Weapons are wieldable items that a player can use to inflict damage in combat. Main hand weapons are wielded in the right hand, whilst off-hand weapons and shields are held in the left hand. Two-handed weapons are held in both hands, thus preventing the use of an off-hand weapon or shield. In the case of stackable thrown weapons, multiples of the same thrown weapon may be equipped in a slot at once.
Sheathing/Unsheathing[edit | edit source]
Players have the option of sheathing or keeping their weapons unsheathed at all times. This only affects the character's appearance while out of combat. Sheathed weapons will appear either at the character's waist or back. If in the sheathed stance, the player will display their total skill level. The player will display their combat level instead if the weapons are unsheathed.
Weapon statistics[edit | edit source]
An accuracy bonus is found on all weapons. Damage comes differently, for all melee weapons have a damage bonus, whereas some ranged weapons and all magic weapons do not. This is because ranged damage comes from ammunition, and magic damage from spells.
Melee weapons can be stabbing, slashing, or crushing, and ranged weapons can fire arrows, bolts, or be thrown themselves. Magic weapons bear no subclasses as those are determined by the player's autocast spell.
All weapons also have an attack speed, which is the rate a wielder attacks a target with it. Most weapons are classed Fastest, Fast, or Average. Slower weapons have higher damage bonuses than faster weapons, meaning that weapons of different speeds offer equal damage per second, given they are the same level. Ability damage is also equal between different speeds.
Off-hand weapons[edit | edit source]
Many mainhand weapons have off-hand versions, giving half the damage of the main-hand. When wielded together they offer 150% the damage per second of the main-hand by itself. This is known as dual wielding. Alternatively, a two-handed weapon combines the damage of the two weapons. Either set up is customary for achieving the greatest damage output.
Even though off-hand weapons sport an accuracy number on their description, only main-hand accuracy applies with abilities. Thus wielding a level 60 main-hand and a level 40 off-hand weapon will see no difference in ability hit chance from both weapons being level 60.
Special attacks[edit | edit source]
Certain weapons offer access to unique ability while wielded, this is accessible as the Weapon Special attack in the Constitution ability book. When wielding a weapon that has a special attack, the name of the ability changes to the name of the special attack for that weapon. Unlike other abilities, each special attack requires its own amount of adrenaline and drains that full amount when used.
Types[edit | edit source]
Melee weapons[edit | edit source]
These weapons are more commonly used than other weapons available, because they do not require ammunition to use, unlike most Magic or Ranged weapons. Most types of basic weapons come in eight different kinds of metal, while higher tiered weapons can be made from monster or boss drops. Melee weapon types include:
- Shortswords, longswords, and two-handed swords
Ranged weapons[edit | edit source]
Ranged weapons may be used to attack from a distance. They require ammunition to use. Most types of Ranged weapons that are able to be made include:
Magic weapons[edit | edit source]
Magic weapons come in two primary types, staves and wands. Staves are two handed, slower weapons, while wands are main-hand weapons and typically have higher attack speed. Wands cannot be dual-wielded, but most come with a book or orb of the same level which functions as an off-hand magic weapon. These may also be used to attack from a distance, and typically require ammunition. Magic weapon types include:
Update history[edit | edit source]
- patch 17 May 2021 (Update):
- Weapons will no longer appear upside-down in the Customisation interface while previewing the Twisted Jester Walk Animation.
- patch 8 May 2018 (Update):
- Removed (used) from some weapons names for consistency with the majority of other used gear in the game.
- patch 8 October 2013 (Update):
- Weapons no longer bounce back and forth while certain Members Loyalty Programme costumes are activated.
- patch 14 January 2013 (Update):
- Members weapons and armour now display their stats on tooltips while on free worlds.