Grand Unified Weapons Armor and Spell Table
From NexusClash Wiki
| Grand Unified Weapons Armor and Spell Table |
| Normal Armors | Magical Armors | Innate Armors | Activated Armors | Soak Buffs |
| Improvised Weapons | Knives and Daggers | Swords |
| Ballistic Weapons | Thrown Weapons | Grenades |
| Hand to Hand | Innate Attacks |
| Magical Weapons | Charged Attacks | Defensive Auras |
| Spells | Pets |
|
GUWAST
Grand Unified Weapons Armor and Spell Table
Defenses
There are a number of different kinds of defenses in Nexus Clash (Originally known as Worlds In Global Battle Locked). Each type has certain differences from the others, and there are also certain factors that apply to all armors equally.
| Armor | Weight | Style | Impact | Piercing | Slashing | Fire | Cold | Electric | Acid | Death | Holy | Unholy | Arcane |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chainmail Shirt | 9 | Shirt | 1 | 2 | 3 | - | - | - | - | - | - | - | - |
| Fireman's Jacket | 6 | Jacket | 1 | - | 2 | 3 | - | - | - | - | - | - | - |
| Leather Cuirass | 8 | Jacket | - | 3 | 4 | - | - | 1 | - | - | - | - | - |
| Leather Jacket | 8 | Jacket | - | 2 | 2 | - | - | 1 | - | - | - | - | - |
| Suit of Light Body Armor | 15 | Shirt | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
| Suit of Military Encounter Armor | 25 | Shirt | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
| Plate Cuirass | 12 | Jacket | 1 | 2 | 4 | - | - | - | - | - | - | - | - |
| Suit of Police Riot Armor | 18 | Shirt | 4 | - | 3 | - | - | - | - | - | - | - | - |
| Suit of Rusty Armor | 12 | Shirt | 2 | 2 | 2 | - | - | - | - | - | - | - | - |
| Armor | Class | Impact | Piercing | Slashing | Fire | Cold | Electric | Acid | Death | Holy | Unholy | Arcane |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chitinous Armor | Infernal Behemoth | 5 | 7 | 4 | 6 | 4 | 6 | 9 | 5 | 4 | 6 | 6 |
| Cloak of the Eternal Flame | Holy Champion | - | - | - | 100% | - | - | - | - | - | - | - |
| Cloak of the Relentless Sea | Holy Champion | - | - | - | - | 100% | - | - | - | - | - | - |
| Cloak of the Foundation | Holy Champion | 25% | 25% | 25% | - | - | - | - | - | - | - | - |
| Death Mastery | Lich | - | - | - | - | - | - | - | 100% | - | - | - |
| Defender of the Innocent | Seraph | - | - | - | - | - | +1 | +1 | +1 | - | +1 | +1 |
| Defender of Justice | Seraph | - | - | - | +1 | +1 | - | +1 | +1 | - | +1 | - |
| Divine Armor | Paladin | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 3 | 5 | 1 | 3 |
| Fire Immunity | Infernal Behemoth | - | - | - | 100% | - | - | - | - | - | - | - |
| Stance of the Guardian | Seraph | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +1 |
| One with Death | Revenant | - | - | - | - | - | - | - | 100% | - | - | - |
| Spectral Armor | Doom Howler | 5 | 5 | 5 | 3 | 2 | 3 | 7 | 8 | 4 | 6 | 3 |
| Spring of the Enhanced Capacitor | Seraph | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 |
| Tattoo of Resistance | Nexus Champion | 3 | 3 | 3 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 4 |
| Way of Earth | Eternal Soldier | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 4 | 4 | 4 |
| Armor | Class | Impact | Piercing | Slashing | Fire | Cold | Electric | Acid | Death | Holy | Unholy | Arcane |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cloak of Holy Radiance | Holy Champion | - | - | - | - | - | - | - | - | - | 100% | - |
| Cloak of Earth | Holy Champion | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 |
| Cloak of Earth (CoS) | Holy Champion | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 |
| Cloak of Earth (CotF) | Holy Champion | +5 | +5 | +5 | +5 | +5 | +5 | +5 | +5 | +5 | +5 | +5 |
| Cloak of Flame | Holy Champion | - | - | - | 100% | - | - | - | - | - | - | - |
| Cloak of Water | Holy Champion | - | 100% | - | - | - | - | - | - | - | - | - |
| Cloak of Water (CotDR) | Holy Champion | 33% | 100% | 100% | 33% | 33% | 33% | 33% | 33% | 33% | 33% | 33% |
| Cloak of Water (CotRS) | Holy Champion | 33% | 100% | 100% | 33% | 100% | 33% | 33% | 33% | 33% | 33% | 33% |
| Cloak of Lightning | Holy Champion | - | - | - | - | - | 100% | - | - | - | - | - |
| Cloak of Quicksand | Holy Champion | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% |
| Cloak of Magma | Holy Champion | +2 | +2 | +2 | 100% | +2 | +2 | +2 | +2 | +2 | +2 | +2 |
| Cloak of Mist | Holy Champion | 33% | 33% | 33% | - | 33% | - | - | - | - | - | - |
| Guardian | Seraph | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 |
| Guardian (DoT) | Seraph | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 |
| Harbinger of Conquest | Divine Herald | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 |
| Harbinger of War | Divine Herald | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 | -1 to -5 |
| Invulnerability | Potion | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 |
| Invulnerability (Greater) | Potion | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 |
| Invulnerability (Lesser) | Potion | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 |
| Mystic Mail | Spell | 5 | 5 | 5 | - | - | - | - | - | - | - | - |
| Mystic Shield | Spell | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 |
| Way of Urgency | Eternal Soldier | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 |
General Properties of Armor
Layering Armor
More than one kind of armor can be worn at the same time, provided they do not take up the same body slot (for example, trying to wear two armors that take up the shirt slot is not allowed, but wearing one armor that takes up the shirt slot and another that takes up the head slot is acceptable).
Wearing multiple armors will not stack their protections against a particular damage type. Instead, they cover the gaps in their protection.
For example, a character wearing both a Fireman's Jacket and Light Body Armor will have a soak of 2 against Slashing attacks, not 4. Against Piercing attacks, the character's Light Body Armor will give a soak of 4, but the Fireman's Jacket will not add any protection.
When a character wears two armors that have a different soak value against a certain damage type, the highest value is used. For example, a character wearing both a Chainmail Shirt and a Fireman's Jacket would have a soak of 3 against Slashing attacks (the Chainmail Shirt's defense is used in this case, as it is higher than the Fireman's Jacket).
There are various soak bonuses that do stack with armor, such as the skill Wanderlust. These are listed with a "+" in the chart below. In Wanderlust's case, a character with that skill gains a +2 to all soaks against all damage types.
Armor Quality
Like weapons, non- innate armor comes in various qualities. From worst to best they are: destroyed, broken, worn, average, good, pristine. Pristine armors grant a +2 soak over and above their regular protection. That is, a pristine Fireman's Jacket would have a soak of 3 versus Impact attacks and a soak of 5 versus Fire attacks. This quality bonus does not give armor a soak to a damage type it would not normally have. In the Fireman's Jacket example, being pristine grants a +2 soak bonus to Slashing, Impact, and Fire damage types because the armor normally protects against those damage types. It would not increase the Fireman's Jacket's soak of 0 against Cold damage to 2 because that armor does not normally protect against Cold damage.
The armor qualities and their bonuses are: pristine +2, good +1, average +0, worn -1, broken -3. Armors in the destroyed state provide no soak. If a degraded condition would reduce the soak to less than 0, it provides no soak (not negative soak). If armor in the destroyed state is damaged again, it will be utterly destroyed and immediately removed from the character's inventory.
Damaging Armor
Armor can be damaged in two ways. As with all items that can be damaged upon death, armor can suffer a loss of quality when a character dies. Any armor in inventory can be damaged in this way; it does not need to be worn.
Armor can also be damaged during combat, in which case only the armor that is currently being worn will suffer a loss in quality. Some skills will increase the chance of a target's armor being damaged, and some skills (such as Destructive Blow) assure a loss in quality if they land a successful hit.
Armor/Body Slots
Different types of armor consist of protection for different parts of the body. All characters have four body slots used for the purposes of determining what armor they may wear. These are the Head, Jacket, Shirt, and Pants slots (this needs to be confirmed). A character cannot wear two different armors if they take up the same body slot, i.e. a Leather Cuirass and a Fireman's Jacket cannot be worn at the same time. Unless otherwise specified in the skill's description, innate armors do not take up a body slot. For example, a Paladin with Divine Armor could also wear a Leather Cuirass at the same time.
Normal Armors
Normal armors can be worn by any character provided they have an open body slot. They can also be crafted by characters with the correct skills, materials, and tools.
Magical Armors
There are no known magical armors at this time.
Innate Armors
Innate armors cannot be found or crafted. They are often magical or have mystical connotations. Not all characters have access to innate armors, and gaining an innate armor will almost certainly require the expenditure of Character Points.
Innate armors are permanent, always active, weightless, and cannot decay, be damaged, or be destroyed. They cannot be dropped or given to another character. Unless otherwise specified in their description, they do not take up an armor body slot.
Innate armors do not cost Action Points or Magic Points to use. They are an essential part of the character, and they provide a passive defense that does not require any kind of activation.
Activated Armors
Activated armors provide protection similarly to innate armors. They share the same properties of innate armors (weightless, taking no armor body slots, cannot be dropped or traded, and so on), with one important difference -- the character must spend Action Points, Magic Points, or both in order to activate the armor.
Some activated armors may require a certain upkeep cost every Tick, or may have a limited duration. In these cases, once the timer runs down the armor disappears (until activated again), or if the character runs out of resources to pay for the armor (such as running out of Magic Points) the armor dissipates.
Activated armors only provide protection so long as they have been activated. If the activated armor dissipates the character will be without any of the protection the armor would otherwise provide.
Soak Buffs
Soak buffs provide additional defense to a character. They are not permanent, but rather have a limited duration measured in minutes, Game Ticks, Status Ticks, or some other time period.
Normal Melee Weapons
| Melee Weapon | Weight | Base Hit Chance | Impact | Piercing | Slashing | Fire | Cold | Electric | Death | Acid | Holy | Unholy | Arcane |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Axe | 5 | 10% | - | - | 5 | - | - | - | - | - | - | - | - |
| Baseball Bat | 4 | 10% | 4 | - | - | - | - | - | - | - | - | - | - |
| Bullwhip | 2 | 10% | - | 3 | - | - | - | - | - | - | - | - | - |
| Cat of Nine Tails | 4 | 10% | - | 5 | - | - | - | - | - | - | - | - | - |
| Crowbar | 4 | 10% | 4 | - | - | - | - | - | - | - | - | - | - |
| Fishing Pole | 2 | 10% | 3 | - | - | - | - | - | - | - | - | - | - |
| Frying Pan | 4 | 10% | 4 | - | - | - | - | - | - | - | - | - | - |
| Golf Club | 2 | 10% | 2 | - | - | - | - | - | - | - | - | - | - |
| Length of Chain | 3 | 10% | 3 | - | - | - | - | - | - | - | - | - | - |
| Pipewrench | 4 | 10% | 4 | - | - | - | - | - | - | - | - | - | - |
| Sledgehammer | 8 | -10% | 8 | - | - | - | - | - | - | - | - | - | - |
| Tire Iron | 4 | 10% | 4 | - | - | - | - | - | - | - | - | - | - |
| Battleaxe | 8 | -10% | - | - | 7 | - | - | - | - | - | - | - | - |
| Carving Knife | 3 | 10% | - | - | 3 | - | - | - | - | - | - | - | - |
| Chainsaw (20x) | 7 | -10% | - | - | 10 | - | - | - | - | - | - | - | - |
| Torch (10x) | 7 | 10% | - | - | - | 6 | - | - | - | - | - | - | - |
| Warhammer | 8 | -10% | 8 | - | - | - | - | - | - | - | - | - | - |
| Cutlass | 5 | 15% | - | - | 5 | - | - | - | - | - | - | - | - |
| Rapier | 5 | 15% | - | 5 | - | - | - | - | - | - | - | - | - |
| Saber | 5 | 10% | - | 6 | - | - | - | - | - | - | - | - | - |
| Sword | 6 | 10% | - | - | 6 | - | - | - | - | - | - | - | - |
| Tarnished Sword | 6 | 5% | - | - | 7 | - | - | - | - | - | - | - | - |
| Set of Brass Knuckles | 1 | 10% | +1 | - | - | - | - | - | - | - | - | - | - |
Normal have a number of properties associated with them. They have weight and take up space in a character's inventory. They can be found, or crafted if the character has the proper skills, materials, and tools.
Most normal weapons have a quality level associated with them (many improvised weapons do not). The quality level of a weapon affects its accuracy. Pristine weapons have a +10% to hit bonus. Good weapons have a +5% to hit bonus. Average weapons have no bonus or penalty. Worn weapons have a -5% to hit penalty. Broken weapons have a -10% to hit penalty. Find details for destroyed weapons.
Weapons can be damaged and suffer from decay. They can be damaged through use or by another character's skills or abilities. Any weapon of destroyed quality which is again damaged will be completely destroyed and removed from the character's inventory immediately.
Improvised Weapons
Improvised weapons are common, everyday items that can be used in combat. Some of them have a quality level associated with them while others do not. Some of these weapons can be crafted while others can only be found. Some require ammunition to function.
Unlike non- improvised weapons that have deep skill trees that improve a character's chance to hit with them, improvised weapons are difficult to use accurately. There are not many mortal skills that will add accuracy to attacks made with improvised weapons. Some Tier 2 skills and Tier 3 skills can add accuracy to attacks made with improvised weapons (for example Weapon Mastery and Eye of Resolute Precision).
Knives and Daggers
Knives and daggers are exactly that. They are knives and daggers used for close combat (they cannot be thrown). They do not tend to do a lot of damage, so characters who use them will often combine the attack with some other skill (Greater Smite, for example) or ability to increase the damage output.
Swords
Swords are close combat weapons -- the weapon of choice for many. Melee Combat, Advanced Melee Combat, and Fencing improve a character's chance to hit with these weapons.
Normal Ranged Weapons
| Ranged Weapon | Weight | Base Hit Chance | Impact | Piercing | Slashing | Fire | Cold | Electric | Death | Acid | Holy | Unholy | Arcane |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Compound Bow (x10) | 5 | 15% | - | 7 | - | - | - | - | - | - | - | - | - |
| Long Bow (x10) | 6 | 10% | - | 8 | - | - | - | - | - | - | - | - | - |
| Short Bow (x10) | 4 | 10% | - | 6 | - | - | - | - | - | - | - | - | - |
| Virtuecaster (x10) | ??? | 10% | - | - | - | - | - | - | - | - | 7 | - | - |
| Double-Barrelled Shotgun (x2) | 6 | 10% | - | 9 (18) | - | - | - | - | - | - | - | - | - |
| Flamethrower (x10) | 5 | 10% | - | - | - | 7 | - | - | - | - | - | - | - |
| Marrakunian Soul Cannon (x10) | 7 | 10% | - | - | - | - | - | - | - | - | - | 7 | - |
| Pistol (x6) | 3 | 10% | - | 5 | - | - | - | - | - | - | - | - | - |
| Pump Action Shotgun (x6) | 6 | 10% | - | 8 | - | - | - | - | - | - | - | - | - |
| Rifle (x6) | 6 | 15% | - | 8 | - | - | - | - | - | - | - | - | - |
| Sub-Machine Gun (x12) | 5 | 5% | - | 7 | - | - | - | - | - | - | - | - | - |
| Hatchet | 2 | 10% | - | - | 6 | - | - | - | - | - | - | - | - |
| Rock | 1 | 10% | 3 | - | - | - | - | - | - | - | - | - | - |
| Sling (x1-10) | 3 | 10% | 7 | - | - | - | - | - | - | - | - | - | - |
| Throwing Knife | 1 | 10% | - | - | 5 | - | - | - | - | - | - | - | - |
| Concussion Grenade | 1 | 10% | 10/70 | - | - | - | - | - | - | - | - | - | - |
| Fragmentation Grenade | 1 | 10% | - | 15/70 | - | - | - | - | - | - | - | - | - |
| White P. Grenade | 1 | 10% | - | - | - | 15/? | - | - | - | - | - | - | - |
Normal ranged weapons have a number of properties associated with them. They have weight and take up space in a character's inventory. They require ammunition to function, or they may be a kind of ammunition themselves (such as Throwing Knives). The ammunition for these ranged weapons also take up weight and space in a character's inventory, until the weapon is reloaded (if such is possible) -- in which case the ammunition is removed from inventory and used to fill the weapon.
Normal ranged weapons can be found, or crafted if the character has the proper skills, materials, and tools.
Most normal ranged weapons have a quality level associated with them (many throwing weapons do not). The quality level of a weapon affects its accuracy. Pristine weapons have a +10% to hit bonus. Good weapons have a +5% to hit bonus. Average weapons have no bonus or penalty. Worn weapons have a -5% to hit penalty. Broken weapons have a -10% to hit penalty. Find details for destroyed weapons.
Most of these weapons can be damaged and suffer from decay. They can be damaged through use or by another character's skills or abilities. Any weapon of destroyed quality which is again damaged will be completely destroyed and removed from the character's inventory immediately.
Ballistic Weapons
Ballistic weapons require ammunition to function. All ballistic weapons fire some kind of projectile, and therefore are capable of hitting flying targets. Characters can improve their chances of hitting with ballistic weapons with many different skills, though the mortal skills in the Ranged Combat skill tree will be the ones most commonly used.
Thrown Weapons
Thrown weapons are their own ammunition. That is, each weapon is thrown, and once thrown, cannot be used again. However some thrown weapons -- such as throwing knives -- can be picked up off the ground and used again.
Thrown weapons do not, in general, have a quality associated with them. They either exist -- and can be used without any bonus or penalty due to quality -- or they do not.
Grenades
Grenades are Area of Effect weapons. They are thrown, explode in the location, and permanently removed from the character's inventory. There are stories about characters who were a bit too careless with their grenades and suffered the consequences -- extreme caution is advised with these volatile weapons.
Innate Attacks
Innate attacks are those that are essential parts of the character. Like innate armor, innate attacks are permanent, weightless, cannot be traded, dropped or given to other characters, and cannot decay, be damaged, or be destroyed.
All characters have the innate attacks of Fist and Kick. Other innate attacks can be gained by spending Character Points. Innate attacks generally cost 1 or more Action Points to use, and many also require Magic Points.
Hand to Hand
Hand to Hand attacks are those that make use of the character's fists or feet to cause damage. They are not magical or supernatural in nature.
Innate Attacks
| Innate Weapon | MP Cost | Base Hit Chance | Impact | Piercing | Slashing | Fire | Cold | Electrical | Death | Acid | Holy | Unholy | Arcane | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fist | - | 10% | 2 | - | - | - | - | - | - | - | - | - | - | |
| Kick | - | 10% | 3 | - | - | - | - | - | - | - | - | - | - | |
| Fist, Boxing | - | 10% | 4 | - | - | - | - | - | - | - | - | - | - | |
| Haymaker | - | 5% | 5 | - | - | - | - | - | - | - | - | - | - | |
| Crimson Gladius | - | 20% | - | - | - | 7 | - | - | - | - | - | - | - | |
| Oaken Greatbow | - | 20% | - | 8 | - | - | - | - | - | - | - | - | - | |
| Clockwork Blade | - | 15% | - | - | - | - | - | 7 | - | - | - | - | - | |
| Wing Shards | 2 | 10% | - | 8 | - | - | - | - | - | - | - | - | - | |
| Cleansing Flame | 10 | 60% | - | - | - | 10+/100+ | - | - | - | - | - | - | - | |
| Lightning Strike | - | 20% | - | - | - | - | - | 9 | - | - | - | - | - | |
| Sandblaster | - | 20% | - | - | 11 | - | - | - | - | - | - | - | - | |
| Magma Slam | - | 20% | 6 | - | - | 6 | - | - | - | - | - | - | - | |
| Water Jet | - | 20% | - | - | - | - | 9 | - | - | - | - | - | - | |
| Blade of Light | - | 10% | - | - | - | - | - | - | - | - | 7+ | - | - | |
| Eye of Judgement | 2-1 | 20% | - | - | - | - | - | - | - | - | 10+ | - | - | |
| Verdant Sling | 3ª | 10% | 8 ¤ | 8 ¤ | 8 ¤ | - | - | - | - | - | 7 ¤ | - | - | |
| Keepers Crook | - | 10% | 8 | - | - | - | - | - | - | - | - | - | - | |
| Way of the Lashing Kick | - | 10% | +3 | - | - | - | - | - | - | - | - | - | - | |
| Soft Strike | - | 15% | +3 | - | - | - | - | - | - | - | - | - | - | |
| Cobra Strike | - | 0% | +5 | - | - | - | - | - | - | - | - | - | - | |
| Feeding Fangs | - | 10% | - | 6 | - | - | - | - | - | - | - | - | - | |
| Bite | - | 10% | - | 8 | - | - | - | - | - | - | - | - | - | |
| Umbral Sword | - | 10% | - | - | - | - | 8 | - | - | - | - | - | - | |
| Brightbow | 1 | 10% | - | - | - | - | - | - | - | - | - | - | 9 | |
| Energy Flare | - | 20% | - | - | - | - | - | - | - | - | - | - | 9 | |
| Bursting Flare | 10 | 20% | - | - | - | - | - | - | - | - | - | - | 8/150 | |
| Bone Trinket | - | 10% | - | - | - | - | - | - | 3 | - | - | - | - | |
| Death Touch | - | 10% | - | - | - | - | - | - | 1+ | - | - | - | - | |
| Bonesword | - | 20% | - | - | - | - | - | - | 8 | - | - | - | - | |
| Spellwand | (5ª) 1 | 10% | Spell | - | - | Spell | Spell | Spell | Spell | Spell | - | - | - | |
| Blood Claws | - | 10% | - | - | - | - | - | - | - | - | - | 6 | - | |
| Ghost Tendrils | - | 10% | - | - | - | - | 8 | - | - | - | - | - | - | |
| Teeth of the Damned | - | 15% | - | - | - | - | - | - | - | - | - | 9 | - | |
| Wail of the Dead | 15 | 90% | - | - | - | - | - | - | - | - | - | 20+/200+ | - | |
| Keening of the Damned | 15 | 90% | - | - | - | - | - | - | - | - | - | 30+/200+ | - | |
| Tailwhip | - | 15% | - | - | 10 | - | - | - | - | - | - | - | - | |
| Whip of Torment | - | 15% | - | - | - | - | - | - | - | - | - | 9 | - | |
| Dark Heart | 1 | 70% | Steals 11 MP | |||||||||||
| Soul Vampire | 3 | 70% | Creates a Soul Ice if target had at least 10MP | |||||||||||
| Razor Wings | - | 15% | - | - | 9 | - | - | - | - | - | - | - | - | |
| Tainted Wings | - | 10% | - | - | - | - | - | - | - | - | - | 13+ | - | |
| Cut the Silver Cord | 5 | 10% | Dismisses targeted Pet | |||||||||||
| Touch of Corrupted Loyalty | 10 | 10% | Steals targeted Pet | |||||||||||
| Crown of Pain | 10ª | 10% | - | - | - | 12¤ | - | - | 10¤ | 9¤ | - | 11¤ | - | |
| Caustic Horns | - | 10% | - | 7 | - | - | - | - | - | - | - | - | - | |
| Corrosive Horns | - | 20% | - | - | - | - | - | - | - | 9 | - | - | - | |
| Curse of Blood | 5 | 70% | Applies Curse of Blood | |||||||||||
| Agony Curse | 5 | 70% | Applies Agony Curse | |||||||||||
| Acid Spittle | 1 | 15% | - | - | - | - | - | - | - | 10 | - | - | - | |
| Metamorphic Unguis | - | 10% | 10(50%) | - | - | - | - | - | - | 10(33%) | - | 10(17%) | - | |
| Candle of the Soul | - | 15% | - | - | - | 7 | - | - | - | - | - | - | - | |
| Crossbow of Cold Resolve | - | 15% | - | - | - | - | 12 | - | - | - | - | - | - | |
| Radiant Storm | - | ?% | - | - | - | - | - | 25/200 | - | - | - | - | - | |
| Shadow Dirk | - | 20% | - | - | - | - | - | - | - | - | - | 7 | - | |
These innate attacks refer to those attacks that come from a magical, mystical, or supernatural source. They may require more Action Points and almost all of them require Magic Points to use. Some skills (Explosive Murder, for example) have additional special costs involved in using them.
These innate attacks are essential parts of the character. Some will add a new innate attack to the character (such as claws, a tail, or horns). Others will add a weapon (such as a whip), and even though it is a weapon it is considered an innate part of the character and therefore cannot be dropped, damaged, and otherwise shares the same properties as other innate attacks.
Supernatural Attacks
Supernatural attacks are those that seem to draw their power directly from magical sources, or use magic to enhance their effectiveness.
Magical Weapons
There are two known magical weapons: the Marrakunian Soul Cannon and the Virtuecaster. These weapons cannot be found -- they can only be constructed by characters with the proper skills, materials, Morality, and who have unlocked the secret of their making.
Charged Attacks
| Name | Class | AP | MP | Hit Chance Bonus | Impact | Piercing | Slashing | Fire | Cold | Electric | Death | Acid | Holy | Unholy | Arcane | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Smite | Paladin | 1 | 10 | - | - | - | - | - | - | - | - | - | +8 | - | - | |
| Greater Smite | Seraph | 1 | 15 | - | - | - | - | - | - | - | - | - | +15 | - | - | |
| Eye of Resolute Precision | Seraph | 1 | X | +X% | -X DMG | |||||||||||
| Sanctify Spell | Shepherd | 2 | MP*.75 | - | - | - | - | - | - | - | - | - | +Neg.MO/10 (+3or-1) | - | - | |
| Focused Attack | Myrmidon | 1 | 8 | - | - | - | - | - | - | - | - | - | - | - | +6 | |
| Way of Fire | Eternal Soldier | 1 | 10 | - | - | - | - | - | - | - | - | - | - | - | +15 | |
| Master of Hidden Energy | Eternal Soldier | 1 | 2 | - | - | DMG | DMG | DMG | DMG | DMG | - | - | - | - | DMG | |
| Eldritch Blast | Sorceror | 1 | MP+2 | - | - | - | - | - | - | - | - | - | - | - | DMG | |
| Targeting Shot | Conduit | 2 | 6 | - | Applies Targeted | |||||||||||
| Arcane Marksman | Wizard | 1 | 4 | - | DMG | - | - | DMG | DMG | DMG | - | DMG | - | - | DMG | |
| Destructive Blow | Pariah | 1 | 6 | - | *1 + Item Decay | |||||||||||
| Hellfire | Pariah | 1 | 10 | - | - | - | - | - | - | - | - | - | - | +8 | - | |
| Wytchfire | Doom Howler | 1 | 5 | - | Applies Wytchfire | |||||||||||
| Rage Strike | Infernal Behemoth | 2 | 15 | - | - | - | - | - | - | - | - | - | - | +15 | - | |
| Poison | Defiler | 2 | 5 | - | Applies Defiler Poison | |||||||||||
| Taint Spell | Defiler | 2 | MP*.75 | - | - | - | - | - | - | - | - | - | - | +Pos.MO/10 (+2) | - | |
| Plague of Doubt | Fallen | 2 | 6 | - | Applies Plague of Doubt | |||||||||||
| Wrathful Smite | Redeemed | 1 | - | - | - | - | - | - | - | - | - | - | +10 (75%) | +20 (25%) | - | |
Charged attacks are attacks that have been enhanced in some way to cause more damage or inflict a Status Effect on the target. Charged attacks do not themselves cause damage, but rather are coupled with another attack and make that other attack more powerful. For example, Way of Fire does not itself cause any damage, but it causes another attack (for example, a sword strike) to deal +15 points of damage, and changes the damage type to Arcane.
Defensive Auras
| Name | Class | MP | Impact | Piercing | Slashing | Fire | Cold | Electric | Death | Acid | Holy | Unholy | Arcane |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acid Blood | Wyrm Master | 0 | - | - | - | - | - | - | - | lvl/3 | - | - | - |
| Aura of the Crypt | Lich | 0 | - | - | - | - | - | - | lvl/4 | - | - | - | - |
| Burning Aura | Infernal Behemoth | 0 | - | - | - | lvl/4 | - | - | - | - | - | - | - |
| Cloak of Flame | Holy Champion | 6 | - | - | - | lvl/6 | - | - | - | - | - | - | - |
| Cloak of Hoarfrost | Holy Champion | 6 | - | - | - | - | lvl/5 | - | - | - | - | - | - |
| Cloak of Holy Radiance | Holy Champion | 6 | - | - | - | - | - | - | - | - | lvl/5 | - | - |
| Cloak of Magma | Holy Champion | 6 | - | - | - | 6 | - | - | - | - | - | - | - |
| Clockwork Cloud | Seraph | 0 | lvl/5 | - | - | - | - | - | - | - | - | - | - |
| Wreath in Flame | Elementalist | 8 | - | - | - | lvl/4 | - | - | - | - | - | - | - |
| Intense Halo | Advocate | 0 | - | - | - | - | - | - | - | - | lvl/4 | - | - |
Defensive Auras, despite the name, do not provide the character with any added protection against attacks. Instead, they act as a passive attack that is trigged only under specific circumstances. If a character with an active defensive aura is attacked (or sometimes only if they are hit) by another character, then that defensive aura will affect the attacker in some way -- generally by inflicting damage.
Spells and Pets
Spells and pets are not available to all characters. Their use requires specialized skills and the expenditure of considerable Character Points.
Spells
| Spell | CP cost | Damage type | Attack type | MP cost | Damage | Damage/MP | Restriction | Total cp of tree | Damage - w/ full tree | Damage/MP - w/ full tree |
|---|---|---|---|---|---|---|---|---|---|---|
| Acid Dart | 11 | Acid | Auto-hit | 4 | 4 | 1,00 | No angels | 77 | 9 | 2,25 |
| Bilious Purge | 17 | Acid | Ranged | 7 | 12 | 1,71 | Tier 3, no angels | 77 | 17 | 2,43 |
| Caustic Bolt | 16 | Acid | Auto-hit | 8 | 7 | 0,88 | Tier 3, no angels | 77 | 12 | 1,50 |
| Corrosive Glance | 7 | Acid | Ranged | 3 | 6 | 2,00 | No angels | 77 | 11 | 3,67 |
| Noxious Globule | 12 | Acid | Ranged | 5 | 9 | 1,80 | No angels | 77 | 14 | 2,80 |
| Acrid Vapors | 14 | Acid | Aura | 12 | 6 | 0,5*5 | No angels | 77 | 6 | 0,5*10 |
| Arctic Bolt | 14 | Cold | Auto-hit | 8 | 6 | 0,75 | Tier 3 | 65 | 11 | 1,38 |
| Frost Charge | 12 | Cold | Aura | 12 | 6 | 0,5*5 | 65 | 6 | 0,5*10 | |
| Frostbite | 5 | Cold | Ranged | 3 | 5 | 1,67 | 65 | 10 | 3,33 | |
| Glacierblast | 15 | Cold | Ranged | 7 | 11 | 1,57 | Tier 3 | 65 | 16 | 2,29 |
| Ice Dart | 9 | Cold | Auto-hit | 4 | 3 | 0,75 | 65 | 8 | 2,00 | |
| Ice Strike | 10 | Cold | Ranged | 5 | 8 | 1,60 | 65 | 13 | 2,60 | |
| Death Dart | 10 | Death | Auto-hit | 4 | 3 | 0,75 | 71 | 8 | 2,00 | |
| Death Mantle | 13 | Death | Aura | 12 | 6 | 0,5*5 | 71 | 6 | 0,5*10 | |
| Lifesnuff | 11 | Death | Ranged | 5 | 8 | 1,60 | 71 | 13 | 2,60 | |
| Necrotic Ray | 6 | Death | Ranged | 3 | 5 | 1,67 | 71 | 10 | 3,33 | |
| Pallid Bolt | 15 | Death | Auto-hit | 8 | 6 | 0,75 | Tier 3 | 71 | 11 | 1,38 |
| Thanatoid Gaze | 16 | Death | Ranged | 7 | 11 | 1,57 | Tier 3 | 71 | 16 | 2,29 |
| Cloudburst | 12 | Electrical | Ranged | 5 | 9 | 1,80 | No demons | 77 | 14 | 2,80 |
| Lightning Dart | 11 | Electrical | Auto-hit | 4 | 4 | 1,00 | No demons | 77 | 9 | 2,25 |
| Shocking Grasp | 7 | Electrical | Ranged | 3 | 6 | 2,00 | No demons | 77 | 11 | 3,67 |
| Static Charge | 14 | Electrical | Aura | 12 | 6 | 0,5*5 | No demons | 77 | 6 | 0,5*10 |
| Thunderbolt | 16 | Electrical | Auto-hit | 8 | 7 | 0,88 | Tier 3, no demons | 77 | 12 | 1,50 |
| Thunderstrike | 17 | Electrical | Ranged | 7 | 12 | 1,71 | Tier 3, no demons | 77 | 17 | 2,43 |
| Firestrike | 4 | Fire | Ranged | 3 | 6 | 2,00 | 59 | 11 | 3,67 | |
| Fire Dart | 8 | Fire | Auto-hit | 4 | 4 | 1,00 | 59 | 9 | 2,25 | |
| Flame Bolt | 13 | Fire | Auto-hit | 8 | 7 | 0,88 | Tier 3 | 59 | 12 | 1,50 |
| Flame Charge | 11 | Fire | Aura | 12 | 6 | 0,5*5 | 59 | 6 | 0,5*10 | |
| Smoldering Bolt | 9 | Fire | Ranged | 5 | 9 | 1,80 | 59 | 14 | 2,80 | |
| Sunflare | 14 | Fire | Ranged | 7 | 12 | 1,71 | Tier 3 | 59 | 17 | 2,43 |
| Rain of Stones | 3 | Impact | Ranged | 3 | 7 | 2,33 | 53 | 12 | 4,00 | |
| Stone Dart | 7 | Impact | Auto-hit | 4 | 5 | 1,25 | 53 | 10 | 2,50 | |
| Battering Ram | 8 | Impact | Ranged | 5 | 10 | 2,00 | 53 | 15 | 3,00 | |
| Force Bolt | 12 | Impact | Auto-hit | 8 | 8 | 1,00 | Tier 3 | 53 | 13 | 1,63 |
| Force Focus | 13 | Impact | Ranged | 7 | 13 | 1,86 | Tier 3 | 53 | 18 | 2,57 |
| Stonefury | 10 | Impact | Aura | 12 | 6 | 0,5*5 | 53 | 6 | 0,5*10 |
GUWAST will only list those spells that have some kind of combat application -- either by granting some kind of soak against damage types or by inflicting damage. Spells that improve accuracy or have non- combat uses will not be listed here. Please see the Spells page for more information about spells in general, and the list of known spells for a more complete catalog of magic.
The three basic types of spells -- Aura, Ranged, and Touch -- are listed on GUWAST. They are different in their delivery of damage: Aura spells act like Defensive auras and require another character to attack the caster in order to cause damage, Ranged spells are cast at targets and are considered ranged attacks, and Touch attacks require the caster to physically hit their opponent to deliver their effect.
Pets
| Pet Name | T3 | MP Cost | AP | MP | HP | Attack | Defence | Impact | Piercing | Slashing | Fire | Cold | Electric | Death | Acid | Holy | Unholy | Arcane |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Avenging Light | H | 15 | 20 | 20 | 30 | 50% | 15% | - | - | - | - | - | - | - | - | 7 | - | - |
| Avenging Light,(Cleansing) | H | 15 | 40 | 30 | 60 | 60% | 10% | - | - | - | - | - | - | - | - | 9 | - | - |
| Judgemaster | S | 20 | 100 | 40 | 80 | 45% | 0% | - | - | (6) | - | - | - | - | - | 10 | - | - |
| Judgemaster, (SoM and SoE) | S | 20 | 140 | 50 | 110 | 55% | 5% | - | - | - | - | - | (8) | - | - | 12 | - | - |
| Wheel of Righteousness | S | 30 | 90 | 70 | 90 | 70% | 15% | (9) | - | - | - | - | - | - | - | 12 | - | - |
| Aethersprite | S | 20 | 90 | 40 | 20 | 40% | 5% | - | - | - | - | - | - | - | - | 4 | - | - |
| Origami Tiger | N | 15 | 20 | 20 | 50 | 50% | 5% | - | - | 8 | - | - | - | - | - | - | - | - |
| Origami Tiger,(Bengal) | N | 15 | 40 | 30 | 70 | 65% | 15% | - | - | 11 | - | - | - | - | - | - | - | - |
| Skeleton | L | 10 | 100 | 40 | 30 | 50% | 5% | - | - | 7 | - | - | - | - | - | - | - | - |
| Skeleton,(Bone Seeker) | L | 10 | 120 | 45 | 30 | 65% | 5% | - | - | 11 | - | - | - | - | - | - | - | - |
| Zombie | L | 10 | 90 | 40 | 40 | 45% | 0% | 7 | - | - | - | - | - | - | - | - | - | - |
| Zombie,(Ghoul) | L | 10 | 100 | 40 | 60 | 60% | 0% | - | - | 10 | - | - | - | (7) | - | - | - | - |
| Fossil Monstrosity | L | 0 | 100 | 80 | 90 | 65% | 10% | - | - | 15 | - | - | - | (11) | - | - | - | - |
| Will-O-Wisp | L | 15 | 100 | 20 | 40 | 50% | 5% | - | - | - | - | - | - | 7 | - | - | - | - |
| Wight | L | 25 | 150 | 40 | 60 | 60% | 0% | - | - | - | - | - | - | 12 | - | - | - | - |
| Chain Gremlin | D | 15 | 20 | 20 | 55 | 45% | 5% | - | - | - | - | - | - | - | - | - | 7 | - |
| Chain Gremlin,(Ancient Trickery) | D | 15 | 40 | 30 | 85 | 60% | 10% | - | - | - | - | - | - | - | - | - | 9 | - |
| Hellhound | W | 20 | 110 | 30 | 70 | 65% | 5% | - | (6) | - | 7 | - | - | - | - | - | - | - |
| Hellhound, (MoTP) | W | 20 | 130 | 35 | 85 | 70% | 5% | - | (8) | - | 9 | - | - | - | - | - | - | - |
| Nether Hound | W | 20 | 110 | 45 | 70 | 60% | 10% | - | - | - | (7) | - | - | 11 | - | - | - | - |
| Nether Hound, (MoTP) | W | 20 | 130 | 50 | 85 | 70% | 10% | - | - | - | (9) | - | - | 13 | - | - | - | - |
| Horrid Tentacle | W | 15 | 130 | 25 | 30 | 55% | 0% | (5) | - | 7 | - | - | - | - | - | - | - | - |
| Horrid Tentacle, (Favoured) | W | 15 | 160 | 30 | 35 | 60% | 0% | (5) | - | - | - | - | - | - | 8 | - | - | - |
| Imp | W | 15 | 110 | 25 | 20 | 45% | 5% | - | - | - | 5 | - | - | - | - | - | - | - |
| Imp,(Mischievous) | W | 15 | 120 | 35 | 20 | 55% | 10% | - | - | - | 5 | - | - | - | - | - | - | - |
| Wrackwyrm | W | 30 | 100 | 65 | 85 | 75% | 10% | - | - | (9) | - | - | - | - | - | - | 12 | - |
There are three basic kinds of pets: Minor, Lesser, and Greater Pets. Pets can only be summoned by characters that know the required skills. Some pets have a secondary attack, and those secondary attacks have their damage type listed in parentheses.
