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− | {{quotation|Some weapons can modify skills. Additionally, some weapons will have unique, specialization-specific skills.|April Q&A Part 3|https://corepunk.com/en/community/threads;id{{=}}2119}} | + | {{quotation|text=Some weapons can modify skills. Additionally, some weapons will have unique, specialization-specific skills.|source=[https://corepunk.com/en/community/threads;id=2119 April Q&A Part 3]}} |
− | [[File:Weapon_Preview.jpg|thumb|400px|A preview of an uncommon [[Spiked Spear]] with "more information" toggled.]] | + | [[File:Weapon Preview.png|thumb|616px|A preview of the weapon, "Shakesword".]] |
− | In Corepunk, [[weapon]]s can be equipped to provide stat bonuses and unique appearances. Each [[Weapon Mastery]] has its own unique weapon type - such as spears for the [[Legionary]], or bows for the [[Ranger]]. Along with [[artifacts]], weapons are the primary source of a player's power. Unlike artifacts, weapons are visible on the player character model. | + | In Corepunk, weapons can be equipped to provide stat bonuses, abilities, and unique appearances. Each [[Weapon Mastery]] has it's own unique weapon type - such as spears for the [[Warmonger#Legionary| Legionary]], or bows for the [[Champion#Ranger| Ranger]]. Unlike [[artifacts]], weapons are the primary source of stats and are visible on characters. |
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| ==Acquisition== | | ==Acquisition== |
− | Weapons in Corepunk can be crafted with [[Weaponsmithing]], purchased, dropped by killed characters, or sometimes traded.<br> | + | Weapons in Corepunk can be crafted by the [[Blacksmith]], purchased, acquired by drops from enemies, or dropped by [[Karma_System#Red| criminals]]. Some weapons are bound on pickup, meaning they cannot be exchanged with other players by any means. |
− | Some weapons are [[binding|bound]] to the player either [[binding#On Equip|on equip]] or [[binding#On Pickup|on pickup]]. Once a weapon is bound, it cannot be exchanged between different players.
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− | ==Attributes==
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− | A weapon's attribtues can be affected in three ways: its basic [[stat]]s, its [[chip]]s, and its skills.
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− | ===Stats===
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− | {{see|Stat|Main Article:}}
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− | A weapon's stats represent its base power without any add-ons. The only way to change a weapon's stats are via a reroll with the [[Synthesis Machine]].<br>
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− | All weapons that aren't shields have three and only three stats:
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− | :{{arrow}}{{stat|Attack Speed}}
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− | :{{arrow}}{{stat|Weapon Damage}}
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− | :{{arrow}}{{stat|Damage Per Second}}
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− | Shields have the following additional stats:
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− | :{{arrow}}{{stat|Shield Ability Block Chance}}
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− | :{{arrow}}{{stat|Shield Ability Block Power}}
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− | :{{arrow}}{{stat|Shield Block Chance}}
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− | :{{arrow}}{{stat|Shield Block Power}}
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− | The [[Gear Score]] of a weapon quantifies its stats. The higher the gear score, the better the weapon is. A weapon's gear score is calculated by adding its weapon damage and attack speed, then rounding to the nearest integer.
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− | ===Chips===
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− | {{see|Chip|Main Article:}}
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− | Weapons have [[Socket]]s, where chips can be inserted to give the weapon bonus effects. All weapons have an [[Socket#Advanced Sockets|advanced socket]], and uncommon or higher [[quality]] weapons have additional [[Socket#Standard Sockets|standard sockets]] (one additional standard socket for each increase in quality).
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− | [[Chip#Advanced Chips|Advanced chips]] give the weapon unique effects, whereas [[Chip#Standard Chips|Standard Chips]] give the weapon stat bonuses.<br>
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− | Socket bonuses reward the player for matching the correct chip type to the correct socket type. These provide minor bonuses to the weapon's stats.
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− | ===Skills===
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− | Some weapons have skills that can be activated in slots {{key|F1}} and {{key|F2}} in the skill bar. They function in the same way as [[Artifact#Active Artifacts|Active Artifacts]].
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| ==See Also== | | ==See Also== |
− | :{{arrow}}[[Artifact]]
| + | *[[List of Weapons]] |
| + | *[[Artifact]] |