Difference between revisions of "Weapons"

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There are 3 damage types: piercing, slashing, bludgeoning. Click [[Damage Types | here]] for a detailed explanation of damage types.
 
There are 3 damage types: piercing, slashing, bludgeoning. Click [[Damage Types | here]] for a detailed explanation of damage types.
  
A weapon type (swords, axes, daggers etc) shares the same directional modifier characteristics regardless of [[Item Quality | item quality]] or [[Item Tiers | tier]]. Quality and tier affect overall damage only. So, all axes have the same damage modifiers, but different base damage, which is based on the tier of the item. A tier 5 axe will have a higher base damage than a tier 4 axe.
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A weapon type (swords, axes, daggers etc) shares the same directional modifier characteristics regardless of [[Item Quality | item quality]] or [[Item Tiers | tier]]. Quality and tier affect overall damage only. So, all axes have the same characteristics, but different base damage, which is based on the tier of the item. A tier 5 axe will have a higher base damage than a tier 4 axe.
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[[File:Attributesndamagego.png|right|thumb|This chart shows how your stats affect your damage.]]
  
 
== Bows ==
 
== Bows ==
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== One Handed Weapons ==
 
== One Handed Weapons ==
  
One handed weapons are ideal to use with a shield to balance offense and defense. Dual wielding is not possible.
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One handed weapons are ideal to use with a shield to balance offense and defense. Dual wielding is not possible. This list applies to crafted weapons. Non-crafted weapons may have slightly different modifiers.
  
 
{| class="wikitable" style="text-align: center; color: black;"
 
{| class="wikitable" style="text-align: center; color: black;"
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|-
 
|-
 
|Bardiche
 
|Bardiche
| style="text-align:left;" | Overhead: 1.2x Slashing <br>Left: 1.0x Slashing <br>Right: 1.0x Slashing <br>Stab: .7x Bludgeon
+
| style="text-align:left;" | Overhead: 1.2x Slashing <br>Left: 1.0x Slashing <br>Right: 1.0x Slashing <br>Stab: .7x Piercing
 
|Armor Penetration: 5% Overhead<br>Most effective against shields, doors, & light armor<br>Cleave attacks   
 
|Armor Penetration: 5% Overhead<br>Most effective against shields, doors, & light armor<br>Cleave attacks   
 
|-
 
|-
 
|Guisarme
 
|Guisarme
 
| style="text-align:left;" | Overhead: 1.0x Piercing<br>Left: .9x Piercing<br>Right: .9x Piercing<br>Stab 1.0x piercing
 
| style="text-align:left;" | Overhead: 1.0x Piercing<br>Left: .9x Piercing<br>Right: .9x Piercing<br>Stab 1.0x piercing
|Armor Penetration: 5% Stab<br>Most effective against medium armor<br>Only weapon to have all Piercing damage type<br>Has a release delay on stab attacks, making it very slow.  
+
|Armor Penetration: 5% Stab<br>Most effective against medium armor<br>Only weapon to have all Piercing damage type<br>.  
 
|-
 
|-
 
|Glaive
 
|Glaive
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|Most effective against heavy armor<br>Cleave attacks
 
|Most effective against heavy armor<br>Cleave attacks
 
|-
 
|-
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|Lance
 +
|style="text-align:left;" | Overhead: 0.5x Slashing<br>Left: 0.5x Slashing<br>Right:0.5x Slashing<br>Stab: 1.0x Piercing
 +
|Armor Penetration: 5% Stab <br> Most effective for Cav and anti-cav <br> Has a very slow attack speed when used on foot<br> "Couch" while mounted for jousting  <br> Use throw key on foot to "brace" against cavalry
 +
|- 
 
|Spear
 
|Spear
 
| style="text-align:left;" | Overhead: .5x Piercing<br>Left: .5x Piercing<br>Right: .5x Piercing<br>Stab: 1.0x Piercing
 
| style="text-align:left;" | Overhead: .5x Piercing<br>Left: .5x Piercing<br>Right: .5x Piercing<br>Stab: 1.0x Piercing
|Armor Penetration: 5% Stab<br>Longest Two handed weapon<br>Most effective against medium armor<br>Has a release delay on attacks, making it very slow.
+
|Armor Penetration: 5% Stab<br>Longest Two handed weapon<br>Most effective against medium armor<br>
 
|-
 
|-
 
|Sword
 
|Sword
|style="text-align:left;" | Overhead: 1.0x Slashing<br>Left: 1.0x Slashing<br>Right:1.0x Slashing<br>Stab: .8x Piercing
+
|style="text-align:left;" | Overhead: 1.0x Slashing<br>Left: 1.0x Slashing<br>Right:1.0x Slashing<br>Stab: .9x Piercing
 
|Most effective against light and medium armor<br> Cleave attacks
 
|Most effective against light and medium armor<br> Cleave attacks
 
|-   
 
|-   
 
|}
 
|}
 
  
 
==Weapon Lengths==
 
==Weapon Lengths==
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*Glaive: 7.8 - 8.2
 
*Glaive: 7.8 - 8.2
 
*2 handed axe: 8.2
 
*2 handed axe: 8.2
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*Guisarme: 8.3 - 8.9
 
*Bardiche: 8.9
 
*Bardiche: 8.9
 
*1 handed spear: 9.5
 
*1 handed spear: 9.5
 
*Lordly Haven Halberd: 11.0
 
*Lordly Haven Halberd: 11.0
*Guisarme: 12-13.0
+
*2 handed Spear: 10.3 - 11
*2 handed Spear: 13.0 - 14.0
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*Hordun Spear: 11.0
*Hordun Spear: 15.5
+
*2 handed Lance: 13
  
 
==Throwing Weapons==
 
==Throwing Weapons==
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One-handed weapons including daggers, axes, spears, torches, and sickles can be thrown. Any player can throw a weapon without any special abilities required. Throwing can be bound to any key in the Settings menu.
 
One-handed weapons including daggers, axes, spears, torches, and sickles can be thrown. Any player can throw a weapon without any special abilities required. Throwing can be bound to any key in the Settings menu.
  
====Throwing Basics====
+
See [[Throwing Weapons]] for more information.
*Each weapon has its own unique speed, flight path, and range.
 
*The farther a weapon flies, the less damage it does, making them suitable for short to mid-range engagements.
 
*Players enter combat mode when hit with a projectile.
 
*Headshots do not deal extra damage.
 
*Throwing weapons provide XP in the Weapon tree of Character Development.
 
*Thrown weapons are replenished naturally over time and also when wounding and killing enemies.
 
*Siege equipment can be damaged by throwables.
 
  
====Stack size and Regeneration====
+
==Character Development: Weapons==
*The throwing system is identical in function to the arrow quiver system, which is described above.
 
*Each throwable weapon has a base number of times it can be thrown before "running out" temporarily.
 
*Thrown weapons regenerate automatically slowly over time.
 
*Wounding and killing enemies with thrown weapons increases the regeneration of projectiles.
 
*Throwing weapons all share the same pool. If you have thrown 50% of your daggers, you have also thrown 50% of your spears, axes, and torches.
 
*Throwing weapons share the same resource pool as arrows. If you've shot 75% of your arrows, you have also used 75% of all your one-handed throwables.
 
*Swapping weapons does not grant a "full" load of projectiles and does not increase regeneration.
 
 
 
====Mounts====
 
*Horses can be slowed by hitting the horse with a red powerbar throw.
 
*Mounted players can throw one-handed weapons.
 
 
 
====Abilities Affecting Thrown Weapons====
 
*The time it takes to get to a full power throw is NOT reduced with any ability.
 
*The amount of time a throw is at "max" power is NOT affected by any ability.
 
*The number of throwing weapons available can be increased by the Marksman, Athlete, Huntsman, and Not on My Watch [[Abilities]].
 
 
 
Throwable weapons and their base quantities
 
*Daggers (5)
 
*One-handed axes (3)
 
*One-handed spears (2)  ((a proper animation for this weapon is in development))
 
*One-handed torches (3)
 
 
 
==Unlocking Weapons in Character Development==
 
  
 
See [[Character Development]] for a rough guide to the character development system as a whole. Please remember is not necessary to fully max out the lower tier masteries in order to move to the higher tier masteries. In other words, you don't need full horizontal progression to make vertical progression, as the image below indicates.  
 
See [[Character Development]] for a rough guide to the character development system as a whole. Please remember is not necessary to fully max out the lower tier masteries in order to move to the higher tier masteries. In other words, you don't need full horizontal progression to make vertical progression, as the image below indicates.  
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**Two-handed blunts
 
**Two-handed blunts
 
**Guisarmes
 
**Guisarmes
**Two-Handed Spears  
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**Two-handed Spears
 +
**Two-handed Lances
  
 
*'''ONE-HANDERS'''
 
*'''ONE-HANDERS'''
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**Longbows
 
**Longbows
  
===Benefits of Weapon Mastery===
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===Weapon Mastery===
 
Each node of weapon mastery grants one of the following:  
 
Each node of weapon mastery grants one of the following:  
 
*Increased damage
 
*Increased damage
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*Reduced durability loss
 
*Reduced durability loss
 
*Click each weapon node to see the exact benefits you get from completing it.
 
*Click each weapon node to see the exact benefits you get from completing it.
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 +
==Weapon Block Resistance==
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[[File:CentralBlockWeaponResistance.jpg|right|300px]]
 +
Any weapon except a bow can be used to block in melee. Weapon Block Resistance simulates how long a person can defend themselves with a weapon before becoming exhausted (much like how Shield Resistance simulates how long one can have a shield taking heavy blows before they become exhausted).
 +
 +
*All weapons have 600 Weapon Block Resistance (hereafter called Weapon Resistance).
 +
*Each time you block with any weapon, it uses some Weapon Resistance, much like Shield Resistance.
 +
*The Weapon Resistance Indicator is located between the HP and stamina bars.
 +
*Some Weapon Resistance is depleted with every hit. When it reaches 0, the weapon can no longer be used to block and the defender should probably equip a shield.
 +
*6 Weapon Resistance is regenerated every second.
 +
*90 Weapon Resistance can be regained by hitting an enemy with an attack (much like an archer can regain arrows by hitting an enemy).
 +
*Weak, medium and strong attacks cost different amounts of Weapon Resistance. Strong attacks cost more Weapon Resistance to block than weak attacks.
 +
*Perfect blocks (that is, blocks made within the first 300ms of the time the block action was started) use up to 50 Weapon Resistance.
 +
*Imperfect blocks use up to 70 Weapon Resistance. It is beneficial to try to time your blocks to get perfect blocks rather than simply hold down the block button.
 +
*Holding a weapon block for longer than 3 seconds costs 100 weapon block resistance. Again it is useful to try to time blocks rather than hold them for a long time.
 +
*It is possible to block while having 0 Stamina. It will cost up to 100 Weapon Resistance to block when you have 0 stamina.
 +
*Chambering does not use weapon block resistance and is an effective way to conserve weapon resistance.
 +
*An indicator also shows up in the center of the screen during the moment a block occurs so that you don't have to look elsewhere to track your remaining Weapon Resistance.
 +
*Weapon Resistance is global. This means you cannot swap weapons to "refresh" Weapon Resistance.
  
 
Also see: [[Item Quality]] | [[Item Tiers]] | [[Damage Effects]] | [[Damage Reduction]] | [[Armor]]
 
Also see: [[Item Quality]] | [[Item Tiers]] | [[Damage Effects]] | [[Damage Reduction]] | [[Armor]]
 
[[Category:Equipment]]
 
[[Category:Equipment]]

Latest revision as of 10:18, 12 March 2026

A variety of weapons exists in Gloria Victis, and choosing the right one for the situation is important.

Weapons each deal specific types of damage when used in different directional attacks. Melee weapons come in various lengths, affecting the their effective melee range and playstyle. For information on other damage effects such as bleeds, headshots, and backstabs, click here.

There are 3 damage types: piercing, slashing, bludgeoning. Click here for a detailed explanation of damage types.

A weapon type (swords, axes, daggers etc) shares the same directional modifier characteristics regardless of item quality or tier. Quality and tier affect overall damage only. So, all axes have the same characteristics, but different base damage, which is based on the tier of the item. A tier 5 axe will have a higher base damage than a tier 4 axe.

This chart shows how your stats affect your damage.

Bows

While deadly in the hands of an archer, those not specialized into archery abilities will find themselves with very low amounts of ammunition in their quivers.

Bows come in 3 varieties: simple, reflex, and longbow. Bows work best with light armor and high dexterity. Quiver sizes are specific to each bow type and arrow regeneration can be significantly improved by putting points into the abilities Marksman, Not On My Watch, and Huntsman.

Bow Type Min/Max Arrows Characteristics
Simple 11/45 Piercing Damage
15% Armor Penetration
Moderate fire rate
Reflex 12/50 Piercing Damage
10% Armor Penetration
High fire rate
Long 8/35 Piercing Damage
22% Armor Penetration
Low fire rate

Quiver and Arrow Regeneration

  • Each bow type has its own quiver which controls the number of arrows it has.
  • Base arrow regeneration is 10% of the quiver max per minute. This is passive regeneration.
  • Maximum arrow regeneration with abilities is 15% of the quiver max per minute. This is passive regeneration.
  • Arrow regeneration speed does not vary based on the type of bow used. Passive regeneration occurs while using other weapons and while firing arrows.
  • Changing weapons does not stop, slow, or increase the speed of arrow regeneration.
  • Arrows are regenerated upon wounding and killing enemies. This is active regeneration.

One Handed Weapons

One handed weapons are ideal to use with a shield to balance offense and defense. Dual wielding is not possible. This list applies to crafted weapons. Non-crafted weapons may have slightly different modifiers.

Name Directional Damage
Type and Modifier
Characteristics
Axe Overhead: 1.2x Slashing
Left: 1.0x Slashing
Right: 1.0x Slashing
Stab: .8x Bludgeon
Armor Penetration: 5% Overhead
Most effective against shields,
doors, & light armor
Dagger Overhead: 1.0x Piercing
Left: .8x Slashing
Right: .8x Slashing
Stab:1.0x Piercing
Very short range
Causes bleed on full power attacks
with Marksman ability
Most effective against light and medium armor
Mace
Pick
Overhead: 1.1x Bludgeon
Left: 1.0x Bludgeon
Right: 1.0x Bludgeon
Stab: .7x Bludgeon
Most effective against heavy armor
Spear Overhead: .5x Piercing
Left: .5x Piercing
Right: .5x Piercing
Stab: 1.0x Piercing
Armor Penetration: 10% Stab
Longest 1 handed weapon
Most effective against medium armor
Sword Overhead: 1.0x Slashing
Left: 1.0x Slashing
Right: 1.0x Slashing
Stab: .8x Piercing
Causes bleed with stab attacks
Most effective against light and medium armor

Two Handed Weapons

Two handed weapons deal the most overall damage, but leave the wearer more vulnerable because they cannot equip a shield, and the user must rely on directional blocks or chambers to deflect blows.

The table below does not take into account special items such as the Rusted Crusher's Sword which has unique stats.

Cleave attacks are achieved by putting skill points into the Reaper ability which allows a single swing to damage up to 3 enemies.

Name Directional Damage
Type and Modifier
Characteristics
Axe Overhead: 1.2x Slashing
Left: 1.0x Slashing
Right: 1.0x Slashing
Stab: .8x Bludgeon
Armor Penetration: 5% Overhead
Most effective against shields, doors, & light armor
Cleave attacks
Bardiche Overhead: 1.2x Slashing
Left: 1.0x Slashing
Right: 1.0x Slashing
Stab: .7x Piercing
Armor Penetration: 5% Overhead
Most effective against shields, doors, & light armor
Cleave attacks
Guisarme Overhead: 1.0x Piercing
Left: .9x Piercing
Right: .9x Piercing
Stab 1.0x piercing
Armor Penetration: 5% Stab
Most effective against medium armor
Only weapon to have all Piercing damage type
.
Glaive Overhead: 1.2x Slashing
Left: 1.0x Slashing
Right 1.0x Slashing
Stab .7x Bludgeon
Armor Penetration: 5% Overhead
Most effective against light armor
Cleave attacks
Halberd Overhead: 1.0x Slashing
Left:1.0x Slashing
Right: 1.0x Slashing
Stab: .7x Piercing
Armor Penetration: 5% Overhead
Most effective against light armor
Cleave Attacks
Longest cleaving weapon
Hammer Overhead: 1.1x Bludgeon
Left: 1.0x Bludgeon
Right: 1.0x Bludgeon
Stab: .7x Bludgeon
Most effective against heavy armor
Cleave attacks
Lance Overhead: 0.5x Slashing
Left: 0.5x Slashing
Right:0.5x Slashing
Stab: 1.0x Piercing
Armor Penetration: 5% Stab
Most effective for Cav and anti-cav
Has a very slow attack speed when used on foot
"Couch" while mounted for jousting
Use throw key on foot to "brace" against cavalry
Spear Overhead: .5x Piercing
Left: .5x Piercing
Right: .5x Piercing
Stab: 1.0x Piercing
Armor Penetration: 5% Stab
Longest Two handed weapon
Most effective against medium armor
Sword Overhead: 1.0x Slashing
Left: 1.0x Slashing
Right:1.0x Slashing
Stab: .9x Piercing
Most effective against light and medium armor
Cleave attacks

Weapon Lengths

Weapons have a range of lengths, measured in "units." Some weapon styles have a range of lengths, and typically each tier is longer than the previous tier. A larger number means a longer weapon. This list is arranged by length.

  • Dagger: 2.9
  • 1 handed Mace: 4.2
  • 1 handed axe: 4.2 - 4.6
  • 1 handed sword: 5.3 - 6.4
  • 2 handed sword: 6.0 - 7.6
  • 2 handed hammer: 7.1 - 7.5
  • Glaive: 7.8 - 8.2
  • 2 handed axe: 8.2
  • Guisarme: 8.3 - 8.9
  • Bardiche: 8.9
  • 1 handed spear: 9.5
  • Lordly Haven Halberd: 11.0
  • 2 handed Spear: 10.3 - 11
  • Hordun Spear: 11.0
  • 2 handed Lance: 13

Throwing Weapons

One-handed weapons including daggers, axes, spears, torches, and sickles can be thrown. Any player can throw a weapon without any special abilities required. Throwing can be bound to any key in the Settings menu.

See Throwing Weapons for more information.

Character Development: Weapons

See Character Development for a rough guide to the character development system as a whole. Please remember is not necessary to fully max out the lower tier masteries in order to move to the higher tier masteries. In other words, you don't need full horizontal progression to make vertical progression, as the image below indicates.

Press ['] (quote) to open the Character Development screen and tab over to Weapons to view this screen. Left

To unlock weapons, players begin with using gray tier 1 weapons and work their way up to access to tier 2, 3, 4, and finally tier 5.

To advance to tier 2, use any tier 1 weapon.

To advance to tier 3, use any tier 2 weapon.

  • Tier 3 is divided into one-handed, two-handed and ranged masteries.
  • Using any tier 3 weapon grants XP toward vertical progression to tier 4


To advance to tier 4, use any tier 3 weapon against enemies of level 20 or higher.

  • Tier 4 is divided into one-handed, two-handed and ranged masteries.
  • Using any tier 4 weapon grants XP toward vertical progression to tier 5.


To advance to tier 5, use any tier 4 weapon against enemies of level 35 or higher.

  • To advance to tier 5 one-handed weapons, use any tier 4 one-handed weapon against enemies of level 35 or higher.
  • To advance to tier 5 two-handed weapons, use any tier 4 two-handed weapon against enemies of level 35 or higher.
  • To advance to tier 5 ranged weapons, use any tier 4 ranged weapon against enemies of level 35 or higher.

Tier 5 is subdivided into masteries for each specific weapon within each weapon type. Each tier 5 weapon must be mastered independently. To do this, simply use the exact type of tier 5 weapon you wish to master.

  • TWO-HANDERS
    • Two-handed swords
    • Two-handed axes
    • Bardiches
    • Two-handed blunts
    • Guisarmes
    • Two-handed Spears
    • Two-handed Lances
  • ONE-HANDERS
    • One-handed swords
    • One-handed axes
    • One-handed blunts
    • One-handed spears
    • Knives
  • RANGED
    • Reflex Bows
    • Simple Bows
    • Longbows

Weapon Mastery

Each node of weapon mastery grants one of the following:

  • Increased damage
  • Reduced stamina usage for holding and using that weapon
  • Reduced durability loss
  • Click each weapon node to see the exact benefits you get from completing it.

Weapon Block Resistance

CentralBlockWeaponResistance.jpg

Any weapon except a bow can be used to block in melee. Weapon Block Resistance simulates how long a person can defend themselves with a weapon before becoming exhausted (much like how Shield Resistance simulates how long one can have a shield taking heavy blows before they become exhausted).

  • All weapons have 600 Weapon Block Resistance (hereafter called Weapon Resistance).
  • Each time you block with any weapon, it uses some Weapon Resistance, much like Shield Resistance.
  • The Weapon Resistance Indicator is located between the HP and stamina bars.
  • Some Weapon Resistance is depleted with every hit. When it reaches 0, the weapon can no longer be used to block and the defender should probably equip a shield.
  • 6 Weapon Resistance is regenerated every second.
  • 90 Weapon Resistance can be regained by hitting an enemy with an attack (much like an archer can regain arrows by hitting an enemy).
  • Weak, medium and strong attacks cost different amounts of Weapon Resistance. Strong attacks cost more Weapon Resistance to block than weak attacks.
  • Perfect blocks (that is, blocks made within the first 300ms of the time the block action was started) use up to 50 Weapon Resistance.
  • Imperfect blocks use up to 70 Weapon Resistance. It is beneficial to try to time your blocks to get perfect blocks rather than simply hold down the block button.
  • Holding a weapon block for longer than 3 seconds costs 100 weapon block resistance. Again it is useful to try to time blocks rather than hold them for a long time.
  • It is possible to block while having 0 Stamina. It will cost up to 100 Weapon Resistance to block when you have 0 stamina.
  • Chambering does not use weapon block resistance and is an effective way to conserve weapon resistance.
  • An indicator also shows up in the center of the screen during the moment a block occurs so that you don't have to look elsewhere to track your remaining Weapon Resistance.
  • Weapon Resistance is global. This means you cannot swap weapons to "refresh" Weapon Resistance.

Also see: Item Quality | Item Tiers | Damage Effects | Damage Reduction | Armor