Grand Unified Weapons Armor and Spell Table

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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. Each type has certain differences from the others, and there are also certain factors that apply to all armors equally.


Comparison of Mundane Armors
Armor
Weight
Style
Impact
Piercing
Slashing
Fire
Cold
Electric
Acid
Death
Holy
Unholy
Arcane
Chainmail Shirt 9 Shirt 1 2 3 - - - - - - - -
Fireman's Jacket 5 Jacket 1 - 2 3 - - - - - - -
Leather Cuirass 8 Jacket - 3 4 - - 1 - - - - -
Leather Jacket 4 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 - - - - - - - -
Mundane Jacket/Shirt combinations
Armor
Soak/Weight
Weight
Total Soak
Impact
Piercing
Slashing
Fire
Cold
Electric
Acid
Death
Holy
Unholy
Arcane
Chainmail Shirt + Fireman's Jacket 0.57 14 8 1 2 3 3 - - - - - - -
Chainmail Shirt + Leather Jacket 0.54 13 7 1 2 3 - - 1 - - - - -
Chainmail Shirt + Leather Cuirass 0.53 17 9 1 3 4 - - 1 - - - - -
Chainmail Shirt + Plate Cuirass 0.33 21 7 1 2 4 - - - - - - - -
Suit of Light Body Armor + Fireman's Jacket 0.55 20 11 2 4 2 3 - - - - - - -
Suit of Light Body Armor + Leather Jacket 0.47 19 9 2 4 2 - - 1 - - - - -
Suit of Light Body Armor + Leather Cuirass 0.48 23 11 2 4 4 - - 1 - - - - -
Suit of Light Body Armor + Plate Cuirass 0.37 27 10 2 4 4 - - - - - - - -
Suit of Military Encounter Armor + Fireman's Jacket 0.43 30 13 2 5 3 3 - - - - - - -
Suit of Military Encounter Armor + Leather Jacket 0.38 29 11 2 5 3 - - 1 - - - - -
Suit of Military Encounter Armor + Leather Cuirass 0.36 33 12 2 5 4 - - 1 - - - - -
Suit of Military Encounter Armor + Plate Cuirass 0.30 37 11 2 5 4 - - - - - - - -
Suit of Police Riot Armor + Fireman's Jacket 0.44 23 10 4 - 3 3 - - - - - - -
Suit of Police Riot Armor + Leather Jacket 0.46 22 10 4 2 3 - - 1 - - - - -
Suit of Police Riot Armor + Leather Cuirass 0.46 26 12 4 3 4 - - 1 - - - - -
Suit of Police Riot Armor + Plate Cuirass 0.33 30 10 4 2 4 - - - - - - - -
Suit of Rusty Armor + Fireman's Jacket 0.53 17 9 2 2 2 3 - - - - - - -
Suit of Rusty Armor + Leather Jacket 0.44 16 7 2 2 2 - - 1 - - - - -
Suit of Rusty Armor + Leather Cuirass 0.5 20 10 2 3 4 - - 1 - - - - -
Suit of Rusty Armor + Plate Cuirass 0.33 24 8 2 2 4 - - - - - - - -
Comparison of Innate Armors
Armor
Class
Impact
Piercing
Slashing
Fire
Cold
Electric
Acid
Death
Holy
Unholy
Arcane
Arcanic Wrap Conduit - - - - - - - - - - 100%
Blessing of Inspiration Advocate - - - - - - - - - 100% -
Chitinous Armor Infernal Behemoth 4 7 5 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% - - - - - - -
Shadow of the Dust Revenant 25% 25% 25% - - - - - - - -
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
Stance of the Guardian Seraph +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1
Strength of Darkness Revenant - - - - - - - 100% - - -
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
Comparison of Activated Armors
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% - - - - - -
Dose of Painkillers Pill (Item) +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1
Eldritch Bond Conduit - - - - - - - - 100% 100% -
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 (Item) +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
Invulnerability (Greater) Potion (Item) +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4
Invulnerability (Lesser) Potion (Item) +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
Shield of Faith Paladin 25% 25% 25% 25% 25% 25% 25% 25% 25% 25% 25%
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 a Potion of (X) Invulnerability. In a Potion of Lesser Invulnerability's case, a character under its effect 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

Comparison of Mundane 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 - - - - - - - - - -
Battleaxe 8 -5% - - 7 - - - - - - - -
Bullwhip 2 10% - 3 - - - - - - - - -
Cane 2 10% 2 - - - - - - - - - -
Carving Knife 3 10% - - 3 - - - - - - - -
Cat of Nine Tails 4 10% - 5 - - - - - - - - -
Chainsaw (20x) 7 -5% - - 10 - - - - - - - -
Claymore 8 -10% - - 8 - - - - - - - -
Crowbar 4 10% 4 - - - - - - - - - -
Cutlass 6 15% - - 5 - - - - - - - -
Fishing Pole 2 10% 3 - - - - - - - - - -
Frying Pan 4 10% 4 - - - - - - - - - -
Golf Club 2 10% 2 - - - - - - - - - -
Katana 0 10% - - 6 - - - - - - - -
Length of Chain 3 10% 3 - - - - - - - - - -
Pipewrench 4 10% 4 - - - - - - - - - -
Rapier 5 15% - 5 - - - - - - - - -
Saber 5 10% - 6 - - - - - - - - -
Set of Brass Knuckles 1 10% +1 - - - - - - - - - -
Sledgehammer 8 -10% 8 - - - - - - - - - -
Spear 5 25% - 4 - - - - - - - - -
Sword 6 10% - - 6 - - - - - - - -
Tarnished Sword 6 0% - - 7 - - - - - - - -
Tire Iron 4 10% 4 - - - - - - - - - -
Torch (10x) 7 10% - - - 6 - - - - - - -
Truncheon 3 10% 5 - - - - - - - - - -
Warhammer 8 -10% 8 - - - - - - - - - -


Normal weapons have a number of properties associated with them. They have weight and take up space in a character's inventory. Most can be found, or crafted if the character has the proper skills, materials, and tools.

Most normal weapons also have a quality level associated with them (though many improvised weapons do not) and this can be damaged, either from use or by another character's skills or abilities, through decay. 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 -15% to hit penalty. Destroyed weapons have a -30% to hit penalty. 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.

Heavy Weapons

Some melee weapons are considered heavy weapons, namely Sledgehammers, Battleaxes, Chainsaws and Warhammers. They tend to deal more damage than other weapons, but with a -20% penalty to hit (already included in the tables), though certain skills (Strength, Tattoo of Strength, Hulking Brute, Fiendish Bulk, Infernal Combat, Animus of the Wolf, Heart of the Wolf and Blood of the Wolf) give bonuses to the accuracy/damage of heavy weapons.

Normal Ranged Weapons

Comparison of Mundane 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 - - - - - - - - -
Flamethrower (x10) 5 10% - - - 7 - - - - - - -
Pistol (x6) 3 10% - 6 - - - - - - - - -
Pump Action Shotgun (x12) 6 10% - 9 - - - - - - - - -
Rifle (x6) 6 15% - 8 - - - - - - - - -
Sub-Machine Gun (x12) 5 5% - 7 - - - - - - - - -
Bone Trinket 1 10% - - - - - - 3 - - - -
Chunk of Cobblestone 4 10% 4 - - - - - - - - - -
Hatchet 2 10% - - 6 - - - - - - - -
Rock 1 10% 3 - - - - - - - - - -
Sling (x1–10) 4 10% 7 - - - - - - - - - -
Throwing Knife 1 20% - 3 - - - - - - - - -
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 either grenades or other weapons. Grenades, once thrown, cannot be used again. Most other thrown weapons -- such as throwing knives or rocks -- can be picked up off the ground and used again.

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

Comparison of Innate Weapons
Innate Weapon
MP Cost
Base Hit Chance
Impact
Piercing
Slashing
Fire
Cold
Electric
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 - 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 Judgment 3-2 20% - - - - - - - - 10+ - -
Verdant Sling - 10% 8 ¤ 8 ¤ 8 ¤ - - - - - 7 ¤ - -
Keepers Crook - 10% 8 - - - - - - - - - -
Way of the Lashing Kick - 10% +3 - - - - - - - - - -
Soft Strike - 15% +3 - - - - - - - - - -
Cobra Strike - -10% +5 - - - - - - - - - -
Feeding Fangs - 10% - 6 - - - - - - - - -
Bite - 10% - 8 - - - - - - - - -
Umbral Sword - 10% - - - - 8 - - - - - -
Brightbow 1 10% - - - - - - - - - - 9
Energy Flare 2 20% - - - - - - - - - - 9
Bursting Flare 10 20% - - - - - - - - - - 8/150
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% - - - - - - - - - lvl/lvl*10 -
Keening of the Damned 15 90% - - - - - - - - - lvl*1.5/lvl2/2 -
Tailwhip - 15% - - 10 - - - - - - - -
Whip of Torment - 15% - - - - - - - - - 9 -
Dark Heart 1 70% Steals 10 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¤ - 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 - Base Archery - - - - - 25/200 - - - - -
Shadow Dirk - 20% - - - - - - - - - 7 -
Life Vampire 3 MP 70% Deals 10 HP Unsoakable Damage


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 could only be constructed by characters with the proper skills, materials, Morality, and who have unlocked the secret of their making, though even this route is no longer available. Now only available through the Explosion of Chaos event.

Charged Attacks

Comparison of Charged Attacks
Name
Class
CP
AP
MP
Impact
Piercing
Slashing
Fire
Cold
Electric
Death
Acid
Holy
Unholy
Arcane
Smite Paladin 40 - 10 - - - - - - - - +8 - -
Greater Smite Seraph 30 +1 15 - - - - - - - - +15 - -
Sanctify Spell Shepherd 40 +1 MP*.75 - - - - - - - - +Neg.MO/10 (+3 or -1) - -
Focused Attack Myrmidon 40 - 8 - - - - - - - - - - +6
Way of Fire Eternal Soldier 60 - 10 - - - - - - - - - - +15
Master of Hidden Energy Eternal Soldier 60 - 2 - DMG DMG DMG DMG DMG - - - - DMG
Eldritch Blast Sorcerer 40 - MP+2 - - - - - - - - - - DMG
Targeting Shot Conduit 30 +1 6 Applies Targeted.
Arcane Marksman Wizard 30 - 4 DMG - - DMG DMG DMG DMG - - - DMG
Destructive Blow Pariah 40 - 6 Causes One Level of Armor Decay. Triple Damage to Wards.
Hellfire Pariah
Fallen
40
30
- 10 - - - - - - - - - +8 -
Rage Strike Infernal Behemoth 30 +1 15 - - - - - - - - - +15 -
Poison Defiler 20 +1 5 Applies Defiler Poison.
Taint Spell Defiler 40 +1 MP*.75 - - - - - - - - - +Pos.MO/10 (+2) -
Plague of Doubt Fallen 30 +1 6 Applies Plague of Doubt.
Wrathful Smite Redeemed 60 - - - - - - - - - - +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

Comparison of 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 - - - - - - - - - -
Intense Halo Advocate 0 - - - - - - - - lvl/4 - -
Sulphurous Cloak Defiler 0 - - - - - - - - - 6 -
Wreath in Flame Elementalist 8 - - - 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 Electric Ranged 5 9 1,80 No demons 77 14 2,80
Lightning Dart 11 Electric Auto-hit 4 4 1,00 No demons 77 9 2,25
Shocking Grasp 7 Electric Ranged 3 6 2,00 No demons 77 11 3,67
Static Charge 14 Electric Aura 12 6 0,5*5 No demons 77 6 0,5*10
Thunderbolt 16 Electric Auto-hit 8 7 0,88 Tier 3, no demons 77 12 1,50
Thunderstrike 17 Electric 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

Comparison of 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% 15% - - - - - - - - 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% - - - - - - 6 - - - -
Wight L 25 150 35 60 60% 0% - - - - - - 12 - - - (5)
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 65% 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.