Weapon Guide
Weapon Guide
Weapons can be one-handed (occupies one hand, the other can hold a shield) or two-handed (occupies both hands, cannot use a shield).
Weapons are divided into four classes:
A) Melee Weapons. Requires melee PT to use, does not require ammo, low attack range. Black shard. Below are five blocks (each block compares this type of weapon with the other four melee weapon types).
1) Spears.
– Maximum damage – 1st place
– Damage spread – 1st place (damage is most unstable)
– Critical chance – 2nd place
– Critical power – 4th place
– Attack speed in ranged armor – 1.07
– Attack speed in melee armor – 0.78
– Two-handed
– Slightly reduces defense system value
2) Swords.
– Maximum damage – 2nd place
– Damage spread – 5th place (damage is most stable)
– Critical chance – 1st place
– Critical power – 2nd place
– Attack speed in ranged armor – 0.98
– Attack speed in melee armor – 0.78
– Two-handed
– Moderately reduces defense system value
3) Axes.
– Maximum damage – 3rd place
– Damage spread – 1st place
– Critical chance – 3rd place
– Critical power – 1st place
– Attack speed in ranged armor – 1.19
– Attack speed in melee armor – 0.84
– Two-handed
– Most effectively reduces melee armor defense system
– Also reduces ranged and magical armor defense, as well as ranger armor
4) Maces.
– Maximum damage – 4th place
– Damage spread – 3rd place
– Critical chance – 5th place
– Critical power – 3rd place
– Attack speed in ranged armor – 1.19
– Attack speed in melee armor – 0.84
– Two-handed
– Does not reduce defense system
– Most effectively reduces ranged and magical armor defense, as well as rocket launcher armor
5) Daggers.
– Maximum damage – 5th place
– Damage spread – 2nd place
– Critical chance – 4th place
– Critical power – 5th place
– Attack speed in ranged armor – 1.19
– Attack speed in melee armor – 0.84
– One-handed
– Moderately reduces defense system value
– Using without a shield grants attack speed bonus
B) Ranged Weapons.
Requires ranged PT. Large attack range. Comes in three types:
1) Bows/Crossbows.
– Damage lower than melee weapons
– Critical chance higher than melee weapons
– Requires ammo
– Attack speed lower than melee weapons
– Two-handed
– Green shard
– Most effectively reduces ranged and magical armor defense, as well as ranger armor
– Least effective against melee armor
2) Firearms/Laser Weapons.
– Damage lower than melee weapons
– Critical chance lower than melee weapons
– Requires ammo
– Attack speed lower than melee weapons
– Two-handed
– Red shard
– Most effectively reduces ranged and magical armor defense, as well as ranger armor
– Least effective against melee armor
3) Throwing Knives.
– Highest damage among ranged weapons
– Lowest critical chance among ranged weapons
– Does not require ammo
– Lowest attack speed among ranged weapons
– One-handed
– Only type N
C) Launchers.
– Requires launcher PT
– Large attack range
– Requires ammo
– Used only by Acretian Military Empire
– Highest damage in game
– Low attack speed
– Two-handed
– Yellow shard
– Equally reduces defense of all armor classes
D) Staffs.
– Requires power PT
– Attack radius, speed, and damage depend on the spell cast
– Does not require ammo
– Used only by Bellato Federation and Holy Alliance of Cora
– Can be used as melee weapon, very low damage
– Two-handed
– Blue shard
– Equally reduces defense of all armor classes
There are seven weapon types:
A) Type N. Name color — white.
B) Type A. Name color — purple.
C) Type B. Name color — yellow.
D) Type C. Name color — orange.
E) Leon's Weapon. Name color — green.
F) Relic Weapon. Name color — blue.
G) Elemental Weapon. Name color — blue.
Type N
So-called white weapon. Standard weapon with normal stats.
Acquisition
Type N can drop from mobs, be crafted, level 45 and 50 weapons can be obtained from Master Boxes, weapons up to level 30 can be bought from NPCs.
Talisman Slots
Type N has safe enhancement. Up to 4 talismans can be inserted safely; inserting more carries a chance to break the weapon.
Type A
So-called purple weapon. Weapon has special property.
Acquisition
Type A can drop from mobs and can also be crafted. Detailed assembly instructions for Type A weapons can be found here.
Talisman Slots
Type A has safe enhancement. Up to 3 talismans can be inserted safely; inserting more carries a chance to break the weapon.
Type B
So-called INT weapon. Damage is equivalent to a weapon 5 levels higher.
Acquisition
Type B can drop from mobs, be obtained as a reward for completing Territory Wars, and level 40+ specialists have a chance to craft Type B from Type N.
Talisman Slots
Type B has safe enhancement. Up to 2 talismans can be inserted safely; inserting more carries a chance to break the weapon.
Type C
So-called orange weapon. Combines properties of Type A and B and may have reduced level requirement (reduction ≤5).
Acquisition
Type C can be obtained as a reward for completing Territory Wars, and can also be crafted manually.
Recipe:
Type A weapon + Type B weapon +
= Type C weapon
Application:
There are 10 types of shards:
Yellow Shard – for creating Type C launchers.
Green Shard – for creating Type C bows.
Red Shard – for creating Type C firearms and Elite Fire Power Beacons.
Black Shard – for creating Type C melee weapons (swords, axes, maces, spears, daggers) and Elite Dark Power Beacons.
Blue Shard – for creating Type C staffs and Elite Wind Power Beacons.
Orange Shard – for Elite Earth Power Beacons.
Purple Shard – for creating Type A weapons and shields, as well as Type C armor.
White Shard – for Elite Holy Power Beacons.
Olive Shard – for creating Antigravity Accelerators.
Sea Shard – for Elite Water Power Beacons.
And three shard types:
Type A Shard – for creating level 30–35 weapons (low chance of success)
Type B Shard – for creating level 40 weapons (medium chance of success)
Type C Shard – for creating level 45 weapons (high chance of success)
Leon’s Weapons
Talisman Slots
No safe enhancement exists for Type C. Even the first talisman insertion may break the weapon.
Leon’s Weapon
Available at levels 40 and 45. Has multiple properties, increased damage, and one penalty property.
Acquisition
Leon’s Weapon must be assembled with Hero. Requires 4 parts and Leon’s Instruction. Can be obtained by completing Territory Wars for levels 41–45 and 46–49.
Leon’s Instruction:
Weapon Parts:
After collecting all parts, go to NPC Hero, click Combine Items and place all parts in slots.
Click the button to see a system message. To assemble Leon’s Weapon, pay 1,000,000 local currency to NPC “Hero”.
System will confirm items are combined.
Congratulations! You now own Leon’s Weapon.
Leon’s Weapon has 3 possible variants:
Talisman Insertion
There is no safe enhancement for Leon's weapon. Inserting even the first talisman carries a chance to break the weapon.
Leon's Boxes, starting from patch 2.2.3.2
Relic Weapons
They can be unsealed or sealed. Unsealed weapons have high damage and require level 50, sealed weapons have significantly increased damage compared to unsealed, one property, one magic, and require level 45.
Unsealed Relic Weapon:
Sealed Relic Weapon:
Unsealing a Relic Weapon
To unseal a relic weapon, you need one of the three resources listed below and 10,000,000 of your race's currency.
Low chance scroll:
Medium chance scroll:
High chance scroll:
To unseal a relic weapon, you must approach the Hero.
Unsealing Result:
In case of failure, only the resource and currency used for the attempt are lost.
Acquisition
Relic weapons can be obtained by completing the Citadel at levels 50–55.
Resources for unsealing can be obtained from Pit Bosses in the Elan zone – Dagon, Dagan, and Dangy.
Talisman Insertion
There is no safe enhancement for relic weapons. Inserting even the first talisman carries a chance to break the weapon.
Elemental Weapons
There is only one type, and it does not belong to relic weapons.
Acquisition
Elemental weapons can be obtained from the Master's Boxes.
Talisman Insertion
Talisman insertion is not possible for elemental weapons.

