR-0FR Fire Rifle

Damage Per Shot:
56

Passive Damage Type:
Unknown

Element:
Fire

Fire Rate:
Slow

Fire Type:
Burst Fire

Damage Modifier:
Dexterity

Secondary:
Rapid Fire

Strengths:
All Rounder

Weaknesses:
no specialization

EG-012 Earth Gatling Gun

Damage Per Shot:
75

Passive Damage Type:
Unknown

Element:
Earth

Fire Rate:
Moderate

Fire Type:
Automatic

Damage Modifier:
Dexterity

Secondary:
None

Strengths:
Decent all-around automatic weapon.

Weaknesses:
Doesn't fire as fast as the gatling fist, projectiles fire slightly under the reticle.

SR-008 'Thunderbolt' Sniper Rifle

Damage Per Shot:
452

Passive Damage Type:
Unknown

Element:
Electric

Fire Rate:
Slow

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Lightning strike

Strengths:
Can fire as far as 130 meters.

Weaknesses:
Slow rate of fire at 4 seconds per shot, shots not always guaranteed.

PA-266 Double-Spear

Damage Per Swing:
75

Passive Damage Type:
Armor Piercing

Element:
Energy/Spike

Swing Delay:
Low

Combo Length:
3

Muilti-hit:
On third swing or when in mid-air.

Secondary:
Spear Ward

Strengths:
Long range for a melee weapon and swings faster than the beam axe, good for smacking air targets.

Weaknesses:
Swords and some other melee weapons can swing faster than the spear.

WR-005 Water Rifle 'Hydrogenator'

Damage Per Shot:
38

Passive Damage Type:
Unknown

Element:
Water

Fire Rate:
High

Fire Type:
Automatic

Damage Modifier:
Dexterity

Secondary:
Full strength steam

Strengths:
Continuous sustained damage up close.

Weaknesses:
Very low damage and has a short range.

**​**

## **Tier 4**

### Costs: Zenny: 75000 Bolts: 30 Salvage: 17500 Heat Sink: 8 Refractor: 65 Core Mount: 20 Micro Core: 8 Ceratanium: 300 Lightanium: 35

​Shadow Huuma Shuriken

Damage Per Shot:
118 on throw. 478+ on return.

Passive Damage Type:
Impact

Element:
Cut

Fire Rate:
Varies on when it's caught

Fire Type:
Single

Damage Modifier:
Dexterity

Secondary:
Shadow shuriken (fake)

Strengths:
Deals greater damage and can pass through walls once it begins its return.

Weaknesses:
Cannot be fired again until it returns

DMB-002 Dark Matter Launcher

Damage Per Shot:
397

Passive Damage Type:
Unknown

Element:
Dark

Fire Rate:
Moderate

Fire Type:
Semi-Automatic

Damage Modifier:
Strength

Secondary:
Overcharge: Fires an orb of dark matter four times larger than a normal dark matter shot. Always fires like if it's range finder is set to long range.

Strengths:
Fires large orbs that deal continuous damage should someone should step into them, range can be changed to make it work in tight or far places, orbs will linger in place for a long period of time after they stop moving, ideal for making traps or making blockades.

Weaknesses:
Projectiles travel slowly when fired, can only be fired it so fast, nimble enemies and enemy players can dodge it easily once it stops into place. Secondary fire isn't as easy to activate compared to other weapons due to the secondary button being used by the tertiary.

The Sultan

Damage Per Swing:
82

Passive Damage Type:
Impact

Element:
Cut

Swing Delay:
Very Low

Combo Length:
Infinite

Muilti-hit:
Yes

Secondary:
Sand Shield (not enabled yet)

Strengths:
Infinite swings

Weaknesses:
Requires The Beggar to truly shine.

'Heat wave' Flame Cannon

Damage Per Shot:
Unknown

Passive Damage Type:
Unknown

Element:
Fire

Fire Rate:
Moderate

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Rapid Fire FIRE!

Strengths:
Unknown

Weaknesses:
Unknown

Magnet Tonfa

Damage Per Swing:
51

Element:
electric

Swing Delay:
Low

Combo Length:
5

Multi-Hit:
Yes

Damage Modifier:
Strength

Secondary:
Fatal Attraction: Allows you to do an AoE Pull dragging in enemy players in PvP.

Strengths:
Very strong melee weapon that can swing rapidly. Secondary allows you to spread damage to other enemies close to you.

Weaknesses:
As powerful as the tonfas are, they suffer from a shorter than normal melee range, forcing you to get closer to your enemy than normal. Secondary is a double-edged sword if used in a PvP situation, depending on what the enemy player is using as a weapon, the knockback from the secondary may help you or help your enemy out.

## **Tier 5**

### Costs: Zenny: 135200 Bolts: 60 Salvage: 35000 Heat Sink: 15 Refractor: 125 Core Mount: 40 Micro Core: 15 Ceratanium: 200 Lightanium: 75 Plasma Cell: 15 Uranium Ore: 200

ST-001 Saw Thrower "Close Shave"

Damage Per Shot:
High

Passive Damage Type:
Unknown

Element:
Cut

Fire Rate:
Fast

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Ripsaw (melee)

Strengths:
Saws can bounce against walls and hit targets, can still do damage to enemies when saws are laying on the ground and remain for a period of time.

Weaknesses:
Room dependant, open spaces is not the weapon's friend, best in small or enclosed areas.
The Matron

Healing Per Shot:
low

Fire Rate:
High

Fire Type:
Semi-Auto

Healing Modifier:
Lifesaver

Secondary:
The Good Touch/Saving Grace: Fully heals the first target you dash into

Wildfire Flamethrower

Damage Per Shot:
Moderate

Passive Damage Type:
G killer

Element:
Fire

Fire Rate:
High

Fire Type:
Automatic

Damage Modifier:
Dexterity

Secondary:
Oxide injection: Increases the flamethrower's range and damage output to 55 per second when held. Flames turn blue when using the secondary.

Strengths:
High damage up close, it is also able to create growing fire patches by aiming the flamethrower at the ground to create area denial. When the fire patch is created, it will slowly grow and spread over time, the fire patch itself lasts 45 seconds and can place multiple fire patches on the ground.

Weaknesses:
Very short ranged weapon like the hydrogenator, Weapon applies burn DoT as it is continually dealing damage to a target. Weapon energy consumption of it's secondary, although low, drains energy very rapidly!

WG-010a Wind Pistol

Damage Per Shot:
Low

Passive Damage Type:
Impact

Element:
Wind

Fire Rate:
High

Fire Type:
Semi-Auto

Damage Modifier:
Dexterity

Secondary:
Tornado

Strengths:
Shoots very fast projectiles that zig-zag to cover ground fast and fires at a decent pace.

Weaknesses:
Low damage, small twisters can be unpredictable of where they are going once you fire during their zig-zagging pattern. Not good to use against enemies in air.

Lightning Staff "Zeus"

Damage Per Swing:
High

Element:
Electric

Swing Delay:
High

Combo Length:
1

Multi-Hit:
Yes

Damage Modifier:
Dexterity

Secondary:
Eye of the Storm Cast: Launches the AoE attack as a ranged attack towards the targeted location!

Strengths:
Capable of doing an area of effect (AoE) attack when used. Passively stuns victims for 4 seconds when struck, even if you use your secondary attack with the staff.

Weaknesses:
Needs a second and a half to attack. The passive stun won't last as long against non-player targets.

SC-024 Shoulder Cannon

Damage Per Shot:
67

Passive Damage Type:
Giant Killer

Element:
Energy

Fire Rate:
Moderate

Fire Type:
Semi-Automatic

Damage Modifier:
Dexterity

Secondary:
Explosive Rounds [It have Explosive Rounds]

Strengths:
Fires massive energy rounds that when combined with primary fire or hostile enemy rounds will detonate for violent amounts of damage.

Weaknesses:
Explosive round projectiles move slower than normal shots, requires a few seconds to fire again.

## **Tier 6**

### **The Beggar**

Element: Wind/Earth

Damage: 252

Swing Delay: Low

Combo Length: Infinite

Multi Hit: Yes

Damage Modifier: Dexterity

Secondary: See Sultan

Strengths: Only melee weapon that is capable of launching a projectile in the form of a dust devil, a small tornado that does moderate damage and adds to the close range combat and the dust devils can go through walls.

Weaknesses: Will not be able to work if you do not have The Sultan, which allows it to cast dust devils, it also makes it technically the most expensive legendary you can make due to requiring The Sultan to complete the weapon set.

Trivia: The Beggar is the first legendary tier and weapon set to be created in Maverick Wars.

### **Paradigm Smasher**

Damage: 603

Element: Impact

Swing Delay: High

Combo Length: 1

Mult-Hit: Yes

Damage Modifier: Strength

Secondary: Whirlwind Swing: Allows for an instant attack to hit in a full 360 degree radius.

Secondary Damage: 603

Secondary Weapon Energy Cost: High

Strengths: The Paradigm Smasher is capable of slamming the ground to cause a short ranged shockwave, like the Zeus staff, low flying enemies have a chance to get hit if they fly at the wrong time, a passive trait it has that is if you jump and swing, you'll hold your hammer until you hit the ground and do more damage than you would if you were already on the ground. The longer your fall from jumping or off a building, the more damage you'll do with the hammer when you land when you swing it in mid-air, which can make it into a surprise weapon in PvP when the coordination and timing is good. It's shockwave can ignore some walls. it can also stun targets for an exceedingly long time, up to 3.5 seconds between each slam allowing someone to chain stun if they do not dash within the small window of opportunity.

Weaknesses: it takes 3 seconds to swing to attack and you can't attack in the air with it, only as a slam-down attack by clicking while in mid-air. The shockwave can only go so far, it won't reach someone that is behind a wall as thick as a maverick hunter's ice wall, in PvP, you will easily get into trouble when facing players with faster swinging melee weapons and the obvious ranged fighters, you shouldn't be alone when using this weapon, especially in PvE. Secondary weapon energy cost for the secondary can only allow for two alt fires before needing a refill.

### **Gung'Nir**

Damage: Very High

Element: Dark/Cut

Swing Delay: Moderate

Combo Length: 4

Multi-Hit: Yes

Secondary: Celestial Cleave

Strengths: Gung'Nir is a polearm with long reach and it hits very hard.

Weaknesses: It's hits can be unpredictable against some enemies. Accuracy can vary severely.

### **Light Armor Buster**

Damage: High to Very High

Passive Bonus Type: Giant killer. 3rd stage charged shot: Armor piercing

Element: Null

Fire Rate: Depends on charge

Fire Type: Semi-Automatic

Secondary: Hadoken: Fire a single shot that does titanic damage!

Secondary Weapon Energy Cost: Full Bar or remaining weapon energy left

Strengths: The Light Armor Buster is a harder hitting buster compared to the standard charge buster, however, the LAB (Short for it's name.) is capable of charging it's shots faster than the standard and the projectile that's launched is capable of going through walls and enemies, and the projectiles are a little larger as well ...no wonder why Vile's ride armor's left arm got blown off in one shot!

Weaknesses: Like the standard buster, it suffers it's 3 shot limit when you fire it in it's semi-auto function by clicking. The fully charged projectile's ability to go through objects is balanced with the fact that the projectile doesn't fly as fast, which allows more nimble enemies and players to dodge it easier.

**X-Buster**

Damage: High

Passive Damage Type: Giant killer

Base Damage:

Element: Null

Fire Rate: Depends on charge

Fire Type: Semi-Automatic

Damage Modifier: Dexterity

Secondary: Shining finger

Secondary Damage Bonus: Armor piercing

Strengths: The X-Buster is capable of a fourth stage charged shot that packs more power and can go through walls and enemies.

Weaknesses: Like all busters, it suffers a semi-auto 3 shot limit.

### **"Thud" Gauss Cannon**

Damage: 44

Passive Damage Type: Armor Piercing

Element: Impact

Fire Rate: High

Fire Type: Semi Automatic and automatic

Damage Modifier: Dexterity

Secondary: Coolant Flush

Strengths: The "Thud" Gauss Cannon is a fully automatic machine gun cobbled together by Mavericks that can have it's firing system changed with the crouch button to manage it's heat generation, the semi-auto trigger makes overheating rare when you don't feel like you need to fire at full bore. The Thud is the strongest fully automatic gun currently available that you can make.

Weaknesses: Projectiles fire in the same position as they would if you were using an Earth Gatling Gun, which is below the small target reticule, but unlike the Earth Gatling Gun, the Thud is the first and only gun that can overheat, when firing in full auto, it can fire for 12 seconds straight before it overheats, if it overheats, you'll have to wait a very painful one minute cool down period before you can fire it off again, however, the gun will give you a warning that your reaching the overheat threshold by beeping, the sound becoming louder the closer you are to completely overheating. This weapon made by Mavericks used to cost the most salvage in Maverick Wars.

### **MMZ Saber**

Damage: 44

Passive Damage Type: Armor piercing

Element: Energy/Cut

Swing Delay: Low

Combo Length: ?

Multi-Hit: Yes

Secondary: Instant Slam

Secondary Damage: 450

Weapon Energy Cost: ???

Strengths: The MMZ Saber is a very powerful one handed melee weapon that is the first to receive the melee 4.0 system, the saber is more effective at dash attacks compared to most melee weapons when you attack while dashing. It is also the first melee weapon that is capable of a charged attack!

Weaknesses: the charged melee strike's range used to be under the avatar's feet... as of currently it is weak against high armor targets.

### **DA-005 Drill Arm**

Damage: 104

Passive Damage Type: Giant killer

Element: Impact/Spike

Swing Delay: Automatic

Combo Length: Infinite

Multi-Hit: ???

Secondary: Dash Drill

Strengths: The Drill Arm is capable of doing continuous damage to whoever is in front of the operator, it is the only melee weapon you can hold the trigger on instead of having to click multiple times.

Weaknesses: It has a short range and does not cleave people in front of you.

### **Z-Saber**

Damage: High

Passive Damage Type: Giant Killer (X4 & X5 stance.)

Element: Energy/Cut

Swing Delay: Moderate/low

Combo Length: Varies

Multi-Hit: Yes

Secondary: Genmu: A very powerful energy blade wave that can devastate a Line of targets from range.

Secondary Weapon Energy Cost: Full bar/ remaining energy

Strengths: Capable of changing stances for different attack patterns.

Weaknesses: Some stances may not work as well in some situations. Cannot do a charged slash like MMZ-Saber. Damage varies on stance.

### **Haozhu Ci Chuan**

Damage: 164

Element: Energy/Spike

Fire Rate: Moderate

Fire Type: Semi-automatic

Damage Modifier: Dexterity

Secondary: Spinal Crush: A defensive attack that forms a harmful wall of spikes behind the user, a full collision goes up to 8 hits max if caught as soon as the offender touches it.

Secondary Weapon Energy Cost: Low

Strengths: The Haozhu Ci Chuan has the fastest projectile in the game! Spinal Crush can be used as an offensive ability but is primarily used to defend your back from aggressive melee enemies as well as deter any would be assailants.

Weaknesses: Can't shoot fast. You have to look away from your target in order to use your spinal crush ability correctly as the spinal crush fires from your back and has a VERY short range.

### **ML-8 Raiden**

Damage: Moderate

Passive Damage Type: Armor piercing (Direct hit.), giant killer (Explosion)

Element: null

Fire Rate: Slow

Fire Type: Semi-automatic

Damage Modifier: Dexterity

Secondary: Trap Deployment

Secondary Damage Type: Armor piercing (Direct hit), giant killer (Explosion)

Tetiary: Range adjuster

Secondary Weapon Energy Cost:

Strengths: The ML-8 Raiden support M.I.R.V launch is capable of firing a single missile that rains down bombs above a targeted location for a period of time.

Weaknesses: The missile will only drop it's payload at a specific range via range finder. Shouldn't be used if your alone due to it's slow fire rate.

### **Feiyun Pilipao**

Damage: 184

Element: Poison

Fire Rate: Moderate

Fire Type: Semi-Auto

Damage Modifier: Dexterity

Secondary: Rocket Barrage: Allows you to fire up to 3 rockets very quickly!

Secondary Damage: 184 x3

Secondary Weapon Energy Cost: Moderate

Strengths: Fires explosive projectiles at a decent rate without concerns of needing to reload!

Weaknesses: Rockets can be dodged easier at longer ranges, splash damage does less than direct hit damage.

### **Vajra**

Damage: 114 x2

Secondary Damage: None

Element: Electricity

Swing Delay: Moderate/Slow

Combo Length: None

Multi-hit: Yes

Damage Modifier: Strength

Secondary: Grapple: Allows the user to grapple onto an NPC or Player to pull the user to the target to get in range.

Secondary Energy Cost: Low

Strengths: Hits multiple targets in a 245 degree radius, once the targets are hit once, they will take an unavoidable second hit!

Weaknesses: Missing with the whip will punish you with a slower swing rate unless you hit another target for another fast swing.

### **Qi San Yi**

Damage 53

Passive Damage Type: Giant Killer

Element: pierce

Fire Rate: High

Fire Type: Spin up to full auto

Damage Modifier: Dexterity

Secondary: Overdrive: Overdrives the Qi San Yi's damage output to titanic levels.

Secondary Damage: 112

Secondary Energy Cost: high

Strengths: Very high damage output due to full auto fire and secondary makes it devastating weapon in both PvE and PvP. WE casting reduces the spray of the attack.

Weaknesses: Requires a second and a half before it fires when the trigger is held, secondary requires to be spun up as well, meaning you'd have to stop shooting with your normal shots to fire your secondary shots, it's range is as short as the Wildfire Flamethrower and it's shots spread. Secondary has a high weapon energy consumption rate when firing.

## **-Secret Weapons and Unobtainable Armaments -**

### **Vizheri Handgun (Retrofit model)**

Damage: High

Fire Rate: Medium

Range: Med-Long

Secondary: None

Element(s): Light/Dark

**Strengths**: the most versatile balanced max tier weapon in the game. jack of all trades master of none.

**Weaknesses**: lacks any form of advantage aside from direct combat initiative, shares the exact traits of the basic handgun.

***NOTE***: this weapon can no longer be obtained. there are only four players in the entirety of the game that have obtained this weapon.

### **Anima (Blade of the Makers Soul.)**

**Damage:** (Varies dependent on tier)

**Swing rate:** Fast

**Weapon type:** (Basic form is single hand blade, subsequent tiers above are double bladed.)

**Multi-Hit:** yes

**Element:** -N/A-

**Swing Delay:** Low

**Combo Length:** (Varies dependent on tier)

**Strengths:** one of the fastest swinging weapons. capable of five strikes in less than three seconds. comparable to most. and has armor piercing.

**Weaknesses:**

***NOTE***: this weapon was obtained via maxing your PSU out at 10000 levels. there are only three players in the entirety of the game that have received anima at full strength all other subsequent players whom leveled a psu will receive a variant of anima at far less power. players who at least owned a PSU will receive anima at base strength in its dormant form.

### **Pillar (yes that is a giant rock, thank you)**

**Damage:** Massive

**Swing rate:** low

**Weapon type:** thats not just a stupid pylon... its a rock!

**Multi-Hit:** yes

**Element:** -N/A-

**Swing Delay: medium**

**Combo Length:** 4

**Secondary:** N/A

**Secondary Weapon Energy Cost:** N/A

**Strengths:** Deals MASSIVE damage to targets within reach in a single blow.

**Weaknesses:** Can easily miss, once you miss you are vulnerable for an extended period of time before the next swing.

***NOTE***: There is currently only two sole arbiters of the pillar.