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- Exotic Weapons: Weapons classified as "exotic" are often difficult to use or aren't seen in combat as much as before, both due to the cost of manufacturing them in large scale and the time required to specialize on using them. Some are also seen as only weapons with the intention of inflicting pain, so soldiers prefer to avoid using them. Most of these weapons do end up falling on the hands of fighters that aren't very worried about fair fights or just have an interest on learning how to fight with weapons that barely get any proper use after the war.
- Subcategories:
- Katars: Katars are forearm or hand attached long/short blades capable of working as swords or punching daggers based on their length, they can carry many different shapes, both made to go through armor or to badly wound the opponent by tearing muscles on each cut. These weapons were usually carried by very skilled assassins, but due to their weight and necessity of spending more time learning how to use them properly, especially because they were used in pairs so the wielder had to learn how to parry and fight with both of their hands. While they aren't used as often as they used to be, some clans still pass these weapons forward along with their techniques. Some people also collect them as treasures because of the material and energy some of them carry.
- Iron Katar Kata (E) 1 | 5 | 5 | 90 | 5 | 40
- Metal Katar Kata (E) 1 | 7 | 6 | 80 | 5 | 35
- Jur Kata (D) 1 | 5 | 5 | 80 | 10 | 35
- Thorn Katar (D) 1 | 5 | 5 | 80 | 10 | 35
- Refined Katar (D) 1 | 5 | 5 | 80 | 10 | 35
- Jamadhar Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Eden Katar Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Inverse Scale Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Agent Katar Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Blood Tears Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Infiltrator Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Unholy Touch Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Deep Blue Katar Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Blood Roar Katar (D) 1 | 5 | 5 | 80 | 10 | 30
- Katar of Frozen Icicle
- Drill Katar (B) 1 | 10 | 0 | 70 | 5 | 25
- Ignore target's DEF.
- Carnage Katar
- Crimson Katar
- Durga
- Vellum Scale
- Katar Of Horror
- Evil Slayer
- Guillotine Katar (B) 1 | 12 | 8 | 70 | 25 | 20
- Juliette de Rachel
- Katar of Piercing Wind
- Vicious Mind
- Krishna
- Katar of Quaking
- Vellum Jamadhar
- Brave Katar
- Glorious Jamadhar
- Katar of Raging Blaze (S) 1 | 14 | 10 | 80 | 10 | 15
- Loki's Nail (S) 1 | 14 | 10 | 80 | 10 | 15
- Tanos Katar (S) 1 | 16 | 12 | 100 | 20 | 15
- Whips: Whips are still notorious for inflicting pain and being used as torturing tools, so they are barely used in combat. But it is difficult to deny how effective they are against unarmored targets. While the most basic whip is composed with leather and iron, there are whips with different shapes made for utility or simply to inflict even more pain on someone unfortunate enough to get hit with it.
- Leather Whip Whi (E) | 1 | 4 | 4 | 100 | 0 | 40
- +2 Damage against targets with 5 or less DEF.
- Chain Whip Whi (E) | 1 | 4 | 4 | 90 | 0 | 35
- Bleeds target for 2 turns.
- Stem Whip Whi (E) | 1 | 3 | 3 | 95 | 0 | 40
- Poison target for 2 turns.
- Iron Whip Whi (D) | 1 | 6 | 5 | 90 | 0 | 30
- +2 Damage against targets with 10 or less DEF.
- Steel Whip (D) | 1 | 7 | 8 | 80 | 0 | 30
- Wire Whip (D) | 1 | 6 | 5 | 80 | 0 | 30
- Paralyses target for 1 turn.
- Eden Tail
- Lariat Whip
- Phenomena Whip
- Blue Whip
- Bladed Whip
- Crimson Whip
- Chemeti Whip Exo (C)
- Electric Eel (B) | 1 | 6 | 5 | 80 | 0 | 30
- Paralyses target for 1 turn.
- Brave Battle Lariat
- Gaia Whip
- Glorious Lariat
- Icicle Whip
- Rapture Rose
- Infinity Whip
- Rante Whip
- Wire of Vicious Mind
- Red Flame Whip
- Woe Rope
- Stem of Nepenthes
- Whip of Balance
- Tanos Whip Sword (S) | 1 | 6 | 5 | 80 | 0 | 15
- False Promise (S) | 1 | 6 | 5 | 80 | 0 | 15
- Bladed Wheels: Bladed Wheels are basically large "wheels" of steel often covered with spikes and blades with ropes or chains connecting them to the wielder's hands or forearms depending of the style. During the war they were fabricated in large scale due to the promise of becoming the "weapon of the future", but after they proved to be very difficult to be used in combat without the proper training, blacksmiths were ordered to stop producing them. They were abbreviated to "Wheels" with the intentions of making them sound less dangerous due to the number of street-performers showing up using them as a way to show off their abilities, along with other life-risking tricks such as sword juggling, consequently people avoided to use their original war name. While it is possible to reach a good amount of distance flinging them, it is difficult to both balance the weight and avoid hurting yourself when you reel them back.
- Wheelen Wheel (E) | 1-2 | 4 | 4 | 85 | 5 | 45
- Iron Wheel Wheel (E) | 1-2 | 7 | 5 | 80 | 0| 45
- Itun Wheel (E)
- Mirage Wheel (E)
- Steel Wheel Wheel (D) 1-2 11 9 65 0 30 (D) | 1-2 | 11 | 9 | 70 | 0| 30
- Emporer Wheel (D) 1-2 8 5 80 10 25
- Stingray Wheel (D)
- Slepint Wheel (C)
- Coroner Wheel (C) 1-2 10 6 75 0 30
- This weapon always score two hits.
- Eviscerator Wheel (C) 1-2 11 7 70 25 20
- Gelonde Wheel (C)
- Viceroy Wheel (B)
- Ridener
- Pulley of Clockworks
- Immote
- Majestic Typhoon (B)
- Wheel of Wheelem Wheel (B) 1-2 15 10 65 0 30
- Doubles number of attacks made.
- Leecher
- Ivillines Wheel (A) 1-2 14 13 75 0 20
- Tritium Wheel (A)
- Dementia Wheel (B) 1-2 13 10 70 10 20
- Pulley of Clockworks Wheel (S)
- Enaphoon Wheel (A) 1-2 16 15 65 0 20
- Treated as Anima and Exotic. Damage is based on your highest offensive stat, always aims for the opponent's RES.
- Slinfes Wheel(S) 1-2 18 12 65 0 15
- Effective vs. Armoured
- Akane Wheel (S) 1-2 17 15 75 10 15
- Jewel of Nightmares Wheel (S)
- Mieshend
- Emporer Blad (D) 1-2 8 5 80 10 25
- Coroner Blad (C) 1-2 10 6 75 0 30
- This weapon always score two hits.
- Leecher
- Eviscerator Blad (C) 1-2 11 7 70 25 20
- Dementia Blad (B) 1-2 13 10 70 10 20
- Wheel of Wheelem Blad (B) 1-2 15 10 65 0 30
- Doubles number of attacks made.
- Ridener
- Ivillines Blad (A) 1-2 14 13 75 0 20
- Immote
- Enaphoon Blad (A) 1-2 16 15 65 0 20
- Treaded as Anima and Yo-Yo.
- Slinfes Blad (S) 1-2 18 12 65 0 15
- Effectve vs. Armoured
- Akane Blad (S) 1-2 17 15 75 10 15
- Slim(Slim)
- Quick Step Slim (E) 1-2 5 3 80 0 30
- Mirage Slim (E) 1-2 6 4 75 0 25
- Venom Yo-Yo Slim (D) 1-2 7 5 65 5 25
- Poisons on hit. Lasts 2 turns.
- Wingfull Slim (D) 1-2 7 4 70 0 25
- Effective against flying units.
- Ridener Slim (C) 1-2 10 6 70 0 20
- Barbed Yo-Yo Slim (C) 1-2 13 7 70 15 20
- Leecher Slim (B) 1-2 13 9 65 0 20
- Heals half of the DMG dealt.
- Stingray Slim (B) 1-2 10 8 65 10 20
- Poisons on hit. Lasts 2 turns.
- Qurion Slim (A) 1-2 11 9 65 0 20
- Treated as Dark and Yo-Yo.
- Tritium Slim (A) 1-2 11 9 75 0 20
- Treated as Light and Yo-Yo.
- Jewel of Nightmares Slim (S) 1-2 14 11 80 0 15
- Immote Slim (S) 1-2 15 12 70 0 15
- Heavy(Heav)
- Itun Heav (E) 1-2 8 8 70 0 45
- Slepint Heav (E) 1-2 7 6 80 0 45
- Tensu Heav (D) 1-2 10 10 70 0 20
- Gelonde Heav (D) 1-2 15 12 65 0 20
- Effective vs Armoured.
- Guardian Huuma Heav (C) 1-2 13 13 65 0 30
- Iblis Heav (C) 1-2 12 12 70 0 25
- Majestic Typhoon Heav (B) 1-2 16 14 65 0 25
- Viceroy Heav (B) 1-2 18 16 60 0 20
- Pulley of Clockworks Heav (A) 1-2 16 14 65 0 30
- Deals +2 Damage when attacking on range 2.
- Coroner Heav (A) 1-2 15 13 65 15 25
- Clantob Heav (S) 1-2 17 15 75 0 20
- Mieshend Heav (S) 1-2 17 13 65 0 30
- This weapon always score 2 hits.
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