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Grounded/Weapons

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Weapons are the tools of the trade in Grounded, as most everyone from simple merchants and builders to the mightiest of warriors and mages use weaponry to fortify themselves. Every character is given an array of either melee or ranged weapons to use against the enemies they encounter in the world as they try to settle the new frontier.

Melee Weapons

Melee combat is the most common form of combat found in the game. The downside to melee weaponry is that it lacks the range possible with ranged, but often scores more damage. In combat, the basic attack function goes on cooldown every few hits, determined by both how many hits the character can make and how fast the attacks take to execute. Ranged combatants make less attacks but can attack from further range, and often with an added level of safety. Detrimental Skills are factored off of the weapon's base damage. A character that runs towards a target before landing can score a charge hit, which adds bonus damage on the hit, and end the run at the enemy's square.

Melee weapons have four factors that they are graded on, based on a set scale of points. Damage determines how powerful a hit is when an attack connects. Knockback is the force behind a hit, from 0-2, that knocks the target hit away that distance. Knockback can be further increased on charges. Speed is the relative speed in the weapon attack. The more speed the weapon has, the faster it attacks. This will allow a character to quickly utilize their attacks. Reach determines how far out the weapon can reach in hexes, from 1-3. Weapons with reach can strike enemies within reach with their regular attacks, allowing for further safety.

Melee weaponry varies in power based on what materials are used to make the weaponry. Melee weapons have a certain durability, and when that durability is used up, the weapon will break, turning into a broken version of the item. These items must be repaired in order to regain functionality.

Every melee weapon provides to it's wielder two common Weapon Tricks. These are Active abilities that cost no resource. One-Handed Melee weapons provide one additional Trick each and a passive ability, while Two-Handed Melee weapons provide two additional Tricks. One-Handed Weapons can be dual-wielded to people with the Ambidextrous trait. When Dual-Wielding two weapons of the same kind, you still only get one bonus trick, but it's effects are specially enhanced depending on the weapon. Otherwise, Dual-Wielding two different weapons will grant you the bonus tricks of both of them.

  • Disarm - A Disarm attack reduces damage from enemies when successful, until they deal a certain amount of damage. Disarming does not work on targets who have no weapons.
  • Grapple - A Grappled character cannot move away from you until they deal a certain amount of damage. The grappler can control the movement of the main target, albeit slowed.

The following is a list of the melee weapons, along with the additional abilities they provide, divided into two categories; One-Handed and Two-Handed.

One-Handed Melee Weapons
Damage
Knockback
Speed
Reach
Special
Sword
Average
Average
Average
Average
Behead
Club
Average
High
Low
Average
Bludgeon
Buckler
Low
High
Average
Average
Bash
Mace
High
Average
Low
Average
Sunder
Fan
Average
High
Average
Low
Vex
Rapier
Average
Low
High
Average
Riposte
Sickle
Average
Average
High
Low
Wring
Dagger
Low
Average
High
Average
Juggler
Whip
Low
Average
Average
High
Apprehend
Spear
Average
Low
Average
High
Phalanx


Two-Handed Melee Weapons
Damage
Knockback
Speed
Reach
Special
Scythe
High
Low
Average
Average
Reap, Sow
Halberd
Average
Average
Low
High
Brace, Impact
Knuckles
High
Average
Average
Low
Bruise, Cruise
Hammer
High
High
Low
Low
Diplomacy, Philosophy
Claws
High
Low
High
Low
Rake, Rend
Axe
High
Low
Low
High
Hack, Slash
Staff
Low
High
High
Low
Yin, Yang
Flail
Low
High
Low
High
Rock, Roll
Standard
Low
Low
High
High
Defiance, Battlecry

Ranged Weapons

Ranged weaponry is a formidable alternative to melee combat for the safety-conscious. Ranged combat is slightly different from melee combat in respects that ranged combatants aren't limited by cooldowns or limited attacks, but their attacks are pitiful if they don't charge them. Ranged combatants do not gain the benefit of charging into combat like melee counterparts, but a ranged combatant can hold their weapon and better prepare the shot to increase range, and if they take enough time to prep their weapon for a shot, it will gain increased damage, akin to charge attacks with melee weapons.

The four factors of Ranged Weapons work similarly to their melee counterparts. Damage is the damage the weapon does on a shot that isn't fully charged. Knockback is the force the weapon exudes when a hit connects, and is unaffected by charge shots. Range is how far the weapon can reach, ranging with quality and with charge, and Charge is how long you can charge the weapon, the charge score representing how many stages the weapon takes to charge, from 1-3. Weapons with less charge score less bonus range and damage, but are oft more powerful in other parameters. Weapons with high charges can score more bonus range and damage. Each charge increases the range by two hexes and adds several points of damage(dependent on the damage range of the weapon).

Ranged weaponry usually only comes in one incarnation, as opposed to being made of various other materials. This is because a single ranged weapon has a more diverse damage pool than melee weaponry of certain classes. There are certain variants therein of ranged weaponry, somewhat dependent on the weapon in question.

Every ranged weapon provides to it's wielder two common Weapon Tricks. These are Active abilities that cost no resource. All Ranged weapons provide two additional Tricks. All Ranged Weapons are two-handed, and there is no way to dual-wield ranged weaponry.

  • Tag - A Tagged target takes physical damage as they move. Tag lasts until the target takes 100% of the weapon's base damage or if they are targeted with a Healing ability.
  • Volley - A Volley deals the weapon's damage to all targets in a cone. The damage from this ability can critically strike and confers all applicable weapon and passive ability effects.

The following is a list of the ranged weapons, along with the additional abilities they provide.

Ranged Weapons
Damage Knockback Range Charge
Bow
Average
Average
Average
Average
Gun
High
Low
Average
Average
Javelin
High
Average
Low
Average
Bombs
High
Average
Average
Low
Balls
Low
High
Average
Average
Bolas
Average
High
Low
Average
Crossbow
Average
High
Average
Low
Knife
Average
Low
High
Average
Chakram
Average
Average
High
Low
Shuriken
Low
Average
High
Average
Fire Lance
Average
Average
Low
High
Slingshot
Low
Average
Average
High
Tomahawk
Average
Low
Average
High
Shotgun
High
High
Low
Low
Harpoon
High
Low
High
Low
Hand Cannon
High
Low
Low
High
Net
Low
High
High
Low
Boomerang
Low
High
Low
High
Blowdart
Low
Low
High
High