Horizon's Gate

Horizon's Gate

Total Weapon Package
King Joshington  [developer] 23 Dec, 2022 @ 7:30am
More in-depth look at weapons
Total: 37 spears: 3: assegai, awlpike, yari swords: 5: baselard, chakram, katana, naginata, zweihander daggers: 4: kama, kunai, shuriken, warfan axes: 5: battleaxe, glaive, halberd, kusari, sickle hammers: 5: battlehammer, boomerang, mace, quarterstaff, tonfa flails/whips: 3: bullwhip, knout, urimi bows: 4: longbow, shortbow, trickbow, vagari aim: 2: arbalest, daggerpistol shields: 4: blaster, buckler, greatshield, spearshield fists: 2: bolas, combat glove Multiclass - damage/acc scales on 2 stats: SWORD + DAGGER: baselard SWORD + SPEAR: naginata DAGGER + AXE: kama DAGGER + SWORD: warfan AXE + SPEAR: glaive AXE + DAGGER: sickle AXE + FLAIL: kusari HAMMER + FIST: quarterstaff FLAIL + SWORD: usumi SHIELD + SPEAR: spearshield COMBO - alternate between forms: DAGGER + AIM: dagger pistol DAGGER + BOW: vagari SHIELD + AIM: blaster FIST + AIM: bolas Uniques: 7 astro darts -- accessory bolt orbs -- elec + dagger sub-zero -- ice + whip scorpio -- fire + fist winter's fury -- aim + ice / dagger + wind elemental revolver -- aim + all dark sacrifice -- spear + ruin ------------------------------------- ------------------------------------- SPEARS AWLPIKE: +50% dmg on targets with less than 1 PhysDef --Pwr: = --element: spear --range: 2-3 --dmg: d:spearDmg + d:spearDmg * 0.5 * tIsLessThan:PhysDef:1 --acc: d:spearAcc YARI: 2hnded spear with +3 power and +1 range --Pwr: +3 --element: spear --range: 1 - 3 --dmg: d:spearDmg --acc: d:spearAcc ASSEGAI: spear or throwing spear; only straight lines --Pwr: = -- element=spear -- Targeting range: 1-3 -- Attack Range - Either: -- tiles 1&2: d:spearDmg * 0.8 (- c:skill_ELEMENT * 0.5); d:spearAcc; -- tiles 3&4: d:spearDmg * 0.7 (- c:skill_ELEMENT * 0.4); d:spearAcc - 10; -- Attack Range 3&4 = element=ranged ------------------------------------- ------------------------------------- SWORDS BASELARD: chance to do between [-1 to +2] bonus dmg --Pwr: -1 --element: sword --range: 1 --dmg: d:swordDmg * 0.75 - c:skill_Dagger * 0.5 - m:rand(2) + m:rand(1) --acc: d:daggerAcc CHAKRAM: ranged sword --Pwr: = --element: sword --range: 2 -3 --dmg: d:swordDmg --acc: d:swordAcc KATANA: +bonus dmg based on PhysEva, ACC penalty mitigated with PhysEva --Pwr: = --element: sword --dmg: d:swordDmg - c:skill_Sword * 0.01 * c:PhysEva --acc: d:swordAcc - 10 + c:skill_Sword * 0.01 * c:PhysEva NAGINATA: 2hnded, cleave, sword dmg + spear skill dmg --Pwr: =; flat damage reduction = +2 (ofset secondary skill scaling) --element: sword --range: 1.5, cleave --dmg: d:swordDmg - c:skill_Spear * 0.5 --acc: d:spearAcc - 15 + c:skill_Sword * 0.5 - 2 ZWEIHANDER: 2hnd, cleave; elemental versions have different effects --Pwr: = sword (-1 from vanilla greatswords) --element: sword --range: 1, cleave --dmg: d:gswordDmg --acc: d:gswordAcc - 20 ------------------------------------- ------------------------------------- DAGGERS KAMA: +axe skill damage, less acc --Pwr: -1 --element: dagger --range: 1 --dmg: d:daggerDmg - c:skill_Axe * 0.5 --acc: d:daggerAcc - 15 KUNAI: +bonus dmg from behind but reduced front dmg --pwr: = --element: dagger --range: 1 --dmg: d:daggerDmg + d:daggerDmg * 0.35 * m:backFacing - d:daggerDmg * 0.15 * m:frontFacing --100% dagger + 35% dagger skill from behind, but -15% from the front; reg damage from the sides --acc: d:daggerAcc SHURIKEN: throwing dagger, +bonus back dmg but reduced front dmg --pwr: = --element: dagger --range: 2-3 --dmg: d:daggerDmg + d:daggerDmg * 0.25 * m:backFacing - d:daggerDmg * 0.1 * m:frontFacing (+25% dmg from back, -10% from front) --acc: d:daggerAcc WARFAN: ranged dmg resist + sword skill dmg --pwr: -2, flat damage reduction = +1 (offset secondary skill scaling) --element: dagger --range: 1 --dmg: d:daggerDmg - c:skill_Sword * 0.5 + 1 --acc: d:daggerAcc - 25 + 2 * c:skill_Sword ------------------------------------- ------------------------------------- AXES BATTLEAXE: 2hnd, cleave --Pwr: +1 --element: axe --range: 1.5, cleave --dmg: d:axeDmg --acc: d:axeAcc - 5 GLAIVE: 2hnded, cleave, axe dmg + spear skill dmg --Pwr: =; flat damage reduction = +2 (ofset secondary skill scaling) --element: axe --range: 1 tile - 1.5, cleave --dmg: d:axeDmg - c:skill_Spear * 0.5 + 2; --acc: d:spearAcc - 15 + c:skill_Axe - 2 HALBERD: spear's attack range (hits both tiles) --pwr: -5; --element: axe --range: 2 --dmg: d:axeDmg --acc: d:axeAcc - 5 KUSARI: axe on a chain w/different range --pwr: -1; +2 flat damage reduction to offset scaling --element: axe --range: min/max=2 --dmg: d:axeDmg - c:skill_Flail * 0.5 + 2 --acc: d:axeAcc - 16 + c:skill_Flail --Desc: Kusari is the shortened form of the word "kusarigama", a traditional Japanese weapon that combines a sickle with a chain and a weight. SICKLE: +dagger skill dmg, less acc w/o dagger skill --pwr: -1, flat damage reduction = +2 (offset secondary skill scaling) --element: axe --range: 1 --dmg: d:axeDmg - c:skill_Dagger * 0.5 + 2 --acc: d:axeAcc - 20 + 2 * c:skill_Dagger ------------------------------------- ------------------------------------- HAMMERS BATTLEHAMMER: 2hnd, cleave --Pwr: +1 --element: hammer --range: 1.5, cleave --dmg: d:hammerDmg --acc: d:hammerAcc - 15 BOOMERANG: special gimmick: "counters" attacks and reloads; if not triggered, needs to be reloaded --pwr: = --element: hammer --rng: 3-4 --dmg: d:hammerDmg; --acc: d:hammerAcc; MACE: deals Magic damage, regens 5MP (ONLY) on basic attacks --pwr: -1 --element: hammer --range: 1 --dmg: d:hammerDmg * 0.5 + d:magicDmg(4|5|6) or + d:[element]Dmg(5) -- each tier goes up in magic scaling damage --acc: d:magicAcc - 20 + 2 * c:skill_Hammer QUARTERSTAFF: 2hnd, cleave --pwr: =, flat damage reduction = +2 (offset secondary skill scaling) --element: hammer --range: 1, cleave --dmg: d:hammerDmg - c:skill_Fist * 0.5 + 2 --acc: d:hammerAcc - 10 TONFA: reduces melee dmg --Pwr: -1 --element: hammer ------------------------------------- ------------------------------------- FLAILS/WHIPS URUMI: +range, +sword skill dmg --Pwr: -1, flat damage reduction = +2 (offset secondary skill scaling) --element: flail --range: 1 - 2 --dmg: d:flailDmg - c:skill_Sword * 0.5 + 2 --acc: d:flailAcc - 10 + c:skill_Sword KNOUT: selects 2 targets, 80% whipdmg but does +30% dmg on targets with less than 2 PhysDef --Pwr: -1 --element: whip --range: 1 - 3 --dmg: d:whipDmg * 0.8 + d:whipDmg * 0.3 * tIsLessThan:PhysDef:2 --acc: d:whipAcc - 10 --Note: Wind version: can attack 3 targets, at -4 additional power and 70% whip damage, + 20% dmg if less than 2 Def --Note: Volskarn version: Power = 0 (-3), additional -10 acc BULLWHIP: 2hnd --Pwr: +5 --element: whip --range: 1 - 4 ------------------------------------- ------------------------------------- BOWS LONGBOW: targets 1 further out --Pwr: +1 --element: bow --range: min 4 - max 5 --dmg: d:bowDmg --acc: d:bowAcc - 12 + c:PhysAtk SHORTBOW: close combat bow --pwr: -1 --element: bow --range: 1-3 --dmg: d:bowDmg --acc: d:bowAcc TRICKBOW: one handed bow with unique attack pattern: only straight lines; range 3= single target, range 4 = 4 targets (a cross shape minus the space closest to you) --Pwr: = --Range: shape 2 (straight line) min 3 max 4 --Dmg & accuracy: -- 3 distance = (normal power) d:bowDmg; d:bowAcc; -- 4 distance = (-10%) d:bowDmg * 0.9; d:bowAcc - 5; -- 4 distance, "side targets" (-30%) = d:bowDmg * 0.7; d:bowAcc - 15; --Note: only uses single target AvAffecters for weapon abilities -- won't hit "side targets" --VAGARI: 75% dmg on adjacent and ALL abilities (any range), 100% 2-4, straight lines, dmg split 50/50 dagger/bow --pwr: -1 (bow); flat 2 dmg reduction in formula to offset split scaling further --element: aim --range: 1 - 4 --dmg: basically 50% bow, 50% dagger --dmg melee and ALL ABILITIES: 75% --acc range: d:bowAcc --acc melee: d:daggerAcc ------------------------------------- ------------------------------------- AIM ARBALEST: 2hnd, pierces 30% PhysDef --Pwr: +2 --element: aim --range: 2 - 5 --dmg: d:aimDmg - t:PhysDef * 0.3 --acc: d:aimAcc DAGGERPISTOL: fires like an xbow, attack like dagger to reload --Pwr: -1 for AIM, = for DAGGER --element: aim (when firing), dagger (when attack reloading) --range: 3-4, 1 for reload --dmg: d:aimDmg --reload attack dmg: d:daggerDmg --acc: d:aimAcc * 0.88 ------------------------------------- ------------------------------------- SHIELDS BUCKLER: lightweight skirmishing shield that adds +30% more PhysEva than standard shield, small +Acc buff, +1 elemental skill for elemental materials, but -1 PhysDef, cannot be worn with other shields and does not push on attack. --element: shield --pwr: -1 (min. 1) --range: 1 --dmg: d:shieldDmg --acc: d:shieldAcc GREATSHIELD: 2hnd, counterattacking shield that buffs wielder if second weapon slot is EMPTY --element: shield --pwr: = --range: 1 --dmg: d:shieldDmg * 1.2 --acc: d:shieldAcc --push: 2 --counterattack dmg: d:shieldDmg * 0.5; --counterattack acc: d:shieldAcc - 10; --counterattack push: 1 --ADDS: ~PhysEva, MagEva, PhysDef (differing according to scale/material) --NOTE: COUNTERS will NOT work correctly. It's best to use your passive slots for other things. This weapon includes a built in counter. SPEAR SHIELD: 1hnd shield with the range of a spear; adds bonus small shield skill if no other shield equipped --pwr: -1 from SPEARS --element: shield --range: 1-2 --dmg: d:shieldDmg - c:skill_Spear * 0.5 + 2 --acc: d:spearAcc BLASTER: alternates between 2 forms, both type shield: loaded & unloaded --BLASTER (Loaded) --element: shield --pwr: = aim -- flat 2 damage reduction built in --range: 2-4 --dmg: d:shieldDmg - c:skill_Aim * 0.5 + 2; --acc: d:aimAcc --NOTE: penalty to PhysEva (around 3-6 stars worth, depending on tier) -- Shield skill still offers +3% PhysEva per point. -- If you have low shield skill, this will hurt your PhysEva on equip --BLASTER (UNLOADED)-- --element: shield --pwr: = shield -- flat 2 damage reduction built in --range: 1 --dmg: d:shieldDmg - c:skill_Aim * 0.5 + 2; --acc: d:aimAcc --NOTE: ~70% PhysEva of a standard shield ------------------------------------- ------------------------------------- FISTS BOLAS: launch a fist-dmg projectile with -1 moveDistance debuff; punch to reload; --Pwr: -2 (fist) ranged, +1 (fist) for punch --element: fist --range: launch: 1-2.5; reload: 1 --launch dmg: d:fistDmg * 0.5 - c:skill_Aim * 0.5 --reload attack dmg: d:fistDmg --acc: launch: d:aimAcc, punch: d:fistAcc --Notes: in "launch" form, can use ranged abilities; in "punch" form, can use melee abilities; does not apply -1 move debuff when using abilities -- only on basic attacks COMBAT GLOVES: +2 range, teleport behind target, attack and push 2 --Pwr: -2 --element: fist --range: 1 - 3 --dmg: d:fistDmg * 0.75 --acc: d:fistAcc --NOTE: For skills (and counters): the teleport does not proc, but the push does. --NOTE: Skills that have a multi-hit component are not effective because you push after the first hit (i.e. pummel will only have you hit once before you push and the rest of the blows hit an empty tile) --NOTE: If you cannot teleport behind because of positioning (they are up against a wall, for example), you will stay where you are but still damage and push.